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:Projectile invincible on the extended arm and leg hurtboxes on frames 26-36 | :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 | :This fully charged version can also cancel into specials on hit/block | ||
:Fully charged version has miles of pushback, difficult to take advantage of the +6 | |||
:Crush Counter xx LK Dash / EX Dash: +4 / +7 (frame advantage after dash before the opponent's crumple state becomes airborne) | :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 | :3 less recovery frames (14F) on hit |
Revision as of 09:59, 18 December 2022
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 | |
---|---|
Vitals | |
Life Points | 925 |
Stun Points | 950 |
V-Gauge Points | |
V-Trigger 1 | 2 Bars |
V-Trigger 2 | 2 Bars |
Ground Movement | |
Forward Walk Speed | 0.049 |
Backward Walk Speed | 0.036 |
Forward Dash Speed | 16 |
Backward Dash Speed | 21 |
Forward Dash Distance | 1.445 |
Backward Dash Distance | 1.158 |
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 | 2.128 |
Backward Jump Distance | 1.824 |
Throws | |
Throw Hurtbox | 0.25 |
Throw Range | 0.85 |
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Frame Data & Descriptions are provided by FATOnline.
|
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.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
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.
|
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
5LP
5MP
5HP
5LK
5MK
5HK
Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|
12 | 2 | 23 | 0 | ||
Damage | Stun | Attack | Block | ||
80 | 150 | H | -4 | ||
A crush counter move with great range that's quite easy to space safely. If it CCs from close you can link 5HP, and at range you can combo into VS1 or EX Tenko. ![]() |
2LP
2MP
2HP
2LK
2MK
2HK
8LP
8MP
8HP
8LK
8MK
8HK
Command Normals
6MK
Target Combos
8MP > 8HP
Throws
LPLK
4LPLK
Special Moves
236LK
236MK
236HK
236KK
236K > P
236K > P
236KK > P
236K > 2P
236KK > 2P
214LK
214MK
214HK
214KK
214LP
214MP
214HP
214PP
214P > 2K
214P > 8K
Critical Art
236236P
Taunts
5PPPKKK
V-System
V-Skill 1
MPMK (VS1)
MPMK (VS1) (hold)
V-Skill 2
MPMK (VS2)
MPMK (VS2) (hold)
V-Trigger 1
HPHK (VT1)
236P
236P > P
236P > 8P
236P > 2P
236P > 2P > 2P
236P > 2P > 8K
236P > 2P > 2K
236P > K
V-Trigger 2
HPHK (VT2)
HPHK (parry)
HPHK (parry follow-up high)
HPHK (parry follow-up low)
V-Shift
5MKHP
V-Shift Break
5MKHP
V-Reversal
6PPP