Thanks. I wasn’t sure because of the second one, the jumping hit grab.
So, in the trailer, we have :
Guren Hosho (Punch > Punch, knockdown)
Guren Senha (Punch > Up Punch, the jumping hit grab)
Gure Kyoho (Punch > Kick, backdash)
Am I right (the rekka hit grab is the problem, is that Guren Ken then Senha Resshu or the Guren Senha) ?
Oh, and I notice that her Tenko looks like Decapre’s Sting (even tough Karin’s 2HP is the same), I didn’t care about the character before but know, I’m definitly sold !
Okay, so the Rekka -> Slide is not a true blockstring. Which is pretty awesome because it means it’ll be a lot harder to fuzzy her rekka mixup. If it’s tight enough then you do have a real mixup after a blocked 2nd Elbow as a Slide will counterhit any buttons pressed so they have to guess if you’re going to slide or cross up.
You can get standing jabbed out of her Rainbow Palm -> Hooligan, so if RP -> Slide is a true blockstring that’s fully punishable. If RP -> Slide is not a true blockstring then you should only be 100% DP punishable, otherwise they have to guess to punish you (Wait beats both followups but gives up the punish window on RP while pressing a button loses to Slide). So I’m not sure what purpose Hooligan really has there.
MK Upkicks seems to juggle off a Launcher as does V Skill. I’m not sure if you can combo Launcher off of mediums. If you can combo it then I suspect your BnB will be something like cr.mp -> st.mp xx Launcher -> Upkicks/V Skill depending on if you want damage or V Gauge. Launcher also combos into EX RP in the corner for solid damage. You can also go into CA of course. No clue of Upkicks are super cancelable or not.
Shoulder looks to be safe, but pushback on hit is too much on the ones we saw in that demo to do a throw mixup. It might just depend on the strength of the button you press. EX Shoulder’s crumple is too fast to get a grounded hit, which is a shame since I was looking forward to Shoulder Loops.
It doesn’t look like there EX Rekkas. The Rekka mindgames seem to be as follows
1st
Hit: Palm Strike for damage or try for a RP Reset which leads right back into Rekkas. If you think they’re mashing then Sway and reset
Block: RP for the overhead and Hooligan for the low. If you think they’re mashing then Elbow. Slide gets both mashers and people looking for the overhead but is probably super unsafe. Sway catches mashers so they can’t just mash DP, and if it’s fast enough you may be able to go for a low right back into Rekkas (or do an overhead if you think they’ll try and fuzzy it or even dash throw).
2nd
Hit: If RP hits then you can combo back to Rekkas. Hooligan and Slide both end the combo. No clue if Elbow combos into crossup Elbow or not, it’ll probably combo into Slide
Block: Slide catches mashers and people looking to block behind, crossup catches people looking to block the Slide. If the Slide has a gap less than a jab though this will be fuzzy guardable.
LP RP looks like a pain in the ass to block on reaction, so it’s going to be a beautiful reset tool; cancel that out of stuff you’d use for frametraps like cr.mp (maybe even cr.lk?) and get sweet damage and positioning.
I have no clue how well her command dash is going to work. Is the idea that it’s quite minus off a cancel but if you do a followup you’ll counter hit them?
Still not sure how I feel about Karin’s rekkas locked behind V-trigger. It’s like they couldn’t come up with something so they just disabled a part of her moveset.
Does she get any buffs while in V-trigger or is it really just access to rekkas?