Karin Combo/Tech Thread

I would do stlk > crmp > stmp simply because it’s longer and thus easier to confirm on hit/block. Anyway, there’s no real reason to use crhp instead of sthp, they do the same damage.

Whoah my bad, you’re totally right st.hp and cr.hp do the same damage (just checked in game). For some reason my frame data app says st.hp does 80 damage :s but they both do 90…


can’t tell if its been posting but Karin combos corner does a lot of damage around 365 to 400 with exs. in fact its very good in actual matches.

I believe optimal 2-bar corner combo is anything > jf tenko > lk mujin > ex tenko > ex ressen. The ex tenko can switch sides though if you don’t do it as fast as possible after the lk mujin but it is consistent with practice. Only 60 dmg less than comboing into super (426/625 vs 495/435).

https://vid.me/e/KfuQ

^Yep Kattchips that is the optimal combo for 2 bars. Also, the optimal combo for 1 bar in the corner is [tenko->tenko->ex rassen]. A lot of karins do tenko->lk mujin->ex rassen like in the video (although the tenko was ex in the vid), but double tenko does more damage than tenko->mujin. Only tenko->mujin in the corner if you plan on spending 2 bars.

In what situation? crouch fierce offers crush counter opportunities on block, 1 frame less startup (allowing CC’s on 3f jabs as I said before), a hitbox that moves her forward allowing easier juggles in combos.

stand fierce is better as a counter poke buffered into mp ressen confirmed into the low follow up on hit which allows more meaty pressure (whiff stand jab, immediate low strong, which can again go into the crouch fierce cc os pressure)

@genkibot I was talking about in combos since someone mentioned crhp does more damage (but it doesn’t) so for combos it’s irrelevant.

For poking I buffer sthp into her cmd dash, you have enough time to confirm to tenko on hit and orochi on block. Sthp have a LOT of hitstun so you can do a reeeeally late tenko so it can whiffpunish from almost every distance.

fair enough. we’re in agreement for the most part then. still think buffering to ressen offers more however.

https://www.youtube.com/watch?v=TyY2K9wsWB0

(Y)

*edit: obviously the low strong, low fierce combos on hit from the meaty as in the previous vids too.

This is actually godlike imo I’ve been using it as well. Sako and Mago use this a lot and they way they do it a lot of the time when st.HP is blocked is they’ll make the shoulder a frametrap. Honestly this is so much better than it should be online XD Everyone mashes jab in this situation. You can even make the shoulder trade with the jab and get st.HP->tenko->whatever but I can’t do that consistently yet :anguished: When people really get familiar with this I think shoulder will be used as a true blockstring more often (since you are vulnerable to invincible reversals). Although it will always be great against characters that have “meh” or nonexistant reversal options without super. Works with cr.HP too of course, you have a little less time to confirm but its still way more than needed

The more I use Karin the less I find myself using her super. Two bar combos do almost as much damage only really sacrificing about 60 or so damage as youve stated, but give way more stun which I find more valuable, that and ex DP for anti-airing of course. But seriously with a two bar combo and a one bar combo Karin puts herself in situations where she is one hit away from stunning most opponents

@genkibot Sure you can opt for a less damaging and less safe option if you want. :wink:

“-cr.lp for a 5f gap frame trap”

This loses to any 3-4f jab or low kick the opponent presses afterwards. And it loses to any 5f Medium button because of button priority.

If it is working for you in matches it is the opponents mistakes that are making you feel that it is good.

After they block your Orochi (Assuming it is not a meaty on wake up) your turn is over.

I still think it is a good idea to test the opponent by throwing out a 2lp after Orochi. If it gets stuffed then you know your turn is over after you use it. However, you may find the opponent is not using the right button or isn’t trying to take back temp at all

Tactics that rely on your opponent being bad are bad tactics.

How can you say figuring out your opponents tendencies is a bad tactic?

Does anyone have have any advice/tips or able to link me to a vid for help on this? As I’m really having a difficult time trying to get this done consistently. Honestly, I’m not even trying to finish with the EX.Orochi. I just want to routinely end the Bnb with EX.JFL

Im trying to do the EX.JFL as fast as I can and I keep dropping the combo and wasting that one bar of meter.

I’ve been playing around with some meaty Senha Resshu setups. After a JF Tenko ender, Lp Ressenha into throw seems to be timed pretty well on quick rising opponents, and Mp Ressenha for back rising foes. I’m still not convinced it’s timed really well though, definitely need to do some more testing, but I was wondering if anyone else maybe has already done something similar?

After further testing I can say it’s really not reliable at all :frowning:

you need to let the ex sappo travel a frame then tenko. you may be canceling into ex tenko too fast and its whiffin cause youre too far. took me awhile to understand what i was doing wrong too.
yes you have to ex sappo fast as possible after mujin but the tenko needs to come a little late.

The key is that you can’t activate the ex tenko as fast as possible unless you’re near the corner. You need to find a way to let the ex dash travel just a little bit before hitting punch. For me, this involves actually lifting my hand off of the stick instead of pianoing the inputs as I usually do. Not sure if it’ll be useful, but here’s a quick video of how the different input speeds look when I do it.