Karas: Tatsunoko vs. Capcom Moves, Combos, Strategy Guide
Last updated on Dec. 13, 2009
Special Moves
A (2) next to an arrow means to hold the joystick in that direction for 2 seconds to 'charge' the move.
With moves that charge by holding back or down, you can use the diagonal positions to charge up as well. For example, if you're holding back, you can jump backwards or block low and still maintain your charge.
• Shield Blade (Kumo Soto Kagami) •
Makes Karas quickly spin his sword, which will also reflect projectiles back at his enemy. It can also be Canceled into his Hyper Shield Blade move if it connects.
— Kasha Dash
— Low Sword Slash
or
— Sword Slash or Overhead Attack
• Kasha Dash and Sword Slashes •
This can be thought of some what like Fei Long's Rekka Ken. The first move makes Karas dash forward, if that hits you can follow up with a fireball motion and pressing an attack button to make him slash with his sword, this needs to be blocked low.
After the second hit, you have two options, you can either quickly press Back then Forward + an Attack button for another slash with your weapon, or pressing Towards and Hard attack will cause Karas to do a jumping overhead slash. The overhead won't combo, but it's a nice high/low mix up.
After Karas lands his initial Kasha Dash attack, your opponent will be stunned for awhile so you can combo without using the pre-determined follow up moves listed above.
The button strength determines the power of your Kasha Dash.
(Can also be performed in the air)
• Sword Uppercut (Narukami) •
Fairly similar to Ryu's Dragon Punch. Karas uses his swords to do an upwards slash that starts up (gets to a hittable state) very quickly.
Great anti air move, also handy in combos. Light version hits 1 time, Medium 3 times and Hard 5 times. The heavier versions do more damage, but have more recovery time.
You can also use this after doing your Kasha Dash.
— Whip Grab
or
— Auto Combo or Whip Pull
• Whip Grab (Hikou) •
Karas attempts to whip his opponent. If it hits, the whip will hold them so you can follow up with another move.
Auto Combo: Doing a fireball motion and pressing an attack button will make you follow up with a kick and sword slash.
Whip Pull: A reverse fireball and an attack button will make Karas pull his enemy towards him. If you use the Light button to do this, you'll have a very short amount of time to combo your opponent. Medium pulls them into the air so you can juggle them. Hard will bounce them off the wall so you can attempt an air combo.
Unless your timing is stellar, you're best off avoiding the Light Whip Pull, because the window you can combo with is small.
Hyper Moves
• Hyper Shield Blade (Level 1, Zan'eijin) •
This can only be done as a follow up after a regular Shield Blade, it's very damaging though. Karas will go invisible until the move finishes, but you can watch the damage he causes with his sword as your opponent is hit multiple times.
• Counter Sword (Level 1, Shiranui) •
Karas will pose and if he's struck during this time he'll counter attack twice with his sword. Works good when know your opponent is going to attack, like if they do a Hurricane Kick with Ryu or are tagging in after you kill their partner.
This doesn't work against other Hyper moves though.
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• Moonlight Execution (Level 3, Hieizan Tsuki) •
An attack straight from the Karas anime series. Makes him pose and throw his shadow at his opponent. If it hits they get tied up in a huge web and pulled up in front of the moon.
Karas then jumps and launches a vicious sword attack that does a lot of damage.
This move can hit grounded characters, and it's got a very fast start up time. You can combo into this from a variety of ways as well. Just an awesome Hyper move.
Normal Moves
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• Launcher •
This will launch your opponent up into the air.
Assists
| Partner Assist | Variable Counter | Variable Combination |
| Shield Blade | Light Sword Uppercut | Hyper Shield Blade |
Tatsunoko vs. Capcom Storyline
Karas is the dark hunter who tries to maintain the order between the human world and the Spirit world. His partner, a cat-like female spirit, acts as his liaison, listening to pleas for help from the human world.
When someone needs to be punished, she summons Karas to take care of the matter.
Character origins
A Karas is a suit of armor animated by human souls which has parts that somewhat resemble a raven or crow. The human souls act as a guide to the Karas to help carry out the will of the land, which often leads them to fight malevolent (evil) spirits and sometimes other Karas.
The original Karas anime tells the story of Otoha, who's a former yakuza member, that's trying to stop his corrupt predecessor from taking over Tokyo.
Otoha has a very dark past and a strong aversion to other people's pain, which lead him to be an enforcer for the yakuza. Otoha would later become a Karas and help fight the organization he was once a part of.
Contributions to this guide by Gnik.

Posted by Window Licker on June 1, 2009 at 6:07 a.m. #1
this dudE KARAS looks like that he from MASS EFFECT lol
Posted by The Truth on June 1, 2009 at 6:37 a.m. #2
my boy karas...lol aka baby magneto or better
Posted by Karas owns on June 1, 2009 at 6:01 p.m. #3
Basicly to play the obvious god teir karas, do a lot of pressure sting untill they mess up. Down B hits almost full screen and low so just "down B standing C wait (use a partner here if you have one with a projectile like ryu) then jump over them for an over head as the projectile hits. Work on getting his infinite down, you'll need it and it's pretty simple. problem is it doesn't work on all characters and only on the other guys side of the field for the rest.
Best bnb combo is:
standing A, standing A, standing A, standing B, down B, standing C (two hits) Borque, dash foward, standing A, standing A, standing A, standing B, down B, partner (only works with projectile assists (Ryu, Morgana) standing C (two hits) standing A, standing A, standing A, standing B, down B, standing C (two hits) C kasha dash
if in the corner use: standing A, standing B, down B, launcher, follow, A, B, B, jump, A, B, B, C sword upper cut
if not: just launcher, etc...
Posted by That Dude on June 1, 2009 at 6:18 p.m. #4
The only problem this guy has is the unblockable moves. This dude is cheap at it's finest ways.
Posted by TvC char review on June 21, 2009 at 7:09 p.m. #5
this char is broken like that old sagat haha. but srs most top players r gonna pick this and ryu for assist thats it pretty lame
Posted by Nyoronoru on June 24, 2009 at 11:42 a.m. #6
This game would be a lot more fun in tourneys if Karas wasn't in it. You can't choose a single non-quick character or grappler.
Posted by sean on July 19, 2009 at 8:30 p.m. #7
the one character from Tatsu. that i actually liked and he is broken ugh....
Posted by Top Tier on August 31, 2009 at 10:19 a.m. #8
I like this character he works well with Ryu. RYU/KARAS FTW
Posted by eobb on November 30, 2009 at 2:50 p.m. #9
The akuma of this game..
Pretty crappy health but makes up for it with speed and damage.
If you connect his charge move the opponent is dazed for a bit and is perfect for connecting his LV.3..
So good to watch.
Character is definitely not broken. People just need to learn the mechanics (advance guard, Mega crush etc.)
Posted by Nyoronoru on December 2, 2009 at 6:46 a.m. #10
Karas is immune to most of the game mechanics because he uses Mega Crash against you. The only hope you have of defeating him is to force him to give up meter.
Posted by Izkelda on December 14, 2009 at 2:59 p.m. #11
I use Karas with Tekkaman as my secondary character. Karas really isn't broken, and is easily dealt with as long as you know how to play the game decently.
Posted by TheTHCGamer on January 14, 2010 at 10:34 p.m. #12
lol Karas has been nerfed for the new release and some of you havent even played the game so how do you know hes broken?
Posted by Gibo1984 on January 28, 2010 at 4:26 p.m. #13
just to throw it up there.... all his Hyper/Special or how you call it...he uses in the anime...actually he use them in the first episode of the OVA. when fighting the Kappa in the last 10 mins of the episode. It looks the same as in TvsC. he is annoyingly good, i have a hard time, against a good Karas, but, if you mannage to do a really good combo switch combo super... he wont last that much... so any error from karas is a horror for him.
Posted by game king on February 2, 2010 at 5:32 p.m. #14
i like to use karas with frank west itz amazingly funny and they have sum great chemistry if u know how 2 play.
Posted by kycse on February 3, 2010 at 6:34 a.m. #15
unblockable moves? like what?
Posted by trunker on February 16, 2010 at 7:26 p.m. #16
lol @ this guide... his f+h does combo if input correctly... its not just a mixup
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