Karin General Thread: Elegant offense for a more civilized age

OK, half of my interest is gone .__.

I haven’t seen it either. Neither have I seen any of her lights canceled. Seems likely that something is cancelable among the lights, but then she does have a ton of cancelable moves already.

I figured that Rasenkka would be able to go over projectiles. Nash and Birdie have similar moves and they are anti-projectile.

Lol@the people who are mad that she lost her counters… because you used them all the time in A3 and it was a big part of your game right?

Same and it’s annoying me that hardly anyone is using it, let alone using it properly. I’d really be disappointed if it’s not. That was bY far my favorite normal of hers. The way it looks and how it cancels so smoothly into other specials. If not though, at least we have cr. mk. I wonder if her st. mp is cancelable too.

I think what you’re really seeing re: v-meter gain on V-skill is the difference between the fully charged version and the regular one. Looking at TGS footage part 5 right now and a counterhit uncharged one didn’t give you any particularly large chunk.

I have fun with counters in every game. Backdash during rekka is stronger than a counter would have been, but it would have still tickled my fun factor.

Reversals are pretty rare in SF5 so the raw counter would be a lot stronger here though. I expected something to take a hit, rather that than her attacks if I had to pick one.

MP, HP are cancelable standing and crouching. MK is cancelable crouching. Everything else is either unknown or obviously not cancelable (sweep.)

If I play a character with a counter I make it apart of my game. I like having moves that discourages people from pressing buttons.

I’m just saying, people are mad like it makes or break the character.

Um yes? You do not realize the amount of times people try to sweep me when I pressure with rekkas. Not even just sweep though. Some try to poke with a move less risky like cr. lp or mk. Some would even mix it up and be different by punishing with standing normals or even DPs and you’d have to use her high counter for that. This is why her counters were crucial to her game so you could answer these problems.

This is also why I’m worried about her VT rekkas. None of them from what I’ve seen can punish mashers and other situations I described. Mujinkyaku and her counters were enders that were successful in those situations. Both are gone as enders so you have to be very risky trying to use any of her new stuff for fear of being hit out of.

You wouldn’t be mad if a favorite of yours lost some of their moves?

If you mean mashing between rekka hits, she has actually better tools for that now, from what we’ve seen. First hit looks to be safe on block. Some of the continuations either auto-frametrap or can probably be made into that via stagger, and you can backdash out of it if you want the completely safe baiting option. Less risk than throwing a counter out there, even if it’s also less cool.

I do have the back dash to bait pokes to get some counter hit combos to. I find that a bit better then a counter since for a counter we have to commit to it and now we can just gauge what the opponent will do first, then adjust.

Only reason i ever used raw counters that wasn’t rekka counters was to anti air moves that wouldn’t cleanly anti air with s.HP or c.HP. Stuff like Chuns j.LK etc.

I definitely used counters and the command grab in A3. They were tools allotted to her and had practical use. Why wouldn’t I use them? And yes I considered it a part of the character, so I am disappointed that they removed those options.

Also, yeah, you’re not going to get safety via pushback like you would with slide/upkicks, but you also don’t really need it IMO. Not that useful to go the full distance in a game without a guard bar, aside from staggers which you have.

The backdash is nice, but it’s too expensive. Even if it’s less risky, I’d want to stay in VT as long as possible. About the frametrap, I assume you mean d+p and it’s followups. I’ve already seen someone mash out of it before it could even connect which restates my point that I’d prefer something to discourage that kind of play and is not expensive like the backdash.

I found it very useful. Putting yourself in a safe position after a rekka string where the opponents sweeps/attacks would whiff while you could walk up and whiff punish/throw was the shit. Pushback on rekkas/enders meant safety and gave you good positioning to whiff punish or add more pressure. Has nothing to do with guard bar since her rekkas did little guard damage.

I really wonder what sorts of balance changes she will attain in next builds

You also have the ability to go into overhead after qcf+P, which should ideally go over low jabs and kicks. I actually used that a fair bit in a3 as well, but only in the corner as it tended to just fly right over them outside of it. Thats actually another thing i wanna know about karin; whether the overhead will go over their head at point blank or not.

Its understandable if 1 character lost 1 move but making rekkas V-trigger only, her counter is now V-reversal, lost her air throw, now her command Grab just a normal grab it’s bit too much imo, I don’t mind she lost her air throw and rekkas are v-trigger but at least give her counter or command grab. There’s still time after the game it release, people give enough feedback might change in the final build. Doesn’t break the character but it’s does take away the fun and interesting aspects of her.

When it’s not a practical move? Of course not. I been wondering for years why they didn’t remove Ibuki’s flip. Counters are one of the worst things in a 2D fighting game and easily baited most of the time.

Maybe stop playing bad people. She was not good in A3 because of the counters, nor is it crucial to her gameplay. Her safe rekkas and fast walkspeed was why she was good.

Yes, it would have been cool if she still had them, but to try and defend a counter like it’s a practical tool, GTFO.