Karin Q&A Thread

If they’re sleeping after you fly through a projectile with HP ressenha maybe? Or maybe if you think they’ll punish with a standing low after ressenha is blocked?? Seems more likely to get it off the v trigger string than ressenha though lol

It’s meant to be used as a mixup tool if you’re comboing into qcb LK.

I like using stlk stLP(hitconfirm) into qcbLK on hit. On block you can mix it up after the stLP into throw, cancelling stLP into her qcb LP overhead , or continuing more pressure.
If you hit confirm into qcbLK this leaves you at frame advantage to frame trap them with stMP into more pressure.
You can mix it up by ending with qcb MK instead of qcb LK for an overhead, or even continuing with crMK post qcbLK.

Studying Karin’s frame data makes her look scary. She’s just an extremely solid fundamental character with amazing footsies and pressure that will last a long time after gimmicks are figured out in a few months.

I agree. I dropped off 4 once xTK landed and she reminds me a lot of that style. High-speed ambiguous frame-trap set plays and then conversion on an opening into a solid combo with good corner-push. If that’s how she ends up rolling, she should be very good at building meter of both types too.

Is there any use for her V Skill outside of combos? I know it can eat fireballs if you time it right, but that’s all I can think of. It just seems so useless compared to characters like Ryu or (especially) Laura.

It’s used to build V trigger.

I understand that. My guess is that since her V Trigger is so good, Capcom thought it’d be a bad idea to give her a more useful V-Skill. Fair enough. Moving on.

It’s also pretty great at catching backdashes, and on occasion can be used as an alrightish poke at max range.

Have a question on her V-Reversal. Can you link another move after the reversal connects?
Also, I have trouble cancelling a normal into the command dash(tenko). Suggestions?

I haven’t seen or heard of anything connecting post reversal…

JFT (Just-frame Tenko): practice by doing qcf+lk~lp
It’s almost like a fireball + throw. Once you can do that, then put a normal in front of it and perform the JFT almost like a link rather than a standard buffered cancel. i.e., a little later than is normal. Each normal will have slightly different timing (like links) because of the hitstun.

You can use it as your max range poke in footsies after you establish your anti air game. Since vskill moves you forward you can use vskill while retreating to catch someone trying to walk into your space. It’s vtrigger cancellable into super, and even if you don’t get the confirm the cancel leaves you at +frames for you to C.lk gurenken. It’s very Hard to use in footsies, but it’s definitely an option.

After her safe jump ( c.mp, s.mp, jfl, qcb lk) how do I stop the other player from mashing jab on wakeup. (only on quick rise, back rise c.mp beats jabs)
I might be timing the safe jump wrong or something. Added a video showing my issue.
https://youtu.be/h39t_kVe56Y

you need to delay for a tiny bit before jumping so that the j.MK/j.HK will hit as a meaty. Remember that safe jump attacks have a 4F recovery so be aware that Ryu’s 3F LK and EX shoryuken can beat it. If that’s the case, you can either don’t press j.MK/j.HK to bait a DP or go for a crossup instead. For the crossup setup after qcf.lk, walk forward a bit, jump, and j.MK

Greetings all, first post.

I’ve played mostly Ken for years and decided to go non-shoutou for SFV. I’ve been playing Karin and trying to master the JFT on my dualshock 4, but I can’t help thinking that Karin is destined to be a stick-only character.

When I take my right hand off the pad and plink with 2 fingers I can get the JFT every time. When I hold the pad properly it ends up being 50-50, whether I use my thumb and roll over 2 buttons, or use a shoulder + button. I’ve tried the double tap technique (using LK + MP) but I still miss the frame a lot with that.

Is there anything I can do to make the JFT more reliable without losing access to my right shoulder buttons?

Personally when I play pad I press X and O with the middle of my thumb as opposed to the tip. Doing that lets me roll from X to [ ] quickly. (so: qcfLK LP)

But admittedly I only play anime on pad, I don’t really have any better advice sorry.

Actually that got me right to where I needed to be. I have always had punches on Square and Tri, Kicks on X and Circle. I swapped it over to Punches on Tri and Circle, Kicks on Square and X. Now I do a thumb slide from Square to Tri and that works perfectly. Uses way less muscle and means I can move around the pad more easily as it’s a simple position to come back to.

Here’s a good one. Most characters get some secondary effects from being in V-trigger, or having their V-trigger ‘active’, like, say, Rashid’s whirlwind lets him bounce back further on Eagle Spike.

What secondary effects does Karin get? So far, I’ve been using it as a ‘pocket threat’ to discourage opponents from rushing too hard, but there’s gotta be something else it’s good for.

All she gets from her v-trigger are her rekkas. If it could be called a secondary effect you can use the activation to extend combos or pressure and use that as a tool itself.

  1. Use Med punch and Hard punch to combo without stressing to get the JFT
  2. I’m not sure how you enter command combos, if it’s like how used to do it hit button->then enter pad without having thumb positioned at the beginning command.(Hcb)(qcf) Then that’s why. Put yourself in a position (crouch) where you can flick the pad to the dash command right after your hitconfirm to JFT, it should feel smoother and almost feels like you’re playing with a joystick.

What can you do with Karin’s V Trigger? All I really know is the HK > VT > HP > Tenko >Guren Hochu > Critical Art. What are other ways you guys use it? If a combo string is blocked so you can resume? Or do you normally use V Reversals instead of saving up 2 bars?

It can be used in different ways, either to reset a blockstring to continue pressure or maybe just go up for a grab (most people like to block after activation but a lot of people think it’s very negative)
If cancelled off sthp / crmp / stmp you have advantage, if cancelled off anything lighter (including crmk i believe) you do not have advantage. Resetting pressure with it can be very useful.

You can also cancel into it from her v-skill and even continue a combo from it, charged vskill > trigger > rekkas. Depending on the situation using her vreversal is a good option, personally though I only use it if I’m afraid of getting stunned. Remember that using a v-reversal removes a lot of stun from you.

If you have super you have a pretty decent confirm off charged vskill (hit) > trigger > super. Works every time no matter what. If you’re close enough you can even get 236P~2P~2P before the super.