I really don’t understand what your saying. Why do we need to replace anything? Counters are NOT broken tools that need special treatment to be put in and balanced. She’s already known to be the character with the complicated moveset. Just make it b+p and k and that’s it.
I think the developers said, this character has way too many neutral and offensive tools that are good in this game, so we’re not going to give you anything at all on defense, not even cancelable jabs that everyone else has, and spending meter on V-reversal will feel like you’re stabbing a dagger in your heart.
We have to think like a developer will if we’re talking about wanting the counter back. It doesn’t have to be broken to make her overall better than she was before. Walkspeed doesn’t break a character any more than a counter does, but it’s still really nice.
As said earlier, I’d rather have that approach, where the essence of the character is kept, than a half-hearted inclusion like SF4 Vega or Blanka where they have all the moves for nostalgia’s sake but none of them are good thanks to developer fear.
I was also looking forward to the slam throw, but SF5 seems to have a thing where all forward throws seem to send the opponent full screen. Dont really like it to be honest but it is what it is.
Is there a vid of light to c.MP? I haven’t seen it at all. The only one ive seen is CH c.LP to s.MP i think.
We don’t know that her lights are uncancelable, but the longer I go without seeing it happen the more reason I have to believe it’s the case.
There were 2 lights to d.MP in the trailer, but I haven’t seen that actually link either. Would be enlightening if anyone has a video clip to show an example of either of those things happening.
Edit: The old throw was short and sweet. But the last hit of the new one does have some impact. Instead, now you get the backthrow skipping straight to tossing the opponent in the dumpster.
Besides the above I think part of the reasoning was also because they seemed to want to tie her more to tai chi/Chinese martial arts with her general animations. Pretty sure that’s where the stance comes from.
Who the fuck is saying that counters are/were unique to Karin? She’s known for the rekkas a hell of a lot more than for counters.
Sodom had a counter well before Karin did.
Neither of those counters were used much in A3. Of all the videos of Crusher (Karin) and Edddie Lee (Sodom) that I’ve watched, I’ve never seen them use the counter move.
In fact, the only character I can think of that’s built around counters is… Baiken from Guilty Gear.
I’m actually fine with Karin not having it. She’s looking bad as hell right now. Her intro is the only one I want to watch.
Smh… Why don’t you tell me why they weren’t used much?
I’m talking about Karin only. How Karin plays and her matchups are totally different from Sodom. And you must not have seen much Crusher videos to be saying that because I found a perfect video right here. Also, there are other Karin player besides Crusher.
Karin’s counters had some use in a few specific matchups of hers, specifically Chun, Dhalsim, and to an extent Adon.
They were sometimes helpful against Chun’s high-priority jumping attacks and her sweep. Karin has a hard time anti-airing Chun in A3.
Her counters help against Adon Jaguar Tooth/Kick-happy players.
Like I said before, her counters were situational and work best if you have an understanding of your opponents’ habits. Regardless of whatever the matchup is, if my opponent has a tendency to sweep me or poke low through rekkas, I’m gonna try and counter to stop him from doing that so I can continue my pressure. Same can be said if my opponent likes to DP through them. I really don’t see why people are having a hard time understanding this.
But w/e. Let’s just agree to disagree… Not like she’s gonna get them back anyway.
I needed those counters for characters like vega/dhalsim or just characters karin has issues getting in on with his or her range. I’m not too happy with this loss. I’m wondering what i can come up with by using her new dash.
No matter what character it is or in what fighter for the most part a “counter” or parry-esque move have some interesting properties outside of their actual usefulness in the fight. Now this isn’t specifically targeted at Karin as I never played her before but was interested to see her return. You guys have already gone over the backdash so I wont bother repeating what better people have said.
With the counter comes the mindgames. Not just any mind games either, the kind that can throw off opponents of all skill levels and characters. Depending on the counters properties you can use them during offense, defense or neutral and once you land a counter on someone, that’s it, the seed of doubt is planted and the more consistent you are at hard reading your opponent the more disgusting these abilities become. Now once again I’m not saying this is how Karin’s counter worked, or would work if it were implimented in SFV. But they are tools for doing consistent damage AND serious mind game. As a guy who likes that part of any game he plays that’s important.
All this said if her backdash from rekka fills the same gap. so be it. but that threat in my mind isn’t the same as an open ended invitation to getting wrecked for going on the offensive. Not to mention a player with good reads or knowledge can use a counter sparingly and shut down offensive options regularly. Think how snake eyes uses SPD with Gief, that sorta sparing use is what makes counters along with hard reads on them disgusting.
The mindgames aspect of counters is part of the reason why I don’t think it would fit in the game. I’d welcome it with open arms if it was somehow added into her SFV kit because it was fun to use, but it feels like there are a lot of things keeping people from playing offensively and this would just add to it. Just a personal feeling I guess.
Counters are really just shitty DPs mechanics wise. They only work if your opponent attacks as opposed to if they jump, backdash, or throw. They’re a lot of fun to use because they really do feel like a call out of “I knew you’d do that” especially on the ones that are only high or low. They have the advantage of a shorter recovery as to be more difficulty to punish. Some counters can also deal with moves that would normally make DPs whiff, but plenty (such as King’s in SFxT) don’t.
That said, so long as she has a good anti-air I’m fine with her defensive options. I’ve been playing Bison in SFV so far and he doesn’t even have a metered DP like her!
Edit: Fairly certain I just saw a cr.lp cr.mp link without counterhit on stream
When I think of Karin, I think of branching options off of multiple moves that flow into each other. That’s her uniqueness, this skill tree of moves that have different branching points into each other with the hallmark being the Rekkas. That essence was kept. The counters were just a small part of that. Were they helpful? Sure, I’ve gotten mileage out of them myself. But the overall being of Karin is still there, just the options changed and most of her options now are MUCH stronger.