Karin Beginners Thread: Oh-hohohoho!

I’m having a LOT of trouble stopping jump ins. cr.HP seems to be super unreliable, and I can end up turning a regular jump in into a crossup for the other guy. s.HP is what everyone suggests but that’s just as risky. 9 times out of ten I’ll take a hit and at the very best trade.

What should I be doing to stop people from jumping in on me over and over, because I can’t for the life of me figure it out. Also, I’ve been losing a lot to people just hitting buttons. When I block a crossup, I seem to be stuck in a spot where they can mash whatever they want and I need to just wait and block or see if they go for a throw so I can tech. My c.LP is my fastest normal (at least according to the frame data that’s been floating around), but I still lose to every other button they throw out. I’ve lost 500 points in the last 2 days! I need some help!

It’s unfortunate but you’ll just have to get used to spacing those normals better, or be willing to part with some meter for EX Ressenha. If they didn’t safe jump you can try crossing under with the command dash, that seems to throw off people that delay their air normals.

Apart from what Tsuko has said, it’s totally OK to block and then handle the mix-up when they land. You don’t have to attack every jump-in.

The only reliable things I’ve found to stop strong jump ins in this game are her EX DP ( Her best use of meter imo) and jMP or jMK/jLP. Honestly crHP and stHP risk reward ratio are too skewed to be used reliably as anti airs. EX DP beats almost everything unless they’re right above your head, and jMP resets the situation to neutral. If you land a crHP/stHP you get what, a dash mixup + 90 damage? Whileas if your opponent beats your crHP/stHP(looking at Nash’s ridiculous jMK) you’re looking at taking 33% damage minimum. Maybe I’ll get better using them, but even messing with record in training mode, unless you’re at perfect spacing it’s risky, and they can still trade.

Blocking is always an option, but if you can reset the situation to neutral than taking a mixup after blocking their jump in, I’d take being neutral any day.

Hi!

I still have to practice a lot, but for now I think I’m doing more or less a nice progress…

To get close I use footsies (hellYEAH!) and orochi or tenko (normally orochi to pass throught the fireballs).

In close range is were I i think is my worst part (lol) due to the less practice, like 80% of the times grabs, 10% of time some footsies + normal or high, and the rest of the times try to do the some combo…

How about the V-reversal is usefull? better wait for vTrigger?

Any other things that I should practice?

Thanks in advice!

I’ve gotten my JFT more consistent since the last time I posted, and apologies if anyone mentioned this before, but what you shared Its Audio, is awesome advice. Really wish I found out about doing it that way sooner. Thanks a lot dude!

V-trigger is a nice shortcut to big damage but if you’re struggling to get someone off of you consistently V-reversal is a great way to try and get the game back on track. Definitely worth doing. Tenko is -10 on block so I wouldn’t use that to get in, stick to Orochi.

I’m trying to practice some Karin (this is my first SF game to actually try and practice). What are some good combo’s to practice for Karin execution?

I saw this one earlier in the thread: cr.MP, s.MP xx HKMujinkyaku

Also, what settings are recommended to set the dummy to?

For straight up execution and combo practice, I set the dummy to block after first hit, normal recovery, and no stun. Keeps you active.

I would suggest that the most important “combo” for Karin players to learn is (somthing) xx JFT/orochi.
As a beginner you want to be able to execute: j.?? c.mp s.mp xx JFT qcb.lk CA really reliably. There are some core building blocks in that relatively simple combo which you can adapt to other situations.

If I can add to the above, once you’re comfortable with the timing for getting the Just Frame Tenko, I’d recommend practicing it off of the following normals in addition to s.MP: c.LP, c.MK, and s.HP. They each have slightly different requirements timing wise, and if you’re not used to them it can lead to very bad and costly drops in match.

Also, since I don’t want to double post I’ll just edit this one…I’ve been thinking about it over the last week, but outside of closing out the round/match, do you guys think it’s worth it to save meter for CA? I generally find myself using it for EX moves way more often, both as combo enders/starters and just general utility.

Personally I don’t think it’s worth it either. Having no meter isn’t a good look for Karin unless you’re absolutely sure they’re not going to stand up again. That said I imagine if you’re at the start of round 2 or 3 with a full stick of butter there’s no reason not to burn it…

I also found out last night that crMK doesn’t combo into JF Orochi unless you get a counterhit. Didn’t know that.

I know this was talked about a bit earlier, but i’m having a hard time with the instant orochi. JFT is fine but having to add the down motion seems to delay my orochi by a few frames and rarely comes out instantly. Do you guys mostly use the qcf -> down and THEN plink the k-p or just do the regular qcf k down p very fast? Which one is the most reliable? Anything i’m missing?

My general method is to do the qcf+K, then without really pausing I move the stick down and then hit P. Basically, I try to do it as one big motion/input, if that makes any kinda sense. The hard part IMO is moving the stick quick enough to keep up with the button presses, but you can grind that out with enough time easily enough.

For me the hardest part was timing the P press, which should happen after you see/hear the hit effect from the normal you cancelled from. You can buffer the dash input as a quick cancel, just dont press P until you see/hear that hit effect. It’s so weird to explain!

I’ve noticed a few people saying they’re really struggling with Karin online, what with all the jumping and randomness and what-not. I myself found it difficult when playing her online for the first time. I dropped all the points I gained from doing dumb shit with Rashid, and had me questioning ‘is the character really any good?’ And the classic, ‘am I ass?’ But my advice would be to just keep grinding. Stay in practice mode and keep practicin your whiff punishes, anti-airs and combos. It’ll click eventually. Don’t worry about the points, just try and learn something every match.

Finally got time to play few games today and it was interesting, I was able to beat ppl with much better execution that I. I was relying only on basic stuff and solid defence, most of the games were very close, but I was happy with results.

What’s the reason to use just frame tenko over regular tenko? I see the frame data is a bit better and you get more damage, but both combo from St.mp/hp, and juggle stuff afterwards, so do you need to be able to do it consistently? I can by the way, I’m just wondering.

It has a better anti air hit box as well for a short frame or two from what I understand. You hit all the key points though.

Karin needs to maximize her punish damage for every confirm she gets and JFT is a small but important step for it.

I haven’t seen this written here so I’ll go ahead and share this combo for those that maybe weren’t aware of it.

When punishing a blocked DP if the crush counter st.HK into st.HP into ender of choice seems a little hard at first an easier combo would be cr.MP into st.HP into ender of choice its 30 dmg less than the ideal st.HK into st.HP starter but its also 30 dmg more than the regualr cr.MP into st.MP BnB. Just a small way to get more damage out of your punishes for those of us that are still trying to get the st.HK into st.HP consistently and arent ready to risk it in an actual game.

Should you always go for the option that gives you extra benefits for no extra resources or downsides? I wonder…

The only time you don’t want to use JF Tenko is when it wouldn’t reach the opponent while a normal Tenko would, which is VERY rare.