Karin Beginners Thread: Oh-hohohoho!

This seems to be the way I’m starting to get it. I’ve gone from never getting it out of 50 attempts, to getting it 2-3 times out of 10, so I’m improving (it’s only been about a week of practice). Not only are the inputs funky, but the timing is also really strict. I have mostly been doing qcf, then down, then k, then p, with a delay between k and p. This is tricky because I sometimes do it too fast and a tenko comes out instead. It seems that you can’t plink (in the true sense) the orochi. It’s more of a 4-5 frame piano. I think that if I started practicing it so that I always hit the kick when I press forward and wait till I press down to press punch, that would create a reference point for my delay, whereas right now, I’m just relying on muscle memory to go from k to p.

EX is much easier though, like way easier. I have a non-traditional button layout; I use the last six buttons on the right for my normals, then I have the first top button (where lp usually is) as the select button to plink light normals. I then have bottom left most (where lk usually is) as 3 kicks. This way, I can plink bottom one and top 2 for an easy EX tenko or orochi. Usually use my thumb for that plink, while I use my index and middle finder for the lp + lk regular tenko or orochi plink

How does one go about creating a gameplan for Karin against a specific character/player?

-Do they have a 3f jab?
-How well can they deal with st.mk/c.mk?
-Can this character body you with one knockdown?

Good, I like that. Any other ideas?

One thing I like to consider, and this definitely isn’t specific to Karin, is do they have an invincible reversal or not?

For the life of me I can’t combo orochi into anything. I’ve tried using qcf~d + k~p and qcf+k,d+p, and I’m 0/forever on it so far.

You mean you can’t use Orochi as an ender? It is just something that takes practice, especially if you are trying to do JF Tenko into Orochi. I would recommend reading through the thread as I’m positive that I (and probably many other people) have talked about how to do JF Tenko into Orochi at length

think of it as a shoryuken motion, but reversed.

My bad, for some reason I thought that Cr.MK xxx Orochi was supposed to combo. I’m just trying to figure out the best way to incorporate Orochi into my game. I’ll work on using it in a JF Tenko ender, thanks.

Against certain characters it’s not a bad tool in neutral, especially if you have super stocked. It’s easy to hitconfirm into super on reaction. It’s also a decent ender in a blockstring, as long as it’s not from crmk.

I hope this is the right forum but I am needing help in this game, i main Karin and i am basically a beginner (i do have knowledge of some stuff which is why i dont consider myself a total noob) buti basically need somebody to help me get better? Any help would be appreciated so i guess im looking for a teacher per say? I don’t care about hard work, im down to take any advice, my PSN is BT_Kllr_Instinct and my CFN is MykeBoi

Can I still play Karin even if I can’t do all the fancy max damage combos.? I don’t have the best execution. I can play footsies though.

In my experience at the very least you should be able to do a normal into Tenko -> lk Mujinkicks -> Critical Art when available.

Judging from Justin Wong’s performance, you will still be able to get top 10 at national/international tournaments.

But yeah ArmoredMirage’s advice is good, Karin’s BnB (cr.mp, st.mp -> tenko, lk mujin, optional CA) would be good to learn. If that’s too hard, you can do cr.mp st.mp -> hk mujin -> optional CA

Hiya! New here, and new to Karin. I primarily started as a Vega main, but I tried her out a few games and she’s really fun. It also helps that, for some reason, I’m able to Just Frame Tenko 90% of the time without much practice.

Now I’m trying to get her neutral game down. The range of her normals seem weird to me, and I’m having trouble making people stop pressing buttons.

Hey guys, what are good pointers for opening up opponents?

I tend to fall back even when I have the lead, since I have no real clue on how to keep the pressure up.

What are good things to press when I’m up close against my opponent?

Seems to me like I need to learn how to hit confirm and do my inputs a lot less sloppy. Any ideas on how to exercise hit confirming?

Cheers.

The best way to practice hit confirms is to go into training mode and set the opponents guard to “random”. Then just practice doing your combos and look out for when they decide to block

Any pointers on how to antiair with St. HP without trading damage?

Learn some safe jump setups for quick rise, back rise, and delayed rise. After that work in some meaty meioken set ups. Those will help you keep the pressure going without overextending.

Up close your best buttons are St. Lk and cr. MP. Both have good dreams advantage and put opponent into frame trap.
Example: after using close stand Lk, if it’s blocked you can either set up a throw, another Lk or try to catch them pressing buttons with a stronger attack. If it hits, you can stlk again, on counter hit you can go into stmp xx tenko/mujin.

So how much should I wait for her just frame tenko window is three frames, is that three frames after the first hit connects that you should then hit the punch? Three frames including the tenko first hit? Can someone explain please?