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