Karin Combo/Tech Thread

Also sorry I haven’t been on the forums much so I never got a chance to reply to the posts on cr.mk’s confirmability. @GreyQ , as someone else said you need to factor in hitstop in addition to the other frame data, so you have more than 8f to confirm. Also, an 8f reaction is indeed possible since we’re talking about a primed reaction (a reaction where you’re looking for something specific, in this case the hit) though very difficult. Although once again, you have more than 8f. That being said, this requires practice and is still a relatively hard confirm that becomes impractically difficult in any lag (but still doable offline). I like to set the training dummy to random blocking to practice. I specifically use the audio cue of the hit to signal that I should continue with the confirm, since I find I can react more quickly and more reliably that way. Also the fact that top players aren’t doing it at the beginning of the game’s release doesn’t mean its not a thing. I’ve seen Mago confirm cr.mk in casual matches quite a bit. Anyway, what did you mean when you said SFV has 9 frames of input lag, I have never heard that before and honestly don’t think thats true?

Just got my ass busted my by pr balrog literally making me rethink Karin as a character felt like all my options where covered

Well you just played against a highly experienced world-known player, do you really think it’s the character that’s the reason you got bopped?

…it’s always the character

Out of curiosity did he use Necalli? Honestly most characters feel bad when you’re fighting against V-Trigger Necalli haha. I hope you have the replay(s) for your own benefit, because watching replays can really show you what you’re doing wrong or what you’re not doing.

nvm found

Possibly good point about hitstop (which @Malalol also mentioned), I don’t know how that works in SFV. Again I’m not trying to say anyone is wrong—I just would like to understand how the frame data is compatible, at least for my own benefit.

BTW, good point about the audio cues, researchers into reaction times have found that people in general react about 30ms (? two frames I think) quicker to audio cues than visual ones. One theory is that visual input undergoes more complicated (and thus slower) processing than auditory input.

Here is the video about SFV lag. If SFV has about 8-9 frames of input lag, and about 8 frames is the minimal human reaction time, then in SFV the total minimum reaction time would be about 17 frames.

This comment says that SF4 has 10 frames of hitstop/impact freeze for mediums. If that’s true in SFV then maybe it all hangs together—to confirm cr.mk you get 8 frames of “regular time” plus 10 frames of hitstop, for 18 total frames. That’s more than the 17 humans need, so it’s possible, but difficult.

8 frames is being extremely generous in terms of average reaction time. Most things I have read conclude that average human reaction time is about 16f

This is a bit off-topic for a Karin forum, but here’s an interesting link on reaction times. The upshot is that world-class sprinters need about 150ms = 9 frames to react to the starting gun. (Their feet are on pressure plates to prevent jumping the gun, so the measurement are quite precise.)

That’s kind of best-case scenario: they are doing nothing except waiting for a single, clear auditory input. Required time for other tasks (e.g. distinguish between two inputs, visual instead of auditory cue, etc.) go up from there, so 16f is quite believable for some applications.

Keep in mind though that 16f would become 24f+ if you added 8+f input lag.

I see resets with Karin using Tenko in the corner then cr lp but when i try it whiffs, how are you supposed to do it?

@GreyQ Ooooo thank you for that input lag link. I had falsely assumed that input lag wasn’t that high, definitely good to know.

Also, I wasn’t saying 8f is at all practical, just that its possible if you’re a wizard, and that you have significantly more than 8f (though I don’t know the exact number). I’ve read a few studies on reaction time, will have to read that one when I have time, though generally 8 or 9 frames is peak reaction. I really wouldn’t know the frame data for cr.mk, I can just say from experience that its confirmable with practice :slight_smile: . And my reaction times aren’t the best.

After the JF Tenko, whiff a st lp then do a cr lp. The cr lp will reset the opponent allowing you to dash under (I think two cr lp will work as well). The timing is sort of strict though so it takes a bit of practice

This is a bit off topic, but here is an amazing application to test how good your reactions are:
http://www.teyah.net/milliablocker.html
It really shows just how godlike Millia’s mixups are lol

Well blocking mixups and hitconfirming are two very different things. In general you cant block lows in tekken that are faster then 23 frames on reaction. But you can still hitconfirm ken cr mk into super in 3s even tho its a tighter window since you know what you are looking for.

So, since there’s no updated first post, can someone confirm if these are optimal please?

Meterless ender:
jf tenko, orochi

1 bar ender:
jf tenko, lk mujinkyaku, ex tenko

3 bar ender:
jf tenko, orochi xx CA

meterless v-trigger activation after jf tenko(airborne):
jf tenko

meterless v-trigger activation after medium/hard hits:
st.hp xx jf tenko, guren hochu

3 bar v-trigger activation after medium/hard hits:
st.hp xx jf tenko, guren hochu, CA

Also, does she get anything off v-skill xx v-trigger besides CA? Or anything else I’m missing? Thanks!

Decide for yourself. Depends on what you want. It’s missing a vtrigger 1-bar combo though, you can do whatever > jft > ex tenko > gurenken.

If you’re close enough when vskill xx trigger hits you can followup with rekkas.

Thanks! Should probably get that post somewhere more in evidence, maybe with some meterless options; it’s too useful to get lost in a 40+ page thread.

you can just mash on cr lp and once u see it hit just cancel into the command dash of your choice.

^That is really useful I use it pretty often against mika actually. I like to play outside the range of her slides to whiff punish them and stuff her jump ins/dropkicks. The CC cr.hp really scares mikas from dropkicking in general XD