In momochi stream her rekkas takes away 20% now instead of around 10% of her v-trigger, I was wondering why her V-trigger went away so fast in the zangief build. Argh so much i wanna say but i wait until the beta.
That’s actually a good sign as that means the rekkas are probably stronger than any of us thought if they had to dock it down to 20 percent per rekka. This now also places emphasis on learning to use crush counters and v skill to build V Trigger faster and get more than one spin at the rekkas per round.
just found this. good game play or karin vs gief. she does quite a bit of damage with no ex or v trigger. pretty sick. sorry if this has been posted already
go to the 3 min mark
Wow yeah that rekka drain is stupid now. I understand why they put the drain on the backstep as i imagine they want it to be used as a conditioning tool rather than always using it and just using raw rekkas as a hit confirm then backsteping safely for free, but this is just way too dumb. If they are gonna do that then i want command grab back lol.
So got to play the Karin build today at RFD(no Gief build sadly), had a ton of fun with her despite the laggy monitors. Couldn’t find any combos beyond cMP into more MP or cMK, still feel like a combo to a heavy is possible, but the setups(and desire to play rather than test) got a bit in the way.
Command throw is every bit as useless as it seems, did hit some people with it, but pure because new character, there is no reason to stand or not challenge with jabs. Beats out slide followup too on block, ressenha seems very negative, got dped or normal punished on block. Is a pretty fast overhead though and being able to cancel into it combined with cMK xx dash pressure, might be something there.
Super seems incredibly fast and only a little unsafe, like -4 through -6 ish, you gonna eat something, but they dont exactly get an easy full punish.
cMK into mujinkyaku is pretty solid pressure, but vs tiny characters especially at max cMK range the 2nd hit whiffs and shes very punishable.
cMP xx ressenha is a little bit of a mixup as it combos on hit and you either cancel into the ressen or just do cMK after blocked cMP(which if the cMP hit is also a combo, so yay :3 ) Downside:cMP hgas atrocious range as always and needs to be point blank so DPs are a pain.
Regular MP is great for counterhits, I think a lot off stuff can combo after it, but I never really got into testing it, just relied on good old cMP most of the time.
I will admit I rarely spent time on rekka as I was focused on seeing what I could do with her before we get there. Without musclke memory present yet, anytime Im in rekka its a bit, oh god which option urgh that onedoes command grab NO not that useless one XD
That’s just stuff off top of my head, I’m gonna sit and happily wait for beta, looking forward to some proper time with a proper monitor <3
Oh yeah HP AA the god, even in lag monitors :3
edit: btw feel free to ask questions if I didn’t cover something, not everything springs immediately to mind and if I can answer I will^^
My theory is that they buffed some of her enders properties/frame data and to compensate, they nerfed the timing. Her enders before this build didn’t look that strong for such a nerf on the timing so something in them was changed. But I could be wrong…
Do you know if she can do st.mp cr.mk as a link?
Does cr.mk xx command dash into shoulder combo?
Did you experiment at all with MK mujinkyaku and comboing out of it?
Does the delayed Palm followup to Rekka combo into the crossup?
Pretty sure only on counterhit. Laggy monitors made it hard for me to really get a feeling, but if I had to guess(na dI really mean guess, based purely of my beta cammy+chun exp) how they measure up
MP 4f startup +4 on hit
cMP 4f Startup +6 on hit
cMK 6f startup
Yes it does, but not max range(well maybe with the right timing).
cMP cMK dash launcher works.
None, did not know that was thing yet sadly, but mk mujin is a very unreliable block stringvery easy to get hit out of in between. Didn’t get to try it, but I think its actually intended to be used on hit as a reset and not a block string. Like go for HK if you want damage cashout, go for mk if you want to try and reset them.
The elbow you mean? The first downP? Didn’t seem to, but I stayed away from rekkas like i said, mostly busy practicing her ground game as in match the rekka options were just to much off the bat, once they are muscle memory thatll go a lot better^^
I want to say MP combos into itself, but I mostly remember just constantly counterhitting with it, so my memory might be skewed on that :3 Also pushback made it just more reliable to go cMK to harass an opponent with a low.
Actually good question on the shoulder, launcher was just so safe I never felt like I had a reason to use the shoulder. EX shoulder through fireballs to crumple is bloody magnificent at what it does though. I had heard normal dash could go through projectiles, but I had no luck with that at all, ex and ressenha are very good at it though.
Current build on didn’t get punished and its also what it looked like in most karin footage builds to be honest. It might be -1/-3 ish…actually I think a dp failed to punish…
That said, laggy monitors might have skewed preceptions of the punish + capcom might still change stuff about. So don’t get too excited for them keeping that in. Too me it seems a little too good. But hey if they leave it, sounds good to me :3
Did you test whether the launcher was safe, or did you just get away with it? I think I saw people punishing launchers in earlier builds.
If the launcher is actually safe then HOLY SHIT.
I just don’t understand why Capcom can’t bring some good monitors for their events. I guess they just use the same shit they use for all of their non fighting games.
Didn’t test, got away with it constantly. Doesn’t feel plus, but it is not very punishable if it is. Expect gief to say,“cute, now come here for a second”
edit: for example, ressenha on block I did get punished for, that thing is not safe, jabs, dps and more seemed to hit it easily. The launcher, safer than ressenha.
Looking back at the WSO archive after reading your post it appears Vtrigger in the gief build lasts about 40% as long as it did before, so pretty significant nerf on that. Looks nearer to 2.5 times the meter cost to do rekkas now, seems backdash and normal rekka now burn about the same large amount of meter. Thanks for all the hands on info on everything, nice to hear her normals are quite good and st.hp is a good anti air. I am sure nothing is final with Karin or any of the characters yet so we’ll just have to be patient and see what they’re like at launch. Getting the next beta test date would be nice