After a HK mujinkyaku you can meaty (quick wakeup) with dash > sHK.
But it does not cover backroll. I would like to know too if there are any other setups, but I’m afraid that one of HK mujinkyaku’s fault is that throws your opponent too far away.
I have been searching meaty setups for most of Karin’s options but I font videos on youtube where there are some that don’t work properly.
Um…to be more specific than “timing” which is super redundant, the LK Seppo will go under if the cr.LP hits delayed enough. If you do it as fast as possible you will always stay in the front. If you use regular dash instead of canceling into Seppo I believe this is reversed.
Unfortunately Karin struggles against crossups. She has a large deadzone where s.HP, c.HP and EX Ressenha won’t cover, and s.LP only work occasionally. Your best options here are either to air-to-air your opponents or crossing under them.
The best answer to crossups is really to be proactive, and spacing yourself so that they can’t cross you up in the first place. Not a foolproof plan, obviously, but it helps a lot.
This happen often to every Karin around. When someone jump at you too close you have two options,block the crossup or just dash under. Do Sappo is safer than a simple dash,because Karin lower herself a lot and could be do it even a bit later. I find this useful especially against happy jump ins Necalli and Ryu, those two (especially Necalli) have a really ambiguous jump mk since sometimes they land behind you even if you block in front. Then dribble with Sappo or dash is the best thing to do if you don’t have meter to spend with EX Ressenha.
Jump back or even neutral jump (gotta react faster for netral jump) MP can also be a fine answer to cross-ups. Especially when you have positional advantage and you don’t really want to give it up by crossing under. The jump MP has nice hitboxes and comes out quickly, making it your best reactive air-to-air imo.
Otherwise you have Sappo, regular dash, and walk under>trip guard.
Also, people don’t talk about this much but charged V-Skill has pretty good potential to cover multiple options including a jump in. If you charged V-Skill as a preemptive whiff punish or anti-fireball poke, you will also cross under your opponent if they try to jump in. And the charged V-Skill has such little recovery that you can often trip guard your opponent, or at least attack with advantage. I have even crossed under my opponent and had time to st.LP them out of the air
S.LP- good to beat out jump ins with extended hurtboxes quickly. Can cancel to seppo. Loses to high priority or high jumpins.
S.HP. Covers over her head for 1f, then goes more forward than not. Dead spot at 45 degrees. Can cancel to seppo. 8f
C. HP 1st active frame is really low, loses to attacks at her head. Fully extended beats attacks “over” her but she takes a huge step forward. Trades ALOT. Only 1st frame crush counters.
EX Ressanha- Perfect 45 angle to deal with infront jumpins. 5f of invincibility, but only 1 active frame of hitting invincibility, so do it deep. Sucks against crossups. Great to take out will they/wont they dive kick mixups.
Sappo/EX Sappo- lowers hurtbox to cross under opponent. Sometimes best option for crossups.
JF Tenko- much better disjointed hitbox than regular tenko. 6f startup. moves forward a lot so range is tough to acheive in neutral.
LK MujinKyaku- gigantic disjointed hitbox on 2nd hit, but that’s on frame 20. Lol.
Super- Useful to close out a round.
Jump MK- longest reaching air normal, straight out, 6f startup. longer hurtbox than hitbox though.
Jump MP- less range than MK, 5f startup, but has disjointed hitbox “best priority”
Jump LP- quick, disjointed hitbox at a 45 degree air to air angle. Never really used this.
forget AA with super.
you will either go under, get hit or it wont connect all hits leaving you for a full punish.
i tried to make it work in training mode and just couldnt
I don’t think this has been posted in here, kind of a cool concept I hadn’t thought about too much.
Karin can cancel V-Skill into VT just from using V-Skill on a projectile. In the video above, Karin V-Skills Chun’s Kikoken and is able to get a st.HP combo after canceling into VT. I feel like this interaction can probably occur at some farther ranges where you would want/be able to punish with raw super.
@fohstick Yeah you can use the jab reset to do a fake cross-under. Its good after a stun or to set up a 1-hit stun. After a tenko or EX tenko you can do st.LP/cr.LP->cr.LPxx LK Seppo (command dash). The second jab will hit them and air reset them, and you HAVE to do a standing or crouching jab before the cr.LP for some reason, otherwise it won’t reset. It works like this:
-In the corner you do whatever xx JFT->jab->cr.LPxx LK Seppo. If you delay the cr.LPxx LK Seppo a little you will end up in front, if you do it quickly you’ll end up in front
-Midscreen you can only get close enough to do it by doing whatever xx EX Tenko->small step forward->do the reset. I wouldn’t recommend using the meter for this too often though.
Also, you can use dash instead of canceling cr.LP into Seppo, and this switches how the reset works (at least in the corner, I personally don’t use the meter for the reset midscreen so I don’t know about that). Doing the jabs immediately/quickly->dash will cause you to cross-under, and doing delays on the jabs will cause you to end up in front. Using dash is less ambiguous than Seppo though imo, and is a little easier for most players to react to since it works how cross-under/same-side mixups typically work (dash under quickly causes cross-under, delay causes same-side). However, if you see that someone reacts correctly to the Seppo mixup once, using the dash instead is a potential way to mess them up if the situation comes up again
Why does the following combo: mid screen tenko > delayed ex tenko (enemy falling closest to the ground) > H. mujinkyaku (the last 2 hits of the followup whiff)
Work, but only with the H version of the mujinkyaku?
Why does corner : tenko > air reset jab > L.seppo to dash to the other side > c.mp c.mp xx tenko
work? and by this the c.mp c.mp linking after jab reset and crossing under to the corner side (tested on ken)
@uberpr0 I wasn’t aware you could link cr.mp->cr.mp in that situation O_O I’ll have to test that. I would guess this occurs because you’re positioned so far “in” to them after doing the double jab>seppo reset that the first cr.mp doesn’t push them too far away for a second cr.mp. In a lot of cases the cr.mp after the seppo can also hit meaty, which might also contribute to being able to get a second cr.mp, seeing as how you have less recovery after connecting with the move meaty than you normally would.
As for the hk.mujin combo you mentioned, I’m really not sure. HK Mujin must have higher juggle properties than the lk/mk versions is what that leads me to believe. I wouldn’t worry about that though since there’s no reason to do that combo.
It’s wierd because even if u meaty the c.mp the pushback normally doesnt allow for the 2nd c.mp to connect, but in that case it does :wtf:
The 2nd thing is that if that combo didnt whiff the 2nd part of the H mujinkyaku, it would actually become our max combo for 1 bar of resources (and it actually is since c.mp s.mp xx tenko > l.mujinkyaku > ex tenko does 299 , while the one i mentioned does 304)
Why would they even give higher juggle points to H mujin then the other 2 versions tho?
@uberpr0 Forgot to reply. So, it actually seems cr.MP can link into itself when Karin is cornered at point blank. This might be character specific and I don’t remember who I was testing against but I was able to get cr.MP->cr.MP by simply cornering the training dummy and then jumping in to the corner myself. Anyway, when I was testing with the Tenko->cr.LP corner reset I found that you can get cr.MP->cr.MP->cr.MK xx (delay cancel) JFT->whatever. I was only able to get it to work sometimes, and I believe this is because you have to do delayed cancel into JFT. If you do cr.MK xx JFT without delay in that situation they will still be in reel-back and tenko will whiff, but if you delay JFT it can hit because they start to recover from the reel-back. However, you actually just get more damage via cr.MP->cr.HP after the reset (which works because meaty cr.MP). Without doing the reset I’m not sure if you can get the double cr.MP->cr.MK xx delayed JFT, so I’m not sure if you’d ever actually use that combo. In regards to that other combo, I have no idea why they would make the juggle properties like that lol.
Also here’s something I found a while ago, some people may know about it but I don’t think it has been mentioned.
You can do st.MK xx VT (+9 on hit)->walk up for 4 frames->super (5 frame startup). This involves buffering the super motion out of VT activation and walking forwards slightly before pressing P to super. Why this can be situationally useful is because if you hit with st.MK at the tip its range and VT cancel super will whiff without you walking forwards. This of course is a pretty situational combo but it has sealed me a couple rounds. And plus, this should allow st.MKxxVT->super to work even barely outside the max range of st.MK, like if you hit someone’s extended hurtbox. Also since st.MK xx VT is +9 on hit, you can combo into st.HP if someone gets hit by a very close st MK (like if they dashed into it). From a bit farther you can get sweep, but not from a well spaces sr.MK. Obviously these are highly situational, and most of the time you’re gonna use VT off of something like roundhouse CC/whiff punish xx VT haha
Question on vt karin. After she does her rekka, is she still positive? Tried to throw a medium after blocking it all and got stuffed. Wondering if a 4 frame jab would interrupt the sequence. Thanks!