I feel like this is a dumb question, but what’s a good juggle to practice after an instant tenko? Just something basic so I can get used to juggles, before I start trying to add longer combos.
After an instant tenko? You have very few options without meter, either lk mujin, orochi, or another tenko. With meter you can do tenko > lk mujin > ex tenko. With 2 bars you can do either tenko > ex tenko > dash > ex ressen, or tenko > lk mujin > ex tenko > ex orochi.
Preferably you should do jf tenko > orochi, since it does most stun of all the meterless options and give decent followups, but it’s also the hardest followup.
Maybe this will help someone here:
When I perform my JFL, I piano (in a plink fashion) the punch buttons from HP to LP. It seems to be very consistent on my part.
I find it super useful when doing the frame trap shenanigans involving cLK, (Frame Trap) cHP xx shoulder.
Ok, I feel like a moron. Just found out Ryu’s MP, MP isn’t a “true” block-string and can be interrupted with a 2LP for some sweet CH damage. Are there any other well known blockstrings we shouldn’t be letting our opponents get away with?
(Not sure if this belongs here or in the “main” Karin thread)
As Karin, my anti-airs are terrible. Is there a way to practice this little problem?
You can record the training dummy to jump in and attack from different angles. From far away they’ll probably jump in with a heavy, from close it will likely be with their cross up button. This way you can get a feel of what AA to use in each situation
And what are my best anti-airs besides EX Ressenha, and sometimes s.HP and c.HP?
Should instant tenko/just frame tenko be linked instead of canceled into from normals?
I can do “raw” instant tenko with no problems by plinking cr.lk and cr.lp after qcf, but when I do the same thing from normals like st.mp/cr.hp/st.hp etc. I sometimes get just sappo (dash) or even nothing at all - it’s like the game “eats” my inputs.
What’s more - the timing seems to vary from normal to normal (it’s different for st.mp and st.hp for example).
Is there a trick for getting it consistently and for all the different normals?
One foolproof technique I sometimes use is to “piano” the punch buttons. For instance, you would do 5Hp, 236 K (for Sappo), and then “piano” (or roll you fingers from Lp to Hp) in order to get the JF Tenko
This game has a pretty generous buffering system but one thing to note with Karin is that if you buffer a command dash and you also buffer the P input for Tenko or Orochi (aka press both buttons before you enter actionable frames), the command dash will come out but your punch input will not be registered. So if you are doing a normal like st.MPxxJFT and the command dash comes out but not the Tenko, its because you’re pressing K/P before the cancelable frames of the move. So just cancel a bit later (Karin’s moves have nice potential for late cancels) or use the piano method drunkards_walk described.
I like to do late cancels on st.MP/cr.MK because I try to hitconfirm those moves into Tenko in neutral and I’m used to that timing. However I like to use the piano method on the Orochi when doing Tenko->Orochi because with that Orochi I pretty much make sure I’m buffering it, and I piano to make sure it comes out.
What’s the best way for Karin to approach to an opponent doing neutral jumps all the time?
Orochi and Ressenha are not an option, of course. It may be reliable using well-timed Tenko?
Like you said, EX DP is the best, s.HP and c.HP are decent as well. You can also use jump back MP, JF Tenko, or just command dash to get away. You’ll have to go into training mode to see which move applies to each situation
What’s the best way for Karin to approach to an opponent doing neutral jumps all the time?
Orochi and Ressenha are not an option, of course. It may be reliable using well-timed Tenko?
Besides air-to-airing you have a few options that can punish a distanced neutral jump. As you mentioned a well-timed tenko is pretty nice. It will combo into super too if you hit closely enough with it. A well-timed Orochi can also work, but trades more often than Tenko. Still it does more damage and can also be combo’d into super (even on trade a lot of the time). Finally V-skill is actually pretty good at punishing neutral jumps because it moves you so far forwards. You have to react quickly to the neutral jump with charged V-skill, but you can just take a step forwards and regular V-skill at the same range you would do charged V-skill. You’re mostly going to activate VT to combo off of this, but there are some situations where you can do combos without VT off of a charged, air-hit V-skill (Ex: you hit them in the corner out of the air as they’re higher up with charged V-skill, you can get super or JFT->Rassen sometimes)
One of the big problems I’m having atm (as a pretty big noob in super bronze, so this might be more of a general thing than karin-specific), is getting locked down in a constant blockstun crossup - Ryu in particular seems to be good at doing this. Like, by the time I’ve recovered from blocking his previous crossup, he’s crossed my up again before I can get off an antiair. Also tried jumps - neutral and back, and still seem to have problems. The only thing that seems to work for me is v-reversal, but obviously that’s not something I can rely on.
My AA game definitely needs work anyway, but don’t have many problems with jump ins. Just these close-range cross-up strings that are boning me. Anyone have any ideas?
You can try dashing under your opponent when they do crossups that evade your usual AAs.
I’m sorry, I’m trying to find where I read it but I cannot. Can someone explain to me why Karin’s s.lk is good and why it should be used?
I’m sorry, I’m trying to find where I read it but I cannot. Can someone explain to me why Karin’s s.lk is good and why it should be used?
It’s +3 on block
I’m sorry, I’m trying to find where I read it but I cannot. Can someone explain to me why Karin’s s.lk is good and why it should be used?
It has 4f start up, a ridiculous hitbox with great priority and range. It’s +3 on block making it perfect for frame traps and tick throws, and you can walk and press it again to continue pressure. If you get a counterhit stLK you can link into her crMP stMP JFT BnB. It’s her best button period.
would s.lk>cr.lp>cr.lp be a good use of frame data as a poke sequence? i haven’t checked yet in the lab, but i thought i’d ask here as my first post.
would s.lk>cr.lp>cr.lp be a good use of frame data as a poke sequence? i haven’t checked yet in the lab, but i thought i’d ask here as my first post.
You get pushed too far back for the 2nd crlp to hit. Stlk crlp is the way to hitconfirm off stlk but isnt a frame trap though