Karin General Thread: Elegant offense for a more civilized age

MK Mujin is the overhead version of her kicks right? it would be sweet to get a combo off of that.

Is there anywhere I can check out her frame data?

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

Yeah so if you can somehow set them up to want to push buttons fater lk mjuin then suddenly pop out the mk and get a counter hit(from what ive seen if they mash jabs no, if they go for cMKs like Ryu in that scr tourney: great profit) Normal overhead can get a combo too but its only +3 on counterhit. It’s interesting that instead of the varying counterhit advantage(+1for lights +3 for mediums) that 4 had, we have +2 now for everything. Makes lights counterhit game better.

Even on a meaty counterhit I think the pushback is too high on the f.mk overhead to combo out of.

As, you really need to get lucky for an mk upkick counterhit, as that gap is massive.

aye indeed, stuff I haven’t tested, but just have the frames to do :3

Which of her rekka follow-ups leave too tight of a gap to sneak in a reversal 3f jab? If you’d delay the jab until a frame or so after those would’ve hit, would any other followup have counter hit the jab?

This was my basc theory regarding the rekkas.

Basically, I’m wondering if there’s a timing in which you can squeeze out a jab so you’d either block or counter-hit any follow-up, and completely negate any sort of mix-up.

Looking at the frame data from Gilley, the followup options are 12f, 13f, 16f, and 17f for Palm, Slide, Elbow, and RP respectively. None are true blockstrings and I think Palm is either a 1 or 2 frame gap. As I’m not sure how he set up his total frames to include hitstop or not I can’t say the exact gaps, but it does look like you don’t want to mash against a Palm or Slide. As to if you can basically fuzzy jab? If you have a 3f jab you’ll trade with an Elbow if you hit on frame 14 (as to avoid the Slide). She may be able to whiff punish that if she did the Sway though, as that’s 18f total and the fastest jab is 10f total (Cammy/R.Mika’s st.lp, most seem to be 12f). So if you wait until frame 14 you don’t recover until frame 24, which means that I don’t think she can tag you as you’re outside of any of her 3-5f moves. If you’re Ryu with an 11f jab then you can get cr.mk if that’s in range. Anyone with 12f or worse might get st.mk as it has better range; 13f+ is getting swept. And since I believe jabs are whiff cancelable in this game you really can’t mash.

So it seems you don’t have to challenge anything with a jab then. The slide and the overhead has a 4f differential so with a bit of practice you should be able to switch your block with a timing that accounts for either. The throw has quite a bit of startup so you should be able to crouch again in time. I’m looking at the frame data and I can’t really tell what kind of gap slide leaves as a d+p follow-up. It’d be neat if you could press a button and win regardless of what happens after a blocked d+p, but either way, the frame differential should be large enough to fuzzy left/right as to avoid both slide and cross-up. If I’m not talking out of my ass this really is shaping up to be the most useless vt in the game. Does a complete series at least deal more damage then her regular bnbs?

It’s pretty much there only for juggle combos; adds a decent chunk of damage on. I suppose it could be nice with cr.mk buffered into it, but there is a gap so you can’t get predictable.

Basically any combo that before went JFL -> Ender you now sub in a Rekka -> Elbow -> Cross Elbow for a bunch more damage.

So after her overhead special, has anyone found any usage for the grab followup at all? It was slow and didn’t hit crouchers and the low was, well, a low so you had no reason to not block low so, yeah, any findings?

It beats grapplers trying to command grab punish it. Thats pretty much it.

I haven’t been keeping up with the news but I recall reading here that they removed Karin’s ability to special cancel or late cancel off of her cr.Forward. Just saw that she can still special cancel off of her cr.Forward so maybe it’s the late cancel property they removed from it?

c.MK is definitely still cancelable.

c.MP range looks like it has been nerfed in the PSX-build though. Keoma did them after a s.MP and it whiffed. I’m… kind of mad about this, not gonna lie.

I’m not sure if you have that backwards because of a typo, or because you forgot how that works. c.MP always whiffed after a s.MP, and that isn’t a combo. It’s supposed to be c.MP > s.MP.

Well, fair enough, it just whiffed where it looked like it should have hit about three times. But if it was always like that, then it’s probably just my brain playing tricks on me.

By the sounds of it, Keoma just forgot how to Karin.

I’m probably really late on this, but her QCB P is cancellable into super on the second hit. Not sure why I never noticed it before. Good against Nash once she has super.

Played her all day today at PSX. Was on for a good 45+ min streak till F-Champ and Ricky showed up. grumble grumble

Happy to report she’s relatively still the same. Slight nerf to cr.Mk as reported earlier in last stress test. No more late cancellable. You have to commit now, no more waiting to confirm hit then going for Tenko or shoulder. Mid-screen “Floe reset” still removed. Couldn’t think of anything else specific to test but word has it characters in general aren’t going to see much more changes, if any (I know a few Capcom Employees).