Karin Combo/Tech Thread

need help with a combo im trying to do c.mp-s.mp - ocfk+p - qcb.lk the problem im having is the combo drops after 2 hits when i attempt to do qcf.lk+p. how do people get it out so fast

Try hitting LK with your thumb and LP with your forefinger just an instant after, assuming you’re on stick. It’s almost like you’re going for a grab, but you want to hit the buttons just off time with each other.

Cancel the stMP to qcfLK like a standard cancel in a blockstring (so, fairly quickly), then press the punch button just as after you see/hear the hit effect from the stMP happening. The timing isn’t too hard, but does require practice.

I read this recommendation from you in another thread and am curious to try it - I’ve been using the link-style JFT (wait a little into hitstun and then cancel into qcf>lk~lp), but the timing can be unforgiving. Too early and you get the command dash, but no tenko. :punch:

if you see cr.mp connect just hit st.mp and mash it out. mashing works.
i dont use lk-lp, i use mk-mp so you dont have to move fingers much after st.mp

Yeah I had to really pay attention to the hit effect because I was always too fast and only got the dash! It’s slowly becoming muscle memory though, I try to do ‘reps’ of it every evening haha

Not sure if this is helpful but off of a crush counter cr.HP you can cancel into qcf.lk and do two lk mujins, a little less stun than one mk mujin but you get those neat safejumps everyone’s discovering

edit: forgot to mention you also retain one EX juggle so you can cancel into critical art or if you’re in the corner any ex special move

[quote=“MarLonLonMilk, post:94, topic:177878”]

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holy shit

too bad getting HK crush is nigh on impossible usually. and i dont know why would anybody block low when getting hit

I tend to get HK CC when i see normal attack patterns. Look at what they opt to for max range normals… the real issue is recognizing it happened and following up for me

[quote=“fohstick, post:108, topic:177878”]

Only thing is. If your opponent gets hit by that, he has nothing to lose by either mashing or pressing a button since the OH does not combo. It’s a slick reset though but most people will press a button or block for sweep/OH variation

cr.MP,st.MP, EX Orochi, Full charge MP+MK, V-Trigger cancel, Gourenken. 361 dmg/530 stun for the backward one or 357/535 for the straight one. Seems a pretty good 1 ex meter + V-Skill combo.

cr.MP, st.MP, EX Orochi, Full charge MP+MK, V-Trigger cancel, EX Tenko, EX Orochi is 385dmg/610 stun. Better damage for 3 EX but 610 stun could be usefull.

[quote=“INVIZOBLE, post:100, topic:177878”]

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This looks so reactable. Basically without spending extra meter we aren’t getting a legitimate mixup off EX Orochi

[quote=“Mdesilva, post:113, topic:177878”]

It’s a mix up if you condition them. Everyone knows that Karin only can dash under with ex dash. If you stay infront and make them respect you I bet this can hit people.

I’ve been messing with some simple resets using Karin’s V-trigger. After landing a hit into her rekkas you have a few options to capitalize for more damage/stun. Instead of just ending in the punch follow-up for knockdown where they can quick rise anyways.

  1. Overhead mixup
    guren ken(qcf+P) > u+P > (on hit confirm) st.LK xx guren ken(qcf+P) or mujinkyaku(qcb+K)

  2. Counter Hit setup
    guren ken(qcf+P) > d+P > (on counter hit confirm) st.LK xx guren ken(qcf+P) or mujinkyaku(qcb+K)
    *use to beat mashing especially if they’re mashing jab to stuff the overhead

From these options they could just preemptively block high and not press a button. But that just opens them up for her slide or command grab follow-up, which normally suck but become more viable. If they DP you have the kick follow-up to bait it out and punish.

If you combo into her rekkas again after you land the reset, you get a strong rekka vortex when they have to keep guessing or else stun. You can do this similarly by mixing up the different versions of mujinkyaku, but it’s not as strong and there’s no real follow-up.

Karin’s V-trigger isn’t good as a pressure tool on BLOCK since most of her follow-ups are punishable or interruptible. But on HIT is where it really shines. On hit she has better frames and her follow-ups are tighter allowing those resets to happen if you have the right read.

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Hey, not sure if this is widely known, but sappo “ducks” under aerial and high attacks. I’ll see if I can play around with this in real matches. It’ll be nice if this helps her out in her AA game.

https://www.youtube.com/watch?v=llJvloIfovQ

Yeah, JF Tenko makes a pretty solid AA. I think it might be a little more forgiving in terms of spacing compared to her other options as well.

cr.MP > s.MP xx JFL > LK.Mujin > EX.JFL > EX.Orochi

this midscreen combo is giving me a headache. EX.JFL will only connect like 10% of the time. I’m not sure if you’re suppose to do it as fast as possible, delay the initial dash a bit, or delay the punch

Definitely will be implementing this into my game.