Karin Combo/Tech Thread

She has a safe jump that involves just frame Tenkos in the corner. A little tricky to do at first because you need to time the neutral jump correctly after the second tenko hits. Still, it’s relatively easy to do once you get the hang of it. I was able to block ex Shoryukens, Chun-li’s ex Spinning Bird Kick, and a lot of wake-up specials (excluding command grabs) that are commonly used. If someone wants me to put up a video, I’ll do it.

It’s the most recent recording if you go to his channel. I think I clicked on the wrong lijnk

Does cr. MK xx instant orochi combo? I’ve heard people say it does but I can’t get it to work.

Doesn’t feel like it. The numbers on the :d: :mk: (according to prima) suggest that it’s -1 on hit whereas say :mp: is +4.

Only on CH

How many frames does CH add in this game?

+2 iirc

+2f for everything (light/medium/heavy/specials etc.)

Trade combo from st.lk xx non JF shoulder with 3f jabs.

Anyone notice that there are 3 cancel timings to her shoulder? I had st.lk xx JF shoulder beat 3f, and I had another timing where it traded (like in the vid) and another timing where I got CH’ed out of it.

Gimmick not safe.

Maybe positioning. I’ve had LK Mujin hit once, or flat whiff depending on where the opponent was after (JF)L. Corner combos are also tricky if you plan to go to CA, since you have to wait longer, else you go under the opponent.

I go over the mechanics behind Karin’s sappo dash

Hi all!

Just an idea, can we have the first post updated with the list of the combos and also some videos? or there is a wiki somewhere?

I don’t think jchensor will be updating that post. Not sure if things have changed in the last few years or not, but it used to be common practice for people in the character forums to create new threads for collating data from the video and tech threads.

‘Cr.mp, st.mp xx JFL, V-skill’ gives you the most easiest and dirtiest SF5 setup in the game. You can immediately jump afterwards and do an ambiguous j.MK cross-up. j.MK will hit from the front or back depending when you press the MK button

It’s good to vary the combo to earn different follow-ups. It will keep your opponent guessing

But is it more reliable than what you get after the lk.mujin ender:

  • quick rise you get cross up safe jump
  • roll you hit in front for cr.mk xx hk mujin
  • no quick rise and you need only back dash after your initial cross up to get the exact same cross up safe jump

This seems amazing to me, yeah? Is the v-skill safe jump good with all wake up options?

What’s Karin’s best hit confirm c.MP?

Why does everyone go cr med punch, st med punch as her bnb setup instead of cr med punch, cr med kick? The latter has longer range and is a low attack

10 more damage. stMP is 60 damage vs crMK’s 50. Small difference but hey if you can optimize your damage why not?

Pretty much what Tsuko said, you get slightly better damage. Also, for what it’s worth, c.MP > st.MP on block is a frame trap against most of the cast* if I’m not mistaken.

*I’m pretty sure anyone with an invulnerable reversal can beat it, and I think Gief could stick a super in there to beat it too, but I haven’t tested it. If anyone could confirm/deny this that’d be neat.Tested it myself, any invincible reversal beats this, and Gief of course can super it if he wants…though I did find some interesting but maybe not useful character specific stuff off of this. I’ll save that for the match-up thread though.

So I went through the cast and tried out c.MP > st.MP on everyone, and I found some stuff that raises a few questions.

Is not safe on: Ryu, Ken, Cammy, Necalli
Is not safe on if they have at least 1 stock of meter: Chun, Karin
Is not safe on if they have full meter: Everyone else except Vega

The first two bits are fairly obvious (invincible reversals beat frame traps, hurr), but I’m left wondering about the last category there. Would a tighter frame trap beat out supers or is it case by case, or do supers just flat out beat anything in what would normally be a trade or counterhit situation? Are most supers in this game basically just (sometimes ghetto) reversals?

I also get a hunch that this is less of a Karin specific thing and more of a “how easy is it for these characters to escape pressure” list. In any case, hopefully this information is useful to someone.