Thank you very much and yeah I’ve been watching Kiryu’s Karin when he upload vids on his channel but he’s picking up Ryu judging from his 2 vids from earlier this week. It’s been a pretty okay transition for me aside from a few issues but overall good I just need to make the proper adjustments. do you recommend dashing against Bison and Cammy’s jump attacks instead of trying to AA with c.HP or st.HP?
I feel like we need to talk more about Cammy. Only character to consistently destroy me before i even know what to do. What are everyones strategies for her? I dont even have time to figure her out. I know shes bad from long distance but Karin needs to be close either way. It just seems like shes so lightning fast with better buttons.
her buttons are good but not great, she only has one frame trap with a three frame gap in it which is st.LP into cr.MP other than that all her frame traps have at least a four frame gap so you can cr.LP out of most of her blockstrings. So say for example a Cammy is trying to pressure you with a cr.MP into cr,MP string then you can cr.LP after blocking the first cr.MP to get a counterhit into a st.MP, so thats good to realize and take advantage of just make sure you practice a lot first cause it is a tight interrupt to do.
Other than that all I can say really is I like to keep one bar of meter for ex DP to always have that available against her jump ins just cause personally I get my normal anti-airs stuffed by her cannon spikes so if anyone can give me a good game plan for anti-airing her more consistently I would appreciate that.
Having so much problems against Chun. In everything where Karin is good, Chun is even better. In addition, she has other useful tools.
I found her normals just awesome, so my pokes can’t be efective in mid distance. And if I try to pressure, her spinning bird kick EX destroy me in every way.
I find Chun to be a challenge as well but I’ve recently just been trying to play it safe outside of her optimal poke range, since karins optimal poke range isn’t a safe place to be against chuns buttons, and I’ve been learning what buttons to counter poke and whiff punish with and just build my win on that if possible. When they go for the st hp, i always try to be just outside the range and hit back with my own st hp. Chun v Karin is a straight footsies match for me.
1.If my AA aren’t working i immediately start air to airing their jump ins.( Since cammy can change the timing on her jump ins with cannnon strike)
2. Command dash or regular dash under them since its a free get out card on a incoming jump in
3.EX Rasenha, all day. If a button’s not getting it done i burn meter for the anti air since she builds it so fast.
I can’t really recommend anything because the situation in a match can always change but i can offer ^ these options that you can play with. If 1 doesn’t work go to 2, if 2 doesn’t work go to 3. Shuffling these options can really make your opponent think twice about jumping. I hope this helps.
Let’s de-mystify her. All of her “elbows” (Bolt Charge) are negative on block: punish, punish, punish. If you jump in you eat AA Bolt Charge so don’t do that when it’s obvious that she’s lying in wait. I think we win the ground game with our usual buttons (s.MK, s.LK, s.MP and cr.HK) so let’s keep it that way. Don’t play at ranges where her shitty fireballs are troublesome for you. No unnecessary risks. Lauras eventually have to get in–that’s the end of it. They don’t, you win. Stay out of her sweep range and you’ll never have to crouch block. Just keep walking forward and stand blocking. Stand blocking is better in case she tries her v-skill overhead nonsense (-7 on block, go to work). If you see her charge a non-EX fireball and you’re at a good jump range, destroy her. If not, walk backwards and let it dissolve. Reset to neutral. The bad Lauras will eventually try a panic EX elbow or dash in–go to work.
IF SHE GETS IN…
…these are dark times. Her normals are better here. She has a command grab and now v-skill is something you have to react to. Fireball is better here for pressure. What you’re looking for is a an attempt at elbow/Bolt Charge. You block one–that’s your chance. At best she’s -2 which means you can mash jab and maybe bulldog your way out. At worst she’s -11 and you can probably bankrupt her. If she’s smart she’ll pick you apart and not try anything too risky. This is tough. One Laura sequence can give her a round because of tech’ing or normal mashing.
OTHER NOTES:
She’s shit on wakeup. So if you knock her down go for more. But be meaty.
Her normals aren’t terrible. You shouldn’t blatantly disregard them and spam buttons.
You should always be thinking about saving 1 EX bar for a bailout DP if you need it. Don’t spend it for a meaningless combo ender unless you’re pretty confident about where you are in the match. Chances are you’ll win without the meter use, but you might lose if you DON’T have one to spend.
I find that Lauras use her projectiles a bit in order to mitigate the major footsies advantage karin has. Besides jumping you can also buffer orochi at mid range/HP rassenha at farther range (both cancel into super btw) which pretty much shuts this down. Uncharged V-Skill is also a nice reaction. It even beats charged fireballs. I just try to play pretty reactively against laura. Whiff punish, anti-air, punish her projectiles, go ham on knockdowns.
Correct. All I meant was that they were all negative, not to punish the jab one. I just meant punish the applicable ones. -2 is still negative. Sorry if I made it sound like you can punish all of them.
One thing I’ve seen mentioned in here is jab to lk mujin for punishes. Please don’t do this, you’re missing out on a good amount of damage/stun and so many Karin players do this out of habit in regular block strings and get punished for it. It leaves you -5.
Pretty much any punish you do should be followed up with jf tenko. Any block string should be ended in shoulder because it’s the only non punishable ender we have.
For jab punishes you can jab to jf tenko and follow up for a lot more damage.
I’m not good by any means, but a lot of the Karin players I see would benefit greatly from learning this.
I find that you have to press the button (crMP for example) as he is descending for the last kick, and not after. It’s tricky because you would wait for the animation to finish to press a button, but it seems that the block stun doesn’t coincide with the move. Hope I was able to express the idea.
Having some trouble dealing with Nash’s moonsault. Both at midscreen (especially after a blocked sonic boom) and at close range when they use it to get back in after a blockstring. What can I do to stuff it or at least deal with it?