I think I want Tenshokyaku now as an AA option lol. Iâd like V-skill to be an AA in addition to what it does, but I was also thinking something that works like a legit AA DP, so I stop getting stuffed or these dumb trades or miss st. LK altogether and end up in a bad situation for trying to do the right thing. It just always feels like the opponent jumping is the path of least resistance for them because st. LK doesnât hurt at all and to do an AA worth a damn, you usually need to not be recovering from another move as they jump.
I also desire something like all her other charge moves taking as much charge time as SBK (that means kikoken and EX SBK because EX SBK takes longer to charge for whatever reason). It would open up a lot more options in neutral and pressure.
-I like Chunâs new outfits with the altnernate outfit codes except for the âTrainingâ one. Itâs a bit too busy for me. Itâs all right, but not a huge fan of that one compared to the others.
-Vs. Karin, Chun out-ranges her in the ground game, so I keep my distance and smack her if she either whiffs or tries to get in her ideal poking range. I still mix in fireballs as pokes a lot until she gives me a legit reason not to (her main options are to command dash -> shoulder or EX dash which are great, but can be intercepted with something like cr. MK, st. MK or B+HP).
Her v-skill doesnât bother me much as Iâm usually poking/fireballing her out of it or letting it whiff and punishing. Itâs not plus on block either unless sheâs setting it up meaty, so I donât consider it that abusable. Ibukiâs v-skill is more elusive and better for counter poking and whatnot imo. You can also treat it like Balrogâs rush punch and neutral jump to beat it and get your punish/pressure on the way down.
-St. HP is your friend in this match, the only thing that really challenges it head on is her command dash -> shoulder. But I just stagger it and mix it in with other pokes, so itâs not predictable and I can intercept the shoulder with other moves like mentioned above. St. HP also punishes her sweep for free (you can also punish sweep with cr. LP xx special from very far away as an alternative to just EX legs).
-Super kills 95% of her v-trigger options on defense, so itâs good to hold onto it and leverage that if need be. If you donât have it and she doesnât have her super stocked in v-trigger, Iâd still challenge her with jab to interrupt rekkas (because the one that beats that is not going to hurt much without super) or EX Legs to beat the back step option.
-Her st. HK is dumb. Sheâs almost never going to do it in a range where you can block and punish (but be ready to anyway). Donât fall into that nonsense and whiff punish if you see it whiffed out of range. Itâs dumb. It CCs and itâs gonna be the start of her v-trigger 90% of the time. Itâs dumb.
-Vs. her frame trap pressure, if you notice sheâs walking forward in these sequences with something like cr. MP (great button) you will need to challenge her with your 3f and convert that into LK SBK quickly, so she doesnât bully you into taking white chip damage that will be added to her inevitable throw/shimmy attempt. It sucks, but you have to call it out so youâre not stuck on defense (this applies to any character who does shit like this like Kolin or Akuma). Do EX SBK to challenge stuff early on too when you wonât die for it. She has to know youâre willing to do stuff like that to force legit frame traps (will push her out farther on block and itâs your turn again) and bait (means you can steal the momentum back just by pressing a button or throwing). But if you never give her a reason to do those, sheâll just happily stagger her buttons until she converts into whatever damage she likes (because sheâs one of the few characters that gets to choose how much damage she wants to do just by spending a bar or two).
-Iâd definitely work on anti-shimmy with cr. MK confirmed into SBK. Karin players love to do it all day because their punish is so great, so call that out, clip those legs and turn it into your own knockdown pressure.
-Iâd still throw in some jump-ins until she can prove sheâs good at AAing lol. From my experience even high level Karinâs are just not used to it most of the time.
-I found out the other day that you can still prevent Dhalsimâs MK slide xx v-trigger from coming out if you v-reversal quickly (itâs a read on v-reversaling the slide and expecting him to cancel into v-trigger). If you do it after he cancels the slide then the flame will still come out and you have to come up with a way to get out of the flame (usually EX legs is the best option if you have it.