Street Fighter V/Karin: Difference between revisions

From SuperCombo Wiki
No edit summary
No edit summary
Line 4: Line 4:
{|
{|
|{{SFVCharacterPortrait|Karin}}
|{{SFVCharacterPortrait|Karin}}
{{SFVCharacterData|900|950|4.9|3.6|16|21|144.5|115.8|-|46 (4+38+4)|212.8|182.4|0.85|0.25|f+MK, Mujinkyaku MK, Ressenha|crLK, crMK, crHK|crHK (CH), CA|HK, crHP, crHK|}}
{{SFVCharacterData|900|950|4.9|3.6|16|21|144.5|115.8|-|46 (4+38+4)|212.8|182.4|0.85|0.25|f+MK, Mujinkyaku MK, Ressenha, Guren Ken > Guren Senha|crLK, crMK, crHK|crHK (CH), CA|HK, crHP, crHK|}}


|}
|}
Line 11: Line 11:
|
|
Why Play|
Why Play|
|Punk, Mago, AFG}}
|Punk, Mago, Justin Wong, AFG}}


{{SFVCharacterChangeList |
{{SFVCharacterChangeList |
Line 145: Line 145:
{{SFVCharacterVSystem
{{SFVCharacterVSystem
|
|
A 16f strike V-Reversal, rather than the normal 17f. Karin elbows the opponent, knocking them away. In Season 3 the animation was changed to this, in S1 and 2 it was the same animation as her VT2 stand counter.
|
|
Myo-Oken has Karin take a step forward then thrust her palm out, knocking the opponent away on hit. It can also nullify single hit projectiles. By holding it down Karin moves further, does more damage, and is safer on block at the cost of speed.
|
|
Guren No Kata is a 2 bar V-Trigger gives Karin access to her Guren Ken rekka specials. By pressing qcf+P Karin does a series of forward moving strikes which can nullify 1 hit of projectiles like her V-Skill, which can then be canceled into P for a knockdown combo, u+P for a safe overhead that is +4 on hit allowing further combo, d+P which is a slower elbow that can be interrupted however is +1 on block and can be followed up with d+P again to cross the opponent up, d+K which is a low hitting slide, or K which has Karin backstop away. Each Guren Ken takes about 1/3 of the V-Gauge.
|
|
Tenha No Kata is a 2 bar V-Trigger that gives Karin access to a counter. The counter is 2f startup, covers both highs and lows, and can be canceled into from any normal or special on hit, block, or whiff. When Karin parries a high or mid attack, she strikes the opponent sending them into the air, allowing for a small juggle combo similar to her crHP Crush Counter combos. When Karin parries a low attack, she strikes the opponent sending them into a crumple state which allows crHP to combo after, similar to her EX Orochi combos. If Karin misses the parry, she goes into a counter hit state. Each parry takes about 1/3 of the V-Trigger gauge regardless of if it successfully parries the attack or not.
}}
}}
== Strategy ==
== Strategy ==

Revision as of 09:15, 15 October 2018

Template:SFVHeader

Karin

SFV-Karin Portrait.jpg
VITALS
Health: 900 Stun: 950
WALKING THROWS
Forward Walk Speed: 4.9 Throw Range: 0.85
Back Walk Speed: 3.6 Throw Hurt Range: 0.25
DASHING JUMPING
Forward Dash Total Frames: 16 Jump Height Apex: -
Back Dash Total Frames: 21 Jump Total Frames: 46 (4+38+4)
Forward Dash Distance: 144.5 Forward Jump Distance: 212.8
Back Dash Distance: 115.8 Back Jump Distance 182.4
NOTABLE MOVE CLASSES
Overheads: f+MK, Mujinkyaku MK, Ressenha, Guren Ken > Guren Senha Hard Knockdowns: crHK (CH), CA
Low Attacks: crLK, crMK, crHK Crush Counters: HK, crHP, crHK

Summary

Bio

Bio


Why Pick Karin?

Why Play

Players To Watch
Punk, Mago, Justin Wong, AFG

Change List

For list of all changes, see Change/Patch List

Season 3.5

  • Forward throw damage increased from 12o to 130
  • Back throw damage increased from 140 to 150, recover after throw connects increased by 2f
  • Jump HP hurtbox reduced
  • Ressencho (f+KKK) horizontal blowback distance increased
  • Meioken (MP+MK) damage decreased from 60 to 50, combo counter eased
  • Meiken Charged (MP+MK hold) decreased from 80 to 70, V-Gauge gained decreased from 100 to 80, combo count eased
  • EX Tenko damage decreased from 120 to 100
  • EX Orochi damage increased from 120 to 140
  • VT1
    • Guren Kusabi (qcf+P > d+P) active frames changed from 8f to 11f, recovery reduced from 21f to 18f
  • VT2
    • Yasha Gaeshi can be performed from cancelable moves, reduced recovery by 5f where counter triggered but did not hit, reduced damage for grounded version from 120 to 100


Season 3 (Arcade Edition)

  • Forward throw positioning after hit adjusted
  • Stand LP hitbox reduced, hurtbox expanded, collision box adjusted
  • Stand MK startup increased from 7f to 8, recovery increased from 15f to 16f, disadvantage on block increased from -2 to -4, decreased pushback on block
  • Stand HP hitbox during first active frame increased, hurtbox during first active frame reduced, can now Crush Counter, recovery increased from 19f to 22f, disadvantage on block increased from -2 to -5
  • Stand HK startup increased from 10f to 12f
  • Crouch LP collision box adjusted, increased pushback on hit and block, expanded hurtbox, adjusted float value for mid-air hit
  • Crouch MP hitbox reduced
  • Crouch HP hitbox expanded, hurtbox reduced, changed so can now hit opponents behind Karin
  • Jump HP hurtbox reduced
  • Jump HK upper hitbox reduced, lower and horizontal hitboxes expanded,
  • V-Trigger
    • Guren Ken (qcf+P) increased gauge consumption on activation, changed timing of gauge consumption
    • Guren Kyoto (qcf+P > K) timing of gauge consumption changed
  • Added V-Trigger 2: Tenha No Kata


Move List

Unique Attacks

SFV-Karin-Unique.jpg

Special Moves

SFV-Karin-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Karin-Vsystem.jpg

Critical Art

SFV-Karin-Critical.jpg


Karin Discussions

Discussions regarding Karin

Karin Shoryuken Forum

Karin Discord Link

Karin Discord

Video Guides

Capcom Fighters' Official Character Introduction


Street Fighter Official Character Guide


Sajam's Character Breakdown


Shoryuken's Rising Up Series

Other Resources

Karin Discord's Max Combo Damage

Frame Data

- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
stand LP LP 4 2 7 2 4 FILL_ME_IN_COUNTER_HIT 30 70 H ch/sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand MP MP 5 3 12 1 4 FILL_ME_IN_COUNTER_HIT 60 100 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HP HP 7 4 22 -5 2 FILL_ME_IN_COUNTER_HIT 80 150 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand LK LK 4 3 8 2 4 FILL_ME_IN_COUNTER_HIT 40 70 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand MK MK 8 3 16 -4 2 FILL_ME_IN_COUNTER_HIT 60 100 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HK HK 12 2 23 -4 0 FILL_ME_IN_COUNTER_HIT 80 150 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch LP d+LP 3 2 8 2 3 FILL_ME_IN_COUNTER_HIT 20 70 H ch/sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch MP d+MP 5 4 10 2 6 FILL_ME_IN_COUNTER_HIT 60 100 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch HP d+HP 7 4 22 -7 -3 FILL_ME_IN_COUNTER_HIT 90 150 H sp/su/vt1/vt2 105 46 51 CHIP CH_DAMAGE CH_STUN
crouch LK d+LK 4 2 8 0 2 FILL_ME_IN_COUNTER_HIT 30 70 L sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch MK d+MK 6 2 13 -4 -1 FILL_ME_IN_COUNTER_HIT 50 100 L sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch HK d+HK 9 3 23 -14 KD FILL_ME_IN_COUNTER_HIT 90 150 L vt1/vt2 67 18 23 CHIP CH_DAMAGE CH_STUN
jump LP u+LP 3 5 - 3(6) 6(9) FILL_ME_IN_COUNTER_HIT 40 70 M - - - - CHIP CH_DAMAGE CH_STUN
jump MP u+MP 6 6 - 8(9) 11(12) FILL_ME_IN_COUNTER_HIT 60 100 M - - - - CHIP CH_DAMAGE CH_STUN
jump HP u+HP 7 5 - 9(12) 12(15) FILL_ME_IN_COUNTER_HIT 90 150 M - - - - CHIP CH_DAMAGE CH_STUN
jump LK u+LK 4 6 - 3(6) 6(9) FILL_ME_IN_COUNTER_HIT 40 70 M - - - - CHIP CH_DAMAGE CH_STUN
jump MK u+MK 6 6 - 6(9) 9(12) FILL_ME_IN_COUNTER_HIT 60 100 M - - - - CHIP CH_DAMAGE CH_STUN
jump HK u+HK 9 4 - 9(12) 12(15) FILL_ME_IN_COUNTER_HIT 90 150 M - - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Ku-Renge MP > HP (air) 6+7 6(6)1 - - KD FILL_ME_IN_COUNTER_HIT 60*54 100*90 M - 72 13 18 CHIP CH_DAMAGE CH_STUN
Tsumujigari f+MK 22 2 21 -6 0 FILL_ME_IN_COUNTER_HIT 60 100 M - - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Hajotsui LP+LK 5 3 17 - KD FILL_ME_IN_COUNTER_HIT 130 120 T - 64 5 5 CHIP CH_DAMAGE CH_STUN
Arakuma Inashi b+LP+LK 5 3 17 - KD FILL_ME_IN_COUNTER_HIT 150 200 T - 61 2 2 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Guren No Kata HP+HK (VT1) 1 - 4 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Tenha No Kata HP+HK (VT2) 1 - 4 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Myo-Oken MP+MK 14 5 17 -5 KD FILL_ME_IN_COUNTER_HIT 50 100 H vt1/vt2 92 33 38 CHIP CH_DAMAGE CH_STUN
Myo-Oken (hold) MP+MK (hold) 21 5 18 -2 KD FILL_ME_IN_COUNTER_HIT 70 150 H vt1/vt2 94 35 40 CHIP CH_DAMAGE CH_STUN
Ressencho f+PPP 16 2 24 -2 KD FILL_ME_IN_COUNTER_HIT 60 0 H - 79 20 25 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Taunt PPP+KKK 1 - 61 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
kanzuki-ryu hokojutsu sappo LK qcf+LK - - 24 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
kanzuki-ryu hokojutsu sappo MK qcf+MK - - 25 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
kanzuki-ryu hokojutsu sappo HK qcf+HK - - 26 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
kanzuki-ryu hokojutsu sappo EX qcf+KK - - 21 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Just Frame Tenko qcf+K > P 1+6 4 20 -10 KD FILL_ME_IN_COUNTER_HIT 70 100 H - 105 46 51 CHIP CH_DAMAGE CH_STUN
Late Tenko qcf+K > P 4+9 3 21 -10 KD FILL_ME_IN_COUNTER_HIT 60 100 H - 106 47 52 CHIP CH_DAMAGE CH_STUN
EX Tenko qcf+KK > P 2+6 4 18 -7 KD FILL_ME_IN_COUNTER_HIT 100 150 H - 107 48 53 CHIP CH_DAMAGE CH_STUN
orochi qcf+K > d+P 4+11 4 20 -2 2 FILL_ME_IN_COUNTER_HIT 80 150 H su - - - CHIP CH_DAMAGE CH_STUN
orochi EX qcf+2K > d+P 4+12 4 27 -7 KD FILL_ME_IN_COUNTER_HIT 140 200 H su 80 48 48 CHIP CH_DAMAGE CH_STUN
mujinkyaku LK qcb+LK 11 3(6)3 19 -7 2 FILL_ME_IN_COUNTER_HIT 30*40 50*50 H*H su - - - CHIP CH_DAMAGE CH_STUN
mujinkyaku MK qcb+MK 11 3(6)3(18)2 23 -6 2 FILL_ME_IN_COUNTER_HIT 30*40*90 50*40*150 H*H*M su - - - CHIP CH_DAMAGE CH_STUN
mujinkyaku HK qcb+HK 13 3(7)3(18)3(9)3 31 -15 KD FILL_ME_IN_COUNTER_HIT 30*40*25*25 50*40*30*60 H*H*H*H su 83 24 29 CHIP CH_DAMAGE CH_STUN
mujinkyaku EX qcb+KK 8 2(5)2(7)3(6)5 17 -2 KD FILL_ME_IN_COUNTER_HIT 15*15*30*30*60 0*0*0*0*200 H - 79 15 20 CHIP CH_DAMAGE CH_STUN
ressenha LP qcb+LP 16 2(8)3 19 -6 2 FILL_ME_IN_COUNTER_HIT 70 50*50 H*M su - - - CHIP CH_DAMAGE CH_STUN
ressenha MP qcb+MP 21 2(8)4 18 -5 2 FILL_ME_IN_COUNTER_HIT 80 50*100 H*M su - - - CHIP CH_DAMAGE CH_STUN
ressenha HP qcb+HP 26 2(8)3 17 -4 1 FILL_ME_IN_COUNTER_HIT 90 50*100 H*M su - - - CHIP CH_DAMAGE CH_STUN
ressenha EX qcb+PP 5 2(6)2(5)2 22+13 -41 KD FILL_ME_IN_COUNTER_HIT 30*40*70 50*50*100 H - 71 12 17 CHIP CH_DAMAGE CH_STUN
senha kusabi qcb+P > d+K 15 8 20 -9 KD FILL_ME_IN_COUNTER_HIT 80 100 H*M*L - 69 20 25 CHIP CH_DAMAGE CH_STUN
senha resshu qcb+P > u+K 23 2 22 - KD FILL_ME_IN_COUNTER_HIT 120 150 H*M*H - 28 28 28 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
kanzuki-ryu hadorokushiki hasha no kata qcf,qcf+P 5 4(14)7(13)2 38 -18 KD FILL_ME_IN_COUNTER_HIT 340 0 H - 2 2 2 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
Guren Ken qcf+P 12 4(5)4 19 -6 -2 FILL_ME_IN_COUNTER_HIT 30*30 30*30 H su ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Guren Hosho qcf+P > P 12+13 4 32 -9 KD FILL_ME_IN_COUNTER_HIT 81 110 H su 78 19 24 CHIP CH_DAMAGE CH_STUN
Guren Senha qcf+P > u+P 12+16 2(8)3 19 -2 4 FILL_ME_IN_COUNTER_HIT 30*70 50*100 H*M - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Guren Chochu qcf+P > d+P 12+16 5 17 1 2 FILL_ME_IN_COUNTER_HIT 60 70 H su ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Guren Hochu qcf+P > d+P > d+P 12+16+24 3 24 -11 KD FILL_ME_IN_COUNTER_HIT 70 100 H su 90 26 31 CHIP CH_DAMAGE CH_STUN
Guren Resshu qcf+P > d+P > u+K 12+16+22 6 19 ~ KD FILL_ME_IN_COUNTER_HIT 150 200 H - 28 28 28 CHIP CH_DAMAGE CH_STUN
Guren Kusabi qcf+P > d+P > d+K 12+16+13 11 18 -10 KD FILL_ME_IN_COUNTER_HIT 70 100 L - 68 19 24 CHIP CH_DAMAGE CH_STUN
Guren Kyoho qcf+P > K ~ ~ 19 -8 -4 FILL_ME_IN_COUNTER_HIT ~ ~ ~ - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
Yasha Gaeshi (stance) HP+HK (parry) 2 12 36 ~ ~ FILL_ME_IN_COUNTER_HIT - - - - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Yasha Gaeshi Ten HP+HK (parry high) 1 3 18(13) 0 KD FILL_ME_IN_COUNTER_HIT 120 200 H - 113 54 59 CHIP CH_DAMAGE CH_STUN
Yasha Gaeshi Chi HP+HK (parry low) 1 3 36(31) -18 KD FILL_ME_IN_COUNTER_HIT 100 200 H - 82 82 82 CHIP CH_DAMAGE CH_STUN
Notes:

Combos

BnB

With Meter

Corner

Crush Counter

V-Trigger Cancels

V System

V Reversal

A 16f strike V-Reversal, rather than the normal 17f. Karin elbows the opponent, knocking them away. In Season 3 the animation was changed to this, in S1 and 2 it was the same animation as her VT2 stand counter.

V Skill 1

Myo-Oken has Karin take a step forward then thrust her palm out, knocking the opponent away on hit. It can also nullify single hit projectiles. By holding it down Karin moves further, does more damage, and is safer on block at the cost of speed.

V Skill 2

Guren No Kata is a 2 bar V-Trigger gives Karin access to her Guren Ken rekka specials. By pressing qcf+P Karin does a series of forward moving strikes which can nullify 1 hit of projectiles like her V-Skill, which can then be canceled into P for a knockdown combo, u+P for a safe overhead that is +4 on hit allowing further combo, d+P which is a slower elbow that can be interrupted however is +1 on block and can be followed up with d+P again to cross the opponent up, d+K which is a low hitting slide, or K which has Karin backstop away. Each Guren Ken takes about 1/3 of the V-Gauge.

V Trigger 1

Tenha No Kata is a 2 bar V-Trigger that gives Karin access to a counter. The counter is 2f startup, covers both highs and lows, and can be canceled into from any normal or special on hit, block, or whiff. When Karin parries a high or mid attack, she strikes the opponent sending them into the air, allowing for a small juggle combo similar to her crHP Crush Counter combos. When Karin parries a low attack, she strikes the opponent sending them into a crumple state which allows crHP to combo after, similar to her EX Orochi combos. If Karin misses the parry, she goes into a counter hit state. Each parry takes about 1/3 of the V-Trigger gauge regardless of if it successfully parries the attack or not.

V Trigger 2

{{{5}}}

Strategy

Playing as Karin

Fighting Against Karin