You have to hit the punch right after the move cancels into the dash. If you input the plink, here’s what happens:
[list]
input st.mp
st.mp comes out
input command dash (command dash is buffered, will happen later)
input punch early (nothing happens, there is nothing to cancel)
command dash comes out
(here is where you should press punch)
[/list]
Try double tapping or mashing both Lp and Lk after you cancel into the Lk Dash from a normal. I get it 100% of the time from doing that. And when I say both, It’s like you’re pressing grab twice immediately after the LK Dash.
Just input dash slightly later and you can plink it easily. I was messing arround with that today and I can do it consistently. Different timings for c.mp, st.hp, etc…
Thanks, I’ll keep trying then. Just one question though. You mentioned that it’s good to use the LK version since it can still Tenko if you fail, but I wanted to check for sure. The JF HK Tenko will still move the same distance and have the same properties, etc, as the LK?
Some notes on Karin, I feel like too many (including myself) when in VTrigger just go into Rekkas. Remember that you are +5/+8 after a blocked st.mp/st.hp canceled into VTrigger. Sometimes it’s better to go for a frame trap then to just cancel into Rekka, which leaves you at -6 unless you back off with Kick
Some tend to end her JFL BnB with another JFL, but I like lk.Mujin as it allows for better follow ups.
If you end with lk.Mujin, you can get a setup for a jump in that stuffs Necalli’s LP and MP DP, safe jumps the HP DP but loses to EX DP. I’ll be posting a video of it on Monday