Karin General Thread: Elegant offense for a more civilized age

  • guard
  • QCF + K
  • st.lp or st.hp if you feel lucky, or if the opponent doesn’t attack
  • QCB + 2P - not for cross ups

Thanks for the shoutouts, guys!

I thought just frame tenko was pretty decent as well if it was a more obvious jump in.

I have recorded all your replays… got around 6 fights, that was all I could get from your profile… will upload 1 per day… since I have slow internet ;(

Cool, thanks for doing that. I have a few matches that I’ll try to upload too, been having a weird compression issue with YouTube lately.

Edit: Here you go.

https://www.youtube.com/playlist?list=PL6arl_hzkA704Xwhs45NI9e7qGQHnj6Jf

I must have been under a rock cos didn’t know V-Trigger Rekka overhead links into st. lk. Real nice ghetto reset at the end there.

https://www.youtube.com/watch?v=yOV5531X68I&feature=youtu.be

Tsumuji vs Nash
guys tell me if this video quality is ok? than I’ll upload more.

BTW looks like cr.lp can interrupt Karins rekka overhaerd (check video at 1:01)

A c.LP can interrupt every rekka option that isn’t the super unsafe palm or slide. That’s why it’s not good.

I feel like her rekkas aren’t a good choice for the most part. On paper it seems like a decent way to open people up, but with how big the gaps are, it makes me feel like it wont be viable against anyone who’s not a random netplayer.

so basically every time someone with Karin goes into rekka, u just block the first part and spam cr.jab. That way u can eat slide, and slide is way less damage than overhead (because if u get hit by overhead, than u will eat st.lp into another rekka ?)

Can it be spaced to be safe at least?

Not necessarily. qcf+P, P will counter hit jab mashing so you’ll really want to wait for at least a second option before you start mashing jab.

Going for a -9 move that will do 97 damage on CH isn’t worth it imo. Still worth it to stop all her other options. Id she shows she is gonna go for the palm everytime all it then takes is 1 block to make them regret it.

Basically mixing yourself up with crappy risk reward if you go for palm/overhead.

But still, it’s why the Rekkas still aren’t worth the V-Trigger and are ultimately just there to give Karin a YRC.

Rekkas as a mixup makes me think of an online Dan player, chucking out Dan Kicks and then trying to random DP/throw.

Think of Rekkas more like Cammy’s VT. Sure, you can occasionally use them for a safe 2 in 1 or mixup, but they’re mostly there to act as a cancel point and juggle extender.

I’m sad that rekkas are less of a pressure tool and more of a combo one. Makes me wish she just had them normally.

Just found on Steam.
There is nothing new - I think - but it looks nice overall!
https://www.youtube.com/watch?v=oc0JBSTegbM

VT can add a small amount of damage to combos, but is that the best way to use it? In beta 3 I felt some doubt for that idea.

In response to the question of whether it can be spaced to be safe, I found out that it can, and it has a pretty decent hitbox. It was a lot more Fei Long-like in that way than it used to be - can of course be beaten out like any move can. But it’s nice against fireballs, particularly, or when the opponent is cornered.

The most notable difference between VT Karin and non-VT is what Rekka does for her at a distance. She can safely guess-confirm at max cr.MK range (sway back if you want), and she can buffer rekka into footsie normals when she normally couldn’t get anything good except by burning meter (s.RH (VT cancel) > c.MK > rekka is another application.)

As for the mixup in the rekka, since you usually don’t have to guess anymore before canceling into rekka, you can count on her other mixup tools to score the hit, and then use rekka for resets. Resets might not be the best idea if you could get a juggle combo, but in those situations I just listed where you were too far to connect tenko, resets look a lot more enticing.

In beta 3, there’s a 7(?)-frame difference between rekka on block and rekka on hit. With that in mind, those options that are normally interruptable on block become frametraps on hit. It may also be the case that if you score a poke rekka at the range where it’s safe, you could go for followups on block and be safe from jabs, but I didn’t have time to test that in the beta so no guarantees there.

Yea the best use seems to be confirming from c.MK safely, which is actually a pretty nice utility all things considered.

Resets on hit seem fine in theory, but i imagine you might be able to default block high to avoid the worst of it.