Just wanted to mention because I didn’t see it here or in the video, but off of CC crHP you get the most damage and stun off of Mk Mujin , NOT the H version, because strangely the final kick connects and I haven’t found any other situation where all three hits combo
I believe the last hit connects if the first two kicks juggle the opponent in the air and the juggle properties are still fresh. For example, if you take her Tenko BnB then MK Mujin 3rd hit won’t work since you’ve already juggled them once with Tenko, but for CC cr.HP it works since it doesn’t count towards that juggle state. I’ve caught a few people trying to jump away on wake-up with MK Mujin and the 3rd kick smacks them back down to the ground.
Or I could be wrong nad it’s because of how low to the ground they are after Tenko and it’s recovery frames. Needs more testing to confirm, but I feel either theory would be valid here.
What are the anti-airs that Karin can use? I keep losing to jump-ins and I want to be able to defend better
s.HP should be your go-to, but it has to be timed/spaced properly which isn’t difficult to do with minimal practice.
cr.HP is also a good option, but it’s very spacing dependent since she extends forward a bit.
jb.MP is good for creating space as needed.
nj.MK should be used if you’re in the corner, have someone in the corner, or don’t want to give up your positioning.
Situational anti-airs include s.MP (functions similar to Akuma far s.HP but inconsistent), s.LP (inconsistent, might be good for anti-crossups), cr.MP (HIGHLY situational but it’s worked for me in some cases), and LK/MK Mujin (definitely don’t rely on this one, but it remains an option. On MK version, the 3rd hit should connect in most cases).
Oh, I completely forgot about EX Ressenha. I personally don’t use it much except in combos and if I know they’ll press a button on my wake-up, but it’s a solid anti-air option for one bar.
CC st.hk, st.hp works the same way as well.
I like the st.mp as well though.
Found these combos.
c.mp, s.mp xx JFL myo-oken (mp+mk) (220/340)
c.mp, s.mk xx JFL myo-oken (mp+mk) (211/240)
c.mp, s.mp xx senha kusabi (228/340)
i dont like the reach of c.mp is there any other way to start the combo then go into kenko > qcf +k or is that it
From standing you can do all punches and only light kick, unless you can do Medium Kick and I am just a not use to it. Crouching you can do all punches and all kicks but Hard kick. If I am wrong feel free to correct me.
Went back in the lab to further test the setup I was talking about (the cr.MP, st.MPxxjust frame tenko, lk mujin). I found it actually works better if you juggle with v-skill so a sacrifice in damage fro a good setup plus some v-meter build up. As for what it works against if a Ryu player does a quick rise itll hit him out of a lp DP in the air, itll make a mp DP wiff, and it will complete stuff out a hp DP for basically a free jump in combo. If the Ryu does a backroll get up then mp and hp DP will beat out your jump in but you will stuff out a lp DP so be careful against that if you feel your opponent goes for a lot of backrolls. Lastly as its probably obvious in a delayed get up there is no set up as the timing goes off.
I still have to test the rest of the cast so next time I mention any of this I’ll hopefully have that done, hopefully I’ll also be able to figure out if there is anyway we can continue the setup even if the opponent delay wake ups either way feel free to go nuts with testing this it seemed pretty good so far seeing as no one is using backroll get up yet it seems.
so i been tricking people with M ressenha after her tenko bnb for quick rise . i dont know the frames i think its unsafe but its been working online lol . delay rise i do M senha resshu into back dash into a jump in. im bad at testing things maybe someone can test the set ups. thanks
never mind its not legit its a gimmick .
I’m having a hell of a time getting her JF Tenko to come out. I’m not THAT slow with the buttons I don’t think, but is it something that has to be immediate, or does it need to be slightly delayed somehow? I’ve tried rolling my thumb from one button to another too, but even that only gets me so much. I can do it reliably at like 40-50% in training once I get it (20-30% in actual combat), but I was wondering if there are any tricks, or something else I’m missing to make this easier. Also, is there any good way to tell if I’ve done it, other than the animation being a bit quicker, or the +20 damage in training mode?
The other question I had, since I have enough trouble just getting it off reliably, much less varying it, is does it vary with which :k: button is used, or is it just always the same? I want to know if I need to be trying to learn the execution for all of the variants, or if the spacing is always the same, and I can just stick to the slightly easier :lk:.
Oh right, one more thing. If I want to do that juggle, do I need JF Tenko -> JF Tenko, or does only one have to be JF? Just thinking if I can get away with something slightly easier while I’m still getting the hang of the JF.
Not sure if many ppl know this but v trigger rekkas deflect fireballs… I just found this out last night
For JFT you have 3 frames to input the punch button so it’s not too big, but not too small either. I’ve found that plinking or just tapping the button immediately after I do the qcf.K motion nets me consistent results.
As for which version of Sappo to use, the LK version should be the go-to in all situations. In theory it shouldn’t matter but since it’s the shortest dash you can still get a regular Tenko if you miss the Just Frame window instead of dashing into their face.
For the juggles you only need to land 1 Tenko (Just Frame or regular works) and you have several options: LK/EX Mujin, V-Skill, Super, Orochi (shoulder) or another Tenko (again, Just Frame or regular).
cr.mp, st.mp xx JFL, JFL (234/340)
cr.mp, st.mp xx JFL, Orochi (241/375)
If you’re getting less damage, than JFL was probably missed.
Any reason why Kaz and Mago would be opting for:
Cr.mp, st.mp xx JFL, JFL
Cr.mp, st.mp xx JFL, V-skill
Cr.mp, st.mp xx JFL, shoulder
Instead of ending with LK mujin after the initial JFL? You get the setup after mujin and the damage is better I think no?
First combo does more damage
Second combo gets you corner carry and v trigger meter
Third combo does more damage that second combo and gives you great corner carry
JFL JFL is more damage
JFL V-skill give you v meter and you can still get a decent meaty
JFL shoulder does the most stun
i guess he didn’t wanna go for a jump in after
edit: my bad, gotta learn to read more
your right on the JFL, V-skill not only gives you a meaty and v-meter, but it also is a safe jump against quick rise so theres that, thats been the ender I’ve been going to unless Im trying to go for damage in which case I just end in the second JFL
What’s the timing for the JFL when you cancel the dash from a normal? I can do the JFL raw with plinking no problem, but I don’t get the timing at all when I’m trying to go for it in a combo.