Basic Strategy
Kain can be both a keep away or rushdown character, but most people prefer his keep away style the most.
Since Kain has the right tools to keep opponents guessing with both of his angled and horizontal projectiles.
Also his qcfX2 + A/C is a great anti-air, even while you're getting hit it usually ends up trading with the whatever move the opponent tries to do.
If you want to rush with him you'll have to learn how to use the charge tricks, which make Kain seems like he never needs to charge.
Another thing with Kain is to learn what pokes beat what as well like all other characters.
Kain has some great pokes from his stand A/B, even his stand D is a somewhat decent distant poke but has some recovery behind it.
Just don't use it a lot or up close or you'll end up eating a super.
Also use his d + AB into stand C on wake-up situations since it beats most wake-up specials and even sometimes supers if timed correctly.
Kain's low dodge attack is a great wake-up move as well since sometimes its hard to see when he'll do it and it hits twice.
If you do it just right on wake-up it leaves Kain pretty much safe from anything after it.
Learn to break with his charge down, up + B/D consistantly as this is one of his main combo starters.
It also helps you gain super meter when you might need more meter in certain situation.
It's also a great poke as it beats most other specials and supers as well at times.
Use whiff Breaked Schwarze Lanze to build meter, it has a ridiculously low charge time and can be thus done in quick succesion.
Advanced Tactics
Comboing Crouching LK(B) into a LK(B) S. Lanze
The trick is to first land a + on them.
Usually you can land about 2 at most to be able to combo afterwards in the corner.
Mid screen you can only land 1 + on the opponent as 2 +s will cause the S. Lanze to whiff.
Now for the method of doing it, same method for doing the Guard Cancel shortcuts.
What you do is while the + hits them when they are in hit stun do a quick up then go back to , after the + is done from its animation then hit again.
What happens is since you already started with a you gained the charge needed for the S. Lanze from it.
So when you do the then again then hit it makes it so the move is able to combo afterwards.
It does sound tricky but in reality its pretty simple, it gives you enough time to pull it off.
- So just remember hit +, then , back to , then hit again to combo into the move, you can also Break it afterwards but has to be done pretty quick.
- Another way this can be understood is hit +, then , then +. As long as you do this fast enough it should work unless you are out of range
So with this tool added to Kain's other options this really helps him in his corner game for mixups.
Since most of Kain's moves are charges so most people don't except him to be able to combo into those moves from crouch attacks.
With this trick also comes new combos that Kain can use in an actual match as well.
Guard Cancel Shortcuts
The whole Guard Cancel section explains how the shortcuts for GCs work so Kains is the same.
Just have the charge of the move you want to do lets says any of his Charge Back then Forward+P or K (S. Flamme or Panzer).
Charge it for a second then hit Foward then hit Back, or even Down-Back, again to JD the move you want to JD.
After that just hit which move you want to pull off with P or K. It should Guard Cancel right when you hit the button you want with no problems.
Also you can Guard Cancel his S. Lanze as well.
Though there are 2 ways of doing it, I find the first method easier in certain situations.
Charge Down then, either press Back or Down-Back to JD then hit Up+K right when you JD.
The other method is jumping in but charging as you jump then before you land input Down, Up, then hit Back or Down-Back as you land then the button to Guard Cancel into it.
Try both methods out and see which one works best for you.
Backdash Cancel
It's possible to cancel Kain's backdash into any of his specials/supers, that includes his TOP attack.
The timing is pretty instant about a 2 frame window to input the special/super/TOP attack.
So for instance if you want to cancel his charge kick hold d, u + B/D during the backdash, you would need to do it as:
hold d, do a quick backdash then hit up + B/D the instant you backdash.
It's a real quick cancel and the timing is very hard but possible to do. Requires a lot of practice to get it down.
Kain Guard Crush Blockstrings
Section adapted from the "Kain Guard Crush Blockstrings" video in the Miscellaneous section and linked again below.
Guard Crush Overview
As mentioned in the Guard Crush section, the guard durability value varies depending on the character. (The following list has actual durability values in parentheses).
High (60): Kain, Kevin, Tizoc, Grant
Common (55): Rock, Dong, Jae, Marco, Freeman, Gato, Terry. (everyone else)
Low (50): Hokutomaru, Hotaru, Jenet
This video shows Kain's guard crush blockstrings and explains how to do them considering the different guard duability.
Grant is used to record all high guard durability blockstrings, Terry to record all common ones, and Hotaru to record all low ones.
There are timestamps for when each blockstring is done in the video.
The following moves are shortened when notating blockstrings:
- Schwarz Lanze Break, [2]8B (BR) => Lanze
- Schwarz Panzer, [4]6B => Panzer
- TOP attack "Stoß", C+D => TOP attack
- Himmlisch Seele, Super B => Seele
- cl.5C => 5C
In the notated blockstrings, it's implied that you usually dash after every Seele.
What to do after guard crushing:
After guard crush, if you are not close enough you immediately chase after with a dash forward to do a follow-up.
Follow-up Examples:
2AB>C > Panzer
cl.5C > TOP Attack
Lanze > Panzer, etc.
Kain Input Tips
- 236X shortcut
Special canceling from standing normals 5C or 5B into Super B might require a tight window.
But because Kain has no 236X command, you can do something like 236C -- motion storing 236 -- and have 5C come out.
If you see 5C > Seele, you can use 236C 236B.
For 5B > Seele, you can use 236B 236B.
- Landing recovery cancel for Lanze
When you see j.D or sj.D > Lanze, start charging downward when doing jump D and as soon as you land, execute Lanze Break.
- Kara Canceling 2B into Lanze
When you see 2B > Lanze, you can't special cancel the 2B.
You could do 2B, [2]8B. You start charging before or at 2B, doing [2]B, 8B.
However, there is a gap between them that also lets pushback from 2B happen.
Instead, do the kara cancel trick with chain cancelable lights.
In this case the input is [2]B 8 2B.
Press and hold down to while doing 2B
==> immediately press up, then down again and press B
The trick is that after entering that up and then down, wait a moment (like a beat) and press B.
- Feint canceling
When you see 5C > 2AB>5C, feint cancel the cl.5C using 2AC.
Also notated as 5C (2FC) 2AB>5C.
- When you see 2AB>5C > Panzer
Go to the lower left (or 1 direction) to do 1AB, and go to neutral for a moment before pressing C. Immediately after that do 6B.
- When you see 5A > Lanze
Special cancel from 5A into Lanze during 5A by doing [2] 5 A 8B (BR).
You prevent yourself from accidentally jumping when holding up by doing so during the start of 5A.
Common Guard Durability Blockstrings
Cases for a guard crush durability value of 50.
0:22
P-power during TOP
Corner
(2AB>5C > Seele) x2 > 5C > TOP attack
0:35
P-power during TOP
Mid-screen
(5C > Seele) x2 > 2AB>5C > TOP attack
0:48
P-power during TOP
Corner
(sj.D or j.D) > [2]8B (BR) 5B > Seele > 2AB>5C > Seele > TOP attack OR (as done in the video) (sj.D or j.D) > [2]8B (BR) 5B > Seele > 2AB>5C > TOP attack
1:01
S-power during TOP
Corner
2B > [2]8B (BR) > 5B > 2AB>5C > Seele > TOP attack OR (as done in the video) 2B > [2]8B (BR) > 5B > Seele > 2AB>5C > TOP attack
1:12
S-power during TOP
Corner
5C (2FC) 2AB>5C > Seele > 2AB>5C > TOP attack
1:25
S-power during TOP
Mid-screen
(2AB>5C > Seele) x2 > 2AB>5C > Panzer
1:40
P-power during TOP
Mid-screen
5A > Seele > 2AB>5C > Seele > TOP attack
1:52
P-power during Normal time
Corner
Lanze > 5B > Seele > sj.D > Lanze > 5B > Seele > dash sj.D > Lanze
2:06
P-power during Normal time
Corner
Lanze > 5B > Seele > 2AB>5C > Seele > sj.D > Lanze x2
Low Guard Durability Blockstrings
Cases for a guard crush durability value of 50.
Characters with low guard durability values:
- Hotaru
- Jenet
- Hokutomaru
With these characters, you can chip away at guard durability faster and with blockstrings simpler than the common guard durability blockstrings.
The combination of the below 3 moves (with their guard crush values next to them) and normal moves will guard crush.
Seele: 14
TOP attack: 25
Upper Evasion attack target combo 2AB>C: 9
2:27
S-power during TOP
Corner
Lanze > 5B > Seele > 2AB>5C > TOP Attack
2:39
S-power during TOP
Corner
(sj.D or j.D) > [2]8B (BR) 5B > Seele > 2AB>5C > TOP attack
2:52
S-power during TOP
Corner
2B > [2]8B (BR) 5B > Seele > 5C > TOP attack
3:04
S-power during TOP
Corner
2AB>5C > Seele > 2AB>5C > TOP attack
3:16
S-power during TOP
Corner
5C > Seele > 5C (2FC) 2AB>5C > TOP attack
For blockstrings like this, after Seele you need to properly dash forward to get in close.
If you're not close enough, your cl.5C will be slightly further away, and the follow-up C after Upper-body Evasion attack will whiff.
3:27
S-power during TOP
Corner
5B > Seele > 5C (2FC) 2AB>5C > TOP attack
This blockstring uses a 5B starter rather than a 5C starter that the blockstring above uses. If you are a little farther away, use this instead of cl.5C.
3:40
P-power during TOP
Mid-screen
(5C > Seele)x2 > TOP attack
As this simple blockstring shows, if you use 2 bars of gauge, the guard durability of low durable characters gets considerably reduced.
3:52
P-power during Normal time
Corner
Lanze > 5B > Seele > 2AB>5C > Seele > dash forward sj.D > Lanze
4:04
S-power during Normal time
Corner
j.D or sj.D > Lanze > 5B > Seele > dash forward sj.D > Lanze x2 > 2AB
After guard crushing using the Upper-body Evasion Attack as the last attack of the blockstring, you have less time to follow-up and attack than other routes.
High Guard Durability Blockstrings
Cases for a guard crush durability value of 60.
4:21
S-power during TOP
Corner
5A > Lanze > 5B > Seele > cl.5C (2FC) 2AB>5C > TOP attack
4:34
S-power during TOP
Corner
j.D OR sj.D > Lanze > 5B > Seele > cl.5C (2FC) 2AB>5C > TOP attack
Especially for bigger characters, Jump D starter needs to hit deeper (the middle of the character).
4:47
S-power during TOP
Corner
2B > Lanze > 5B > Seele > cl.5C (2FC) 2AB>5C > TOP attack
Low starter with 2B
4:59
P-power during TOP
Corner
(2AB>5C > Seele) x2 > cl.5C > TOP attack
The 2AB starter is done slightly away from the opponent. For the next 2AB, you stop your dash with the 2AB just before you get to your opponent. (This makes allows for more of Seele hitting the opponent).
5:12
S-power during TOP
Corner
cl.5C (2FC) 2AB>5C > Seele > cl.5C (2FC) 2AB>5C > TOP attack
Because the cl.5C starter with 1 power gauge frequently uses simultaneous button presses done consecutively, it's more difficult to do.
5:25
P-power during TOP
Corner
cl.5C > Seele > 2AB>5C > Seele > 2AB>5C > TOP attack
This cl.5C starter with P-Power is simpler than the blockstring with S-power above.
5:38
P-power during TOP
Corner
Lanze > 5B > Seele > sj.D > Lanze > 5B > Seele > 2AB>5C > TOP attack
Lanze startup is invincible, and against an opponent that unwisely tries to check you with pokes, Lanze will hit them. Because of this, a Lanze starter is potent.