Damage changes at a glance, comparing with Google doc:
s.hp, c.hp up to 90 from 80
s.hk, c.hk up to 100 from 90
c.lp down to 20 from 30
Super up to 340 from 330
Health still 900
Uncertainties:
Forward dash feels slower and travels less distance, but I’m not sure if that’s just me or not
Push back from c.mp increased
Overall I’d call her buffed, the damage increase on some important pokes (hks) and her anti airs (hps) will add up. The dash nerfs, if actually there, can be mitigated by using command dashes and the c.mp pushback, again if actually there, can be fixed by doing c.mp, c.mk instead of s.mp.
Most of those things are not changed in this build. You are probably just noticing things that were changed in the previous beta (for example c.jab damage.)
The damage buffs to heavies are real though. I think rekka step 2 elbow is + on block also.
Karin’s grounded AA game is kinda whack outside of EX and Command dash. I’ve seen cr. HP and St. HP get stuffed or crossed over too many times tonight. It would be super nice if one of her air normals cause juggle state during air to airs.
Again, jab. You shouldn’t be using those buttons if you’re in a position to get crossed over.
Against further jump-ins like a s.RH the fierces will work fine, which is good because the jab will stop working. But what you really want to do is EX tenko into a juggle, if you can.
If she doesn’t want to do anything I don’t think the matchup will be very hard. Karin’s buttons are better honestly, stay a little past your sweep range if you can. Worth noting that f+MK has basically the same (if not exactly the same?) range as sweep.
Where the trouble I’ve seen with Cammy comes is if she’s content to whittle you down with throws on offense. But blocking against her is not all that scary, and Karin has no trouble doing heavy punishes on her.
If you can get a V-reversal on her or you’re good with rekka in neutral the match gets easier once you have V-gauge. Overall I think Karin has a better time against Cammy than most characters do.
I didn’t really find that any of the crouching normals were that good at low profiling. You can raw CD out to reset the situation, but normals-wise it didn’t seem worth the risk to actually go for a hit.
Part of the problem being that the side-switch seems to often happen late, which is why EX reversal is unreliable in the first place.
Looking at Dantarion’s changelist, there are some things I don’t understand but this is more or less what I can gather and also reference against the beta that just ended:
-Damage buffs to heavy normals noted earlier
-Standing fierce has more range, and hitstun/better frame data (cancel to EX dash is safe on block)
-Standing short has less range
-Low forward has 1 less active frame (added to recovery, total frames unchanged)
-Low RH startup 1f slower (8f now), added to total frames
-f+MK even more vulnerable to low attacks? safer on block
-Hitbox/hurtbox changes to j.HP, not sure what the effect of this is
-Rekka step 2 elbow (d+P) is +1 on block, +2 on hit, +4 on CH (up from -2/+1/+3)
-Shoulder hitbox/hurtbox changed somehow, seems slightly better
I tried Jab a lot, it worked once. I tried st.HP a lot, it worked twice, traded like four times, the rest of the time it got stuffed. Tried cr.HP a lot, it worked once.
Also, why does my EX reversal lose to a meterless reversal? That got me heated.
You do kind of have to practice the timing on jab AA because it’s surprisingly late. It also doesn’t work at all against regular j.RH jump-ins, just the ones where people are leapfrogging over your head. As long as I keep an eye out for when I would have to use jab and hold the correct direction, it’s been pretty solid. Of course there’s always jump-back MP too.
About EX reversal I noticed it has a bit of a height problem against certain low-profile attacks. I was messing around with a setup for meaty rekka step 2 slide and it made Karin’s reversal whiff (also a couple other reversals but not many.)
It’s all situational. In cases where st.lp fails, cr.mp works (but the benefit is that cr.mp will work where st.lp works as well provided you walk forward). In cases where both fails, st.lk works (avoids the x-up completely). She doesn’t have a very good AA game because many of her buttons are dependent on when the opponent presses their’s.
Do you think so? Crossup attacks are generally fairly predictable timing-wise. Maybe Ken tatsu will be an exception, I haven’t tested it much.
I was worried about this for regular jump-ins, but I found that s.fierce was effective no matter the timing against all of Zangief’s jump-ins at the range where that first frame of s.fierce hits, which made things look a lot smoother. At further ranges I think cr.HP/tenko do pretty well but I didn’t test it as thoroughly.
Yes, especially if they’re jumping in when you’re recovering from a poke. Then you also have to factor in your own recovery. Necalli’s j.mk can be really tricky to anti-air because it’s got a large hitbox that crosses up or not depending on how you move and when they press.
Her AA’s are fairly decent vs Gief but I’ve had them trade with Gief j.hp and sometimes j.hk.