I see videos of people doing a reset with Karin, using her Tenko in the corner and ending it with a cr. lp no matter how much I try i can’t pull it off, is there a certain trick to it?
You have to hit them with a CHAINED crlp, so you have to whiff either stlp or crlp into crlp. Chained crlp have a very high jugglepoint for some weird reason.
Both do result in a knockdown but obviously Tenko into Orochi nets you more damage and stun in the process, it also is a longer corner carry, as well as it does give you a meaty set-up afterwards and as of right now i dont know of any meaty set-ups off of KH mujin. Personally i prefer doing HK mujin in footsies where Im not too focused on landing the harder hits, and using Tenko into Orochi when actually doing full fledged combos or punishes.
I can’t get the karin one to work. I tested using lk spike at the safest distance. I could get it to work with st.lp to work. can anyone else get this?
There are meaty ressenha setups that are safe on block, usually done after a JFT-juggle. HP ressenha is also -4 on block, so while it’s unsafe you can’t punish with a reversal throw.
If this is happening in other situations you’re either mistiming your throw, or the ressenhas are somehow hitting you on later frames.
I would think the best punish for a blocked ressenha would be cr.lk -> JFT. cr.lk has 4 frame startup, so it should counter any ressenha into no follow-up, as well as ressenha into slide. Because cr.lk lets you stay crouching, the flip-throw followup to ressenha will whiff and you can react and punish that.
This is just theory though, I admit to never being able to pull this off in an actual match though—I’m always too surprised to press all the buttons required fast enough.
Maybe an obvious question, but when is it better to use cr.hp or st.hp as an AA?
And is st.lp a decent AA for crossups, or is seppo always the better option?
For the most part it’s a matter of spacing. At certain ranges c.HP works better than s.HP, though s.HP is mostly the better choice. One very clear exception is for anti-airing Chun IALL, which c.HP is very good at.
As for crossups, there’s unfortunately no obvious answer. She has a pretty large deadzone right behind her head that can be difficult to protect. Jabs only work on occasion depending on timing/spacing. I don’t really use seppo that much to deal with cross-ups, mostly I’ll air-to-air with jump-back LP/MP/MK if I react to the jump in time, though seppo/dashes are also useful. Walk-under into a trip-guard combo is also very useful.
Karin’s AA-game is pretty finicky and difficult, so having issues on that front is only natural.
Even j.hp is a good A2A btw, I’ve stuffed a lot things with it. Use st.hp when the opponent go for a direct jump in exactly when he comes down at Karin,you have 1f for it,when she has her arms up in the air. Cr.hp against far jumpins. St.lp is decent against crossups,but isn’t perfect so better block here.
I see top players doing this frequently. But what’s the best way to play this with Karin?
I can only do this in training mode, but it seems walk-under st.mp -> sappo mixups can work well. (I mean the st.mp causes an air reset, so this isn’t a trip-guard combo.) Is this worth trying for, or is it too finicky?
As for the trip-guard combos, the timing seems very hard. You only have four frames to hit them in (or no frames (?) if they didn’t press a button), and I’m not sure which normal to use. I think I see top players using cr.lp or similar, but that doesn’t seem to have much range, so it seems you could get hit by the crossup. Because there’s only four frames of trip guard, it seems there’s not enough time to walk back in to jab.
Most of the time, my trip-guard combos have been happy accidents because I walked forward when someone tried to cross me up. Not sure how top players set those up, gonna have to look a bit closer on their footage. I believe Keoma did it a couple of times during RBK, so may take a look at that.
c.MP - c.MK xx whatever is probably the string to use a lot of the time. c.MP lowers your hitbox, and you get good time to confirm. Straight-up c.MK xx special is also good if you know they pushed a button, and c.LP also seems decent.
s.MP xx seppo as an AA is fine from certain spacings and against certain buttons. It’s definitely not useless, but it’s one of those things that only really applies to specific situations.
My go to in crossup situations is always cr mp > cr mk xx. You should be able to get this near100% on confirmation that the crossup whiffed. This was a regular thing for me as a Dudley player in IV, as he often got trip guard cr lp on a lot of shallow crossup jumps. Just get used to going for it. The worst that will happen is you’ll have to block.
How do you do Tenko > cross-under? I’ve seen Smug do it, but when I try it, I can’t even get to the other side. I’ve tried doing it with the fastest input, with no improvement.
@chaotix Thanks, yeah, I need a lot more practice at this in training mode—both the timing and the spacing required are pretty precise, and different characters have different jump durations/arcs which makes timing the tripguard difficult.
Scrub version of this seems to be walkunder st.lp into air reset mixups. Just mashing jab seems to work pretty well (but of course the cr.mp combo has a much better payoff).