Karin General Thread: Elegant offense for a more civilized age

Scumbag Karin

http://i1133.photobucket.com/albums/m584/fanspam/sh3by_zpsvlsek18y.jpg

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Anyone have a link to her stage music?

Could you imagine what happens if we see Tokido pick her up too :3

I guess in the new age of SF having good buttons and walk speed is cheap LOL. Chun and Karin I got em lined up ready to footsie everyone to death.

good buttons is why tokido was all over birdie :3

See, this is why Birdie was so godlike in the first beta, the range of his normals. 09ers in for a rude awakening when all they learned was knockdown into setups and invincible reversal FADC :stuck_out_tongue:

This post is everything

Nothing makes me rage more.

The Scumbag Steve hat looks so natural on her, it feels like it should always be there

-.-

yes that one character whose first story arc was entirely about getting the runback :3

She should have her normal rekka at least without v trigger.

Seems like she just doesn’t need them.

No one thinks she’s bad. I think she’s pretty damn strong. She could easily play without her Rekkas and it wouldn’t matter. That’s kind of my issue. Right now her Rekkas, and by extension her V-Trigger, are irrelevant. They don’t factor into her gameplay that much outside of having that Roman Cancel essentially one or two times per round.

I mean hell, right now the Rekkas running out sooner might actually be more of a buff than a nerf because it gets her to start building up V-Gauge again for another potential VTC combo.

Cant wait to get my hands on her to see where this will all go. Im not worried about the rekkas. Partly because I have zero attachment to A3 Karin (she was a character my brother usually played back then) and I feel her V skill and crush counters should give her opportunity to get access to them quickly. She has a legit EX reversal like Chun so she won’t have to spend V Gauge to get people off her.

Even as someone who mains her in A3, I’m not that attached to her Rekkas though admittedly it is what drew me to her initially. I just hate having things have little use within a game. If you’re going to put her Rekkas behind the VT wall, make them worth it. Otherwise just give her an install like everyone else since all we’d be using it for anyway is the Roman Cancel it provides.

I still think they’re worth it even without the cancels. She has a shit ton of options for baiting in the rekkas it looks like.

Her rekkas will still have a lot more importance than say Charlies tragedy assault which seems practically useless at this point. The rekkas have the potential to expand her greatly past a solid footsies character.

So, how does the rekka actually function?
I’ve gathered this much: the first part of the rekka does two hits, which should make it extremely easy to hit-confirm. I have no idea how safe those initial hits are, but I’d be kind of angry if they were horribly unsafe. After that you have a bunch of follow-ups, including a slide, a jump-grab, a cross-over, and some other things. It drains a bunch of meter when you use it. Range looks decent enough. Easy to combo into from normals, though c.MK xx rekka isn’t a true blockstring. I believe you can also tack on a super after them in some way.

What am I missing thus far?

Read this and watch the vesper arcade breakdown also. I think one of the followups might be missing in the description but cant remember

It seems like the above movelist card is not thorough in listing all of her possible options at each step during rekka. For the moment I will assume that it’s accurate and make the corrections when they’ve been contradicted by video evidence.

Step 1:
QCF+P - Guren Ken. The initial rekka hit. Hits twice.
Step 2:
K - Guren Kyoho. Ends the rekka by backdashing to safety, used to bait counterattacks. Drains a lot of V-gauge. (Input is speculation.)
P - Guren Hosho. A palm strike that ends the rekka. Can combo into CA.
Up+P - Guren Senha. Arcing rainbow palm that hits overhead, and allows a link afterwards.
Up+K - Guren Resshu. Hopping grab that works against standing opponents. May be usable to avoid some common punishes/low attacks. (Listed as step 3, but seen in step 2 during videos.)
Down+K - Guren Kusabi. Sliding kick that hits low. (Listed as step 3, but seen in step 2 during videos.)
Down+P - Guren Chochu. Single elbow strike that continues the rekka. Leads to step 3.
Step 3:
Down+P - Guren Hochu. Karin crosses behind the opponent and strikes their back. Hits crossup. (Input is speculated.)
Up+K - Guren Resshu. Hopping grab that works against standing opponents. May be usable to avoid some common punishes/low attacks.
Down+K - Guren Kusabi. Sliding kick that hits low.

That’s pretty much it on the Rekkas.