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Karas: Tatsunoko vs. Capcom Moves, Combos, Strategy Guide

Guide last updated on
June 9, 2010 at 3:28 p.m. PDT

Karas: Tatsunoko vs. Capcom Character Guide

Guide by Nyoronoru

Character Overview

Karas was once one of the most broken and dominant characters in Tatsunoko vs. Capcom, but after the new revisions he was lowered in both strength and comboability.

He's still strong, with an incredible control over both ground and air space, some of the best meter-building combos in the game, legitimate mixups and an unblockable attack that can be easily set up.

Tatsunoko vs. Capcom Button Move Key

+ Attacks have incredible range.
+ Dominates both the ground and air with high priority attacks.
+ Builds Hyper meter very quickly.
+ One of the few characters with an unblockable attack.
+ Has no problems with projectiles.
+ Can push opponents into the corner with ease.
+ Great mixup options to open up defensive characters.

- Lowest stamina in the game.
- Moves don't do much damage, combos are very weak.
- Combos require great execution.
- Depends heavily on Mega Crashing, which limits Hyper usage.

Karas' Dash

Karas has a unique dash that is considered a teleport. With it, you can dash through projectiles and limbs. You can also dash through opponents as an on-the-ground crossup, which is probably its most popular use.

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.

0.4 B
0.4 B
0.4 B

Joystick Joystick Joystick Joystick Joystick
Shield Blade (Ungaikyo)
Makes Karas quickly spin his sword, which can reflect projectiles, and the timing is very easy. This move also does a lot of stun, but it has short range and the stun only affects grounded opponents. You must land this move if you want to land Hyper Shield Blade, your Level 1 Hyper.

As an assist this move is acceptable because the stun properties are still there, but since the range is poor you'll want to call Karas when you are reasonably close to the opponent.

Joystick Joystick Joystick Joystick — Kasha Dash
Joystick Joystick Joystick Joystick Joystick — Low Sword Slash
Joystick Joystick Joystick Joystick   or   Joystick Joystick Joystick — Sword Slash or Overhead Attack
Kasha Dash and Sword Slashes (Kasha, Yoina, Yashaguruma or Yato)
A three-part Rekka attack where Karas dashes forward and begins his offensive pressure. The Light version of the initial dash travels the shortest distance, but has the least recovery time. The dash portion of the attack does a lot of stun, so you can feel free to not continue the rest of the chain and to do another combo instead if you land the first hit.

2.0 B
2nd Hit
1.1 B
4.4 B
3.0 B

The second command in the string strikes low. This isn't very useful since most opponents always block low, but if you're continuing from the initial hit this move is required to continue the chain.

However, you have two choices for the last Rekka. The first choice is to do a finishing strike and knock down the opponent (which is unsafe on block against most characters) or to do an overhead attack.

The overhead attack is reasonably fast and you can combo from it without Baroque. If you manage to land the overhead attack when the opponent is not grounded, it will wallbounce them.

Use this move to cross the screen and apply a quick mixup. You should always use an assist to cover your path when you do this. Karas' walkspeed is terrible, so this move can help him chase down characters. Lastly, this move charges rather quickly, so you don't have to hold back on your joystick for too long.

2.3 B
3.1 B
4.1 B

Joystick Joystick Joystick Joystick Joystick
(Can also be performed in the air)
Sword Uppercut (Narukami)
Kara's anti-air, and a very good one. It has an incredible amount of priority and will win almost any air-to-air or ground-to-air battle. Since Karas actually maintains a close horizontal distance to the opponent after landing this, he can actually dash underneath a struck opponent and do a Sword Uppercut again to maintain a mixup.

If you're pressuring someone in the corner, you can use this move, immediately Baroque it and attack from the air.

Karas moves pretty far forward when doing this move, but the horizontal hitbox on it is so good it doesn't really matter.

4.43 B
0.8 B

Joystick Joystick Joystick Joystick Joystick Joystick Joystick — Whip Grab
Joystick Joystick Joystick Joystick Joystick — Wall Slam
Joystick Joystick Joystick Joystick Joystick — Whip Pull (Tsurigitsune)
Whip Grab (Tobimizuchi) | Wall Slam (Ukifune) or Whip Pull (Tsurigitsune)
Doing the first motion will cause Karas to throw out a whip that ensnares the opponent. Depending on the second motion you choose, Karas will either pick up the opponent and slam them into the wall, or yank them towards him at an arc.

The first option is usually the better option because it's easier to combo after and it puts the opponent in the corner, which is where Karas always wants his opponents to be. It's possible to combo into this move from a standing Hard Attack, but the timing is a little hard.

To combo after the wall slam, use a standing Medium Attack. If you're having trouble getting Karas to do anything after the chain grab, try not to buffer the second motion during the grab. You should actually wait a moment after Karas has grabbed the opponent before doing the motion.

Hyper Moves

14.7 B

Joystick Joystick Joystick Joystick Joystick
Hyper Shield Blade (Level 1, Zan'eijin)
This Hyper will only activate if you do the motion during a regular Shield Blade. Since the normal Shield Blade deals a lot of stun, it's pretty much a guaranteed Hyper hit if Shield Blade lands.

This Hyper does a lot of damage and it's not too hard to combo into, but the longer your combo string goes on the more unlikely it is that you will be able to land this Hyper. The reason for this being that Shield Blade only does a lot of stun if the opponent is grounded, and after Karas performs the first phase of his combo string the opponent will be lifted off the ground, making them more immune to the stun of Shield Blade and making it impossible to combo into this Hyper without complicated DHCs.

This Hyper is good for chip damage since it auto-tracks the opponent. It's unsafe on block, though. Lastly in Crossover Combinations this Hyper performs well, because if you have a partner whose Hyper ends early, you can combo the opponent both during and after Karas' Hyper animation.

14.6 B

Joystick Joystick Joystick Joystick Joystick
Counter Sword (Level 1, Shiranui)
As with all counters, you'll want to be careful when you throw this out there, because if your opponent does not attack you you'll leave yourself open to big punishment. As a Karas player the last thing you want to do is to leave yourself open with one less Hyper bar than before.

This move does a lot of damage, though; and if you can accurately predict a move, then this Hyper is for you. This counter doesn't work against throws, projectiles or other Hypers.

20.6 B

Joystick Joystick Joystick Joystick Joystick Joystick Joystick
Moonlight Execution (Level 3, Hiei Zangetsu)
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 is a solid Hyper that is easy to combo into. Since it takes quite a large investment to use for Karas, make sure that this Hyper finishes off whatever character got hit with it or at the very least doesn't get damage scaled to oblivion.

This Hyper can pick opponents off the ground that have been knocked down, making it possible to combo off of Kara's throws. Any attack from Karas that does a lot of stun such as Shield Blade or the dash portion of Karas' Kasha Dash can help you land this. If you are trying to combo this from a throw, make sure you use the back-throw, not the forward one; the back-throw causes less damage scaling.

Normal Moves

Joystick Joystick Joystick
Ankle Slash
A normal move so good that it deserves its own section, this sword attack from Karas is one of the best pokes in the game. It's a piece of cake to combo from and it goes almost 3/4 of the screen.

Joystick Joystick Joystick
Killing Stroke
An unblockable attack that must be charged. It charges fairly quickly and the range is really good, so if you can hold the opponent down for a little bit using an assist you can land this. Once it hits it puts the opponent into a crumple state where you must Baroque in order to combo.

Joystick Joystick Joystick
This will launch your opponent up into the air.


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.


burning said on June 7, 2010 at 3:01 a.m.

> "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"

uhh... no.

camseyeview said on September 20, 2010 at 8:46 a.m.

i always thought karas was a counterattacker like the bad guys from yatterman


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