Street Fighter Alpha 3/Karin/Introduction: Difference between revisions

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* Counters have extremely large windows and can be used at the end of rekka strings
* Counters have extremely large windows and can be used at the end of rekka strings
* s. LP pressure is incredibly effective against taller characters
* s. LP pressure is incredibly effective against taller characters
* DP+K can be used to partially escape cross-up strings
* Wake-up DP+K can be used to partially escape cross-up strings
| cons =
| cons =
* Rekka strings can leave you vulnerable to activates and supers if not used carefully
* Rekka strings can leave you vulnerable to activates and supers if not used carefully

Revision as of 00:40, 12 August 2022

Introduction

Karin was first introduced in the manga Sakura Ganbaru! as a rival for Sakura and has since been interred into Street Fighter Alpha 3. She is the only daughter and heir of the Kanzuki Zaibatsu who decided to seek out Sakura for a rematch of a previous fight, and to also seek out Bison, as her organization has been a target of interest for Shadaloo.

Strengths Weaknesses
  • Super fast walk speed
  • One of the shortest characters in the game and can walk under many attacks
  • Great range on her sweep
  • Rekkas are insanely safe and can create nearly endless pressure strings in neutral
  • Multiple options for ending rekka strings, making it difficult for the opponent to counter safely
  • Kick ender to rekka strings has low crush properties and counts as being airborne
  • One of the most dangerous cross-up loops in the game
  • Has one of the most versatile sets of custom combos with many leading to potential infinites
  • Can land OTG setups off sweep like Akuma
  • Grounded and airborne punch grabs do full damage on tech and can lead to OTG activations
  • Can combo into command grab off from blockstun during activates, potentially ending rounds off a sweep depending on distance to the corner
  • Strong anti-air with s. FP and c. FP
  • Huge damage off crouch cancel juggles with rekka enders
  • Counters have extremely large windows and can be used at the end of rekka strings
  • s. LP pressure is incredibly effective against taller characters
  • Wake-up DP+K can be used to partially escape cross-up strings
  • Rekka strings can leave you vulnerable to activates and supers if not used carefully
  • Damage on individual rekkas is fairly low
  • No meterless reversal option
  • Rekka start-up has a very large hurtbox that makes it more interruptible than it appears
  • Counter leaves you a sitting duck if you guess wrong with it
  • Infinite is very difficult on P2 side
  • Whiffed grabs build very little meter compared to most characters
  • OTG setups require tight execution. A knowledge/execution-heavy character in general