Wait, the elbow has been changed since beta? iirc you could mash literally anything back last time I tried it, and I thought it was -2, not plus. o.o
If you need a 3-framer or an invincible move to deal with that, then that’s going to be REALLY powerful in certain matchups. You can V-reversal out, of course, but that still sounds like some really insane stuff.
Yeah, I was talking about when you’re in the corner already.
Can someone please help me understand how to connect the cr.LP after ex launcher in combo #2? I undertand there is a whiffed cr.LP first, but I haven’t got it to connect once in like 100+ tries. Ty!
Practice. When you get the hang of it it’s easier to hit than ex tenko. Ex tenko requires some adjustment in some combos while ex orochi is just do-as-fast-as-you-can.
Oh that was neat. One thing to note is that ex sappo have a slightly lower hurtbox than regular sappo, but regular orochi have the same low hurtbox as ex sappo during its startup. Most things that can be evaded with ex sappo can be beaten with regular orochi.
Yeah most likely you are doing it too fast After the JF Tenko, the timing is kind of annoying if you ask me. However, if you imagine the airborne opponent as following the path of a parabola, then I start the input for Orochi once the reach the vertex of the parabola (so once they hit the highest point of the juggle, or even a bit before sometimes). Also, you may want to practice doing the “raw” instant Orochi a few times, just to make sure you do indeed have the input down
I just wanted to throw this out there since I haven’t seen any mention of it in this thread. Some meaty setups to follow up Tenko -> Orochi:
Against Normal Tech: [cr.MP -> st.MP xx Tenko -> Orochi -> HK Seppo (Command dash) -> immediate meaty st.LK]. Combos into cr.MP/st.MP on normal hit. If you do the st.LK too late it will still be a frametrap.
**
Against Tech Roll (Back-tech): [xx Tenko -> Orochi -> HK Seppo -> walk forwards a little, meaty cr.MP/st.MP]. *meatiness and proximity depend on how much you walk forward. If you go for the most meaty cr.MP/st.MP you will be kind of far from your opponent. You should be able to walk forwards quite a bit after the HK Seppo and meaty st.LK as well. EDIT: You can actually get a very close-up, very meaty cr.MP Combos into st.HP on normal hit. Not super close-range but still close enough to walk forwards and throw instead, or bait something out (shimmy). *
Against No Tech:** [xx Tenko -> Orochi -> HK Seppo 3 times -> step, meaty cr.MP]. **Here you are able to get the max +frames from cr.MP at point blank range.
I found this stuff out in just a couple minutes in training mode trying to close the gap after tenko>orochi, so there may be better setups. Especially after no-tech, karin should easily have time to set up a safejump of some kind (although everyone techs after this combo so I haven’t looked into it yet).
Ah sorry if I was a bit unclear I’m very tired right now. Just wanted to post that since I find most players who do tenko>orochi don’t really know any ways of following it up. That combo-ender is Karin’s best meterless option in terms of damage/stun/corner carry but a lot of people don’t do it because they think they can’t reach their opponent and meaty them in time. Edited my last post to make it read-able.
For anyone wanting to experiment more with such options, they’re knocked down for 31f after jf tenko > orochi ender. Add +5 for the backroll and +59 for notech.
With that I tested the setup @S_Kelson described, if the numbers added up meaty stlk would hit on it’s second meaty frame. So it’s +6 on hit, +5 on block and +8 on CH. Checks out, could combo into crmk (6f) on hit and sthp (8f) on ch. You land close enough so that stlk > crmp > stmp works fine for a very easy to confirm combo, and the two first hits is a true blockstring.
If they backroll, since it’s +5 more you can just do sthp and get that meaty.
Did you read my post? From that meaty you can do stlk > crmp > stmp, does slightly more damage but furthermore moves Karin a bit further forward than crmk, allowing consistent lk mujin followup.
Ideally you want setups that cover every option to have the same starting sequence, as such you can (whiff) confirm just like hit confirming… These fall short at the “immediate s.lk” because you’re taking up frames you wouldn’t have if the opponent either back rolled or didn’t tech at all. I have quite a few for back roll myself but don’t use them in game for the same reason.
I don’t particularly like sharing anymore. I put way too many hours/effort into sharing to srk/yt during sf4 days and having a few difficulties with people regarding all that discouraged me more, but I guess I’m in a sharing mood atm.
Anyway (Phone videos because I cbf):
Alot of this stuff completely counters the complaints people have had about not having sustained safe pressure.
Also, a couple of notes to people wondering about why LK Mujin juggles whiff one or both hits at times and about the EX Tenko - EX Orochi extension:
a) Majority of the time you confirm a CH C.LP into C.MP - C.MK - JF Tenko, your LK Mujin won’t connect properly. You’re better off going for Orochi unless you’re point blank in a perfect punish scenario or you’ve tested against a character specifically for 3 reasons. 1. It does more damage than Mujin for no meter anyway (Mujin is better in the long run due to the multiple setups). 2. Corner Carry 3. There are setups post Orochi anyway.
b) @pulsr is correct. The EX Tenko is literally down to distance, waiting a couple of extra frames before you hit punch per the distance you are away. The Orochi afterward, you’ll be missing purely on the basis that EX Tenko obviously recovers faster, hence being able to input sooner than you’re used to with JF Tenko. (You’ll hear my inputs in the videos anyway)
Setups in the videos:
Everything is completely safe and risk free bar using a meaty against an invincible reversal obviously (as shown).
Any JF Tenko - LK Mujin juggle - Whiff S.LP, LK Sappo - C.MP is meaty on quick rise.
Meaty C.MP - C.HP is a 2 frame trap (I know Ryu has a 4 frame jab, this beats 3f too.) on block and combos on hit. You can confirm the crush counter option select or confirm into JF Tenko on hit here.
This video I set it to do random things on block and wake up and just free style confirmed things that led to more setups. (The only non reaction thing is the anti dp, ~somewhat~ ambiguous crossup, hence the restarts to show it off).
After LK Mujin - Whiff S.LP, Jump. Also, after the crush counter option select, because Karin is so close after the Mujin you can - a) JF Tenko (No automated setups, only manual after this.) - b) whiff S.LP, LK Sappo - C.MP (Like before) - c) whiff S.LP, MP Ressenha (Meaty overhead on quick rise) - d) Reset with S.HP and cancel into MP or HP Ressenha (Hard read/Gimmicky and unsafe) - e) EX Tenko - EX Orochi extension.
After Orochi juggle - MK Sappo - C.MP is meaty on quick rise. (I used the Orochi here as the probability of a whiffed Mujin was high as I said before)
Jab reset after JF Tenko in the corner (Can cross under or stay in front.)
After forward throw in the corner - Immediate S.LP is meaty and links to S.MP (Can block confirm into Orochi. You can also use S.LK on Chun and fat chars (Birdie, Gief) and get the same link.
After a lot of damage output - Get greedy and go for another meaty and get rekt by a dp.
0_o very nice info right there. And yeah I realize there are of course some other meaty options as you said, I just found this stuff very quickly without frame-data analysis of any kind. Also [st.LK->cr.MP-> st.MP] barely does more damage than [cr.MP->st.HP] because of scaling (I don’t remember the exact difference but its under 4 I think), so if you continue the combo [cr.MP->st.HP] is a better starter I believe. However, you want to do cr.HP instead of st.HP when possible, as cr.HP does more damage. I’ll update my post with this. I just use [cr.MP->st.HP] to showcase the frame advantage of the meaty
Very cool thanks! By the way, upon further testing of the back-tech option, you can get a decently close-range and max meaty cr.MP. It combos into st.HP on normal hit, and you should be able to walk up a frame or two more and throw as well. So I wouldn’t necessarily go for the cr.MK there, but still very nice
Admittedly this makes the setup a bit difficult but it is absolutely do-able. Every version of the setup goes Orochi -> HK Seppo. The opponent starts their tech animation a little bit before the HK seppo finishes, so you have enough time to react to which tech they do if you’re used to the animations. And even if you react late with st.LK (normal tech being the hardest to react to) it will still be a frametrap like I said. Also on the [Tenko -> LK Mujin -> EX Tenko -> EX Orochi]:
For some reason I’ve found that EX Orochi doesn’t require you to do a clean input like regular Orochi does. With regular Orochi, you have to end the motion with down, but with EX Orochi you can do QCF->down-forward or down-back. Keeping this in mind actually helped me learn this combo, since like you said EX Tenko recovers faster than I was originally used to. For EX Orochi I just do QCF->Down-Forward+buttons.