First off, the infinite can be used as a pressure string, but can be escaped fairly easily with pushblock. Karas then jumps out of nowhere and does a powerful slash at the enemy. TvC says that Karas originated from the Karas anime (which is true). Karas vs. Tatsunoko vs. Capcom tiers, match-up votes and discussion from QCF+A/B/C - Spinning Sword - Karas takes his sword and spins it in front of his enemy. The same properties still apply with Karas' Assist. Narukami-623A/B/C (this move can also be done in the air)-Karas' dragon punch special move. There is a follow up to this special (the follow up is a super). Browse more videos. Forward and back ground dashing (tap forward, forward or back, back)- Karas has the ability to pass through his enemy. Both ground and air versions do a different number of hits. Playing next. Use this on an enemy which he/she is projectile happy (and punish the enemy for it!). During Spinning Sword, QCF+AB - Traveling Spinning Sword - Karas leaves the screen and his sword travels all over the screen, hitting his enemy. Shiranui-623+Any two attack buttons-This super is a counter-super. Karas goes into a stance (with his sword in front of him). This can be used in a combo or in an air combo. Shiranui-623+Any two attack buttons-This super is a counter-super. Karas goes into a stance (with his sword in front of him). F+C - Karas takes his sword and swipes at the enemy. 2C, This recovers space beautifully, but is somewhat unsafe, be ready to do something to cancel its recovery, potentially on reaction. If the sword hits, the enemy will stagger backwards. litrato of Karas for fans of Tatsunoko Vs. Capcom. Each version throws the enemy at certain parts of the screen. A trailer for Ultimate All-Stars showcasing Frank West. You cannot stop at this point and continue your combo, unless you do: Yashaguruma-6C-Karas jumps in the air and does a powerful spinning blow with his sword (causing the enemy to bounce off the wall). The enemy will freeze for a second, giving you the opportunity to do one of the 2 follow ups: After Chain Rope, QCF+A/B/C - Wall Corner Slam - Karas travels at the enemy with a straight (horizontal) kick. If Karas' enemy hits him during his stance, Karas will slash the enemy (where a Japanese symbol appears), causing the enemy to explode. Tap back then forward+A/B/C - Karas does a quick slash right through the enemy's body. Playing Karas is all about knowing how to apply pressure on your opponent constantly, and knowing how to turn that pressure into an infinite if anything hits. Since the normal Ungaikyou deals a lot of stun, it's pretty much a guaranteed Hyper hit if Ungaikyou lands. This causes knockdown. A and B versions travel a little over half way across the screen, and C version travels almost all the way across the screen.

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+ How we made $200K with 4M downloads.

How we made $200K with 4M downloads.