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Karin Street Fighter 5: Arcade Edition artwork

Karin Street Fighter 5: Arcade Edition moves, tips and combos

Overview

Stamina: 925Stun: 950 Tier Ranking: 3rd
Popularity: 3rd SF5 Tiers
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Tips for Karin

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Unhelpful (3)
DarkWingZERO posted October 25, 2015

Here are various practical combos for Karin in 60fps
https://www.youtube.com/watch?v=EZNiO...

+10
Rating
StanleyCKC posted March 22, 2016

Karin is a extremely good footsie character who also has the potential to do fairly decent mix up and high damage. In my opinion she can play rush down but also play defensively. She has alot of juggles utilizing her just frame which can carry the opponent towards the corner. Her V reversal is great as it knocks down on hit. Her Vtrigger however should be used more as a combo extender as the mix up options are not always safe. However, if everything goes your way her vtrigger can be extremely dangerous and has the ability for massive come back potential. Her Anti Air and reversal game isn't that great however I think her great footsie and v-reversal should allow her to stay in the game. Karin is a very powerful character but her execution isn't the easiest. Some of her combos have fairly tight timings such as the just frame but I think karins combos are some of the most satisfying in the game. I think karins basic game plan is to try and out footsie the enemy and apply pressure when you can.

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cirn9ble posted March 7, 2016

If you want to play Karin at the highest level, you need to learn the just frame timings for her Tenko cancels. The most important ones are c.LP, c.MK, s.MP, s. HP, and c. HP. The important thing is to realize that you want to cancel as close to the end of the cancelable windows as possible. For s.MP, the window is fairly large and occurs just about as her hand connects with the opponent. c.HP has a similar but smaller window as well as range, but gives her the the best damage. c.MK and s.HP both have their just frame window toward the end of their special cancel frames, and you need to ingrain those timings into your muscle memory. Finally, c.LP has probably the smallest window but isn't as difficult as it sounds since the just frame timing more or less overlaps with the cancel window.
Learning these just frame timings is important to optimize damage, but for c.MK and c.LP specifically it's a necessity to even combo into Tenko.

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Rating
MaysTheCraze posted February 20, 2016

In terms of pressure, she has a number of options.

For frame traps, use s.LK. It has bad range but is +3 on block. The trick is to hit a blocking foe with it, wait a split second, and then use c.MP (which is also safe on block at +2). Often, you will net a counter hit, allowing you to go into s.MP into whatever.

Her f+MK overhead has suspect range but good damage. It is nice to sneak in every once in awhile and mostly safe at -4. Don't go too overboard with it and it will serve you well.

Mujinkyaku is an interesting move. LK Mujinkyaku is -5 on block and starts up fairly quickly, so it can be used as a sort of 'trap' for foes that don't like to hit buttons. Basically, they block it, and you immediately use a normal like c.MK or c.MP to cancel into another LK Mujinkyaku. However, since you are left at frame disadvantage, an opponent can jab you before you get your normal out, so you shouldn't autopilot it, but don't be afraid to use it for pressure every once and awhile since you'll often land a ton of stray hits, helping you get closer to victory. The chip damage is always worth it too. For a mixup, replace the LK version for the MK version. The last hit of the MK version is an overhead and can go over lows. This works perfectly since people tend to mash out lows as soon as they see the initial animation is over, which can net you a counter hit you can follow up on! Fast jabs however will interrupt the third hit, so watch out for that. Finally, HK Mujinkyaku should be strictly used for combos as it is horribly unsafe on block.

LP Ressenha is an overhead and if confirmed, can be canceled into her d+K slide followup for knockdown or her u+K grab followup if they keep standing or are anticipating the slide followup. You can cancel your normals (c.MK, c.MP, s.MP, etc) into it instead of Mujinkyaku for a relatively quick mixup that is hard to react to and must be blocked high. However, be aware that LP Ressenha is -6 on block and can be punished if the opponent is aware, so use caution. Also, an opponent can simply crouch after the blocked Ressenha to avoid all her followups, leaving her in harm's way.

However, her (likely) safest pressure is from Orochi (d+P after her QCF+K command dash). Orochi is -2 on block while beating out anyone mashing buttons to give you some nice frame advantage. You can also combo off of counterhits.

You can of course cancel into her command dash (QCF+K) without doing any of the follow ups and sneak in stuff like throws, frame traps, etc. However, I would save this sort of strategy for when you've conditioned your opponent to sit there and not mash buttons.

+1
Rating
tford posted March 10, 2016

Here's all of my combo's for Karin

CR.LP,CR.LP,QCB.LK 94
CR.MP,CR.MK,QCB.HK 201
CR.MP,S.MP,QCF.MK-P,QCB.LK 211-227
CR.MP,S.MP,QCB.LP-LK 228
CR.HP XX QCF.MK-MP,QCB.LK 200-218
CR.MP,CR.MK XX QCF.2K-CR.MP XX QCB.2K 227-243
CR.MP,S.MP,QCF.2K-CR.P XX QCB.2K 279
CR.HP XX QCF.2K-P,QCB.2P 310
S.HP,QCF.2K-CR.P XX QCF.2K-P,QCB.2K 371
CR.LP,CR.LP XX QCB.LK,QCF2.P 332
CR.MP,S.MP,QCF.MK-P,QCB.LP,QCF2.P 415-431
CR.HP XX QCB.LP,QCF2.P 443
CR.MP,S.MP,VTRIGGER,S.HP,QCF.MK-P,QCF.HP-HP-CR.HP 291
CR.MP,S.MP,VTRIGGER,S.HP,QCF.2K-P,QCF.HP,QCB.2P 345
CR.HP,VTRIGGER,S.HP,QCF.2K-CR.P XX QCF.HP-HP-CR.HP 329
S.HP,VTRIGGER,S.HP,QCF.2K-CR.P XX QCF.2K-P,QCF.HP-HP-CR.HP 382
CR.MP,S.MP,VTRIGGER,S.HP,QCF.MK-P,QCF.HP-HP-CR.HP XX QCF2.P 462-474

CORNER COMBO'S
S.HP,QCF.MK-MP,QCB.LK,QCB.2P 298-316
CR.HP XX QCF.MK-MP,QCB.LK,QCB.2K 285-303
CR.MP,S.MP,QCF.2K-CR.HP XX QCF.MK-MP,QCB.2P 320-334

CORNER CRUSH COMBO
S.HK,F.HP,QCF.2K-CR.P XX QCF.MK-P,QCB.2P 395-409

CRUSH COUNTER COMBO'S
S.HK,F.HP,QCB.MP-CR.K 311
S.HK,F.HP,QCF.MK-P,QCB.LK 286-302
S.HK,F.HP,QCF.2K-CR.P XX QCB.HK 354
S.HK,F.HP,QCF.2K-CR.P XX QCF.2K-P,QCB.2K 434
S.HK,F.HP,QCF.MK-P,QCB.LK,QCF2.P 490-506
S.HK,F,S.HK,VTRIGGER,S.HP,QCF.MK-P,QCF.HP-HP-CR.HP 366-378
S.HK,F,S.HK,VTRIGGER,S.HP,QCF.2K-CR.P,QCF.2K-P,QCF.HP-HP-CR.HP 431
S.HK,F,S.HK,VTRIGGER,S.HP,QCF.MK-P,QCF.HP-HP-CR.HP XX QCF2.P 537-549
CR.HP XX QCB.HK 217
CR.HP XX QCF.2K-P,QCB.2K 324
CR.HP XX QCF.2K-P,VTRIGGER,QCF.HP-HP-CR.HP 332
CR.HP XX QCB.LK,QCF2.P 443

gamedragonify posted March 4, 2016

Here's a few wombos of my own

https://www.youtube.com/watch?v=jpsEL...

blasphemousblack posted March 2, 2016

Many people have already discussed some of the key combos she has for bnbs. However there is one I see missing.

Her OS (Option select) shouts out to Muji for this 1.

Karin's s.lk gives her the most advantage on block and can easily frame trap into her cr.mp which you can even follow up with a s.mp, a decent block string that will build up white health.

However, if you use s.lk->C.HP -> Orochi (back attack) this will setup a FRAME TRAP OS! How this works. If they block the whole thing we know orochi is safe on block unless they have a C.Throw character (you may want to jump) now if they manage to hit a button after s.lk, then c.hp with CC hit them and your Orochi (back attack) will not come out as the CC cancels out your input of orochi.

PUTTING IT ALL TOGETHER.

Her s.Hp is one of her best AA. It can be cancelled into her command dash after QCF+k. switching up the strength of kick you use; you may dash in front or behind the opponent. Which will create an easy setup for the Frame trap OS above or a throw, heck even a quick jab if you want to test them. It should go without saying that this dashing underneath the opponent can even be done during her crush counter combo.

These options for Karin have the ability to stun them quite quickly forcing them to act. So the things you want to watch for are c.throws or DP's. In the case of the c.throw we have the option to neutral jump and punish on landing. As for the Shoryu we have more than enough frames to block, and if we do Karin is granted another crush counter.

This pressure and mind game creates a "Vortex"(mix-up) wherein one of the best options your enemy will have for escape is to use one of their most punishable moves. :). Once we have whittled them down with this mix-up we can sit back, reserve meter, and close out the game with good ol' s.mk.

supersteeze posted February 22, 2016

Max damage I have found so far for each amount of meter spend.
Non V-Trigger Combos

No meter: Crush Counter/Jump In HK>Cr.MP>St.MP>Instant Tenpo>Orochi

1 Bar: Crush Counter/Jump in HK>HP>Instant Tenpo>LK Mujikyaku>ex just frame tenpo

2 Bars: Crush counter/jump in HK>HP>Instant tenpo>LK Mujinkyaku>ex just frame tenpo>ex orochi
3 Bars: Crush counter/Jump in HK>HP>instant tenpo>orochi>critical art

In the corner. Non V-trigger combos.

No bars: cc/j.Hk>cr.mp>st.mp>instant tenpo>any follow up

1 bar: cc/j.hk>hp>instant tenpo>instant tenpo>ex dp

2 Bars: cc/j.hk>hp>instasnt tenpo>lk mujinkyaku (low to ground)>ex tenpo>ex dp

3 Bars: cc/j.hk>hp>instant tenpo>instant tenpo>critical art (low to ground)

MaysTheCraze posted February 20, 2016

(Continued...)

And of course, I cannot forget cancels into V-Trigger. Because Karin's V-Trigger is so important (specifically her Rekkas), it is vital you find safe ways to activate it. Lots of people use it like it's X-Factor from UMvC3 (a.k.a. when they have low health and from full screen). Firstly, I would not recommend this since your opponent can simply lame your V-Meter out. Instead, cancel from it from stuff like s.MP (which leaves you at +5 on block) and s.HP (+8 on block) to begin your shenanigans.

More gimmicky stuff includes her fully charged V-Skill. I would only recommend using it if you've successfully scared your opponent into not hitting any buttons. If the charged V-Skill is blocked you are left at +15(!) and basically free to do whatever you want.

I likely missed something here. If so, I will try to add on later.



cyanideTRS posted March 7, 2016

Play smart play safe and punish

-1
Rating
MaysTheCraze posted February 23, 2016

@NumeroGaijin

I agree that she is far too reliant on V-Trigger, hence why I don't get why she only gets two bars. She should have been given three like Ken. And her V-Skill is stupidly useless. It can counter projectiles and like I said before, it is super safe on block, but outside of combos serve no purpose. Then you have Laura whose V-Skill is terrific.

-1
Rating
NumeroGaijin posted February 22, 2016

After some extensive play, I can honestly say that Karin in this version is decent at best. She will not be going to far as far as high level play goes. Even with the proper mix up, she doesn't have enough to make those that know the matchup have to respect her. Her overhead grab sucks and doesn't require any respect. All her moves other than her lights get stuffed or punished easily on reaction. In V trigger, she becomes better but not by much. She is way too reliant on her V trigger and that is not a good thing imo. Her V skill is trash and a little slow but can be made safe. Most people are saying she is so good because of what she can do if she gets certain hits but that will be meaningless as time goes on. I'd rather have her V skill changed to her counter (ridiculously changed to her V reversal when the two should be swapped imo) from alpha 3. I wish she had an entire V trigger overhaul imo. She needs her V trigger moves to be apart of her normal move list or at least make her moves in V trigger more safe. Having -11 strings in V trigger and certain moves after the initial string not be true block strings is just plain stupid imo. Characters like Bison on the other hand gain a plethora of tools for every situation this time around. When Bison players find out and are able to execute the new tools correctly, then you all will know how stupid he is in this game. There are more reasons for Karin not being as good as people think right now but not enough time to explain. Can't wait for balance changes next year is all I have to say lol!

-1
Rating


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