Sfv karin colorset 164/11/2023 ![]() Can combo from tenko into this rekka/rekka ender for corner carry/damage.Acts similar to palm ender and beats 3f/4f checks.Guren Kusabi (slide) rekka > d.K or rekka > d.P > d.K.Only really useful against opponents that react block to overhead or certain characters.Slow crossup (Only use if the opponent is very unsuspecting).Guren Hochu (sideswitch/crossup) rekka > d.P > P.+1 on block, leads to additional pressure.+4 on hit, so you can follow up with st.lk xx tenko/cr.lp xx tenko/st.lk xx rekka.Palm acts as a frame trap so if the opponent attempts to use a 3f/4f normal, they will lose to palm.Good damage ender but no oki midscreen.Usually happens when canceled from a normal xx rekka Used to cancel into super for big damage.Very solid vtrigger with none of the weaknesses from prior seasons. Can be comboed from tenko or a stray hit confirm into oki. Vtrigger 1 (qcf+p,… Also referred to as Karin’s “rekka” starter) has multiple follow ups for pressure and with the season 4 changes, a lot less gimmicky and real. Season 4: Vtrigger 1 got buffed in this current season resulting in real mixups and pressure. Typically after knockdowns, she gets insane corner carry due to the nature of her combos and oki (refer to the combo/oki section). Her walk speed alone threatens pressure and good use of it can bait a reaction from many players. Standard offense for Karin relies on you pressuring with a normal and fishing for confirms into tenko, frame traps, throws/throw baits (shimmies), corner pressure. ![]() Look to not give away too much information but to always be ready to take opportunities when they show as well as mix up options in neutral. Landing a hit can lead to big damage and go straight into her offense. Aiming to stay out of range and whiff punishing is her forte. Once you kind of get an idea of how they want to approach, you can use a variety of her medium and heavy buttons to fish for hits in neutral. These are the buttons you use to kind of get a feel on what your opponent wants to do. To go about neutral, use longer ranged buttons like st.mk and st.hk to control horizontal space. Just be aware of her health and make smart decisions with her tools accordingly. She has tools for most situations and requires a cool head and a solid ground game to be played very well. In general, you will need to have a good understanding of your options and determining what options are best for certain matchups. ![]() Outside of her pressure, she has good control over the game with her buttons due to her extended hitboxes that most characters would dream to have. ![]() From there, she forces a guess between a dangerous hit confirm or a throw. So how do we earn it? Well there are multiple ways but for the most part it is the inherent understanding of all of her normals in conjunction with the pressure she gets from those normals. Simply put, the goal is to earn a knockdown and apply pressure until there is no more health left. Karin is a very good pick for a player that values these traits: She utilizes long reaching normals to control space and close-to-mid range normals to convert into damage and pressure., Karin is a mobile footsie based character with access to high damage combos off of a single touch. Anti Airs are dependent on many factors if not spending meter.A slight learning curve for hit confirms and combos.9.4 Kanzuki-ryu VT1 Maximum Damage Combos.9.1 If You Have Trouble Doing Tenko Orochi.5.3.2 Vtrigger 1 Pressure – Guren Ken (Rekka). ![]()
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