Prima Games eGuides Street Fighter V eGuide

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Street Fighter V eGuide Fighters Karin

Overview

Pros
  • Great pokes like standing , standing , crouching , and crouching allow Karin to dominate in close-range to mid-range footsies.
  • Any combo starter can lead to a juggle combo that gives great knockdown advantage to Karin, allowing you to stage repeated mix-ups that can quickly dizzy the enemy.
  • Orochi is an abusable, safe-on-block special that’s good in block pressure, hit-checks, and tight juggles, with an even better V-Trigger version.
  • V-Trigger adds increased poking and mix-up potential with the powerful Guren Ken special and its many follow-ups.
  • With EX Gauge available, Karin has an excellent reversal in EX Ressenha.
Cons
  • Karin has a solid but straightforward game; her ground game is linear, cross-ups will be expected, and overheads outside of V-Trigger tend to be telegraphed.
  • Moving inside aggressively with Sappo command dash is usually very unsafe and will only work if your opponent is either knocked down or worried about mix-ups with Orochi/delayed Orochi/Mujinkyaku.
  • Normal anti-airs can be difficult to apply; her consistent anti-air and reversal, EX Ressenha, is counter-hittable on recovery and requires EX Gauge.

Karin is one of the classic Alpha 3 characters returning for the first time after a long hiatus. In Street Fighter V, she’s designed as an aggressive close-range fighter who is somewhat difficult to play, requiring a little more precision and execution than most other characters. Investing time in training mode to get used to her strict anti-air timing and important Just Frame Tenko uppercut will pay off, with a character capable of quickly steamrolling opponents after two or three good reads in a row.

Your objective is to create close-range attack opportunities. Achieve this by:

  • Moving in by dashing, jumping, or Sappo-dashing when the opponent is passive
  • Passing through an enemy’s projectiles with HP Ressenha and EX Sappo when they are zoning
  • Converting successful close-range hits into Tenko/Mujinkyaku juggles, giving you repeated mix-ups even if your foe quick-rises