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JuiceboxAbel

Karin Notes

Oct 24th, 2015
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  1. frame data on block approximations
  2.  
  3. normals
  4. ---
  5. positive
  6. stLP
  7. stMP
  8. crLP
  9. crMP
  10. stLK
  11.  
  12. even
  13. crLK
  14.  
  15. negative
  16. everything else
  17.  
  18. Crush Counters
  19. stHK
  20. ---
  21. specials
  22. ---
  23. KRHS (qcf+K)
  24. - command dash
  25. - 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.
  26.  
  27. - has two followups:
  28. - Tenko (P)
  29. - punishable on block
  30. - launches for a juggle
  31. - 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,
  32.  
  33. you hear a battle cry.)
  34. - Orochi (down+P)
  35. - slightly negative on block, not throw punishable, likely -2 or so
  36. - more damage than either version of Tenko
  37.  
  38. Mujin Kick
  39. - LK version is around -4 or -5
  40. - 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
  41.  
  42. followup does NOT combo.
  43. - 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
  44.  
  45. connect, the overhead followup DOES combo.
  46. - 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.
  47.  
  48. Ressenha
  49. - overhead attack. All versions are punishable by at least jabs.
  50. - has two followups:
  51. - Kusabi (down+K)
  52. - not a true blockstring
  53. - fully punishable on block
  54. - Resshu (up+K)
  55. - command grab that grabs standing characters only
  56. - if avoided, can be fully punished
  57.  
  58. V-Skill
  59. - destroys fireballs
  60. - about -4 or -5 on block, jab punishable
  61. - if held down, takes longer to come out, but is no longer jab punishable
  62. ---
  63. V-Trigger
  64. ---
  65. In VT, Karin gains a new special move, qcf+P.
  66.  
  67. qcf+P
  68. - costs V-meter to use
  69. - jab punishable on block, likely -4 or -5
  70. - can be spaced to be out of jab range on block
  71. - has MANY followups:
  72.  
  73. > P
  74. - combos from qcf+P
  75. - unsafe on block
  76. - not a true blockstring from qcf+P
  77.  
  78. > down+K
  79. - low
  80. - combos from qcf+P
  81. - unsafe on block
  82. - not a true blockstring from qcf+P
  83.  
  84. > up+P
  85. - overhead
  86. - on hit, gives enough advantage to continue the combo
  87. - unsafe on block
  88. - not a true blockstring from qcf+P
  89.  
  90. > down+P
  91. - slightly negative on block, not throw punishable, likely -2 or so
  92. - not a true blockstring from qcf+P
  93.  
  94. > down+P > down+P
  95. - cannot be done if the previous down+P makes contact
  96. - fully punishable on block
  97. - crosses up the opponent
  98. - super cancellable
  99. - does not combo from previous down+P
  100. - not a true blockstring from the previous down+P
  101.  
  102. > down+P > up+K
  103. - cannot be done if the previous down+P makes contact
  104. - same command grab as from Ressenha Reshu (qcb+P, up+K)
  105.  
  106. > down+P > down+K
  107. - cannot be done if the previous down+P makes contact
  108. - low
  109. - combos from the previous down+P
  110. - unsafe on block
  111. - IS A TRUE blockstring from the previous down+P
  112.  
  113. > up+K
  114. - same command grab as from Ressenha Reshu (qcb+P, up+K)
  115.  
  116. > K
  117. - evasive dodge
  118. - costs V-meter to use
  119. - leaves you at frame disadvantage, but at a fair distance away
  120.  
  121. Note about V-Trigger*
  122. - 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.
  123. ---
  124. Properties (on wakeup)
  125. ---
  126. KRHS - none
  127. Mujin Kick - none
  128. Ressenha - EX version is fully invincible
  129. super - fully invincible
  130. ---
  131. simple combos
  132. ---
  133. cr.LK, cr.LP xx LK Mujin Kick
  134. cr.LK, cr.LP xx qcf+LK > P (fastest version), qcf+LK > down+P
  135. st.HP xx qcf+LK > P, qcf+LK > P
  136. cr.MP, st.MP xx HK Mujin Kick
  137. st.HP xx qcf+LK > P (fastest version), qcf+LK > down+P xx super
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