Karin General Thread: Elegant offense for a more civilized age

Worth noting that you can combo into rekkas from dash upper, probably for more damage. Combo exploration isn’t done yet (see EX shoulder.)

We had more evidence that rekka Step 1 and Step 2 d+P may be safe. At the moment, people are always thinking they have to get the mixup, but that’s not the real advantage. When they enemy stops to respect your mixup then you cut it short and throw, or similar.

Yeah its annoying that her V-trigger is lacking, doesn’t justify making her rekkas blocked.

i think in vtrigger her rekka’s should have more push back or make the first part of the sequence a true block string.

I’d even be open to splitting the difference.

Have Karin get her current Rekkas outside of V-Trigger sans backdash. Within V-Trigger she gains the backdash option along with making her Rekka options safer and more damaging.

That’s going to be a tough order to fill considering they added more strict meter drain per rekka. They most think the rekkas are gdlk.

I don’t care what they think, right now I’m dealing with facts. And the facts are as they are now, there’s no justification for putting the Rekkas behind V-Trigger because they simply aren’t strong enough. Even outside of V-Trigger they aren’t the basis of her offense in this game.

does the 2nd rekka come out by itself?

Yeah it’s tied to the initial Rekka input now.

Lol first the rekkas were really good, the mix up yooooo

Now there unsafe and gimmicky, please buff!!!

Come on guys you can’t judge a character in beta phase. You guys have this impression after watching those SCR exhibitions, where kazunoko and PRBalrog never did any rekkas once they activated, like they thought it was some sort of power boost/ ghetto FADC mechanic.

The rekkas are plenty good as a hit confirm or block confirm back dash

They do good chip and they carry to the corner well, they are only 2 bars and you can safely activate from heavy normals like stand hk. You can combo into VSkill to accumulate v trigger. Crush counters give you a whole damn bar. One dp punish with a crush counter combo into vskill ender and you can activate.

If your not getting 2 activations a round your not doing it right, unless your opponent is garbage. Now back to the exhibitions, did you see how great her normals are and how she bulldogs the space control? That’s what we pray they don’t nerf so that they can buff some gimmicky rekka ender mix up, or for a counter

Can someone explain what crush counters are exactly?

Special counterhit state certain heavy normals have, for most character one of their heavy punches and one of their heavy kicks will be a crush counter(exp: cammy crouch HP and standing HK)
It will crush when those moves hit as a counter hit, resulting in a crumple/short stun stagger/being launched up in the air in a juggle state, depending on which normal did it or if they were airborne or not.

Certain invincbile reversals will grant a counterhit state during their recovery, typically DPs, breaking the normal rule of needing to hit startup frames to get a counter hit.

I think that’s bit of a silly thing to say considering Capcom is the only one with the most time spent with the game lol.
IMO, I think that currently her rekkas aren’t amazing but not bad enough to justify taking them out of V-Trigger. She doesn’t need to build a lot of meter to activate it , she can combo into her v-skill, and she can safely go into it off of Heavy Kick. It not being a true blockstring combined with the backdash also seems like it’s perfect for baiting reversals but many of her ending options are apparently unsafe.

In general, it’s probably too early to say anything really decisive since the game isn’t finished, people don’t know how to really play, and they’re still making big changes.

If Karin didn’t even have a V trigger, she’d be really good right now.

Trust me Karin players, you’ll be fine.

How many times does one need to do rekkas in a round? Jeez. Is it really necessary for you to do them 6 times a game for her to be playable? She looks like one of the better characters with her pressure, range of normals, hit confirms, and frame advantage on moves.

So much so that I bet some of you are going to get sick of using her when you see how many other Karins you start playing against after the scrubs get sick of losing with Ken. It won’t happen in the beta because online players don’t know how to walk, they can only dash and jump, but once the game starts and you’re facing more experienced players expect to see a bunch of Karins.

Not even saying “OMG NERF KARIN”, just…she looks really really good right now. Only reason I’m not considering maining her is just because I anticipate so many people playing her that people get a little too much matchup experience.

Also her laugh is OP. I mean you get her laugh ON SELECTING HER, then also during her super art. I think that’s too good. You shouldn’t get both imo. That’s double laughs.

https://youtu.be/E6KeCaXsHNE

35:55 Karin goes over Vega’s low jab with f.MK. So not really sure whats going on with f.MK atm. Is it low crush or not?

38:06 We see Karin get an anti air qcf+K~P. Depending on how effective this is we could get some advanced juggle combos

39:23 qcb+LK canceled into super. If qcb+LK is safe (which looks like it is) then this is a pretty effective way to fish for a super.

40:54 CC s.HK xx v-trigger. Rog does this multiple times and i think he is hit confirming the CC before activating.

1:08:34 Ends rekka on d.P and seems pretty safe?

Yeah, Karin is my main, guys.
Unless they decide that her s.MK / c.MK are too strong and remove her legs to compensate.

Anyone notice her sweep seems to have relatively good recovery? I’m sure you can still punish it, but it doesn’t seem like it’s as easy as other sweeps to punish. Have seen her get away with it quite a few times at close range.

I’ve got to agree with the crowd here and say I’m really unimpressed with her V-trigger. Great character all around, and still my main, but I just can’t see the Rekkas being good enough to justify the Trigger. We’ll get beta soon and she is for sure going to be my main focus, so maybe we’ll all learn something soon to justify it.

If they do suck though, what do we know about her V-reversal? Maybe that’s the ideal use of her meter. I haven’t seen it used much in matches, if at all. Has anyone found any good setups of the distance it leaves you at?

The only thing that justifies the rekkas atm is the backstep. If they are going to keep the 20% drain for every rekka, then i want the d.P follow up to be + on block (just the first elbow not the crossup). That would mean people cant just do lazy defense against karin since she’ll be able to reset pressure without backstep, but still present a risk to karin as the follow up is not a true blockstring, so can be reversal’d through. Then when the opponent starts commiting to that, Karin can revert back to the backstep to bait it etc. I think it works well with the whole backstep conditioning thing and gives more use to just doing the d.P followup on its own.

Bad design choice. I strongly doubt they’ll change it though.

Not that it matters to me personally. I never really played SFA3 seriously (I do want to though. Fightcade anyone?), so changing the character doesn’t bother me. What I do know is that we’re looking at a well-rounded character with solid buttons (and the ability to convert them into damage), good walkspeed and decent offense. All I need baby!

…also dat ass

They have Karin listed as 5’3 now. It was 5’5 before right? Now she is the perfect height for me.