Did anyone try to VTC off her Mujinkyaku (tatsu kicks) or Ressenha (OH punches)?
Just curious if she could cancel specials like Ken. It was something I never got around to testing.
Doesn’t work. Only thing is v-skill really.
Seems like everything can be VTC’d except for command normals and certain specials.
Are you sure she’s not at least plus 1? I’ve never been got when doing a cr.LP,cr.LP xx qcf.K~P confirm after.
I’m inclined to believe you, though. If the hitstop from the resetting normal is causing the advantage, maybe a s.LK would work best.
https://www.youtube.com/watch?v=JdPNkJrT5lE
Made a Karin vid just compiling stuff that i’ve either found or learned from others during the beta
Sorry if this has been asked already, but does anyone know the frame data of the “just frame” Tenko? It’s not listed in that googledoc.
Feels like 2 frames into QCF.K startup. If you mean total frame data I have no idea. :S
Yeah I was looking for block advantage specifically.
I’m going to guess it’s probably the same as the regular version, I don’t think the move is intended to be used in neutral.
Of course, Capcom did give Kazuya in SFxT a just-frame move with upper body invincibility that leads into 50% damage combos and is safe on block, so you never know.
Interesting to note that the standard c.mp s.mp link has a 2 frame gap so is kind of a free frametrap, but this is such an obvious go-to option for Karin that we might start seeing people throwing out DPs on reaction to any blocked c.mp. Just frame uppercut will combo from the 3 frame crouching jab for punishes, V-Skill will combo from a max range crush counter, and VTC on a crush counter gives enough frame advantage to dash forward c.mp.
Here’s my Karin stuff but I’m so late uploading that these videos might be redundant https://www.youtube.com/watch?v=KotpTprNH3g
Ha, people were already starting to reversal in between cr. mp, st. mp during the beta. That’s totally fine. It they panic too much, I’ll bait for that free CH. Speaking of which, I need to investigate which moves are actually in a CH state during recovery. Ken’s EX DP not being one of them threw me off.
No EX moves grant it, just normal DPs.
But yes, frametrap with a meaty St.LP to cr.mp and you get a hit confirm and can then bait that dp
The meaty setup looks unreliable in that it requires regular quickstand. Doesn’t everyone just backstep?
Yeah its not perfect, but you still recover fast enough to continue pressure. You’ll just have to look at what the opponents teching habits are and try to deter them from not mixing up their techs.
Unrelated, but had to be done…
Speaking of that, is just frame launcher the only real standing AA for certain jump ins (particularly closer ones)? It’s the only one with a hit box and the speed to even attempt to AA certain jump ins. c.HP and f+HP don’t help if someone’s on your head.
Launcher moves forward too, so it didn’t seem that way. The best option other than air-to-air may be to walk forward and anti-air the other way (possibly with EX?)
Oh ok. I messed around in training mode some again and it seems that f+HP actually has a hit box at the top, but the hit box is pretty small and the active frames not too long. If you throw out f+HP just before they get over your head it can work. Just have to make sure they don’t go too far over your head as she’s vulnerable in the back.
Walk forward is always a last resort too, yeah. I guess since this is still the beta we can see if they mess with anything or if that’s just the way her AA game works.
I get the feeling that this character may be difficult to play at full potential online.
I am not normally one to complain about reactions online. In SF4 in particular I don’t think there were many cases where something you could react to offline was unreactable online.
SF5 strikes me as different, though. There are a lot more moves which are on the edge of 1-hit confirms, which spells trouble if you try to do that with any delay whatsoever.
That goes double for Karin because of how her dash works, and anti-air may not help the issue - most of her options require an early action, and I wouldn’t want to have to EX every time I AA.
Doing c.mp, c.mk just frame launch was really tough online unless the connection was near perfect. Whereas in training mode I can usually bust it out without too much issue.
That’s why some 3S players complain about online or even a different version of the game because it can effect your ability to one hit confirm. Which some are just on the edge of human reaction. Which is a different mentality than throwing lights or mediums into a just frame link.
On a scale of c.mk x hadouken to RSF loop, how hard is Karin’s JF to do consistently?
Would be a major factor that goes into whether I check her out while waiting for Akuma.