Karin General Thread: Elegant offense for a more civilized age

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[quote=“LiangHuBBB, post:454, topic:176476”]

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Are these guys dev facing against the pro players? If they are they need to stop the habit of smashing light punch as well lol
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Oh don’t worry, we’ll be seeing that for a long time even after SF5 drops, the players can’t just drop the SF4 habits within one day of play

What do people usually use for filehosting to make image albums that won’t go dead in a couple months?

Hoping to make a gif for each move for reference purposes, hopefully in high quality and while doing something the move is useful for.

http://i.imgur.com/K5q6MRh.gif

Will likely take a while if I’m picky about it. I can probably just use imgur once I’m done, but I usually hear they’re not ideal.

Man, she looks so fun to play watching the Mago vs Ayano-match. Here’s hoping she stays the way she is and doesn’t arbitrarily lose tools or get nerfed.

Speaking of which, is that launcher special safe? I didn’t see it punished. Would be great if it was.

I think Ayano punished the launcher with a crouching medium kick.

I saw two cases where Ayano pressed something after blocking a launcher (1.55 and 2.12 in the video). It looked like it got punished the first time, but he dropped it the second time (Mago got counter-hit out of something), so if it’s unsafe, I assume it’s a pretty tight punish.

Meh. Safe specials please?

I haven’t seen qcfK~d.P or qcbLK punished yet.

I think it will turn out that you can confirm the launcher with practice, because you have slightly more time to see hit/block than with most specials. Depends on how much hitstun the move you’re canceling from has, and how tight the window for the instant version is.

You won’t have to commit to the unsafe version until later than normal. d+MP shoulder from command dash is likely safe, because otherwise it wouldn’t be worthwhile. LK upkicks, likewise.

I’m just saying, why to remove the counters? I think it was one element of her gameplay that distinguished so much from the other fighters, in fact IIRC they were exclusive to her, before the arrival of Dudley and Gouken.

If they’re not “very useful” (which I think they were, or at least pretty decent, I mean), still, what harm does it make to include them? It would have been great to keep them for those who like them…

What would you take away to add the counters?

Reasoning is probably because SF5 is a different game and not many characters have reversals. Vega isn’t allowed to have his flips either.

IMGUR

Only 3 characters in SF4 had a counter. I’m pretty sure if Juri made it in V, she’d have hers as well even if it’s a v-skill. Karin’s counter is a part of her identity as a character. Why take away something so exclusive? And it’s not like it’s overpowered or broken. It’s only effective if you read your opponent and guessed correctly. How would that tip the balance scale?

You talk about part of her identity, but pretty much every Alpha character that has returned has been changed way more dramtically than Karin was. Nothing was guaranteed if we were to see Karin return. I wouldn’t be surprised if they experimented with not having her rekkas in at all.

It’s still something the SF5 character would gain that they didn’t have before, so it has to be counted in their “stats allocation” so to speak.

I would like it to be there, for sure, but I haven’t found what I would replace for it. I’m curious what other people would take away.

Edit: Based on what has already been done in SF5, I could easily see Juri given a similar treatment, with the V-reversal giving her different inputs corresponding to her different escape routes.

I wouldn’t replace anything for it tbh. It counter-balances itself (provided it’s like the alpha 3 version). On success you get a conversion, on failure you generally eat a full punish. It doesn’t work on projectiles or supers.

Assuming you have to keep as much intact of her new design as possible and must replace a special rather than adding a DP; make upkicks a command normal that acts like a hopkick (beats lows, launches), qcb+k is now her counter (frame 1 low, frame 1 high, frame 3 all, ex frame 1 all).

Has anyone done launcher -> HK upkicks? And have we seen if EX upkicks have any special properties or are they just a bit of extra damage?

I would rather keep upkicks as a special move. Looks like the safest move to cancel into and looks to be the only viable move she can cancel from lights that will combo.

I have seen launcher -> upkicks, but not necessarily the hk version.

You see, the best part of Karin was her great gameplay, and counters were one of the things that were pretty much unique for her

[list][] Nash’s gameplay was changed to finally make him different to Guile, and this was the perfect chance.
[
] Birdie’s gameplay was sort of unique but he was never very effective in the games so they changed that.
[*] Rainbow Mika, most people wanted her in the game because of butt, she had a unique gameplay but they added her this new assist tool that still makes her unique to everyone else, so that’s cool.[/list]

But why removing some tool that was so completely unique to Karin in the past? If you say characters with counter moves, Karin is the quick thought (you have Dudley, yeah, but he only has one counter move).
At least they kept her rekkas in some form, but this new “juggle” attack, I mean did we need that? Yeah, it’s going to make her gameplay better for sure, but juggle anti-air strikes are always some cheap uninspired stuff, reminds me of Shen Woo in KOF XII/XIII :confused:

I’m seriously disappointed with Karin lacking the counters :confused:

I don’t know if that would be convincing. At least, that’s not how the developers will see it. There would be some situation where the counter is good, and if you only use it in that situation, then the character is buffed. They would ask you the same question of what you would take away in exchange for it, I’m sure.

Wouldn’t want a SF4 Vega/Blanka situation, where they put in all of the moves because that’s what the character is supposed to do, but they’re not willing to make them any good because the developer thinks that would put the character outside their vision of the game.

Much better to have the soul of the character intact, and be allowed to be good at something.

Did someone finally do this in a video?

I think I saw Launcher -> MK Upkicks combo, but the video cut just as the last hit was connecting. Basically I’m trying to feel out her combo theory.

But yes, while her upkicks look pretty solid (a safe special that is a blockstring out of pokes is always great), you could always just make the shoulder work like that which would make each of her specials have their own space. Launcher is on hit confirms (and you let an early one combo off of lights), Shoulder on pokes, RP as a mixup and anti-fireball, with Rekkas locked behind VT.

Does anyone know what the different strengths of the command dash do? Do they change start-up time, or the distance of the dash? If dash distance is a factor then we may have a few interesting setups to consider. In one of the earlier gameplay videos you can see Karin doing AA down fierce, then cancelling into command dash and getting a cross-under. Maybe short dash stays in front and medium goes under? Something to hope for, unlikely as it is.

Also I don’t believe I have seen her slide get teched yet. Hard knockdowns seem pretty rare in this game so maybe people are just not teching. Does anyone have any footage of it getting teched?