Does CCH walk forward st.hp no longer word? Otherwise I’d do a walk forward st.mp xx jfl -> shoulder for meterless max damage but I prefer to end on VS for the safejump
That health nerf. Looks like Karin joined the 900 health club.
I guess that makes sense, given her playstyle.
Anyone else in V have 900? I know the twins and E. Ryu had that much in IV, but those are the only ones I remember.
Dhalsim & Cammy : http://www.eventhubs.com/news/2015/dec/20/street-fighter-5-stamina-listings-r-mika-cammy-karin-receive-nerfs-chun-li-buffed/
Anyone else have problems with the Bison matchup? I just can’t open him up. Frame traps are beaten by delayed crouch tech. If you delay your trap you risk having momentum reversed, or having to deal with ambiguous j.mk. Overhead only works so-so and leads to nothing, and often I just get thrown out of it. Normal xx command dash is destroyed by cr.mp. You can’t go for ambiguous jump in pressure at all when he has super. It feels like the whole match is land one poke then back dash, repeat until time runs out. This is the one match where I feel the st.mp nerf.
What the hell are you guys using to anti air? My st.hp is getting destroyed regularly and gief/mika are jumping for free into frame trap/command grab mix up.
Had a little success with cr.hp but over all I’m getting fucked most of the time. Find myself saving bar for the ex qcb punch but does that mean they can jump for free when I have no meter?
The problem with Karin’s anti-air is the vs some jump ins it depends on the opponent’s timing, not yours. cr.hp and st.hp can generally handle Gief, but you can’t always use the same timing which really sucks. I end up playing a bit further away and using st.mk or st.hk.
I think I had that in the previous beta too, it so far seems to do exactly what it used to do. On hit and block.

s.HP has a startup/hitbox nerf.
Same 8f startup it used to have and hitbox feels the same as previously too. I’m not sure this one is any different.
Only differences as far as I can tell are the old ones, the more expensive v trigger, ex dash bug fixed and the new 900HP of course.
I was a little sad to notice that counterhit Ressenha or rekka senha do not have more advantage on counterhit
I had zero success with her ground normals as anti-airs. I was basically forced to react to jump ins with jump-back LP.
^Same. The last 2 hours or so I’ve getting smooth matches and I ran into plenty of jump happy Ryu/Nash players and tried to use the opportunity to test anti airs from many different ranges. cr. hp and st. hp lost almost 100% of the time(especially to Nash j. mk).
I can’t understand why capcom would think making anti airs weak is a good game design for a footsies character like Karin. Don’t think she’s my bitch unless her anti airs get buffed in the final version.
I hope her anti-airs get buffed a bit, but even if not, I still absolutely love this character. I finally got to play her for a decent period of time, got to play for two hours today. In the 2nd beta, I only played like 3 matches, and had about 5 minutes total in training mode, and this was before I really cared about the game, so I went in completely blind.
I never got to really mess with V Trigger stuff, I was basically just trying to get used to how to play her in neutral, and her basic BnB. I recorded all of my matches, I’ll probably post them here, maybe for advice or critique, since this will pretty much be my first real attempt at trying to play Street Fighter.
after cr.mk poke cancel into v trigger what are you following up with? Also after a st.hk CC walk forward into st.hp doesn’t work at longer ranges.
Karin was surprisingly not changed very much.
I think Eventhubs was wrong and she was already 900 hp in beta 2. Could be my mistake, but I had a strong impression of that.
Discovering jab is a great anti-air made me so much less scared of crossups.
Walk forward fierce does work after s.RH provided you were close enough to do a punish, which is the only time you landed that before. You’re not doing point-blank s.RH otherwise, right? At longer ranges V-skill works.
Are we sure standing fierce was changed, though? Since V-skill actually whiffs now, I suspected the reelback from s.HK crush counter was increased, instead.
Anyway, I can’t really express how satisfying it was to play Karin again after being forced to spend time with other characters.
Use jab anti-air! It works.
Out of everyone her n chun felt good to me…for my style. See how it goes on release… i been a sakura then juri player on super release and troll blanka …so far she vibes with me n footsies. Combared to the rest of cast…see ya all on release
Her hp looks like a anti air. i kept trying lol guess just a illusion. Crouching hp
Low fierce xx dash for longer-range jumps. Standing jab for people who are jumping above your head (dhalsim teleport), or air-to-air MP or MK.
Can confirm, standing jab was great anti-air.
Karin talks too much during her CA. Yes, I am really complaining about non-gameplay things.
I actually like that because her VA is awesome
It’s a lot better when you realize it sounds like she’s saying “shut the fuck up” just before she spins her opponent.