Hajotsui 


| Startup |
5 |
|---|---|
| Active |
2 |
| Recovery |
18 |
| Guard Level |
THROW |
| On Hit |
D |
| On Guard |
— |
| LK Sappo Hit |
— |
| LK Sappo Guard |
— |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
120 |
| Stun |
170 |
| Meter Gain |
80 |
Hajotsui: Karin’s walloping shoulder strike throw hurls victims about three-quarters of the way across the screen. If you make Karin forward dash immediately after the throw recovers when the opponent quick-rises, she’ll be left at -4 against their wakeup on the edge of standing
poke range. An immediate post-throw HK Kanzuki-Ryu Hokojutsu Sappo command dash puts Karin closer up, but at -10 against a quick-riser. This throw is best used near corners, where you have a huge positional advantage and where the adversary isn’t thrown so far away, allowing Karin to stage actual pressure as they rise.
Arakuma Inashi 




| Startup |
5 |
|---|---|
| Active |
2 |
| Recovery |
18 |
| Guard Level |
THROW |
| On Hit |
D |
| On Guard |
— |
| LK Sappo Hit |
— |
| LK Sappo Guard |
— |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
130 |
| Stun |
200 |
| Meter Gain |
100 |
Arakuma Inashi: Karin performs a textbook over-the-shoulder judo throw on her opponent, swapping sides with them and ending up about a half-screen’s distance away, while also doing more damage and stun than her forward throw. If the foe quick-rises and Karin doesn’t move, she’s in a neutral situation after throw recovery, with neither character having a tempo advantage. If Karin dashes immediately after throwing, she’ll still end up at a punishable disadvantage a couple steps away from a quick-riser. That doesn’t mean you shouldn’t sometimes chase in this situation. You may read that your challenger is passive and wants to block and react, which is how characters like Karin and Ken can dash aggressively or use a command dash even though it’s technically disadvantaged.