I see it like a KOF-type thing. Kyo Kusanagi’s moveset gets jumbled around all the time. Getting to know him in CvS2, I at first didn’t even know he had a fireball like Iori in some games. Unlike Karin though, Kyo has been in like 15 fighting games. That’s enough games that you’d feel you have to change him up a bit(but they still provide the OG version). I was hoping she’d keep all of her moves but I’m not mad some are gone(just disappointed). Right now, I’m too happy Karin is actually in the game at all to be mad she isn’t the same. If it turns out that I can’t open up my opponents for shit, then I’ll be complaining.
They’ll be useful in a lot of matchups. Most characters don’t have anything close to as good against fireballs as focus dashes.
Her overhead special based on Chicken Wing can be used for that purpose, but it’s a bit unsafe on block (without getting into complexities with the followups.) It’s going to be a risk if you want to use it as an anti-fireball move, and her damage from landing it is limited. It went over fireballs before too, by the way.
V-skill breaks fireballs but it’s a little dangerous to use for that purpose and doesn’t build v-meter. Definitely not the primary purpose.
Properties on EX moves are unknown though.
Summary: rainbow palm is probably something you can use to call out people who are throwing fireballs without hesitation, like you’d use a jump, but it likely won’t be reliable against good players. Unless EX command dash is also invulnerable, I doubt she’ll have any easy ways in.
Neither of those are very good as anti-fireball tools. Mika’s v-skill is basically focus though as far as fireball characters are concerned, so she’ll probably be one of the harder characters to zone out.
Speaking of rainbow palm followups. The up+K hooligan grab ender, people have wondered what that’s for. I think it’s still pretty far up in the air.
Right now, my theory is it’s not meant to be a strong offensive option. Without new information, I see it potentially having two purposes:
Make the move difficult to punish severely without actually making it safe. You could confirm block and mix up between hopping over and staying still. Most of the time you will just get hit out of the air, which isn’t a big punish. If the opponent waits for you to hop over and tries to hit your hop’s landing frames with something big, they probably miss the punish when you stand still. If this works to limit the damage you take from a failed mixup, then you can feel more comfortable using the mixup without allowing you to throw it out there from full screen as much as you want.
Fringe mixup potential at high level on hit. Like, when both players are used to each other and they’ve built up the “yomi level” of the match. Potentially you could do some resets when you land an overhead, for example, instead of canceling into slide for the extra damage, walk up and throw them, or do a f+MK. If you can train your opponent where that’s something that you do, then you could actually catch them with the grab. Kind of getting ahead of myself showing stuff in my “tech to try out” bag before it’s ready, but that’s how things are in speculation land I guess.
4:54 qcf+P~d.P counters hits some attempt at a counter poke from the opponent.
5:27 I want to say it countered a jump out but the hit that killed might have just knocked her up in the air for the juggle. Seems like it would work against jumpouts anyway.
Ya know, I love how both of you have the uncanny ability to speak for anyone besides yourselves. The backstep may be better in theory, but no one will ever no how the counters would turn out since they aren’t in the game. A move not being a big part of someone moveset in one game doesn’t mean it wouldn’t be useful in another. Or should they have just stripped Fireballs away from all characters in sf3 because of parry, or took away ken fireball in sf4 since he had one of the worst ones.
Anyway I can’t wait to see how the meta develops for this game. Something tells me that by the time the game comes out her V trigger won’t be all that useful or it’ll be the best one
In the trailer didn’t she combo into the hooligan grab thing? If so its purpose is just to give a different knockdown where you switch sides. The crossup move doesn’t combo from the rekka’s. So if you confirm standing you get a side swtiching knockdown.
Yeah in the video there is no combo counter so it might have just been a reset. If so it is just a gimmick.
Yo guys was fucking around with that last post about fireballs thought the ‘gah’ was enough to convey that. I do think fireballs are going to be very bad unless you can literally follow behind them like Chun & Nash. You can’t throw a 3/4th’s screen one safely pretty much at all in this game and the range for it being ‘safe’ at sweep range for a mind game is very small because they are punishable by mediums on block and Kens is punishable by sweeps on block. So there is a ‘safe’ distance but it is very small since any farther out they can react to your fireball and any closer you get punished for free on block. That doesn’t even take into account meterless guaranteed punishes like EX legs from Chun. So ‘useless’ might be an exaggeration, but they aren’t going to be used even as much as SF4 because unlike SF4 they are MUCH easier to bust which is saying something.
Also Focus Dash against a slow fireball didn’t work unless you had like a 16 frame dash and were almost psychic with your timing or had a focus you just let rip from half screen like Fei or E. Ryu. Fireballs were not great, but they definitely weren’t uselss in SF4.
I’m leaning towards #1 as being the main use. Still means you’re free to DP punishes though, but you can’t have it all. Especially if they do a normal canceled into a special as the attempted RP punish, which probably air resets you into a punish situation.
So assuming your opponent doesn’t have a DP to punish you, you hit Slide if you think they’ll hit a button, hit nothing if you think they think you’ll hit Slide, and hit Hooligan if you think they’ll do a 2 in 1 at a lower risk than the Slide.
Why are people complaining about missing moves on a game that isnt even complete yet? Do some of you even understand what the word balance means? This is why I dont post as much lately, its neogaf up in here. ugh
People are chatting about how a character used to be and how that sort of move could be useful in the SFV engine and that’s what gets your panties knotted up? Not the threads filled with waifu pleading, not the 09er baiting, or even the “this game is going to suck” “this game is going to be the best ever!” back and forths?
It’s a forum. People use it for talking about stuff relevant to the game. I don’t think anyone has said that Karin needs a counter move to be strong or that she’s OP or UP or what have you. They’ve been discussing mechanics and flavor, tactics and setups. If that somehow doesn’t fit in a thread about a character then I don’t know what the fuck you want.
Im not talking about everyone, im talking about those complaining about her having less moves. Thus why I said why dont some of you understand the word balance. Complaining about missing moves from a character cause she had it in SFA3 makes no sense. SFV is not SFA3 or vice versa. Now if someone ported SFA3 to PS4 for example and some of Karin’s moves were omitted than it would make complete sense to complain about it.