Want to know what the best punish or Crush Counter combo Karin has? Any character-specific combos to maximize your damage? What’s the best no-meter combo you can do? Farthest corner carry? All of these questions can be answered here.
Also, have a crazy set-up to share? A new mix-up that you want others to test out? Share all your best tech as well!
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How I do it is I roll my from kick to punch and it works for me. I play on pad and basically have the middle of my thumb on the kick and then quickly press down on the punch and it comes out and just takes practice.
edit: found this combo, its not the best but its a combo
Corner -c.mp, s.mp xx JFL,lk.mujin ex.mujin
Few things. I saw in one of the videos posted above, can’t remember which, where a Karin player did cr.MP, st.MP xx JFL, orochi. I rarely ever get the orochi to connect though. Any idea what I’m doing wrong?
After the Tenko, your inputs should look something like :qcf: :d: :k: [plinked into] :lp: . You have to be pretty quick because they’ll drop out otherwise. Seems to be harder to land in the corner too for whatever reason. It’s arguably her best ender after just frame Tenko midscreen; it has solid corner carry and the damage is higher than her other meterless options.
For punish combos on someone like Ken’s DP I can’t ever get a good followup to crush counter st.hk besides cr.hk because it pushes him so far away, so I found that cr.hp > mk mujin (juggle) does good damage and stun and is very simple 252/396
you can still do the dash under. if you go into ex tenko and jab for the reset and cancel the jab for lk command dash u end up in the front. mk command dash for the back.
Hi guys I haven’t noticed anyone mention this but I feel like you can get a safe jump mid screen if you do a mp, st.mxxjust frame tenko, lk mujin if the opponent does a quick rise. I was testing it against Ryu doing a lp DP on wake up and I would always land in time to do a lp into mp for a counter hit set up. When the dummy would do the DP I’d be blocking instead of the blockstring coming out. It would need more testing though since I’m not too good at finding out set-ups so if anyone would like to check over this and confirm it for me I’d greatly appreciate it.
Also it seems to work in the corner too if you do a cr.mp, st.mpxxjust frame tenko, just frame tenko you can do a cross up jump and it should be safe from a DP if your opponent did it reversal on quick rise, but you would be in the corner of course.
If it does work it would be cool to know although I don’t know how viable it truly is seeing as I don’t think many people are quick rising into DPs.