The throw reset ender for the RP looks kind of useless, but for the Rekkas I can see it being used as a differently timed low as to prevent fuzzying the Slide. Or maybe you can jump the Slide and it catches you out of the air like a Hooligan?
RIP counter indeed, but I’m optimistic based on what I’ve seen that she will still feel like Karin to the extent that any character in SF5 feels like their old self. Even out of VT you have similar pressure concepts, but maybe even more than that it was important that she had buttons to press in neutral, and it doesn’t seem like they held back at all. Tons of cancelable normals, including low forward which no one else gets in this game. And while V-skill is an old move it was buffed pretty severely.
Considering that reversals are relatively rare in this game, command throws are stronger than they used to be, and safe specials are hard to find, I was a bit concerned that they’d nerf her buttons/rekka if they put her in like a lot of other characters in modern SF, but they didn’t go that route.
And even if it were a new character, I like the freedom that this new moveset represents. I don’t at all mind the idea of playing a SFxT character and learning how they work.
Pretty much certain. Hitstop in SF5 (in the build we played) is already getting high enough that it could debatably be possible for regular special cancels.
Hitstop for mediums is the same as hitstop for fierces in SF4, and fierces in SF5 have 3 more frames hitstop than that.
In SF4 I think it’s easy to confirm Makoto’s fierce into a hayate or feint cancel. Since the hitstop is the same, I would expect medium to command dash to follow similar rules, or fierce to command dash at worst.
It’s a pretty normal thing for a rekka character to have easy confirms, I guess.
From a blocked j.LK or crossup j.MK, she could activate and 360 the opp through blockstun or hitstun
Gets combos from OTG 360 which allows her to combo from rekkas into slide, from her PP throw and from max range sweep to counter fireballs as well
Gets access to a corner unblockable
Can activate on the opponents wakeup and if they wakeup with srk you can just see during activate flash and let them whiff it right through you or if they wakeup blocking then you just 360 them
And if you get anyone of those you are looking at least 50% + possible meter building for next v-ism. Karin does have an infinite as well but i think it’s hard as hell. But she certainly does get a lot more utility than most when it comes to v-ism.
The Tenko follow up after Sappo (command dash, qcf+k) it says “press p quickly after Sappo to change properties”. Anyone know what changes between pressing punch normally vs quickly?
It’s the up punch follow up after the qcf+k command dash btw.
We don’t really know. But if you look at the video commentated by the two Japanese guys, when they’re showing off that move, it looks like the instant version puts the enemy Karin into a different “launched” animation than you get when you delay the P input.
She spins a little during the instant version, while the delayed version is a clean arc. It may indicate different juggle properties and potential on the opponent.
About this move, it may be that Karin has some more precise punishes against some things than most characters because the opponent may be far away, so you have to time the command dash properly to hit them before they recover, and an instant followup may not reach far enough. Input buffer would not help in that scenario.
While there is no doubt about what you said. All I was just trying to say is that she was great outside of v-ism, and of course, even better with it.
Also, the infinite is a v-ism thing not a karin thing if you didn’t know.
Think about it this way, every character using v-ism was better, bar a few, and every character with a command throw got the advantage of the otg and the wakeup option select command throw.
I never said she was bad outside v-ism, but it is what tips her over the edge into the higher tier category. While v-ism is good for a lot of the cast, i feel Karin is one of the characters that gets a lot of utility by it being there. And her command grab in v-ism is pretty unique in that you can set up a grounded vc after it so you can go into corner crouch cancels. Akuma has a similar thing going on with demonflip grab but thats a bit different in that he sets it up after you block hadokens.
So yeah, shes definitely a solid character, but v-ism gives her a lot of tools that many characters dont get.
V-skill had a funny interaction with Rashid’s VT during the IGN videos. Karin sorta reached into it and came out intact. Either it protects her when it absorbs a hit, or the hitbox/hurtbox is just that good.
That might actually be worth keeping in mind if you expect him to approach from the ground instead of the air.