Karin General Thread: Elegant offense for a more civilized age

I’ll most likely be trying out Vega or R.Mika for the first 2 days then all Karin the next 2.

https://www.youtube.com/watch?v=4k9QGVsLZQQ

F+MK overhead doesn’t have low crush

Rainbow palm overhead gets beat out clean by a slow sweep…

yea, there ain’t no mix up, got to use that rekka back dash for safety and spacing

But look who can do that outside of V-Trigger for free tho

I’m curious about the F+MK thing. Like is it entirely not low crush or is it simply a spacing / timing issue like SF4 Vega’s overhead? I think it’s probably entirely not low crush but I think it’s worth exploring. She did do the F+MK fairly close.

The sweep thing could be because it looks like Laura’s sweep looks like it is super low profile, has a raised off the ground hitbox, and crMP xx Rainbow palm is most certainly a large gap. Palm isn’t even a true block string on heavy normals, right? Still sucks that it loses to lows at all :confused:

Spacing aside on her f+mk overhead, the point is that it got hit out by a crouch short during the animated airborne portion. So it’s not actually airborne so that it can hop over lows which it looks like it was designed for.

And block string gap aside, laura did it very late and with a very slow sweep, and low profiling does look like it is playing a bit into it, but she’s still stuffing it right before the second hit is active with a low attack when karin is still airborne. What should be happening is like in sf4 when poison cancels into a flip kick and they go for a low, it should always go over and beat it.

I was all in for her,think my hype is slowly dying down, she still looks like a good characters. I’m not sure what it is though

f+MK looks quick enough to use as an overhead if you’re conditioning them to block. Not a big deal that you can’t use it to footsie. I never really got the idea that it was supposed to hop over lows when she barely leaps off the ground during it any way.

Laura has slower walk speed and seemingly more situational poking normals than Karin so I’ll just stick to Karin with her solid buttons. Karin probably has the second best walk speed or nearly tied with Chun and has dash and command dash. Ground movement and her buttons will make her nearly the best on the ground along with Chun.

Well really I’m just siding Karin until I get another chance to go back to Chun. She’ll probably stay a side when the game hits unless Zen is amazing.

Weird, im sure i saw f.MK low crush c.MK’s in earlier builds. This shit just gets worse and worse.

Not sure if post but.

https://www.youtube.com/watch?v=MWXVkJAGsYI&feature=youtu.be

Definitely will give her a try on the Beta. Her and Mika mostly.

https://www.youtube.com/watch?v=TYpNc_hQv1w

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Myers? Lawl… mashed ex dp and couldn’t even play footsies. Did not even know how to rekka and the Nash was complete doo doo.

He would do low mk on block and then just sweep after, that’s not footsies that’s just pressing buttons and hoping. You want to have your low mk blocked and then you stand up and wait for them to throw out a normal that whiffs and then you react with your sweep smh

I’m still gonna main her but I understand you. I just didnt dig most of the changes they did to her character.

it’s fine that it doesn’t go over lows even though the animation goes airborne, since I personally wouldn’t use it at the range in the gif, it’s just unfortunate since that’s usually the property of a hop overhead.

Personally I would use that overhead from its tip range, especially when my v trigger is active since the tip range of that overhead is also a good spacing for karins low mk to threaten well. So you should be able to land a few overheads when they are waiting to block a low mk xx rekka xx back dash for you to waste your v trigger. The spacing the forward mk overhead creates on hit from the pushback should also make the opponent miss a poke if you hold back to walk back right after, where you’re back in the sweet footsie range to whiff punish with karin.

I’m just trying to continue to show everyone interested in karin that don’t let capcoms koolaid fool you into thinking she’s all about her specials and rekka mix ups and derp sf4 shit. She has the best normal toolset and the best dashes and second best walk speed. Your going to need to be fundamentally better then your opponent to win with her, not a “oh its a match up thing blah blah”

But if you can learn the old school way of playing with strong footsies and space control and a little okizeme, you will become amazing with any character you play in any street fighter, because the fundamentals and footsies apply to any fighter, that’s why the pros who have been playing for multiple years across multiple games are always at the top

I love these 2 pics

There’s that ghetto booty. Karin isn’t like these other girls, you have to look for hers. She’s not just gonna put it on display for you.

Welp now I’m confused, just saw Kazu vs Snakeyes match, did a Ressenha(I think medium?) and snakeyes blocked and did reversal SPD and Kaz could just jump out. So now I’m wondering if the monitors were just that ridiculously laggy when I played or it’s just the age of the build, or that just light is that unsafe(saw snake punish spd a blocked light ressenha, but kaz could have been pushing a button) and medium is much safer. Only 14 days till I get some more testing time XD

I am so ready to play more Karin :smiley:

Might have grand finals between PR Rog and Kazunoko. PR Rog did a nice corner combo into EX uppercut. Cross up rekka back elbow shenanigans LOL

Hnnng. I’mma have to join that Karin army. She looks damn good.

Low short low jab into launcher is a combo.
Lots of use of s.RH > VT combos.
Launcher, launcher, EX RP comboed in the corner.

Normals were nicely on display. Just need people to level up the punishes and discover shoulder.

Sadly wasn’t to be, Xiao Hai cleaned up.

But some notes of the Ojou.

  • Major one is obvious, Cross Up Back Elbow in Rekka is IMMENSELY unsafe. If it gets blocked, you will die. Better make it count.
  • Rog choosing to combo into another dash upper and Kazunoko choosing to combo into Upkicks rather than comboing into V-Skill. Less V-Gauge meter but more momentum.
  • Her pokes are better than they have ever been. You can just easily bulldog people with them.
  • S.HK is god. Good poke and basically leads to strong damage if the CC comes out. Once people start getting those CC Punishes on the DPs Karin will be even more deadly.
  • Right now Rekkas are not strong enough to advocate putting it behind V-Trigger. Hell, they’re pretty average. They could easily be outside of V-Trigger and cause very little issue. Either Capcom needs to give her a different V-Trigger and make Rekkas always available, or they need to immensely buff Rekkas to make it worth having to build up to. I’m okay with either.
  • s.HP isn’t Alpha 3 godlike but it’s still a solid AA. EX Arms (I can’t remember any of her move names honestly) is also a strong AA.
  • Does solid damage from many situations.
  • Right now her biggest flaw (not necessarily making her bad, but just character design wise) is that she can essentially ignore the SF5 mechanics outside of CC. Since Rekkas aren’t worth the buildup you just go for the higher damage combos from Dash Upper and her V-Skill is marginal outside of that. Basically she just has the CCs and I guess V-Reversal. They need to buff Rekkas or give her a different V-Trigger to bring her all together.