Karin Combo/Tech Thread

What are you guys using to create gifs?

i know v reversal instant jumping hk is a safe jump vs a lot of chars minus chun li. Is it possible to empty jump to make it safe or to make it a safe jump if chun is cornered? I can’t really test this out with the training dummy on my own. Does anyone know or wanna test this? I was a safe was to pressure chun post v reversal

The distance after V reversal depends on the opponent’s moves.
Sorry,I can’t explain well in English.
Please check Chun’s stand HP,b+HP,f+HK,crouch HK.

Nice addition to the thread. ^ This is the optimal midscreen 2 bar combo with VT, so its definitely something noteworthy. It does more damage/stun than [tenko->lk mujin->EX tenko->EX Orochi] and is easier, although it does less damage than the corner variant of the latter combo (ending with EX tenko->EX rassen). Also about Karin’s 2-bar combos in general, they are really not worth it when it comes to damage per meter spent. I believe that optimal 1-bar combos give you the most damage per meter-spent (will double check), and 3-bar (super) combos are obviously devastating, but Karin’s 2-bar combos are still good for their massive stun value. I think 2-bar combos should only really be used to finish someone off, or to stun/set up for a next-hit stun so that you can take the round.

This stuff is fine by all means, but if you have VT and want to do a 1-bar combo, you should do the following for an optimized conversion:

whatever xx Tenko->EX Tenko->Guren Ken (1st hit whiffs) xx Elbow(2P) xx Slide(2K)

You can end the guren ken with Elbow xx Turn-Around Elbow (2P>2P) if you want to side-switch. These enders do max damage and allow you to cover the tech options. Plus this juggle looks really cool imo, especially with the slide at the end. It does a lot of corner-carry too, so I don’t find myself doing the side-switch much. Doesn’t work if you’re all the way in the corner.

I’m sure this is known but you can combo EX Tenko x EX Tenko anything Sim whiffs a air normal. Full screen before he lands you can Ex Tenko x EX Tenko. I just won a match by doing this. Not sure if EX Tenko into EX Shoulder works the same way, but I found it interesting because you normally can’t juggle Tenko x2

Edit: This might ONLY work on Sim and maybe Alex after you AA his Headbutt with crHP since it sends him flying higher than normal

@S_Kelson I made a writeup a while ago about how much you get out of meter usage for different options. Karin General Thread: Elegant offense for a more civilized age

Ah thanks, forgot about that post. Quite nice, although it doesn’t include some newer combos.
Anyway here’s something I haven’t seen mention of in this thread. Seems to be the new optimal combo for 2 bars when you’re already in VT:

cr.MP->st.MP xx EX Orochi->EX Tenko (can drag opponent)->delayed Guren Ken xx Chochu (2p) xx delayed Slide (2k)
375 Damage / 568 Stun
This combo does even more damage and stun than Karin’s 2 bar corner combo (JFT>Mujin>EX Tenko>EX DP), and works anywhere. If started as st.HK xx VT->st.HP xx EX Tenko >etc., the combo will do 382 damage / 590 stun. Also, note that you shouldn’t transition into VT when starting with cr.mp->st.mp if you intend to do a 2 bar combo, it will do less because of scaling. VT itself adds scaling when used in combos.

Also a couple random notes on optimization:

  • Whenever you do JFT->Guren Ken, you can delay the Guren Ken a bit so that [Guren Ken xx Chochu xx delayed Slide] will hit for the best damage/oki. Its quite do-able

  • When transitioning into VT spending 1 meter, use [cr.mp->st.mp xx EX Orochi->charged V-Skill xx VT->Guren Ken xx Chochu xx delayed Slide]. This will do the same damage but more stun that the starred* combo below.
    If you’re already in VT, the best 1 bar combo is *[cr.mp->st.mp xx JFT->EX Tenko->Guren Ken (1st hit whiffs) xx Chochu xx delayed Slide]. Won’t work if you are very deep in the corner. Actually does more damage than JFTx2>EX DP

I’ve been using this combo recently and I’d say it’s her best 2 meter combo atm. Easier to do and seems to have better okizeme(haven’t tested it yet).
The biggest thing is the far corner carry. If you start from st.HP you can also delay the EX orochi and go as far as ~3/4 screen.

Typically I like to use 2-bar combos for round-ending purposes, but yes the oki is very nice. Hearing about the insane max corner carry thats possible might make this combo more interesting for sure.
Whenever I end with **[Guren Ken xx Chochu xx delayed Slide], I like the following 2 methods for oki:

**>Dash->hold forward, react according to the tech with a meaty. You can meaty normal or back-tech at close positioning after a dash. Have to be somewhat familiar with tech animations to reactively meaty either of them I’d say (just like JFT>Orochi>HK Seppo setup but a bit easier).
**>LK Seppo->cr.MP *beats out normal tech->jab, meaties against back-tech. This one I took from the Japanese setup video on page 7 of this thread. The slide must hit very meaty for this to work vs 3f jabs on normal tech

Is there a trick to the 4f trap of cr.hp into OS shoulder? I know it’s supposed to do the dash if it CC, if not, shoulder. I can’t get the option select down, it always does shoulder. Does it have to be just frame?

Nevermind I got it.

There’s no “trick” I suppose but its pretty easy if you’re good at Orochi. You can learn to do the OS like this. First, learn to do cr.HP>Instant Orochi as fast as possible on normal hit. Instant Orochi is done like this: [QCF>Down>Plink K>P] all in one motion.
Like with Tenko, the P input in Orochi cannot be buffered, because you need to already be in command dash frames to do it. So you want to plink K>P as soon as you can after cr.HP, but without buffering the button presses.
Once you get that timing, thats it. If you can do cr.HP>Instant Orochi as fast as possible on normal hit, then the Orochi will come out on hit/block, but only the dash will come out on CC. This is because, as I just mentioned, you cannot buffer the P input in Orochi. The added hitstop from a crush counter will cause you to buffer the Orochi if you’re doing the timing for a regular hit cr.HP>Orochi, so only the command dash will come out :smiley: Practice by setting counterhit to random. I don’t use this that much, but its pretty neat and very easy once you’ve got your Orochi motion/combos down.

By the way, I don’t know if this is known, but I found a way to convert off of CC cr.HP>VT cancel that gives you the same combos as CC cr.HP xx LK Seppo. Was just messing around
[CC cr.HP xx VT->whiff cr.LP->LK Mujin X2->Super (or whatever)]
As a side note, I actually don’t look to land CC cr.HP very much outside of some AA. Interestingly you can often get more damage off of st.HP even though that move doesn’t CC >_>. Also, meaty st.LK->cr.HP is a frametrap and a CH combo lol

I have a few question about her BnB combo of cr.medium punch,st.medium punch,light tenko,light muyinkayo.

  1. After the standing medium punch why can’t it be heavy tenko or medium tenko into heavy muyinkayo or medium muyinkayo? I mean I believe that connects too doesn’t it?
  2. When it says light tenko does that mean a light qcf kick or is it talking about the punch after the sappo (dash) or both?

The tenko strength doesn’t matter, you can do any of them, including the dashes
yo do LK mujinkyaku because the 3rd hit of the medium and hard mujinkyakus whiff due to low JP, so LK ends up doing more damage

Although I’m against doing mujinkyakus after the tenko, I’d rather do orochi or v skill if meterless

just to add, the only way to hit 3rd hit of mp kicks is her cr.hp crush counter. it does crazy amount of stun aswell

Anyone landing JFT, ex. tenko, dash ex. ressenha consistently? I can’t seem to land this at all for some reason and I have no idea why.

@HeavensCloud If you’re messing that up I would think you’re either not getting the EX Tenko out fast enough, not dashing fast enough, or not getting EX Rassen out fast enough. The combo is done by doing everything as fast as possible (although you can move a teeny bit forwards with EX Tenko if it would otherwise miss), so if you’re missing it something is being done too slowly. Pretty easy when you get the hang of it.
Still that combo is only useful if you cannot combo Tenko>LK Mujin because of range, or if you can’t combo a normal like cr.MK into EX Orochi with VT. Two better 2 bar combos:
Without VT:
w/e xx JFT->LK Mujin->EX Tenko->EX Orochi/EX Rassen (EX Rassen corner only)
With VT:
w/e xx EX Orochi->EX Tenko->brief delay->Gurenken xx Chochu xx Delayed Slide

Thanks just landed it a few times - guess I was doing it too slowly. I find it odd that Mago does this combo all the time and not JFT, lk mujin, ex tenko, ex orochi

Well its much easier than JFT>LK Mujin>EX Tenko>EX Oro, which is considered one of the hardest combos in the game. Being able to really consistently pull that off in tense tournament situations is not something any Karin has shown to be capable of yet. With time we’ll probably see more of that combo used to end rounds though. I think a lot of Karins (myself included) can already do this consistently in training mode, but its tough in a heated match. Pretty much the only combo I ever hesitate to go for lol.

Also I don’t think this has been mentioned in this thread. Here’s something I saw Mago do. Kind of a neat side-switch combo/setup:
whatever xx JFT->EX Tenko->HK Seppo (crosses under)->LK Seppo->cr.MP - cr.MP beats out normal tech 3f jabs, meaties back-tech. Haven’t looked into no tech

Are there any good setups after hitting HK mujinkyaku?