Karin Combo/Tech Thread

Is anyone else having trouble getting the crossup. I’m delaying it, but it feels so strict to do in a real match

Edit: nevermind dummy was set to no recovery. It’s ez pz

In case people still have trouble with Critical Art in corner:

I don’t ever miss CA in corner anymore, there’s a lot of leniency with the timing of the 2nd late Tenko. You want to get the 2nd Tenko as late as you can without missing of course. Do the CA as early as possible after the 2nd late Tenko. You can still salvage it if you do the 2nd Tenko way too early by delaying CA, but that’s just how it is normally anyway trying to do CA combo in corner.

That’s a great way to secure the super. If you’re doing vtrigger-combos, either it’s midscreen or corner and you don’t want to sideswap, always do it after qcf+p,d+p and you’ll never drop supers again. Justin had a HUGE drop when he did qcf+p,p into super.

Max-damage into super midscreen is JFT > orochi > super. At one point Mago did this to secure a victory, I doubt the super would’ve killed if he didn’t do the orochi first.

Can anyone do cr. mp, st. mp, tenko, lk scissor kick, ex tenko, dash forward then ex dp as Karin OUTSIDE the corner (mid screen)? I can’t do it but mago did in a match. I can’t figure out how.

I tested it in the lab yesterday. You can do tenko ex tencho then dash DP. It does almost the same damage and stun as ex tenko ex mujin though but is much more difficult. But it’s a good way to add a ton of stun and damage into your bnbs with 2 bars. Ie you get 270 damage off 2 bar anywhere on the screen with crlpx2 jft ex tenko dash ex rassenha(ex mujin is much easier and has better corner carry for less damage)

The problem with ending with ex ressen is lack of a good followup. I’ve done some testing and you’re about +11 if ending with ex ressen after ex tenko, so outside of corner you won’t get anything more.

For best followups for two bars, going ex orochi > lk mujin > ex tenko gives you a lot of time to set up stuff, and it does abit more stun.

what are some of karins best block strings and some mix ups/follow ups to those block strings?

Any set ups for max range stHk CC v skill v trigger? I know you can set up Guren Chochu. quick rise vs 3frame jab you get a counter hit combo and delay wake up you get a trade combo but back roll the timing is different and the elbow whiffs . Is there set ups that covers all wake up options ?

If we’re talking about MAX range sthk CC, V Skill will not connect.What you want to do there is ex Tenko.
But on the subject;I guess you’re talking about V SkillxxV Trigger whiff Guren Ken into Chochu.If you do it right it covers both normal and back recovery without any trades.If you delay Chochu a bit you will trade with wakeup jab on normal recovery.For no recovery you want to whiff stlp and immediately do Guren Ken>Chochu.You must react to no recovery though.Another way is to whiff Guren Ken>Chochu then whiff stlp and charge V Skill.

I already know about the ex tenko . So you’re saying you have to guess their wake up ? I’ll make a video showing it whiff on back roll . I was testing it on random recovery

I can get it to hit if i delay it a little for back recovery but if you delay it for delay recovery and quick recovery you will get hit.

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

Where did i exactly imply anything about guessing?I said that there is an actual timing that covers both normal and back recovery without whiffing or anything.If you mess up there are possibilities like whiffing on back recovery,trade with jab on normal (but hits them on back recovery),or getting hit by the jab on normal recovery.Obviously this setup does not cover no recovery.If they don’t recover you can use the other two suggestions after Chochu.
Anyway i uploaded here a vid.I recorded the dummy doing the setup on normal and back recovery.Same action for both recoveries.

https://vid.me/Ak9b

i posted a video . its weird the way i do it covers normal and no recovery but whiffs on back recovery.I can get it to hit if i delay it a little for back recovery but if i delay it for no recovery and normal recovery i will get hit . it might just whiff on cammy. idk i wanted it to work on random recovery.

No it’s not a Cammy thing.The only logical explanation i can give is that you do it a bit faster.In my setup if they don’t recover and i do another Guren Ken into Chochu after the one that whiffed,the latter will get stuffed before its active frames.
So actually reading my first post on this i forgot to mention an important thing,which may have gotten you confused …(my bad)

https://www.youtube.com/watch?v=zPw_a6uvOvM
Don’t remember if this has been mentioned anywhere.
Just press LK as soon as you recover from the throw animation and you can link mp as it leaves you at +5 on hit and +4 if they block.
Does not work on: R. MIka, Ryu, Ken, Cammy, Vega, Karin, Nash, Bison, Dhalsim, F.A.N.G

@TheMonkey Just do stlp>stmp.Works on everyone.

to punish, you would want to use: H.kick - go forward abit (a little tricky) - H.punch - and then do whatever you want to do.

The best corner carry for Karin gotta be: c.mp-st.mp-ex shoulder-heavy mujin. IT moves the enemy half the screen away!

Delete

some meaties after ending a combo with midscreen ex tenko? the usual seppo -> s.lk/cmp?

I assume players are doing jft guren ken -> sweep ender for the oki, right?

you can do: tenko , guren , cr.p , cr.k if you juggle them really low with guren. gives you the same damage as the side switch rekka combo and the great slide oki. it’s kinda hard at first, but doable.