Alpha 3: Q & A

I’m not Japanese, but my vid is finished. :stuck_out_tongue:

…Ooo, oo… you gonna post it?

http://www.shoryuken.com/forums/thread67466.php

Please feel free to seed it for as long as possible.

Damn, I can’t wait to see that vid! I don’t know any free hosts, I think you might get better help if you made a topic or something. :slight_smile:

couple

Hehe, you’ve been telling me to “start a new thread” for the past week. :lol:

Posted it. :stuck_out_tongue:

Hehe sorry for sounding like that. Hope it wasn’t too much trouble.:slight_smile:

Good work with the vid, even though I haven’t seen it yet.:stuck_out_tongue:

Hi. I’ve been a dedicated A-Karin player since 2000. Xeno asked about my experiences using A-Karin vs V, so I decided to post it here. Sorry if it’s already been done before. If not of interest please ignore.

If you asked me which was better, I’d say V hands down. Simply, she deals more damage (which is the main selling point of V-ISM isn’t it?) and has better defensive options. Why have I sticked with A? Well, A is what I played before the true potential of V-ISM was untapped. I started trying to learn V-Karin, but then I moved overseas and my new stomping grounds became a-cho. You just can’t experiment around in a-cho. You bring your best or you die. My best is still A-Karin.

Anyways, A-Karin. One of her biggest disadvantages is the lack of big damage. Even her supers at level 3 are kind of weak, especially compared to other level 3 supers. I’ve noticed that a lot of the matches I lose, I lose by a fairly close margin - if I’d been using V, I could probably get that margin back. Plus, A meter of course builds slower, so you don’t get her high damage options as quickly as you do in V.

Another one is defense. V-Karin with meter poses the threat of activation, of course, so anyone would be hesistant to attempt a meaty jump-in/cross-up. A-Karin doesn’t really have that fear factor. It puts you on the defensive, so you eat the jump-in and whatever block combo they hit, which puts a slight drain on Karin’s guard meter.

One of the worst matchups for A-Karin is V-Akuma, which I’ve played a lot of. Once V-Aku gets in, he can pressure and throw in random dive kicks, which Karin can’t do a whole lot about. If you have Level 2/3 you can try to anticipate a dive-kick attack and counter-super on command, but that requires fast reaction speed. You can also try to high counter, but this also requires a fast reaction. This really eats up Karin’s guard meter, and then Akuma can just activate, finish off her guard meter, and then hit the rest of his damaging VC. Not to mention that when Akuma activates, there isn’t a whole lot Karin can do about it. Her best option is to AC out of it, but that takes away precious super AND guard meter.

That’s probably A-Karin’s biggest disadvantage against V-Karin, that she can’t deal with meaty/cross-up jump ins as well. As for ground defense, both V and A have the option of using meter for activation/super. V is still slightly better here, as a successful VC will lead to more damage, and if missed, Karin will get her meter back faster.

A-Karin is still a contender though. Probably her most well-known high-damaging combo is rekka with kick ender, level 3 air super. If the opponent flips out, you get more damage. But, if your opponent is in V-ISM, then they can activate and blow through your super. This can work for you…sometimes I’ll bait out the activation by hitting the rekkas with kick, then just doing nothing…the V-ISM player activates to avoid super, but I didn’t do it, so I get them to waste meter.

Aside from V-ISM dodging, some people have found out that if they neutral flip out after the rekkas, Karin will actually completely whiff the super. For this reason, I don’t rely on this combo too much, and I’ve learned to just hit the ground super from c.short.

The recovery on Karin’s Mujin Kyaku (dp + K) and Ressen Ha (tiger knee + punch) moves are pretty good. Usually they’re good enough for you to at least block the counter sweep that’s inevitably coming. But you can go straight into her ground super, even level 1 works. For this reason, they’re wonderful bait-out moves. I’m often surprised at how well this works, even at a-cho. She still has this bait-out trick in CFJ, and I was abusing people with it as well. Since those moves are both rekka enders, you can use them like that as well - against a blocking opponent, finish your rekkas with Mujin Kyaku or Ressen Ha. Your opponent attacks, you blow through with your super.

Sometimes if you do Mujin Kyaku or Ressen Ha deep enough against certain characters, Karin doesn’t recover fast enough and can be swept. But I believe you can actually cancel that recovery into her super and still surprise your opponent.

There are two ways to use this strategy. The first is to never use it, and just save it for when you really need it, ie comebacks or closing out a tight match. I have met very few players, if any, who didn’t fall for this trick, so if you do it you’re almost guaranteed to land your level 3 super.

The other way is for offensive options. If you frequently follow up a blocked Mujin/Ressen with your super, your opponent will get the hint and start blocking more. When they do this, it’ll allow you to attack them more…instead of doing the super, walk up and continue to pressure them. If they start sticking out sweep again, use level 1 super. It creates a “will he super here?” guessing game that’s very similar to King’s mind games with Level 1 Illusion Dance supers in CvS1. In some ways, I like using this method better, because as stated before Karin’s level 3’s aren’t that powerful, and I’d rather use the meter to change my opponent’s gameplan a bit instead of hitting the level 3 and probably having that margin be overtaken if my opponent lands a VC.

Ah, that post was so enjoyable to read. Thanks.

Another bonus to V-ism is if you whiff your VC, you’ll still have a chance at getting away or perhaps hitting with a few random shadows. It amazes me how many people walk into the shadow of a c.RK.

Whiffing a super in A-ism, on the other hand, is almost guaranteed punishment.

Also; I’m still not sure about the Ressen Ha thing. Shoto-sweeps yeild a counter hit on Karin after a high-blocked Ressen Ha (even when Karin does nothing afterwards). This suggests the move hasn’t ended by the time the sweep connects.

It could be a frame thing though, like if the shoto-sweep is timed a few frames late, Karin can blow through it. I should probably test this more.

Oh by the way, counter hit c.FP as anti-air or vs ground opponents canceled into her jab elbows (reverse dragon punch + jab) is so fun. Delay the second elbow and hit them on their way down, hehe. Would probably work with rekka slaps too, but elbows look/sound cooler. :stuck_out_tongue:

One of the things I always liked about V-Karin is her ability to land an OTG VC off of anything, anywhere – and still manage to do respectible damage even with only 50% meter.

I’ve always personally felt that V-Karin, when played properly, has the potential to rival V-Sakura. Probably ranked lower in the grand scheme of things, but she is definitely no joke.

I knew Karin was good, and for a while I had the luck to have a good A-Karin to play games against, but I didn’t really take her too seriously as a character until I saw something in one of the a-cho vids a few months ago…

V-Karin vs V-Ryu…Ryu throws a fireball from maybe 2.5 or 3 character lengths away, Karin VCs through it, walks forward, sweeps xx tiger knee+k move into OTG 360 throw, into midscreen. Scary. The whole thing about Karin from the begining in A3 is that she had problems getting past fireballs (tiger knee rainbow palm thing doesn’t work too well, and anything else is a guess and/or not worth the meter…like Gief without green hand or lariat, or Balrog without his range), and to see her turn a close-range fireball into a +50% damage opportunity was like the first time you see Sodom blow through a fireballs and FP jigoku scrape or OG Akuma unblockable (sweep into red fireball into demon flip, grab them when they block). It doesn’t seem like a big deal…but it sorta is…

Weird thing happened the other day Honda vs the CPU, Ryu jumps in, I anti-air with cr. SK > FP Head Butt 3 hits! Looked pretty cool :lol:

No way. I much as I love Karin as a character, Sak has way too much going for her. Let’s face it, Sak is stupidly easy to play in comparison with the rest of the cast. She is pretty much like Storm in MvC2, she can play it all. Can fight with or without meter, builds it fast, can keep away, can pressure, can zone.

Karin has problems without meter, her combos, while decent don’t compare to Sak’s easy and damaging B&B (which is easily modified to eat away guard meter if blocked). As stated above, she has problems with fireballers when she doesn’t have meter, she can’t really play a keepaway or zoning kind of game. She is pretty good at pressure games, but can’t handle pressure as well. She has to capitalize more on opponent mistakes than Sak does. Good Karins are deadly, but a lot more work has to go into making a really good Karin than a really good Sak.

That’s why I said: “She probably ranks lower in the grand shceme of things”.

I agree with most of the points you made.

But, I have to argue about her B&B combo. Most Sakura players will use [c.SK]x2, SK, dp+P. If blocked, however, the DP isn’t safe. Pretty much like you said, she has to choose a different move that will eat guard meter. Not to mention that Sakuras basic B&B adds rediculous super meter to the opponent when it connects.

However, Karin can also use [c.SK]x2, SK, qcf+FP, FP, down+SK as a solid B&B that knocks down and sets up for an easy cross-up j.FK. This B&B combo is also safe if blocked, since the down+K move can be SK, which is not only stronger than RK, but also safer when blocked. The combo doesn’t need to be modified at all.

Then if it connects, Karin can go directly into her OTG VC from that B&B combo, and go into an infinite CC seires from the OTG VC. In addition, Karin’s air-throw does “slam” damage (eg. doesn’t scale with combo hits), and can be used after she re-gains 50% meter, followed by another activation and another OTGx2, to tack on huge damage at the end of a semi-short CC series.

Of corse, all of that is a hell of a lot harder to do than Sakura’s mindless VCs, but I’m just pointing out that the potential rewards from landing even a simple c.SK can lead to insane damage (or possibly death). Where as Sakura has limited follow-ups to her basic B&B combo.

And this is all keeping in mind that, if blocked, Karin can simply hang back with hardly any worries.

Plus, by the time the second Rekka connects, anyone would be able to see weather the opponent was blocking or not, and could choose to follow it up with a standing kick finisher or a double elbow finisher, if they so chose.

The elbow finisher in itself pushes the opponent quite a distance across the screen, which is rather good for cornering an opponent. And the standing kick finisher is useful for setting up juggles.

And about the fireball thing. Yeah, I agree she lacks the ability to get past fireballs. However, she only needs 50% meter to blow through and punish a fireball, which in itself can be a means of discouraging fireball usage.

Also, let me point something else out. In some of the semi-recent A-cho match videos a V-Karin player went up against a very good V-Ryu and V-Akuma, and even went up against Magical Sakura (a veteran V-Sakura a-cho player). The V-Karin player won all three matches. Not only that, but she went 2-0 in all three matches.

We can argue all day about the rarity an odds of such an occurance, and we can argue all day about how it happened. It’s also possible that this particular V-Karin player is just godly.

We can also look at the fact that when Karin later re-matched Magical Sakura, the Karin player lost 2-1.

However, the fact is that it can happen and it did happen. Which suggests that V-Karin can indeed stand up to fireballers and can stand up to V-Akuma and V-Sakura.

All that said. I still think “V-Karin ranks lower in the grand scheme of things”.

I totally agree with you, Karin can be a beast when she uses all her tools, she just takes a lot more work than Sak does.

Just pointing out that Karin is way more dependent on meter than Sak is, and lacks some of Sak’s tools that make her so easy to use (ie. st. RH, b+FP).

The modification to Sak’s B&B to make it safe if blocked, is after the st. LK, instead of the DP, you do, b+FP, FB. Very safe (there are some instances where it isn’t though), eats good guard meter.

Hrm… kinda I guesss. (lamest answer ever)

She definitely has more little tricks… and I think she can be a lot sneakier with the throw, but Sakura is stupid easy. Her moves are just too good.

But on the other hand, since Sakura is ragarded as cake, I would think your average Sakura would also be cake as comapred to your average Karin. You know what to expect from Sak… she can be kind of simple sometimes.

But Karin can be a slippery little bitch other times. I would rather watch a Karin match than a Sak match anyday. It just looks like karin has to play much smarter and outplay the opponent more than with Sak… although Sak can definitely dish out the crazy beatdowns, Karin seems to have more of an underdog feel to her.

Maybe style of play? Maybe I’ve seen too much Sak? I dunno… Karin r0x. :stuck_out_tongue:

Sak is just easy-mode bitch. There’s nothing revolutionary or even entertaining about her. You don’t watch V-Sak and think “wow, that’s some shit!” It’s just simple, easy mode nonsense. But it works, and in the 6 or so years that Alpha’s existed, no one’s found a reliable way around it yet.

I think a precision Karin is far more devastating than your average Sak, but if you have a Sak who knows what they’re doing…how do you get around that?

As for fireballers…I dunno, I don’t have that much of a problem with them. Sometimes I walk into them from close range, but that’s the true nature of the fireball. When I’m far away, I work on getting closer…if I’m full screen, one forward jump won’t put me in harm’s way, but it will close the distance. The range on J.roundhouse is HUGE. If they try to fireball again I jump and hit a VERY long range j.roundhouse. Sometimes, I can combo sweep off it.

If I forward jump over a fireball from full-screen, 6 times out of 10 the shoto will then jump at me. By the time Karin lands, some of her anti-air options are cut. If I have meter, I’ll do level 2/3 super. Quite a few times I’ve jumped over the fireball as a bait-out to get the shoto to jump at me.

Sometimes I try to close the distance by just walking and blocking. Much slower, and you lose more chip damage, but you get there eventually.

That may be a good question for “???” <-- V-Karin ranked 3 at a-cho.

From what I’ve seen of V-Karin vs. V-Sakura:

Anti-air with FP or c.FP. Corner her with blocked B&Bs and pokes. Pressure with rekka slaps. Lock her down in the corner with Rekka slaps.

Always knock down when possible and go for a jump-in or cross-up. If blocked, push-push-push.

Counter VCs with your VCs. Blow through close hadokens with VC2->sweep->whiffed ressen ha->OTG

Ignore mid-range and full-screen hadokens – block, jump toward, jump vertical…

hey does anyone know where i can accquire some nice combo movies for street fighter alpha 3
plz

What do I do against a zoning fireballer? I was playing A-Ken/A-Charlie against an A-Ken…tried jumpins but that didn’t work, they seemed to always get time to dp me or whatnot. I didn’t really wanna get in a fireball war cause that just causes a stalemate…:lame: I tried waiting him out and he didn’t give in, even though I spent half of the match jumping (straight up) his fireballs he still kept on throwing them.

I heard a suggestion to jump onto the fireball and kk roll next to them…haven’t tried this yet, but is there anything else I could do?

fireball game is so ST man :lol: but yah… a good shoto (eg A-Ryu) can be hard to beat without V-ism. i think A-Charles would be using backfists (which he can do while charging backwards) low MK, f+MK (goes over low attacks) and f+HK. Ken’s fireball comes out slow, and the priority on Charlie’s normals should (in general) rape most of Ken’s pokes. i wouldn’t know about A-Ken, but A-Ryu (or X-Ryu) and A-Akuma probably stand a better chance at fighting him.