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=====<font style="visibility:hidden; float:right">Koka Tenshinchu: Sumeragi</font>=====
=====<font style="visibility:hidden; float:right">Koka Tenshinchu: Sumeragi</font>=====
{{MoveData
{{MoveData
|image=SFV_Karin_MKHP.png
|image=SFV_Karin_MKHP_break.png
|name=Koka Tenshinchu: Sumeragi
|name=Koka Tenshinchu: Sumeragi
|input=MKHP
|input=MKHP

Revision as of 14:40, 6 March 2021

Introduction

About Karin

Karin is an offensive footsie-oriented character who aims to batter the opponent into submission with powerful tick throws, whiff punishes, and confirmable pokes. Her Right Leg of the Forbidden One is one of the most infamous normals in the game, with good range, a long confirm window, and great reward for landing it. On top of this, she has excellent mid pokes in 5MK and 5HK to keep the opponent sitting still at her preferred ranges, a great tick throw from 5LK, and long-range whiff punishes with 2HK. Her V-system is very straightforward, with nearly every Karin defaulting to VT1 and VS1 for their simple combo conversions and poking ability. Accessing the best parts of her gameplan is reliant on good execution, requiring not only use of her just-frame tenko for optimal combos, but good reaction speed as well to hit confirm her delay-cancellable pokes. Her anti-air options are also middling, with limited options to stop opponents jumping at close range. Overall she's a very powerful character with a simple gameplan that can be deceptively tricky to execute well.

V-System

V-Trigger 1: Guren No Kata

Gives Karin access to a rekka sequence that's great for safe poking and decent for combos. Has a lot of gimmicks alongside as well as some consistently useful pressure tools, in particular a plus on block elbow and a safe on block backdash. Easy to quickly burn through without doing too much with it, but the tools it gives are straightforward and good.

V-Trigger 2: Tenha No Kata

Gives Karin access to a 2f parry vs strikes that can be cancelled into from any of her grounded special moves to counter an opponent's punish. Very gimmicky if used that way, but it does reliably catch highs/mids/lows and the reward for catching a low is massive. Not used very often since it can't be used proactively, but it's sometimes picked vs divekick characters and it can counter V-reversals.

V-Skill 1: Myo-Oken

An unsafe advancing palm attack that can be charged for better range, damage, and frame advantage. Used for poking, VT activation, and as a combo ender for corner carry. Active frames nullify projectiles, but the move isn't used for this very often. Typically seen as the default pick for all matchups.

V-Skill 2: Fudo Sosho

A safe short range palm attack that can be charged for better damage, frame advantage, and the ability to special cancel. Crush counters, giving a launch on uncharged and a crumple on charged. Used for combos, pressure, and meaties. Can also be used to nullify fireballs. Not picked as much since the VS1 combos and the VT activation are both much more universally applicable.

Final Patch

Players to Watch

  • AFG
  • Justin Wong
  • Bonchan
  • Phenom
  • Mago
  • Punk
Karin
SFV-Karin Portrait.jpg
Vitals
Life Points 925
Stun Points 950
V-Gauge Points
V-Trigger 1 600
V-Trigger 2 600
Ground Movement
Forward Walk Speed 4.9
Backward Walk Speed 3.6
Forward Dash Speed 16
Backward Dash Speed 21
Forward Dash Distance 144.5
Backward Dash Distance 115.8
Backdash CH Frames 3-11
Jumping
Back Jump Speed 46 (4+38+4)
Neutral Jump Speed 46 (4+38+4)
Forward Jump Speed 45 (3+38+4)
Forward Jump Distance 212.8
Backward Jump Distance 182.4
Throws
Throw Hurtbox 0.25
Throw Range 0.85
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

Stand LP
Stand LP
5LP
SFV Karin 5LP.png
Startup Active Recovery Hit
4 2 7 4
Damage Stun Attack Block
30 70 H 2
Stand MP
Stand MP
5MP
SFV Karin 5MP.png
Startup Active Recovery Hit
5 3 12 4
Damage Stun Attack Block
60 100 H 1
  • Cancel options: sp su vt1 vt2
  • Has a pretty lenient cancel window for hit confirming (17 frames to react with a cancel)
Stand HP
Stand HP
5HP
SFV Karin 5HP.png
Startup Active Recovery Hit
7 4 22 2
Damage Stun Attack Block
80 150 H -5
  • Cancel options: sp su vt1 vt2
  • First active frame can only hit airborne (effectively 8F startup on grounded opponents)
Stand LK
Stand LK
5LK
SFV Karin 5LK.png
Startup Active Recovery Hit
4 3 8 4
Damage Stun Attack Block
40 70 H 2
Stand MK
Stand MK
5MK
SFV Karin 5MK.png
Startup Active Recovery Hit
8 3 16 2
Damage Stun Attack Block
60 100 H -4
Stand HK
Stand HK
5HK
SFV Karin 5HK.png
Startup Active Recovery Hit
12 2 23 0
Damage Stun Attack Block
80 150 H -4
Crouch LP
Crouch LP
2LP
SFV Karin 2LP.png
Startup Active Recovery Hit
3 2 8 3
Damage Stun Attack Block
20 70 H 2
  • Cancel options: ch sp su vt1 vt2
  • Has Juggle Limit 1 if chained into from another LP
Crouch MP
Crouch MP
2MP
SFV Karin 2MP.png
Startup Active Recovery Hit
5 4 10 6
Damage Stun Attack Block
60 100 H 2
Crouch HP
Crouch HP
2HP
SFV Karin 2HP.png
Startup Active Recovery Hit
7 4 22 -3
Damage Stun Attack Block
90 150 H -7
  • Cancel options: sp su vt1 vt2
  • Does 20 less damage and cannot crush counter after 1st active frame
  • +3 extra hitstun and +1 extra blockstun on active frames 2-4 (resulting in better frame advantaged when canceled from)
Crouch LK
Crouch LK
2LK
SFV Karin 2LK.png
Startup Active Recovery Hit
4 2 8 2
Damage Stun Attack Block
30 70 L 0
Crouch MK
Crouch MK
2MK
SFV Karin 2MK.png
Startup Active Recovery Hit
6 2 13 -1
Damage Stun Attack Block
50 100 L -4
  • Cancel options: sp su vt1 vt2
  • Has a pretty lenient cancel window for hit confirming (17 frames to react with a cancel)
Crouch HK
Crouch HK
2HK
SFV Karin 2HK.png
Startup Active Recovery Hit
9 3 23 KD
Damage Stun Attack Block
90 150 L -14
Jump LP
Startup Active Recovery Hit
3 5 - 6(9)
Damage Stun Attack Block
40 70 M 3(6)
  • Cancel options: -
  • Hits above Karin (decent air-to-air)
  • Shrinks the top of Karin's hurtboxes a little bit for entire move duration
Jump MP
Startup Active Recovery Hit
6 6 - 11(12)
Damage Stun Attack Block
60 100 M 8(9)
  • Cancel options: -
  • Puts airborne opponents into a limited juggle state (Juggle Start: +1)
Jump HP
Startup Active Recovery Hit
7 5 - 12(15)
Damage Stun Attack Block
90 150 M 9(12)
  • Cancel options: -
  • Decent horizontal priority but poor reach
  • Pulls Karin's hurtboxes upwards a bit during startup frames (and even further during active frames and onwards)
Jump LK
Startup Active Recovery Hit
4 6 - 6(9)
Damage Stun Attack Block
40 70 M 3(6)
  • Cancel options: -
  • Can Cross-up
Jump MK
Startup Active Recovery Hit
6 6 - 9(12)
Damage Stun Attack Block
60 100 M 6(9)
  • Cancel options: -
  • Can Cross-up
Jump HK
Startup Active Recovery Hit
9 4 - 12(15)
Damage Stun Attack Block
90 150 M 9(12)
  • Cancel options: -
  • Pulls Karin's hurtboxes upwards a little bit during active frames and onwards

Command Normals

Tsumujigari
Tsumujigari
6MK
SFV Karin 6MK.png
Startup Active Recovery Hit
22 2 21 0
Damage Stun Attack Block
60 100 M -7
  • Cancel options: -
  • Throw invincible on frames 11-18 (not actually airborne at all)

Target Combos

Ku-Renge
Ku-Renge
8MP > 8HP
Startup Active Recovery Hit
6+7 6(6)1 - KD
Damage Stun Attack Block
60*54 (116) 100*90 (190) M -
  • Cancel options: -
  • KDA varies depending on height on opponent when TC is used (the higher up when knocked down; the better amount of KDA Karin has)

Throws

Hajotsui
Hajotsui
Throw
LPLK
SFV Karin LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 120 T -
Arakuma Inashi
Arakuma Inashi
Back Throw
4LPLK
SFV Karin 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
150 200 T -
  • Cancel options: -
  • NO MOVE Bug: Karin recovers 1 frame slower (-1 KDA) if she doesn't input a normal/special after back throw, making this throw punishable if she tries to move afterwards by things like Zangief's Super

Special Moves

LK Kanzuki-Ryu Hokojutsu Seppo
LK Kanzuki-Ryu Hokojutsu Seppo
236LK
Startup Active Recovery Hit
- - 24 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Upper-body invincible on frames 3-17
  • First 3 frames cancelable into Just Frame Tenko
  • Frames 4-14 cancelable into Late Tenko and Orochi
  • Karin is in Counter-Hit state during the entire dash frames
  • Not cancelable into V-Trigger 2 Parry during recovery frames
MK Kanzuki-Ryu Hokojutsu Seppo
MK Kanzuki-Ryu Hokojutsu Seppo
236MK
Startup Active Recovery Hit
- - 25 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Upper-body invincible on frames 3-17
  • First 3 frames cancelable into Just Frame Tenko
  • Frames 4-14 cancelable into Late Tenko and Orochi
  • Karin is in Counter-Hit state during the entire dash frames
  • Not cancelable into V-Trigger 2 parry until after the last hit
  • Not cancelable into V-Trigger 2 Parry during recovery frames
HK Kanzuki-Ryu Hokojutsu Seppo
HK Kanzuki-Ryu Hokojutsu Seppo
236HK
Startup Active Recovery Hit
- - 26 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Upper-body invincible on frames 3-17
  • First 3 frames cancelable into Just Frame Tenko
  • Frames 4-14 cancelable into Late Tenko and Orochi
  • Karin is in Counter-Hit state during the entire dash frames
  • Not cancelable into V-Trigger 2 parry until after the last hit
  • Not cancelable into V-Trigger 2 Parry during recovery frames
EX Kanzuki-Ryu Hokojutsu Seppo
EX Kanzuki-Ryu Hokojutsu Seppo
236KK
SFV Karin 236KK.png
Startup Active Recovery Hit
- - 21 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Upper-body & Projectile invincible on frames 4-17
  • Karin is in Counter-Hit state during the entire dash frames
  • Not cancelable into V-Trigger 2 Parry during recovery frames
Just Frame Tenko
Just Frame Tenko
236K > P
SFV Karin 236K P.png
Startup Active Recovery Hit
1+6 4 20 KD
Damage Stun Attack Block
70 80 H -10
  • Cancel options: -
  • Launches opponent into juggle state
  • Executing this within the first 3 frames of Sappo (command dash) will cause a 'Just Frame' Tenko, which has a smaller hurtbox and launches higher
  • Juggle Limit / Increase / Start: 1 / 2(4) / 1(2)
  • Has varying Juggle Increase (+4 on airborne
Late Tenko
Late Tenko
236K > P
SFV Karin 236K P.png
Startup Active Recovery Hit
4+9 3 21 KD
Damage Stun Attack Block
60 80 H -10
  • Cancel options: -
  • Launches opponent into juggle state
  • Executing this within the first 3 frames of Sappo (command dash) will cause a 'Just Frame' Tenko, which has a smaller hurtbox and launches higher
  • Juggle Limit / Increase / Start: 1 / 2(4) / 1(2)
  • Has varying Juggle Increase (+4 on airborne
EX Tenko
EX Tenko
236KK > P
SFV Karin 236KK P.png
Startup Active Recovery Hit
2+6 4 18 KD
Damage Stun Attack Block
100 120 H -7
  • Cancel options: -
  • Upper body invincible on frames 1-9 (frames 3-11 if you factor in initial EX dash frames)
  • Projectile invincible on frames 1-2 (frames 3-4 if you factor in initial EX dash frames)
  • Juggle Limit / Increase / Start: 2 / 2 / 1(2)
  • Has varying Juggle Start (+2 on airborne
Orochi
Orochi
236K > 2P
SFV Karin 236K 2P.png
Startup Active Recovery Hit
4+11 4 20 2
Damage Stun Attack Block
80 150 H -2
  • Cancel options: su
  • Low Profiles on frames 1-9
  • Frames 3-14 projectile invincible
  • st HP into Orochi can be a true blockstring, frame trap, or trade, which leaves Karin with massive frame advantage and allows her to combo into another st HP
  • Delay the Orochi by 10f to trade with 3f or delay by 11f to trade with 4f.
  • Juggle Limit / Increase / Start: 1 / 1 / 1
EX Orochi
EX Orochi
2362K > 2P
Startup Active Recovery Hit
2+12 4 27 KD
Damage Stun Attack Block
140 150 H -7
  • Cancel options: su
  • Low Profiles and Projectile Invincible on frames 1-2 of follow-up (Overall frames 3-4)
  • Causes Crumple on hit
  • Juggle Limit / Increase / Start: 4 / 1 / 1
LK Mujinkyaku
LK Mujinkyaku
214LK
SFV Karin 214LK.png
Startup Active Recovery Hit
11 3(6)3 19 2
Damage Stun Attack Block
30*40 (70) 50*50 (100) H*H -7
  • Cancel options: su
  • First hit causes standing state
  • Juggle Limit / Increase / Start: 1*1 / 0*1 / 1*1
MK Mujinkyaku
MK Mujinkyaku
214MK
SFV Karin 214MK.png
Startup Active Recovery Hit
11 3(6)3(18)2 23 2
Damage Stun Attack Block
30*40*90 (160) 50*40*150 (240) H*H*M -6
  • Cancel options: su
  • First hit causes standing state
  • The MK follow-up (last hit) is an Overhead
  • Lower body invincible on frames 5-18 of the MK follow-up hit
  • Not actually airborne during MK follow-up hit
  • Juggle Limit / Increase / Start: 1*1*1 / 0*1*1 / 1*1*1
HK Mujinkyaku
HK Mujinkyaku
214HK
SFV Karin 214HK.png
Startup Active Recovery Hit
13 3(7)3(18)3(9)3 31 KD
Damage Stun Attack Block
30*40*25x2 (120) 50*40*30*60 (180) H*H*H*H -15
  • Cancel options: su
  • First hit causes standing state
  • Low profiles during frames 4-25 of the HK follow-up hits
  • Juggle Limit / Increase / Start: 3*4*2*3 / 1*1*1*1 / 1*1*1*1
EX Mujinkyaku
EX Mujinkyaku
214KK
SFV Karin 214KK.png
Startup Active Recovery Hit
8 2(5)2(7)3(6)5 17 KD
Damage Stun Attack Block
15*15*30x2*60 (150) 200 H -2
  • Cancel options: vt1 vt2
  • Lower body invincible and Airborne on frames 5-18
  • Recovery frames listed are for whiffed version (increased recovery on a successful hit)
  • Juggle Limit: 3
LP Ressenha
LP Ressenha
214LP
Startup Active Recovery Hit
16 2(8)3 19 2
Damage Stun Attack Block
30*40 (70) 50*50 (100) H*M -6
  • Cancel options: su
  • Airborne on frames 7-22
  • Juggle Limit / Increase / Start: 0*1 / 1*1 /1*1
MP Ressenha
MP Ressenha
214MP
Startup Active Recovery Hit
21 2(8)4 18 2
Damage Stun Attack Block
40*40 (80) 50*100 (150) H*M -5
  • Cancel options: su
  • Airborne on frames 11-23
  • Juggle Limit / Increase / Start: 0*1 / 1*1 / 1*1
HP Ressenha
HP Ressenha
214HP
Startup Active Recovery Hit
26 2(8)3 17 1
Damage Stun Attack Block
40*50 (90) 50*100 H*M -4
  • Cancel options: su
  • Airborne and lower body Projectile Invincible on frames 14-31
  • Juggle Limit / Increase / Start: 0*1 / 1*1 / 1*1
EX Ressenha
EX Ressenha
214PP
SFV Karin 214PP.png
Startup Active Recovery Hit
5 2(6)2(5)2 22+13 KD
Damage Stun Attack Block
30*40*70 (140) 50x3 (150) H -41
  • Cancel options: -
  • Fully invincible on frames 1-7
  • Airborne on frames 6-44
  • Can whiff on low profile
  • Cannot hit crossup
  • Standing hurtbox during the 13 frames of landing recovery
  • Cancelable into V-Trigger 2 Parry during last 3 recovery frames (not very useful)
  • Karin is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
  • Juggle Limit: 5*6*7
Senha Kusabi
Senha Kusabi
214P > 2K
SFV Karin 214P 2K.png
Startup Active Recovery Hit
15 8 20 KD
Damage Stun Attack Block
80 100 H*M*L -9
  • Cancel options: -
  • d+K follow-up has a 5-frame gap on-block
  • Follow-ups can be performed on a whiffed Ressenha
Senha Resshu
Senha Resshu
214P > 8K
SFV Karin 214P 8K.png
Startup Active Recovery Hit
23 2 22 KD
Damage Stun Attack Block
120 150 H*M*H -
  • Cancel options: -
  • u+K follow-up has a 5-8 frame gap on-hit depending on which version of Ressenha is used first
  • Hard Knockdown
  • Grab only catches standing opponent
  • Follow-ups can be performed after a whiffed Ressenha
  • Not cancelable into V-Trigger 2 Parry during recovery frames

Critical Arts

Kanzuki-Ryu Hadorokushiki Hasha No Kata
Kanzuki-Ryu Hadorokushiki Hasha No Kata
236236P
SFV Karin 236236P.png
Startup Active Recovery Hit
5 4(14)7(13)2 14+24 KD
Damage Stun Attack Block
340 0 H -18
  • Cancel options: -
  • Completely invincible on frames 1-6 and again on frames 43-44 (during the last knee hit)
  • Stays invincible for the rest of the attacks if the initial strikes hit
  • Briefly airborne for the first 14 frames of recovery on whiff
  • 24 frames of landing recovery
  • Juggle Limit: 12

Taunts

Taunt
Taunt
5PPPKKK
SFV Karin 5PPPKKK.png
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -

V-System

V-Skill 1

Myo-Oken
Myo-Oken
MPMK (VS1)
SFV Karin MPMK (VS1).png
Startup Active Recovery Hit
14 5 17 KD
Damage Stun Attack Block
50 100 H -5
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *VT2 Parry
  • Strike hitbox that also nullifies 1 hit of projectiles during active frames
  • Projectile invincible on the forward extended arm and leg from frames 9-23
  • Startup can range from 14-20F depending on how long the MP+MK buttons are held before release
  • Builds 60/30 V-Gauge on Hit/Block
  • Juggle Limit: 3
Myo-Oken (hold)
Myo-Oken (hold)
MPMK (VS1) (hold)
Startup Active Recovery Hit
21 5 18 KD
Damage Stun Attack Block
70 150 H -2
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *VT2 Parry
  • Strike hitbox that also nullifies 1 hit of projectiles during active frames
  • Projectile invincible on the forward extended arm and leg from frames 9-30
  • Builds 80/40 V-Gauge on Hit/Block
  • Juggle Limit: 3

V-Skill 2

Fudo Sosho
Fudo Sosho
MPMK (VS2)
SFV Karin MPMK (VS2).png
Startup Active Recovery Hit
11 5 21(18) 3
Damage Stun Attack Block
60 100 H -2
  • Cancel options: vt1 vt2
  • Strike hitbox that also nullifies 1 hit of projectiles during active frames
  • Crush Counter puts opponent into a free juggle state
  • Projectile invincible on the extended arm and leg hurtboxes on frames 8-18
  • Startup can range from 12-29F depending on how long the MP+MK buttons are held before release
  • 3 less recovery frames (18F) on hit
  • Builds 60/30 V-Gauge on Hit/Block (Builds 100 V-Gauge on Crush Counter)
  • Juggle Limit / Start / Increase: 5 / 2 / 2 (+0 Juggle Increase on Crush Counter)
Fudo Sosho (hold)
Fudo Sosho (hold)
MPMK (VS2) (hold)
Startup Active Recovery Hit
30 5 17(14) 6
Damage Stun Attack Block
80 120 H 3
  • Cancel options: sp su vt1 vt2
  • Strike hitbox that also nullifies 1 hit of projectiles during active frames
  • Crush Counter puts opponent into a crumple state (denies back-roll)
  • Projectile invincible on the extended arm and leg hurtboxes on frames 26-36
  • This fully charged version can also cancel into specials on hit/block
  • Crush Counter xx LK Dash / EX Dash: +4 / +7 (frame advantage after dash before the opponent's crumple state becomes airborne)
  • 3 less recovery frames (14F) on hit
  • Builds 80/40 V-Gauge on Hit/Block (Builds 120 V-Gauge on Crush Counter)
  • Juggle Limit / Start / Increase: 5 / 2 / 2

V-Trigger 1

Guren No Kata
Guren No Kata
HPHK (VT1)
SFV Karin HPHK (VT1).png
Startup Active Recovery Hit
1 - 4 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 2 bar V-Trigger
  • Duration of 1800 frames (30 seconds)
  • Gives Karin access to her rekkas and multiple follow-up options
Guren Ken
Guren Ken
236P
SFV Karin 236P.png
Startup Active Recovery Hit
12 4(5)4 19 -2
Damage Stun Attack Block
30*30 30*30 H -6
  • Cancel options: su
  • Projectile invincible on extended leg and arms and nullifies projectiles during active frames
  • Can be used to cover both wake-ups and apply really cool mixup tech that no Karin players use (see 'Karin Guren Meaty' on Youtube)
  • Spends 500 V-Meter (~28% V-Timer)
Guren Hosho
Guren Hosho
236P > P
SFV Karin 236P P.png
Startup Active Recovery Hit
26+13 4 32 KD
Damage Stun Attack Block
81 110 H -16
  • Cancel options: su
  • P follow-up has a 2-frame gap oB
Guren Senha
Guren Senha
236P > 8P
SFV Karin 236P 8P.png
Startup Active Recovery Hit
26+16 2(8)3 19 4
Damage Stun Attack Block
30*70 50*100 H*M -2
  • Cancel options: -
  • u+P follow-up has a 1-frame gap / 11-frame gap oH and 5-frame / 14-frame gap oB against Standing / Crouching opponents
  • Airborne on frames 7-16
  • Second hit is Overhead
Guren Chochu
Guren Chochu
236P > 2P
SFV Karin 236P 2P.png
Startup Active Recovery Hit
26+16 5 17 2
Damage Stun Attack Block
60 70 H 1
  • Cancel options: su
  • d+P follow-up has a 1-frame gap oH / 4-frame gap oB
Guren Hochu
Guren Hochu
236P > 2P > 2P
SFV Karin 236P 2P 2P.png
Startup Active Recovery Hit
26+16+24 3 24 KD
Damage Stun Attack Block
70 100 H -11
  • Cancel options: su
  • d+P > d+P follow-up has a 1-frame gap oH / oB
  • Completely invincible on frames 1-19
  • Can cross-up
Guren Resshu
Guren Resshu
236P > 2P > 8K
SFV Karin 236P 2P 8K.png
Startup Active Recovery Hit
26+16+226 6 19 KD
Damage Stun Attack Block
150 200 H -
  • Cancel options: -
  • d+P > u+K follow-up has a 1-frame gap oB
  • qcf+P > u+K follow-up has an 11-frame gap oH / oB
  • Hard Knockdown
  • Airborne on frames 3-31
  • Only grabs standing opponents
  • 14 landing recovery frames
  • This move can also be done right after the first Guren Ken (rekka) hit instead of after the secondary Guren Chochu (elbow) as listed here
Guren Kusabi
Guren Kusabi
236P > 2P > 2K
SFV Karin 236P 2P 2K.png
Startup Active Recovery Hit
2+16+136 11 18 KD
Damage Stun Attack Block
70 100 L -10
  • Cancel options: -
  • d+P > d+K follow-up has no gap oH / oB
  • Projectile invincible on frames 1-25
  • Crouching hurtbox frames 1-5
  • Low profiles on frames 6-25
  • This move can also be done right after the first Guren Ken (Rekka) hit instead of after the secondary Guren Chochu (Rekka > Elbow) as listed here
Guren Kyoho
Guren Kyoho
236P > K
SFV Karin 236P K.png
Startup Active Recovery Hit
- - 13 2
Damage Stun Attack Block
- - - -2
  • Cancel options: -
  • Spends 500 V-Meter (~28% V-Timer)

V-Trigger 2

Tenha No Kata
Tenha No Kata
HPHK (VT2)
SFV Karin HPHK (VT2).png
Startup Active Recovery Hit
1 - 4 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 2 bar V-Trigger
  • Duration of 3000 frames (50 seconds)
  • Gives access to a parry special (Yasha Gaeshi) which can be canceled into from other specials and v-skill on hit / block / whiff
Yasha Gaeshi (stance)
Yasha Gaeshi (stance)
HPHK (parry)
SFV Karin HPHK (parry).png
Startup Active Recovery Hit
2 12 36 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Cannot parry projectiles
  • Can cancel into this from cancelable normals as well as specials and v-skill on hit / block / whiff
  • Spends 800 V-Meter (~27% V-Timer)
Yasha Gaeshi Ten
Yasha Gaeshi Ten
HPHK (parry high)
Startup Active Recovery Hit
1 3 18(13) KD
Damage Stun Attack Block
120 200 H 0
  • Cancel options: -
  • Launches opponents into a free juggle state on hit
  • Fully invincible for the entire duration on a successful parry animation (frames 1-18)
  • Recovers 5 frames faster if the successful parry attack whiffs (13 recovery frames) and is also fully invincible during that recovery time
Yasha Gaeshi Chi
Yasha Gaeshi Chi
HPHK (parry low)
Startup Active Recovery Hit
1 3 36(31) KD
Damage Stun Attack Block
100 200 H -18
  • Cancel options: -
  • Crumples opponent on hit into a hard knockdown (+85 KDA)
  • Karin has a 7F window to combo the opponent on a successful low parry before they go into an airborne state (can combo into cr.HP for example)
  • Fully invincible for the entire duration on a successful parry animation (frames 1-39)
  • Recovers 5 frames faster if the successful parry attack whiffs (34 recovery frames) and is also fully invincible during that recovery time

V-Shift

V-Shift
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Shifts back 1.21 range
  • Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
  • Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
  • Throw invincible on frames 1-16 on an empty / raw V-Shift
  • Counter-Hit state on frames 10-31 on an empty / raw V-Shift
  • Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
  • Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
  • If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit

V-Shift Break

Koka Tenshinchu: Sumeragi
Koka Tenshinchu: Sumeragi
MKHP
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Cancel options: -
  • Fully invincible during startup and active frames

V-Reversal

Ressencho
Ressencho
6PPP
SFV Karin 6PPP.png
Startup Active Recovery Hit
17 2 24(40) KD
Damage Stun Attack Block
60 0 H -2
  • Cancel options: -
  • Strike and Projectile invincible on frames 1-30
  • +16 extra recovery frames (40F) on hit


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