Karin Match Up Thread: Oops! Sorry! Can I still play?

yes. I’d have to test the ranges, but when he’s fully stocked, it punishes Vskill, Orochi, EX Kicks, and can interrupt all of her frame traps (obviously).

Fully loaded Zangief is super scary, but you SHOULD be sitting on a large life lead at this point.

Destroyed by a runaway st.HK spam Necalli. The struggle is real. I try to counter his st.HK with cr.hk,but seems useless I get countered every time. I can’t find the sweet spot where doing my things, his normals hits always first. And the lacking of a real AA is t too stupid to believe, he can jump on me almost for free, the only way to win A2A is jump back mp,but losing position. After a KD sometimes I whiff the crossup against him. This fucker drive me crazy.

EDIT: After a night struggling I find staying in the offensive side working for me. Our buttons are good, Necalli’s st.hk/cr.hk/stomps work better from the mid-close range where he can hit Karin with the tip of his foot. There his normals are generally safe and our cr.hk can reach the other leg for the counter. Playing Necalli up-close is risky,but from there I can beat his shit on block. Yeah, the command grab could be a problem like the DP,but commit to them is way more risky for him. Staying close I can also control his jumpins,since we just need to walk or dash forward to block/avoid them. Every Necalli ALWAYS use j.mk as a primary aerial attack,so I have to work on this when I’m a bit far from him and choose the right answer.

That’s my 2 cents against an heavy keep away Necalli,the more I’m gonna fight him the more I can be more specific in that matchup

::sigh::

I struggle against both shotos once I play those that are around 3000LP and above.

RYU:
Close range fireball is a problem for me if cr.MK is not in range for punish. I’m pretty much getting zoned out but I feel like our buttons are better so I should be able to out footsie this dude but I can’t. I can’t push him back far enough either. I feel like I’m depending on lucky sweep/jump in.

KEN:
Close range fireball is a problem here again. I also don’t have a full grasp of his v-system. That dash looks like it’s punishable as fuck but I let him just run and grab me for whatever reason. I also don’t like our AA in this match. St.HP gets stuffed a lot by jump tatsu, and good Kens almost never jump at a range where cr.HP is viable.

wow…i just got mauled against 2 rashids… what do i do with this matchup? his crossup is rly hard to aa and ik to punish eagle spike with crmk/sweep.But he has this block string into the spinning mixer? into grab/frame trap thats so hard to deal with

Instead of sweep, cr.mp to JFT or punish with St.hp->JFT then its up to you after that.

I’ve tested it in the lab and u can’t rly get jft? It’s so far u have to delay the tenko a bit. But random eagle strikes aren’t as common as u go up and I have more trouble with the other parts of the matchup.

I’m sorry not JFT but st.Hp -> Hk sappo-tenko

If that’s the page you have been looking at, then no wonder we have different data sets. You’re linking to Cammy’s frame data =p

Here’s the shoryuken wiki frame data on Karin, which is exactly the same as the one found in the google docs I linked.

(sorry for the late reply, I’ve been away for the weekend)

Yea I meant to link to Cammy’s data I was talking about how you can cr.LP out of cammy’s frame traps cause they’re all four frame gaps except for Cammy’s st.LP into cr.MP frame trap which is a 3 frame gap

Whelp, I can’t read it seems. Sorry about that =p

Does anybody have any good tips for dealing with Necaili? Rashid’s not really much of a problem once you learn how alot of his stuff is unsafe IMO

You just can’t let him get in and get any momentum. LK Stomp (forgot the real name) is -4 on block, so you can jab if he tries anything afterward. Actually, the only thing he can really do after you block it because of pushblock is EX Command Throw, so watch out for that. MK Stomp is -2, so you can’t really punish it if he does not hit a button, but the startup is slow, so if you recognize it, you can interrupt him and punish. Then you just have to watch out for random DPs and keep him out with pokes.

Got absolutely destroyed by a Rashid player at a tournament last night. Seriously have to study that guy’s frame data.

Thanks I’ll try that next time.

A suggestion/tips from me about rashid.

Alot of rashid(s) like to dash in towards you usually, at least the one’s i’ve ran into. Stay mid to close range and just check the dash up game with cr.mk from time to time

His eagle strikes are deceptive but almost all of them are unsafe if he uses them a mid or close range.( Ex one is since he passes through you)
You can:
-take a step cr.mk
-Ex Mujinkyaku
-Command dash shoulder
-Command dash upper
-Super
-V.trigger into rekka

His LP vortex strike his safe(unless they mash PPP then you can get a cr.jab in) so becareful.

Just a few things i tried out and found some use for them, there’s alot more though i hope this helps

Hey guys, Vega is a problem. I try to walk him to the corner, then I get hit by a random slide. I haven’t found anything to punish is roll move.

How are you all approaching the Dhalsim MU? I really have trouble with him, it feels very bad for Karin

SmokedoutNInjas- The roll (crimson terror) is -6, -7, -8, respectively on the light, medium, and heavy versions. You can st. jab right into mujinkyaku for a simple punish or St.strong into her dash upper. The ex roll is -2 so its safe.
As good as vega is in this game he still doesn’t have a true reversal so you can get alot off the knockdowns and pressure. Just my humbles suggestion.

drunkards_ walk- I usually command dash behind his normals to get in or wait for him to throw a fireball and command dash shoulder. If i see he’s going for his cr. fierce i jump in and get big damage. i try to mix up my approach is my point. I hope this helps.

Here are my notes so far. It’s not comprehensive but hopefully it helps.

NECALLI:
Necalli is a good character and you have to respect that. He’s a character whose standing normals you can’t contest on block really. Crouch normals are a bit different (Cr.HP and Cr.MK are -4 on block while sweep is -10). You also have to learn what all the different stomps look like (on guard: LK -4, MK -2, HK ±0, EX -2). Everything else is absurdly punishable and you must make maximum extractions these mistakes. A whiffed Necalli EX DP should not be swept–that’s a poor punish. Get in that ass. Go into Training and figure out what your max punish is from what range. Blocked rush punches are -6 (except for EX which is -13). You should only be AA’ing with your EX DP if you can. It stuffs all of his dive kick shenanigans. St.HP as AA is a gamble because if he gets in, it’s not good news. But that goes both ways. The cross up safe jump after LK Mujin causes his EX DP to miss completely (as well as the other DPs), but other than this his EX DP is a fantastic move. Again, you can’t jump in just for the hell of it. Not even on his wake up. It’s cool if you have a hard read on a ground pound, but that’s not the crux of your game plan here. Not to sound boring, but you should walk this dude back and let him hang himself. Our St.MK kind of gets eaten alive by a lot of his normals so I would stick to sweep and V-skill and flat out whiff punishes. His V-trigger is annoying but you shouldn’t be afraid. Once his V-meter is full though, he can use it as a bail out AA if he sees you jump (it gives him time to EX DP). If he activates at full screen, chances are he’s not going to just chill. Now you can use St.MK a bit more as he’ll be more prone to dashing in. The better Necallis won’t do this often though. Overall this is a grind though.

Nice it’s awesome to see you here Shigonkidd love seeing fellow Guy players pick up Karin

I’m having trouble fighting against people who play very defensive I find myself taking very huge risk just to get in even while using her dash. Majority of the time it’s against Ryu, Cammy, Vega and Bison

Thanks I’m definitely writing this stuff down.

Dante- Thanks, It felt like a real smooth transition to Karin minus not having a TC. Kiryu Tsukimiya also plays Karin too so i thought i should let you know as well.
As for those matches, the methods i’ve used differ.

Ryu- I’m always mid to close range so i can react to fireballs with her Rasenha or just plain jump over. Usually i neutral jump over fireballs and walk forward and block till I’m close enough to start playing my game or till he backs himself into the corner, which alot of the ryus( some of the higher ones as well) do.

Cammy- I’m not too sure about that matchup right now but i’ve had any issue getting in since that’s where she wants to be too.

Vega- Virtually the same thing as Ryu just walk forward and counter poke/whiff punish into CD/Shoulder to pull myself in. Vega’s do love to slide though so have the forward down blocking is key for me.

Bipson- His walk speed is terrible so i don’t have the try too hard to close the distance, but for me its whiff punishing his random slides, or neutral jump his Demon scissors, and his teleport dash and i’m in there. Make no mistake though when its his turn its his turn so I’d be mindful of that.

Those are my suggestions about that. I hope that helps, and if it doesn’t i suggest going on youtube and watch “Karin Vs. whoever” matches so you can see what other people do to deal with that stuff. I also watch alot of Daigo’s stuff so i use him as a reference also