JoJo ASB:
Kars VS Young Joseph:
http://www.mmcafe.com/nico.html#http://www.nicovideo.jp/watch/sm28657026
Kars is a 'Mode' character (push style or 22Style to get something like Max Mode from KOF). Kars' Mode 1 powers up his specials by making them slightly faster and more damaging. On top of that, it makes all special moves that use his sword unblockable (including his super). Mode 2 pushes this even further, by making ALL attacks that use his sword unblockable. You essentially have to run away while he has his mode on.
His main special is 214A, a stationary launching kick that can be done in the air. This sends the opponent to the wall which allows him to start his strong vortex game, or set up his transformation. His other specials aren't so hot, as they tend to have very specific uses.
His teleport has three different versions: and overhead, a low that hits from behind, or he teleports backwards. This seems super scary at first, but you can beat all three versions be either running forward, or side-stepping as he teleports, then punish. He has a multi hitting sword swipe that erases projectiles, but it has a ton of recovery and if the last hit doesn't connect, it leaves him wide open even on hit. If it does hit, it gives Kars a little bit of advantage, allowing him to try some cute maneuver as the opponent tries to counter attack. He has a lunging sword attack that hits from the front, then back, but it doesn't count as a cross-up and is punishable. It can clash with attacks to beat them out, but this attack is mostly for combos.
His super is a screen-filling blade attack that does decent damage. It has excellent recovery as well and can be hard to punish unless you're at point-blank range. With Mode, it becomes unblockable. Great for finishing people off.
Most people use his base form as a means to transform as quickly as possible, but I think it has its merits. Kars is pretty fast and can mostly hang with the rest of the cast.
Kars' ultra is a transformation that permanently turns him into Ultimate Lifeform Kars. This takes a long time to work, so you'll have to set it up by launching the opponent across the screen to give you enough time. Once transformed, Kars is a completely different character, only sharing some normals. He gains a giant tentacle anti-air, various projectiles (opening up taunt combos), hamon attacks, and the ability to fly. Flying constantly drains his meter, but he does not need meter to fly. During flight he can shoot projectiles, or dash forward and tackle the opponent. The tackle has very high priority, and is super hard to punish. You're better off just being patient when he's in the air. He can cancel moves that normally are punishable into flight to stay safe and carry on his offensive. Once he is transformed, he can no longer use Mode, or any supers. He does do enough meterless damage to make up for it, though. A very safe, pesky and scary character to face, especially since not very many people play Kars, so you'll be in the dark.
Overall he's pretty good, but it will take time to squeeze the potiential out of his base form, and make the best of his transformation. He lacks some universal, multi-use tools, but I suggest picking him anyway, just to get a feel for his Ultimate Form.
He's also a good example of the tier lists being so tight for this game, as he's the character Spin King used to win the Evo side tournament!