Karin General Thread: Elegant offense for a more civilized age

Tsumuji must be that old SFIV Ibuki. He played Zero in Marvel. In Texas everyone played Zero. Makes sense all the anime people are going to Karin

He was even playing KI for a bit too. Of course he used Sadira which was the most anime character in season 1

One of few matches I got to record from the beta, happens to be a Karin mirror (I’m the blue)

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

I played kinda poorly, was just trying to play footsies and stay out of her st mk and cr mk range. Kinda walked myself back to the corner in some situations.

When fighting from the corner I found st.lk to be a great button ; it’s quick and has a nice hitbox for stuffing some slower pokes (you can see me CH my opponents st.mk a lot with it). I tried buffering st.lk to mujinkyaku in hopes it would help me fight from the corner but overall it was just me theoryfighting and turns out it’s not really a good defensive move. Maybe st lk buffer to lk/ex dash might be better?

After a successful MK Mujinkyaku, I was getting great leverage out of st.mp aftwerwards as a great frame trap/CH fishing tool. I’m guessing the MK Mujin must be like +1/2? You can see it at about 1:43 in the video. People definitely have to respect MJ mujinkyaku if it connects as it feels very + on hit!

My V Skill/Trigger usage is overall bad in this clip, still getting to grips with the system. I found myself rarely landing combos in this match, was more of a ground based match. Her ground feels great and as a big footsie style player I feel at home using her.

in meantime… u can check vod from PR-Balrog… he fights Tsumuji few times… most interesting one was at around 53:00 min

edit: for some reason I can’t post direct vod… just go to PR-Balrog twitch page and check archive… last one was around 1h:25 min long… check that one.

While looking for Tsumuji matches, I discovered this person’s matches:
https://youtu.be/yZwUXq23k14

Much more on their channel. Very solid Karin.

I dont think Karin’s are using s.LK enough. I know people want to confirm if they get a hit and thats why people go for c.MP a lot. But people will block the majority of the time, and a s.LK will allow you to threaten with the throw much more easily since you stay in range without needing to move forward and gives you another attempt at a frame trap. c.MP immediately puts you out of throw range so once you have committed to it it’s gonna be a hard time getting back in. And unless they changed it, CH s.LK combos into c.MP so if someone on their wake up is pressing buttons (why else would they get hit on wake up?) then you combo into c.MP anyway and get the best of both worlds.

I just do it meaty as you only need 1f more of advantage.

Can you actually confirm off just a s.LK though? Seems unrealistic, there’s not THAT much hitstop.

On paper it looks good, and if nothing else it presents a more confusing picture to your opponent when you tick s.LK into throw, but if you have to commit to c.MP anyway to actually get the confirm from s.LK, then you’re better off just doing c.MP. You can definitely confirm off just a medium, anyhow.

There is jumping on wakeup, which isn’t actually that rare now for avoiding regular throws considering that backdashing and teching are counterhit state. Not quite every hit is a counterhit.

IIRC EX upkicks is probably the best thing to guess-confirm off a light button provided you aren’t too far away. it’s safe on block and moves forward a bit. The speed at which you have to confirm a buffered dash into launcher is probably too fast, and if you buffer the whole motion, you’ll probably end up whiffing an extra jab, which I guess isn’t the worst thing that can happen.

Yes, you do have to commit; the general idea here is that you interrupt their mash which makes the swap to blocking and then you toss them.

As for confirming in non-meaty situations, you generally just link st.lk into itself then go into a JFL.

The part about EX upkicks was about the earlier question of what to do with light buttons when you stick them out defensively/etc., i.e. buffering them.

Probably also relevant when it comes to situations where the opponent is -2 or something but you’re too far away to get 2 lights for a confirm. I think that’s the situation after blocking another Karin’s shoulder, for example. Light xx EX upkicks is an option there (or you could just do a medium.) Maybe the most relevant is when you’re just trying to mash out of something.

Yeah you do have to commit but the CH confirm isn’t even the main point; i’d still do it even if it didn’t combo. Once you commit to the c.MP the defender has no reason to poke out against a possible s.MP frame trap, since you now have to take the bigger risk in moving forwards to get within throw range. You can think of it in terms of opportunity cost. Okay, you’ve land a c.MP and can go into a nice combo, but how many c.MP’s were blocked in that time where you couldn’t really threaten with much else? And how much damage could you have gotten from forcing them into a situation where they are forced to tech or eat a frame trap? And if they don’t fall for the c.MP frame trap, you are in the same position as you would be if you had started with c.MP. So while it’s now harder to open them up, you still have that extra opportunity, whereas if they block the c.MP s.MP frame trap you are now pretty much back in neutral.

If it was a ‘opponent at -2’ situation then i would thing that if my jab did hit them, then they were trying to attack out of disadvantage so i’d probably just try for c.LP, s.MP CH confirm. If it was more the opponent trying to sneakily edge forward into range then yeah EX Upkicks is probably the best bet. Rekkas might be better if you’re in v-trigger though.

Maybe it’s just my impression, but I don’t think it’s that hard to throw people. We’re not Nash, at least. This is the standard situation with walking forward vs. defensive buttons. A balance between walk forward throw and frametraps/baits.

Main point being that the opponent can’t react to s.LK any more than the Karin player can. They don’t see s.LK and then decide what to do, so you don’t get any additional counterhits by doing it. It’s just a raw throw in a different form.

Which is not a bad thing by any means. But when your goal isn’t the throw, and you commit to s.LK c.MP, you’re sacrificing even more space thanks to the additional pushback from two normals instead of one.

Karin’s offense doesn’t end after c.MP s.MP. c.MK didn’t stop existing, not to mention walk forward pressure, and the occasional sweep, overhead, crossup, or buffered dash mixup.

If you want the ability to confirm, 2 lights will have a little less pushback than a single c.MP, so that leaves you closer at the expense of potential damage of course.

Edit: I guess what I mean to say here is that I do a lot of c.MP > walk forward slightly > c.MP, and my priority is definitely the regular hit rather than the throw, due to the way the throws push the opponent away. Until I reach the corner, I’d rather use the threat of the throw than actually throw people most of the time, even if that means I get pushed out.

Keep walking forward with the buttons. Keep adding up that white chip. Then when you land a footsie, it hurts more.

So frame date is been updated, seeing some interesting ones. (https://docs.google.com/spreadsheets/d/1976rt8B91PqVCeYJAmcnW1uwVJ0H03QJtV-dJC5ohL8/edit#gid=1291951156)

I thought it felt the same but sMP indeed lost one frame of blockstun, just +1 now, down from +2. So MP MP would lose to mashed 3f jabs with the priority, 4f would get counterhit.
sHP still 8f startup, but went from -2 hit and -6 block to +1 and -4.
sMK sees aa slight boost on hit and on block, DMG went down sadly.
sHK seeing the same, less damage, little better frames on hit and block
cMP nerfed, +2 on block only, further pushing to using sLKs+3
cMK lost a frame on block.
cHK lost 2 frames on block, down to -14 now.

Now the painful one man, I sufferered using fMK so much, getting spd out of it all the time startup or active -.- Turns out, its 22f startup now. That’s not gonna help either. Less advantage on block and hit too. I feel this move could use some love :frowning:

More pain, Tenko down to -10

LK Mujin down to -5 (but +3 on hit now? could we counterhit into something maybe? spacing seems a problem)

That seems the most noticeable to me, but I might have missed some details somwhere. Lists super as 9? still, Pretty sure from my tests its a 6f super, but that’s only if the other frame data is correct :3

IMO, Karin feels like a character who is going to dominate early meta until people start realising she isn’t as strong as she appears. No one knows the matchup right now, plus its a brand new game so people are still coming to grips etc.

Don’t get me wrong, she has her strong points, and SF5 feels very footsies oriented, so I can see her being strong in that department. But once people begin to get into her frame data and figure her offense out, I feel like Karin won’t be as strong. Is this just me or anyone else feel this way?

I kinda feel that way too, but I don’t really know street fighter that well. I do feel like having frame advantage in this game is much more important than in an anime game, so losing just one frame on cr.MP and st.MP really makes me sad.

The problem is you don’t really bring up anything to suggest why. You’re pretty much talking like an oracle foretelling the apocalypse. Don’t know why, but it’s coming LOL

If it was that easy all you’d have to do is figure out every top tier and then they’d be mid tier.

Some Karin matches I recorded:
https://www.youtube.com/watch?v=oxwoZEZyBxo
https://www.youtube.com/watch?v=kSy7xf8DCJU
https://www.youtube.com/watch?v=qGqVZmBoShk
https://www.youtube.com/watch?v=wgEMR6HSg9I
https://www.youtube.com/watch?v=pD-bJ9tDQPU
https://www.youtube.com/watch?v=eJzo1OknfFU
https://www.youtube.com/watch?v=53FirUr0wgI

I don’t agree at all. Half of the cast has far more early meta bullshit than Karin. I’d even say after this beta, since shes (supposedly) lost 90% of the crossup setups, she’s one of the more honest characters in the game.

So… What Karin have against jumpins and crossups?