Karin Beginners Thread: Oh-hohohoho!

What are the anti-airs that Karin can use? I keep losing to jump-ins and I want to be able to defend better

stHP can be finnicky but get the job done. crHP crush counters now and is a nice option with good spacing. I believe just frame tenko launcher has a single frame where its a very solid anti air? EX Ressenha is your best bet if you’re willing to part with some meter (which honestly Karin doesn’t struggle to earn.)

What does “just frame” mean? I’ve seen that term being used around the forums but I don’t quite get what it means.

Thanks for the info. I noticed that I rarely used my meter unless its for the Critical Arts, so I’ll try to implement EX Ressenha (I’m assuming that’s the rising whirlwind punch thing)

Just Frame means that you input the timing right. I can’t really explain the timing easily as it’s something I’m still working on myself, but basically you input the punch button during the first frame* where it is possible to do so and she will do the launcher instantly without actually dashing. You’ve probably done it on accident a couple of times and didn’t realize it. Regardless when that happens the opponent launches a little higher. The hitbox is larger too so it functions as a better anti-air. I wouldn’t really consider it that great of an option though. As a side note you can also do the Orochi follow up in a just frame fashion as well, which is nifty for combos, but not anti-air.

*I don’t actually know what the frame window for this is, but if you practice a bit you can pick it up pretty consistently. I just started practicing it last night and it’s not too bad.

That makes so much more sense now, thank you.

The frame window for JFT (I see JFL, but I think JFT fits better) is about 3 frames. You’ll get slightly more damager off it as well as the higher launch height, so it’s definitely worth it to practice until you can do it consistently. I think I responded to your comment in the other thread about her anti-airs, but I didn’t mention this one so feel free to check out my post there if you’re looking for more options.

The Prima eGuide I have says that c.MP is +2 on block and s.MP starts up in 5 frames. It may not necessarily be right either, though…

I wouldn’t write off Karin’s offense just yet. First of all in regards to her cr.mp st.mp blockstring losing to light attacks, cr.mp on block pushes the opponent out of range of most lights. If you press st.mp immediately you push your hurtbox forward enough to get hit by jab. The way to deal with this is to delay your st.mp just a bit to essentially whiff punish the jab and counterhit it. This applies to a lot of strings that are supposed to be beaten by light attacks in between based on the frame data alone. However if the jab has enough range to put you in blockstun after they block it then you truly have to respect that normal.

Secondly I think that using her shoulder move is integral to setting up her overall offense. Off of cr.mp and st.mp if you cancel into shoulder asap its actually a true blockstring thats only -2 on block. You can even delay it just a bit and counter hit people pressing buttons on your dash move on reaction. This will get people to truly respect your sappo dash and essentially repeat your offensive turn. Being good at comboing into JFT on hit and using shoulder on block will be a key aspect to her gameplan.

I certainly wouldn’t say it’s bad, setting up frame traps from Orochi is definitely going to be important going down the line. I just don’t know if I would recommend that game plan to someone just starting out.

Definitely need to do some testing to find out which characters will whiff a crLP or crLK after blocking a max range cr.MP, don’t think this is the thread for that though.

If you’ve got the Prima Guide then I’d definitely go with that; as I mentioned, the Vframes app used data from the final beta and was definitely subject to change. I’m waiting on mine to arrive tomorrow (I ordered the collector’s edition and don’t have my eGuide code yet) so if you’d like feel free to share her frame data here. I’m really curious to take a look at it so I can start exploring her frametraps and options.

nevermind I was about to comment about the whole cr.MP frame data too but I was beaten too it while I was typing ha.

What mixups? Her V-trigger attacks aren’t mixups. They are unsafe on block. I use them as combo extenders tbh. Think of SF4 Cody who was all about frame traps, counter-hit setups, and strong punishes. Not every character can “open up” someone. Perhaps with Karin, it’s about keeping them “closed up” and scared to hit buttons

hi all!

just started maining karin (and more or less sf series also… :D).

I’m training :mk: or :mp: xx Mujinkyaku:hk: and it goes prety well (i’m more or less spaming this and also :d: :hp: for anti airs), and some times: s.MP xx qcb+LP > d+K (it should have cr.MP at the beggining but is impossible for me…) … any other suggestion?

Btw… I’m watching some videos for combos, etc. And maybe is me, but its impossible some like:

c.lk, c.lk xx Mujinkyaku:lk , no way… but when I try c.mk xx Mujinkyaku:hk goes like hell

or

cr.MP, s.MP xx qcb+LP > d+K, no way to connect cr.MP and s.MP…

Thanks in advance!

cr.Mp-> s.MP is a link, meaning instead of pressing quickly like a cancel, you have to wait a short moment before pressing it. I suggest going into training mode and setting the AI’s guard to “After First Attack” and practicing this short string until you see a 2 hit combo, that means you did the link properly. It’s a pretty loose one, so you can definitely get it with a little effort.

I don’t think c.LK can be followed with c.LK. c.MK xx HKMujinkyaku is a true combo though, so you CAN do that. I’d suggest combining the two, try doing something like cr.MP -> s.MP ->HKMujinkyaku or cr.MP -> cr.MK -> HKMujinkyaku if you’re looking for similar strings.

My anti airs are getting blown up. It feels like stand Heavy punch always either gets stuffed or moves me forward a bit and whiffs. The only anti air that is working well for me is the stand jab and I’m wondering how to take advantage of it after it hits? Does this lead to a mixup or any pressure or what should I do here? I’m also wonder what exactly her v-trigger is about? Is it really just some extra moves? Should I focus on that or the reversal more? Also is there any advice on how best to spend meter with her?

I was wondering if there was any use for the non EX versions of Karin’s Ressenha. I know the move is great for anti-airing when using the EX version and obviously the juggle in the corner after two just frame tenkos, but I dont really what to use the regular versions of ressenha.

it goes through fireballs and thats about it. can whiff punish long recovery stuff.
HP version is -4 frames so its not that awful

I have a problem with a turtle style Vega. He loves to wall jump and I get caught by his claws almost all the time, what’s the best option other than EX Ressenha? I’ve tried neutral jump normals but they all seem to trade or work against me(my timing might be off as well).

Yup I will try it this afternoon with my new RAP4 _ (was playing with a myflash X3)…

also, I was trying something wrong: instead of c.lp, c.lp I was doing c.lk, c.lk… T_T my bad…

1)jump back
2)use mp or mk