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- frame data on block approximations
- normals
- ---
- positive
- stLP
- stMP
- crLP
- crMP
- stLK
- even
- crLK
- negative
- everything else
- Crush Counters
- stHK
- ---
- specials
- ---
- KRHS (qcf+K)
- - command dash
- - if you cancel a normal into the command dash and the normal was blocked, you can easily be punished. If you are hit during the command dash, it registers as a counterhit.
- - has two followups:
- - Tenko (P)
- - punishable on block
- - launches for a juggle
- - if done as soon as possible at the beginning of the command dash, does more damage, starts faster, and the knockdown animation changes (Karin also changes her voice. In the normal version, you hear "right there!" In the fast version,
- you hear a battle cry.)
- - Orochi (down+P)
- - slightly negative on block, not throw punishable, likely -2 or so
- - more damage than either version of Tenko
- Mujin Kick
- - LK version is around -4 or -5
- - MK version adds a followup overhead, but isn't a true blockstring and can be interrupted by a jab or reversal. If the initial attacks connect, the overhead
- followup does NOT combo.
- - HK version adds a mid-hitting followup that also isn't a true blockstring, but the hole is smaller, so only reversals will interrupt. If the initial attacks
- connect, the overhead followup DOES combo.
- - EX version is slightly negative on block, not throw punishable, likely -2 or so. There is a final hit that only comes out on hit and not on block.
- Ressenha
- - overhead attack. All versions are punishable by at least jabs.
- - has two followups:
- - Kusabi (down+K)
- - not a true blockstring
- - fully punishable on block
- - Resshu (up+K)
- - command grab that grabs standing characters only
- - if avoided, can be fully punished
- V-Skill
- - destroys fireballs
- - about -4 or -5 on block, jab punishable
- - if held down, takes longer to come out, but is no longer jab punishable
- ---
- V-Trigger
- ---
- In VT, Karin gains a new special move, qcf+P.
- qcf+P
- - costs V-meter to use
- - jab punishable on block, likely -4 or -5
- - can be spaced to be out of jab range on block
- - has MANY followups:
- > P
- - combos from qcf+P
- - unsafe on block
- - not a true blockstring from qcf+P
- > down+K
- - low
- - combos from qcf+P
- - unsafe on block
- - not a true blockstring from qcf+P
- > up+P
- - overhead
- - on hit, gives enough advantage to continue the combo
- - unsafe on block
- - not a true blockstring from qcf+P
- > down+P
- - slightly negative on block, not throw punishable, likely -2 or so
- - not a true blockstring from qcf+P
- > down+P > down+P
- - cannot be done if the previous down+P makes contact
- - fully punishable on block
- - crosses up the opponent
- - super cancellable
- - does not combo from previous down+P
- - not a true blockstring from the previous down+P
- > down+P > up+K
- - cannot be done if the previous down+P makes contact
- - same command grab as from Ressenha Reshu (qcb+P, up+K)
- > down+P > down+K
- - cannot be done if the previous down+P makes contact
- - low
- - combos from the previous down+P
- - unsafe on block
- - IS A TRUE blockstring from the previous down+P
- > up+K
- - same command grab as from Ressenha Reshu (qcb+P, up+K)
- > K
- - evasive dodge
- - costs V-meter to use
- - leaves you at frame disadvantage, but at a fair distance away
- Note about V-Trigger*
- - If you use qcf+P and your V-meter runs out, you may still use any and all of its followups, including the evasive K followup.
- ---
- Properties (on wakeup)
- ---
- KRHS - none
- Mujin Kick - none
- Ressenha - EX version is fully invincible
- super - fully invincible
- ---
- simple combos
- ---
- cr.LK, cr.LP xx LK Mujin Kick
- cr.LK, cr.LP xx qcf+LK > P (fastest version), qcf+LK > down+P
- st.HP xx qcf+LK > P, qcf+LK > P
- cr.MP, st.MP xx HK Mujin Kick
- st.HP xx qcf+LK > P (fastest version), qcf+LK > down+P xx super
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