cr. HP - The most reliable anti air, but not very damaging. Moves forward a LOT. Not as good as it looks
st. HP - good damage, a hitbox that goes up pretty high, but doesn't hit jumps that are too close nor too far away, narrow range of effectiveness
st. LP - I wish this was a joke but her other anti airs are really garbage at hitting close and LP is her best hope at an AA normal from those ranges. You can also cancel it for some reset potential
EX Ressenha - True invincibility and good damage, but must be used from afar.
jump back MP - Comes out very quickly, very reliable against close jumps. However, sacrifices ground.
Instant Tenko - pretty reliable anti air from afar and also leads to super on hit in a lot of cases.
cr. MP, st. MP xx LP senha kusabi (228, 340) - Simple BnB grounded punish
st. HP xx tenko, orochi xx CA (437, 360) - super variation, no link because scaling. An easier variation does MP senha kusabi xx CA for (434, 285)
Punish combos USING V-trigger:
cr. MP, st. MP xx trigger, st. HP xx instant tenko, guren hosho (294, 435)
cr. MP, st. MP xx trigger, st. HP xx instant tenko, guren hochu (296, 430) - this does a bit more damage but swaps sides which isn't good unless you're cornered.
cr. MP, st. MP xx trigger, st. HP xx instant tenko, guren hochu xx CA (462, 430) - BnB super w/ trigger. Here side switching doesn't matter because Karin's super always leaves her in the center of the stage.
Punish combos IN V-trigger:
(trigger)cr. MP, st. MP xx instant tenko, guren hosho/hochu (288/294, 386/381) - again, choose the combo by the direction you want them to go.
(trigger)cr. MP, st. MP xx instant tenko, guren hochu xx CA (460, 381)
Crush counter punishes:
You can do a walk in st. HP on a point blank HK crush counter, but it's incredibly precise. From there you can do her above combos. It's easier and more practical to do walk in st. MP into LP senha, but the damage loss is noticable.
st. HK, st. HP xx MP senha kusabi (290, 505)
st. HK, st. MP xx LP senha kusabi (264, 420)
Her trigger combos are exceptional here
st. HK, st. HK xx trigger, st. HP xx instant tenko, guren hosho (348, 560)
st. HK, st. HK xx trigger, st. HP xx instant tenko, guren hochu xx CA (516, 555)
cr. HK (90, 150)
EX tenko, instant tenko (192, 240)
CA (330, 0)
st. HK xx trigger, (walk in) st. HP xx instant tenko, guren hoshi (293, 438)
st. HK xx trigger, (walk in) st. HP xx instant tenko, guren hochu xx CA (463, 433)
All of Karin's cr. MP, st. MP combos function as confirms. She can even react between safe orochi strings on block and instant tenko strings on hit
cr. MP, st. MP xx orochi (only -2)
cr. MP, st. MP xx instant tenko, instant tenko
She can also convert out of Guren Senha on reaction
Guren senha, cr. LP xx instant tenko, guren hosho (262, 359)
Confirm combos (light normals):
cr. LP, st. LP xx instant tenko x2 (167, 283)
cr. LP, st. LP xx instant tenko, LK mujinkyaku, CA (358, 283)
(trigger) cr. LP, st. LP xx instant tenko, hosho/hochu (221/227, 329/324)
(trigger) cr. LP, st. LP xx instant tenko, guren hochu xx CA (393, 324)
cr. LP st. LP is a 3f string but using st. LP, st. LK (4f) adds 19 damage to these combos, making it more ideal for quick punishes
Non CC punish CC confirms:
st. HK, v-skill (150, 270) - it's difficult to get much else out of her only crush counter from afar.
counter hit BnBs:
cr. MP, st. HP
cr. LP, cr. MP, cr. MK
ressenha, cr. LP
guren chochu, cr. LP
instant tenko x2, EX ressenha
instant tenko x2, CA
Be aware that senha doesn't hit properly against crouchers so if they recover crouching you have to do tenko combos
Tenko can juggle into a short v-skill, which is useful for building v-meter at the expense of some damage.
v-skill can be cancelled to v-trigger, allowing juggles into rekkas or super
alors je conseille de passer le premier 236 k p en negative edge ,je trouve que le p est plu facile à passer en perfect.
ensuite faut commencer la manip du 2 eme 236 k 2p pendant le recovery du upper...ça doit passer
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