Karin General Thread: Elegant offense for a more civilized age

She’s really frustrating to play against in a single match setup with only really limited match up knowledge (+lag).

She feels like she has so much dumb shit compared to over characters.

Damn I wish I could play a solid 200+ match against some one offline, learning how to defend against this is impossible right now.

What a silly character. Really good buttons. Everything is hit-confirmable into super. Counter-hit mp (standing or crouching) links into super. Even if you have no reactions. You can do v-trigger cancels into mixups. Gonna get nerfed for sure. Capcom doesn’t like good characters in SFV.

That’s why I like her. Long as she doesn’t turn into the next Nash with laundry list of back and forth changes should be good.

It’s pretty retarded when you compare karins normals to the rest of the cast. It’s like she was made in a completely different studio that had no idea what the people making the game wanted. Just compare her low forward to kens, its insane.

Told y’all the Rekkas were going to be mediocre, you could tell the minute you figured out how the follow-ups worked. No way was she getting a safe rekka if they felt the need to put a sway in with it. I also knew the sway would be useless for whiff baits, because jabs are even better on defense than they are in sf4 IMO, even if you get a lot less damage from them.

Other than that, yeah she’s really good and really fun. Her and Rashid are the best characters in sf5 so far, they feel complete while also being unique and really fun. I just wish that her counter had stayed, would’ve been a much better way to implement VT mind games if it just replaced her backstep.

Played against a decent amount of karins with my ken. Idk why people compare her cr.mk to kens… Karin has no fireball… Ken does. Karins that try to obviously footsie me with cr.mk are just eating hadoken sandwiches. There’s no focus to use to blow through my stuff and the Karin has to take preemptive measures like her anti fireball move or jumping in at me.

I’m still losing to her because LOL mixups and not knowing what the hell she’s doing, but besides that the only real problem I’ve had with her is the defensive ones that just try to stay a screen away and use that stupid somersault move to get in that I can’t dp on reaction in lag. Then they do the mixups on block. That feels like the dumbest thing about her. Her pressure in v trigger is kinda ridiculous but feels more like lag being the enemy than anything…

One other thing is I don’t like her walking out of all my jump in attempts… That proximity blocking needs to come back PRONTO.

Her cr.mk into upkicks/shoulder is literally more safe then kens fireball… by a considerable amount

Rainbow

And with heavy upkicks scores a knockdown. Kens cr Mk is garbage

True blockstring as well.

So we do get some true block strings. Yay

I don’t think cr.mk shoulder is a true blockstring, I can’t even get it to combo, but cr.mk lk kicks should be, but it’s punishable

I think I found my main. I’ll have to wait to test laura and see what my final decision is on the matter though. I find C. HP a bit underwhelming. I must not have the sweet spot for it down just yet but I’ve whiffed plenty of jump-ins that looked like they shoulda been stuffed. Overhead slaps seems a bit gimmicky right now too, it’s just a matter of holding db after block counter both the slide and the jump grab. It’s causing a lot shennaningans right now but wait till people adapt and I see this being very unsafe.

So what are you supposed to use for anti-air at closer ranges, where cr.hp whiffs? I’ve tried st.hp which, so far, has managed to anti-air nothing.

St.hp hits a lot of things. Your other options are dash upper (the just frame “HIYA”), ex Rainbow and you can also use mk or hk dash to just completely avoid it all.

I’m about to give up on comboing cr.mk xx command dash uppercut. Can’t get it on a consistent basis and I don’t understand the timing at all. I’m gonna use upkicks instead when using cr.mk

How are you supposed to build V-Trigger with Karin? It takes like 10 V-Skills to build it without getting hit. Good luck with that.

You missed the entire point and make it about something it isn’t.

Cr.mk doesn’t have the range of a fireball…

Ken has a fireball… Which has infinite range, Karin doesn’t hence why karins cr.mk is better than kens. Non fireballers ALWAYS have better normals than fireballers, or if not, in whatever crazy world we are talking about then the non fireballers will have much better specials like safe on block high priority rush specials and the like.

Ken has a fireball, a decent cr.mk poke, a good run to get into range and apply pressure, and a DP AA and reversal.

Idk but I see lots of reasons for karins cr.mk to be better than kens, and her block strings as well.

What I DONT see is why her overhead special is so good and why she isn’t point blank on blocked rekkas for easy punishes… But it’s a beta so… Yeah.

nah, im not accepting that a cr.mk with a range of a short and -4 on block is “decent”

and its a good thing kens fireball has infinite range, because all the anti fireball moves in this game do too

also, you can literally just jab the startup of the fireball after the mk

Ha, rainbow palm is gonna get a lot of Karin’s blown up on block once people realize they can just cr. jab xx special against every option and then just punish the flip throw followup on the way down if she does that. The first hit of RP also doesn’t hit overhead, so you have more time to react than it looks like. Kinda the same situation for Guren Ken/Rekkas on block, you don’t really have to respect it that much. Once people wise-up that’ll become apparent. On hit is where you may have a better chance to reset.

Right now I just harrass people with cr. mp, st. mp, st. mk, f+mk and cr. mk (which is not safe up close). Pretty much the same thing I do with Chun and if I get a hit, confirm it into decent damage. The only thing that’s really standing out imo, is these characters’ normals and walkspeeds actually function the way they should while it’s whiff-city for a bunch of other characters. Tweak that for the other characters (like we’ve been asking for the past few months) and you have a solid game. Rashid seemed pretty solid in this area as well.

Her AAs are on the level that they should be imo. Cr. HP and st. HP are good buttons and can be canceled into command dash for further pursuit. EX Rainbow and command dashing under is good too like MarLonLonMilk mentioned. Her air to air normals are pretty decent as well. They really shouldn’t be jumping if you have meter.

Overall, I really don’t see a reason to panic and nerf the character. She’s pretty balanced imo (and of course I still wish she had command grab and counter). Just do for the other characters what you did for her (i.e give the characters some fucking hitboxes).

As I suspected. Even I saw the holes in her rekka mixups and I haven’t even played the game yet. It’s sad how her rekkas are just reduced to combo filler and the rare mixup and can’t be used as an exceptional pressure tool like how it used to be. And this is why I asked for pushback on block for her rekkas. They should also add hopkicks as an ender. Don’t know why they took that out…

And if they actually do nerf her normals(I sure hope not) like everyone is speculating, they better buff her rekkas to sorta compensate.