It was a bit troubling that the WSO people had so much trouble cancelling into something as simple as qcf. I hope its the case that they were just fucking up and not some stupid shit like you cant cancel at max range or you can only cancel on the first active frame (that might happen at max range too).
It was weird. But they also thought other stuff couldn’t be canceled into command dash at first (like cr.MK in their first few tests) and they never had any trouble canceling st.MP into rainbow palm or VT.
One of the people said he wasn’t used to stick, dunno about the other guy.
At first they were under the impression she didn’t have any links, and were just going around testing stuff. Near the end they were starting to figure some things out, but they didn’t have a lot of time to play onstream apparently.
They never used her before, were limited on time and thought she was a gimmick character. Those three things alone meant that we weren’t going to get a solid demonstration/approach of how she works.
Most people see the command dash and think of other command dashes in SF like Guy’s, so they expect her to use it as a mixup tool. But in this game that’s how Ken’s run works, not Karin’s.
I don’t think any other command dash had a safe attack as the default followup, which is what I think the shoulder will be. The empty command dash will be more like a reset that you only use rarely after conditioning, if ever.
Speaking of which, I guess I forgot more stuff that they showed on the stream. We got a better idea of how the juggles work after the different kinds of launchers. Instant CD launcher went to LK upkicks into super (why didn’t they try other versions of upkicks?) Non-instant CD launcher allowed only 1 hit of upkicks. So the juggle potential is limited, but still exists, begging the question of what else can juggle in that situation.
Also leads me to believe there’s enough lenience off cancels to get the non-instant launcher, which says good things for hit confirms. Will have to check this more thoroughly when the footage gets on youtube.
That’s nice, but still probably not something you have to watch considering how much they seemed to struggle with even the basics for her. Whenever it gets on youtube I’ll try to make some time to watch it, but generally looking for some more theorized play or just wait to player her myself in the next beta hopefully.
There’s definitely talk of her being footsie based and poke heavy. They also mention her lack of offensive options, but her offense will be mindgame based with feints and opting to do nothing over using her followups. Of course they notice she’s a lot stronger in V-Trigger. Juggling into Super is where she gets her huge damage. The only talk of her command dash was that it wont be used for legit pressure similar to Ken’s run.
There isn’t any talk of her being gimmicky though… Not sure where people are getting that from.
The consensus is, footsie character, gameplan revolves around V-Trigger and her offense is oriented around conditioning using her Rekka options.
This is all early days obviously so shit could change and its only early opinions but I didn’t hear anything that sounded too unreasonable.
Too much misinformation in that session and jumping to conclusions (stuff already proven false in other videos). Maybe it was because they were on limited time, I don’t know, but I eventually just tuned out what they were saying and watched what was actually going on in the gameplay instead to catch anything new.
Well yeah you mentioned he has other AA moves. Karin may have something that deems the mixups or even a command throw a bit much at this stage. It’s no reason to act like the sky is falling in on this game.
Wait wait wait. So Nash lost flash kick but was giving improved normals, but karin didn’t get shit?
So karin lost counter and command throw and got nothing?
How about her crouch mk being cancelable, her stand hp being cancelable? Is that nothing? How about the overall improved frame data on her normals allowing for links like St.mp > cr.mp > cr.mk
How about this command dash that can go under fireball, has a safe shoulder option and a free juggle launcher? How about the back dash option on the rekkas giving you pure safety on it to hit and block confirm, and the spacing the back dash creates is the ideal spacing you would want. How about her EX overhead is pretty much a DP? Or the fact that they added low crush properties to her stand hk to improve it more.
So st.mp goes into RP (at least against standing opponents) which means it looks like there are 3 main combo enders outside of VT:, uncher to V Skill, RP to Slide, and HK Upkicks (assuming that Launcher to Upkicks does less).
Also, do we have a good idea of her links yet? I think I’ve seen cr.mp -> cr.mp and cr.mp -> st.mp.
s.MK definitely isn’t cancelable. They tried doing it quite a few times on the WSO stream and didn’t cancel. Already figured that, but good to have confirmation.
I haven’t seen any other than that. I think it was said she can link some light attack off her overhead special.