Karin General Thread: Elegant offense for a more civilized age

Karin’s Just-Frame Tenko made her 10x more interesting.

Capcom should add more cosmetic flare to differentiate it from the regular Tenko.

https://www.youtube.com/watch?v=DRKvnHu3ZXY

before you say, yes, at the time of this video i sucked at just frame dash punches.
and also, this setup works on back roll getup if you use just frame dash punches.

cheers.

I like the visual effect on EX RP. Makes me think they lost out on some opportunity for visual flair by going back to the neon-yellow EX moves, even though it does improve clarity on meter usage.

While super is very rewarding for a character with long combos, I think holding onto it too long tends to cause missed opportunities. EX upkicks is better than it looks, I think, because in situations where you are too far for LK upkicks, you can go 2-in-1 with EX upkicks instead of launcher and be safe on block. I could buffer it into a single jab or low forward and be safe at ranges where upkicks would whiff.

I also find myself in situations where I don’t want to use super at all because it’s early in the round and I already have them in the corner, and the super would reset me to neutral.

@gilley qcf+K~P has to be faster than 11f startup right? Launcher and shoulder have both listed as 11f startup but JF Launcher can combo from lights and shoulder doesn’t even combo from c.MK. Even the non-JF version can combo after c.MK while shoulder cant.

Now i actually want to test if you could link JF Launcher after any normals, maybe CH s.MP maybe? Too late now :frowning:

Do you actually have to dash to get this?

I didn’t find these 3 part launcher juggles during my time playing, but I did try to see what I could get from EX launcher and I noticed you could walk forward -> EX RP. Maybe that would also work in the case you mentioned?

I cant say for sure, but it seemed pretty far to just walk in and do it. I was actually getting it pretty consistent towards the end of the beta; i switched my inputs to doing qcf+MK+HK~LP, which made it easier for me to get the fastest version. As long as you get it asap then its not too bad to dash in and do it. Was my favourite combo of the beta for sure.

Hi,
https://youtu.be/j51FBQ68PiQ

I will have to double check when I get home from work. The video files are on my home PC. I should put all these on my portable HD so I can view them at work. It’s probably pretty accurate though. Figuring out startup is pretty easy and accurate usually. In training mode, if you have your inputs turned on, the button prompt on the inputs appears on frame 2 of any input(normals, specials, etc.). Then I just start counting frames until I see the attack connect.

Although, her qcf+k~p is one of those unusual moves that require that extra input that comes from another move. This can be tricky to figure out. Remember, all this was done from video footage. It can have some error here or there. It would be ideal if we can get the frame data directly from the code. I think Dantarion is working on that actually.

If launcher and shoulder from dash both have the same startup, I would assume that there are some frames at the start of the dash where launcher will come out instantly and shoulder will be delayed until later.

Edit: Given how SF5 is giving a heavy dose of weird cancel rules, it might be a good idea to start adding another column to frame data in the future: when the cancels are actually going to come out.

Considering they’ve gone out of their way to ease up the execution requirements, I don’t agree that it doesn’t fit with their design goals.

yay doublepost, just to include the frame data that got posted in the general SFV-thread:

https://docs.google.com/spreadsheets/d/1976rt8B91PqVCeYJAmcnW1uwVJ0H03QJtV-dJC5ohL8/edit#gid=875454814

Apparently her qcf+P, d+P is -2 on block. Nice to have one safe option in the rekkas to fall back to.

It’s got a gap you could drive a train through though, so it’s not very useful.

On meter usage; after finding out about EX Shoulder combos I never really had meter for super. You get 80-100 damage off one bar outside of VT (only 32 more if you can JFL in VT though) and if you juggle with Rekkas it sets up a super meaty crossup (which you could empty low) against quick rise that looks like it could safe jump some slower reversals, although I didn’t get a chance to try.

I mean, her rekkas seems bad enough that you could put them minus sway outside of VT and really just be increasing her combo damage a little bit, but after using them alongside Bison and Necalli it makes me feel that the game would be way more fun if VT was permanent and you had a V Gauge just for Alpha Counters and freeform cancels. The game’s just so much more fun and active with VTs up.

Okay i got to the other matches i had on my stream rounded up. (2 are combos i was messing around with in training mode day 1 of karin.)

https://www.youtube.com/watch?v=OmE3pIf558M
https://www.youtube.com/watch?v=oUtHy5L9vgQ
https://www.youtube.com/watch?v=kF4xz6hs84w
https://www.youtube.com/watch?v=P2NBOojmbhk
https://www.youtube.com/watch?v=OmE3pIf558M
https://www.youtube.com/watch?v=RUsWTLa-oAY
https://www.youtube.com/watch?v=Gr14U1e1-ZI
https://www.youtube.com/watch?v=QajgH6TQ-Vs

@gilley well i just found out that you can link a JF launcher after a CH c.MP and according to toolassisted’s frame data CH c.MP is +8. Which version did you test actually?

Lotta ways to play her. You guys would be surprised at what a more meter management style can accomplish

wrong thread post, can’t delete.

s.HP offers way less advantage. You can get jabbed out of the follow-up if you don’t use st.MP

I just double checked my videos. I tested LP/MP/HP versions. I originally put 11f, when now I look at it closer, they all start up in 9f. The animation where she starts it up is kind of vague, but if I go by the button inputs shown, it definitely starts up in 9f. I also looked at my CH c.mp recordings. All 3 of my recordings showed she’s +6. I think toolassisted might be wrong. I’ve seen a couple of his numbers that I know were definitely incorrect.

You can still get jabbed if you’re talking EX shoulder resets as she’s neutral after a LK dash

Huh? But CH c.MP definitely combos into either s.HP (8f), c.HP (7f) or sweep (8f).