Karin Beginners Thread: Oh-hohohoho!

How do you guys anti air tight cross ups? is ex dp the only option?

st.HP can work if done early enough, and in some cases will cause the cross up to whiff if it (st.HP) doesn’t hit though that’s not really something to count on.

If they’re tossing the cross up out super late or in a situation you can’t throw a normal out in though, you’ll just have to block.

Depending on how far into the jump arc they are, either jb.MP/MK, Sappo (command dash) underneath, or hit a properly timed s.HP. The safest option will always be to just block and deal with the mixup appropriately. There’s no get-out-of-jail free card in SFV, you have to stay active and stay on the move as Karin.

I don’t mind blocking. It’s 90% of my gameplan. It’s just that you can’t condition people to stop jumping in if you don’t swat them out of the air every now and then.

I played her a lil in Alpha 3 but nowhere near as much as I’ll use her now, I guess when I was a youngling she was too advanced for me. That being said I am going to spend some time using her and along with F.A.N.G to keep my edge up.

I think the bigges issue with karin is not that her buttons are ass or that she does no dmg… Shes got all of that plenty, hell her buttons are really good. But opening up someone is so hard with her since she really doesnt have a good high low game compared to a bunch of other characters.

Her anti airs are hard to do because they are so space dependant and in the brackets where plays give no fukx and just jump everywhere its hard to force someone into playing her game. As soon as someone jumps all day only choice i find to work is to jump with them and play online ass fighter, and i fucking HATE playing that way. I want to play smart street fighter but when the other guy obviously shows no respect one must adapt to their idiot tactics. God her anti airs are so bad after playing sakura in sf4 for years… I miss my flag poll of death :cry:

Lots of Ruys today, win almost all matches only struggled against one player, who was great at pressuring me into the corner(I HATE his f.HP). The more I play her, the more I love her, but at this moment, I’ve decided not to train advanced stuff, there will be a lot of dropped combos and I’ll get bodied for most of the times, basics first. Also is there any shortcut for CA, sometimes I drop them without proper command?

The “shortcut” for CA is a little weird. Basically, you don’t actually need the diagonal inputs. So, down, forward, down, forward + P/K will work. This is one of those things that is probably more likely to hurt than to help, though, since it seems to occasionally result in accidentally activating the CA in the course of normal ass footsies. You’ll have to look at your own inputs in training mode or replays but the shortcut as implemented in SFV would tend to suggest that directional inputs aren’t the cause of a missed super most of the time–rather, it’s hitting the P too late or too early. Try key the super like: qcf, qcf, HP~MP~LP

I’m spending more time defending than hitting or trying to do combos… any help on how to escape high pressure?

maybe i have to look for a more easy character?

Same with me, for me it’s more about punishing opponent than pressuring him, solid defence is a must for Karin IMO. I’m trying to play around center of the area, it gave me the option to escape, it not always work, but most of the time that happen because of my mistakes

No character in this game gets pressure completely for free, you’ll have to start trying to counterhit here and there so that the opponent knows they can’t push dumb buttons all the time. If a particular character’s buttons are giving you trouble it’s a good idea to go into training mode and find out what it is specifically and set the AI to use the move/string. Then try to see what your options are from there. If you’re willing to check the frame data, you may see that opponents are pushing buttons on you that have block advantage of -3 or more! Those are punishable, and worth trying to LP or crLP if you’re close enough!

Are they opening with jumping attacks a lot? Be sure to space your anti airs, or if you’re close enough you could try to dash under them and try to confuse 'em. You’ll find as you play there’s a sweet spot in the distance you want to keep from the opponent so you can not only poke, but also react to jumps.

Unfortunately due to Karin’s limb reach sometimes blocking without a punish is the only answer you’ve got, and if that is the case you should try to avoid the situation altogether by using your movement speed to avoid the opener. Don’t feel too bad about blocking though! If you keep blocking long enough they are going to get frustrated inevitably and dash in for the throw. As a note: if you EVER see someone dash straight up into your face then they’re quite likely going in for a throw. Deal with it appropriately.

There’s no single answer for escaping pressure, just practice and diligence.

Thanks for all the answer, really… But i think that maybe I just have to return to the basics (ryu) until I get a great playbase until my fav character come again (juri)…

Thanks again but I think that karin is too much for a newbie for me (less than 40h with sfiv and sfv)…

Don’t drop Karin, she might be not the most newbie friendly char, but if you waiting for Juri, then it’s better for you keep playing as Karin

Nothing wrong with that, learning multiple characters will improve your fundamentals with all of them, so don’t feel like you’re wasting time either way.

Maybe is me but with ryu I just hit bronze (yeah!)… the matches are more easy :\ ?

I noticed the SFIV shortcut of down, df, down, df, forward + button activation doesn’t work in this game. SFV forces you to do two full quarter circles in order to activate the critical art. This is a bad habit of mine from IV because I used to use Yang and would use the shortcut to FADC ultra. So gotta break that habit.

The shortcut definitely still work, just tested and got it first try. You can even skip both diagonal inputs.

YES!!! Finally got the Bronze playing only Karin, the last match before the promotion was against jumping Ruy, almost lost it because of my impatience. Also played one casual match against Dhalsim it was funny, in terms of connection first round was flawless, but when I’ve beat his teleportation with EX Ressenha lag fest has begun but this didn’t saved him lol

Hi! After some time deciding between Chun and Karin I finally settled on Karin as my main. So now I have some questions for you guys!

I’ve been practicing this basic bnb with Karin: c.MK xx HK Mujin. Since the HK Mujin is unsafe on block you need to hit confirm the c.MK but there’s no way you can react that fast, can you? So is there some way to make this work as a hit confirm or is the combo just for whiff punishing?

Also, when should I end Tenko combos with another Tenko and when should I use LK Mujin?

You can link the c.MK in a couple of ways, most notably from c.MP. So just doing c.MP - c.MK xx HK Mujin works completely fine. Tenko / JFT-juggles are usually better than HK Mujin, but it’s still a fine ender to use while learning the character.
As for c.MK xx HK Mujin with no prerequisite: yeah, that’s mostly used for whiff punishing.

I’ll let someone else answer the tenko question, since I’m brainlessly finishing tenko juggles with LK Mujin every time =V