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Street Fighter V/Karin

From SuperCombo Wiki

Introduction

About Karin

Karin is an offensive footsie-oriented character who aims to batter the opponent into submission with powerful tick throws, whiff punishes, and confirmable pokes. Her Right Leg of the Forbidden One is one of the most infamous normals in the game, with good range, a long confirm window, and great reward for landing it. On top of this, she has excellent mid pokes in 5MK and 5HK to keep the opponent sitting still at her preferred ranges, a great tick throw from 5LK, and long-range whiff punishes with 2HK. Her V-system is very straightforward, with nearly every Karin defaulting to VT1 and VS1 for their simple combo conversions and poking ability. Accessing the best parts of her gameplan is reliant on good execution, requiring not only use of her just-frame tenko for optimal combos, but good reaction speed as well to hit confirm her delay-cancellable pokes. Her anti-air options are also middling, with limited options to stop opponents jumping at close range. Overall she's a very powerful character with a simple gameplan that can be deceptively tricky to execute well.

V-System

V-Trigger 1: Guren No Kata

Gives Karin access to a rekka sequence that's great for safe poking and decent for combos. Has a lot of gimmicks alongside as well as some consistently useful pressure tools, in particular a plus on block elbow and a safe on block backdash. Easy to quickly burn through without doing too much with it, but the tools it gives are straightforward and good.

V-Trigger 2: Tenha No Kata

Gives Karin access to a 2f parry vs strikes that can be cancelled into from any of her grounded special moves to counter an opponent's punish. Very gimmicky if used that way, but it does reliably catch highs/mids/lows and the reward for catching a low is massive. Not used very often since it can't be used proactively, but it's sometimes picked vs divekick characters and it can counter V-reversals.

V-Skill 1: Myo-Oken

An unsafe advancing palm attack that can be charged for better range, damage, and frame advantage. Used for poking, VT activation, and as a combo ender for corner carry. Active frames nullify projectiles, but the move isn't used for this very often. Typically seen as the default pick for all matchups.

V-Skill 2: Fudo Sosho

A safe short range palm attack that can be charged for better damage, frame advantage, and the ability to special cancel. Crush counters, giving a launch on uncharged and a crumple on charged. Used for combos, pressure, and meaties. Can also be used to nullify fireballs. Not picked as much since the VS1 combos and the VT activation are both much more universally applicable.

Final Patch

Players to Watch

  • AFG
  • Justin Wong
  • Bonchan
  • Phenom
  • Mago
  • Punk
Karin
SFV-Karin Portrait.jpg
Vitals
Life Points 925
Stun Points 950
V-Gauge Points
V-Trigger 1 2 Bars
V-Trigger 2 2 Bars
Ground Movement
Forward Walk Speed 0.049
Backward Walk Speed 0.036
Forward Dash Speed 16
Backward Dash Speed 21
Forward Dash Distance 1.445
Backward Dash Distance 1.158
Backdash CH Frames 3-11
Jumping
Back Jump Speed 46 (4+38+4)
Neutral Jump Speed 46 (4+38+4)
Forward Jump Speed 45 (3+38+4)
Forward Jump Distance 2.128
Backward Jump Distance 1.824
Throws
Throw Hurtbox 0.25
Throw Range 0.85
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the start of the animation.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

5LP
Stand LP
5LP
Startup Active Recovery Hit
4 2 7 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vt1 vt2
FATonline.png
5MP
Stand MP
5MP
Startup Active Recovery Hit
5 3 12 4
Damage Stun Attack Block
60 100 H 1
  • Confirm windows:
    • Specials & CA: 17
    • V-Trigger: 17
  • Cancel options: sp su vt1 vt2
Has a pretty lenient cancel window for hit confirming (17 frames to react with a cancel)
FATonline.png
5HP
Stand HP
5HP
Startup Active Recovery Hit
7(8) 4 22 2
Damage Stun Attack Block
80 150 H -5
  • Confirm windows:
    • Specials & CA: 18
    • V-Trigger: 18
  • Cancel options: sp su vt1 vt2
First active frame can only hit airborne (effectively 8F startup on grounded opponents)
FATonline.png
5LK
Stand LK
5LK
Startup Active Recovery Hit
4 3 8 4
Damage Stun Attack Block
40 70 H 2
  • Cancel options: sp su vt1 vt2

A great normal for tick throws and confirms; its low pushback means the opponent cannot escape tick throws by walking backward, forcing them into a very disadvantageous guessing situation.

FATonline.png
5MK
Stand MK
5MK
Startup Active Recovery Hit
8 3 16 2
Damage Stun Attack Block
60 100 H -4
  • Confirm windows:
    • V-Trigger: 17
  • Cancel options: vt1 vt2

A really strong mid poke. Good range, safe when spaced (which it basically always will be,) difficult for most characters to whiff punish, has a high hurtbox that can go over lows. Doesn't have much in the way of conversions, but if it's VT cancelled it can combo to CA, which can be a very good round ender.

FATonline.png
5HK
Stand HK
5HK
Startup Active Recovery Hit
12 2 23 0
Damage Stun Attack Block
80 150 H -4
  • Crush Counter: Stagger, 15 Adv, +150 V-Gauge.
  • Confirm windows:
    • V-Trigger: 16
  • Cancel options: vt1 vt2

A crush counter move with great range that's quite easy to space safely. If it CCs from close you can link 5HP, and at range you can combo into VS1 or EX Tenko.

FATonline.png
2LP
Crouch LP
2LP
Startup Active Recovery Hit
3 2 8 3
Damage Stun Attack Block
20 70 H 2
  • Cancel options: ch sp su vt1 vt2
Has Juggle Limit 1 if chained into from another LP
FATonline.png
2MP
Crouch MP
2MP
Startup Active Recovery Hit
5 4 10 6
Damage Stun Attack Block
60 100 H 2
  • Confirm windows:
    • Specials & CA: 17
    • V-Trigger: 17
  • Cancel options: sp su vt1 vt2

Your primary medium button for starting combos and blockstrings.

FATonline.png
2HP
Crouch HP
2HP
Startup Active Recovery Hit
7 4 22 -3
Damage Stun Attack Block
90 150 H -7
  • Crush Counter: Flipping Juggle, KD Adv, +150 V-Gauge.
  • Knockdown: 105 KD Adv, 46 Quick Rise Adv, 51 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: 18
    • V-Trigger: 18
  • Cancel options: sp su vt1 vt2
Does 20 less damage and cannot crush counter after 1st active frame
+3 extra hitstun and +1 extra blockstun on active frames 2-4 (resulting in better frame advantaged when canceled from)
FATonline.png
2LK
Crouch LK
2LK
Startup Active Recovery Hit
4 2 8 2
Damage Stun Attack Block
30 70 L 0
  • Cancel options: sp su vt1 vt2
FATonline.png
2MK
Crouch MK
2MK
Startup Active Recovery Hit
6 2 14(18) -1
Damage Stun Attack Block
50 100 L -4
  • Confirm windows:
    • Specials & CA: 17
    • V-Trigger: 17
  • Cancel options: sp su vt1 vt2
Has a pretty lenient cancel window for hit confirming (17 frames to react with a cancel)
4 extra frames recovery on whiff; Fairly easy to whiff punish
FATonline.png
2HK
Crouch HK
2HK
Startup Active Recovery Hit
9 3 23 KD
Damage Stun Attack Block
90 150 L -14
  • Crush Counter: Hard Knockdown, KD Adv, +120 V-Gauge.
  • Knockdown: 67 KD Adv, 18 Quick Rise Adv, 23 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 18
  • Cancel options: vt1 vt2
FATonline.png
8LP
Jump LP
8LP
Startup Active Recovery Hit
3 5 - 6(9)
Damage Stun Attack Block
40 70 M 3(6)
Hits above Karin (decent air-to-air)
Shrinks the top of Karin's hurtboxes a little bit for entire move duration
FATonline.png
8MP
Jump MP
8MP
Startup Active Recovery Hit
6 6 - 11(12)
Damage Stun Attack Block
60 100 M 8(9)
Puts airborne opponents into a limited juggle state (Juggle Start: +1)
FATonline.png
8HP
Jump HP
8HP
Startup Active Recovery Hit
7 5 - 12(15)
Damage Stun Attack Block
90 150 M 9(12)
Decent horizontal priority but poor reach
Pulls Karin's hurtboxes upwards a bit during startup frames (and even further during active frames and onwards)
FATonline.png
8LK
Jump LK
8LK
Startup Active Recovery Hit
4 6 - 6(9)
Damage Stun Attack Block
40 70 M 3(6)
Can Cross-up
FATonline.png
8MK
Jump MK
8MK
Startup Active Recovery Hit
6 6 - 9(12)
Damage Stun Attack Block
60 100 M 6(9)
Can Cross-up
FATonline.png
8HK
Jump HK
8HK
Startup Active Recovery Hit
9 4 - 12(15)
Damage Stun Attack Block
90 150 M 9(12)
Pulls Karin's hurtboxes upwards a little bit during active frames and onwards
FATonline.png

Command Normals

6MK
Tsumujigari
6MK
Startup Active Recovery Hit
22 2 21 0
Damage Stun Attack Block
60 100 M -7
Throw invincible on frames 11-18 (not actually airborne at all)
FATonline.png

Target Combos

8MP > 8HP
Ku-Renge
8MP > 8HP
Startup Active Recovery Hit
6+7 6(6)1 - KD
Damage Stun Attack Block
60*54 (114) 100*90 (190) M -
  • Knockdown: 72 KD Adv, 13 Quick Rise Adv, 18 Back Rise Adv.
KDA varies depending on height on opponent when TC is used (the higher up when knocked down; the better amount of KDA Karin has)
FATonline.png

Throws

LPLK
Hajotsui
Throw
LPLK
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 120 T -
  • Knockdown: 64 KD Adv, 5 Quick Rise Adv, 5 Back Rise Adv.
FATonline.png
4LPLK
Arakuma Inashi
Back Throw
4LPLK
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
150 200 T -
  • Knockdown: 61 KD Adv, 2 Quick Rise Adv, 2 Back Rise Adv.
FATonline.png

Special Moves

236LK
LK Kanzuki-Ryu Hokojutsu Seppo
236LK
Startup Active Recovery Hit
- - 24 -
Damage Stun Attack Block
- - - -
Upper-body invincible on frames 3-17
First 3 frames cancelable into Just Frame Tenko
Frames 4-14 cancelable into Late Tenko and Orochi
Karin is in Counter-Hit state during the entire dash frames
Not cancelable into V-Trigger 2 Parry during recovery frames
FATonline.png
236MK
MK Kanzuki-Ryu Hokojutsu Seppo
236MK
Startup Active Recovery Hit
- - 25 -
Damage Stun Attack Block
- - - -
Upper-body invincible on frames 3-17
First 3 frames cancelable into Just Frame Tenko
Frames 4-14 cancelable into Late Tenko and Orochi
Karin is in Counter-Hit state during the entire dash frames
Not cancelable into V-Trigger 2 parry until after the last hit
Not cancelable into V-Trigger 2 Parry during recovery frames
FATonline.png
236HK
HK Kanzuki-Ryu Hokojutsu Seppo
236HK
Startup Active Recovery Hit
- - 26 -
Damage Stun Attack Block
- - - -
Upper-body invincible on frames 3-17
First 3 frames cancelable into Just Frame Tenko
Frames 4-14 cancelable into Late Tenko and Orochi
Karin is in Counter-Hit state during the entire dash frames
Not cancelable into V-Trigger 2 parry until after the last hit
Not cancelable into V-Trigger 2 Parry during recovery frames
FATonline.png
236KK
EX Kanzuki-Ryu Hokojutsu Seppo
236KK
Startup Active Recovery Hit
- - 21 -
Damage Stun Attack Block
- - - -
Upper-body & Projectile invincible on frames 4-17
Karin is in Counter-Hit state during the entire dash frames
Not cancelable into V-Trigger 2 Parry during recovery frames
FATonline.png
236K > P
Just Frame Tenko
236K > P
Startup Active Recovery Hit
1+6 4 20 KD
Damage Stun Attack Block
70 80 H -10
  • Knockdown: 105 KD Adv, 46 Quick Rise Adv, 51 Back Rise Adv.
Launches opponent into juggle state
Executing this within the first 3 frames of Sappo (command dash) will cause a 'Just Frame' Tenko, which has a smaller hurtbox and launches higher
Juggle Limit / Increase / Start: 1 / 2(4) / 1(2)
Has varying Juggle Increase (+4 on airborne ** +2 on grounded) and Juggle Start (+2 on airborne ** +1 on grounded)
FATonline.png
236K > P
Late Tenko
236K > P
Startup Active Recovery Hit
4+9 3 21 KD
Damage Stun Attack Block
60 80 H -10
  • Knockdown: 106 KD Adv, 47 Quick Rise Adv, 52 Back Rise Adv.
Launches opponent into juggle state
Executing this within the first 3 frames of Sappo (command dash) will cause a 'Just Frame' Tenko, which has a smaller hurtbox and launches higher
Juggle Limit / Increase / Start: 1 / 2(4) / 1(2)
Has varying Juggle Increase (+4 on airborne ** +2 on grounded) and Juggle Start (+2 on airborne ** +1 on grounded)
FATonline.png
236KK > P
EX Tenko
236KK > P
Startup Active Recovery Hit
2+6 4 18 KD
Damage Stun Attack Block
100 120 H -7
  • Knockdown: 107 KD Adv, 48 Quick Rise Adv, 53 Back Rise Adv.
Upper body invincible on frames 1-9 (frames 3-11 if you factor in initial EX dash frames)
Projectile invincible on frames 1-2 (frames 3-4 if you factor in initial EX dash frames)
Juggle Limit / Increase / Start: 2 / 2 / 1(2)
Has varying Juggle Start (+2 on airborne ** +1 on grounded)
FATonline.png
236K > 2P
Orochi
236K > 2P
Startup Active Recovery Hit
4+11 4 20 2
Damage Stun Attack Block
80 150 H -2
  • Cancel options: su
Low Profiles on frames 1-9
Frames 3-14 projectile invincible
st HP into Orochi can be a true blockstring, frame trap, or trade, which leaves Karin with massive frame advantage and allows her to combo into another st HP
Delay the Orochi by 10f to trade with 3f or delay by 11f to trade with 4f.
Juggle Limit / Increase / Start: 1 / 1 / 1
FATonline.png
2362K > 2P
EX Orochi
2362K > 2P
Startup Active Recovery Hit
2+12 4 27 KD
Damage Stun Attack Block
140 150 H -7
  • Knockdown: 80 KD Adv, 48 Quick Rise Adv, 48 Back Rise Adv.
  • Cancel options: su
Low Profiles and Projectile Invincible on frames 1-2 of follow-up (Overall frames 3-4)
Causes Crumple on hit
Juggle Limit / Increase / Start: 4 / 1 / 1
FATonline.png
214LK
LK Mujinkyaku
214LK
Startup Active Recovery Hit
11 3(6)3 19 2
Damage Stun Attack Block
30*40 (70) 50*50 (100) H*H -7
  • Cancel options: su
First hit causes standing state
Juggle Limit / Increase / Start: 1*1 / 0*1 / 1*1
FATonline.png
214MK
MK Mujinkyaku
214MK
Startup Active Recovery Hit
11 3(6)3(18)2 23 2
Damage Stun Attack Block
30*40*90 (160) 50*40*150 (240) H*H*M -6
  • Cancel options: su
First hit causes standing state
The MK follow-up (last hit) is an Overhead
Lower body invincible on frames 5-18 of the MK follow-up hit
Not actually airborne during MK follow-up hit
Juggle Limit / Increase / Start: 1*1*1 / 0*1*1 / 1*1*1
FATonline.png
214HK
HK Mujinkyaku
214HK
Startup Active Recovery Hit
13 3(7)3(18)3(9)3 31 KD
Damage Stun Attack Block
30*40*25x2 (120) 50*40*30*60 (180) H*H*H*H -15
  • Knockdown: 83 KD Adv, 24 Quick Rise Adv, 29 Back Rise Adv.
  • Cancel options: su
First hit causes standing state
Low profiles during frames 4-25 of the HK follow-up hits
Juggle Limit / Increase / Start: 3*4*2*3 / 1*1*1*1 / 1*1*1*1
FATonline.png
214KK
EX Mujinkyaku
214KK
Startup Active Recovery Hit
8 2(5)2(7)3(6)5 17 KD
Damage Stun Attack Block
15*15*30x2*60 (150) 200 H -2
  • Knockdown: 80 KD Adv, 16 Quick Rise Adv, 21 Back Rise Adv.
  • Cancel options: vt1 vt2
Lower body invincible and Airborne on frames 5-18
Recovery frames listed are for whiffed version (increased recovery on a successful hit)
Cancelable into VT 1/2 activation and Guren Ken
Juggle Limit: 3
FATonline.png
214LP
LP Ressenha
214LP
Startup Active Recovery Hit
16 2(8)3 19 2
Damage Stun Attack Block
30*40 (70) 50*50 (100) H*M -6
  • Cancel options: su
Airborne on frames 7-22
Juggle Limit / Increase / Start: 0*1 / 1*1 /1*1
FATonline.png
214MP
MP Ressenha
214MP
Startup Active Recovery Hit
21 2(8)4 18 2
Damage Stun Attack Block
40*40 (80) 50*100 (150) H*M -5
  • Cancel options: su
Airborne on frames 11-23
Juggle Limit / Increase / Start: 0*1 / 1*1 / 1*1
FATonline.png
214HP
HP Ressenha
214HP
Startup Active Recovery Hit
26 2(8)3 17 1
Damage Stun Attack Block
40*50 (90) 50*100 H*M -4
  • Cancel options: su
Airborne and lower body Projectile Invincible on frames 14-31
Juggle Limit / Increase / Start: 0*1 / 1*1 / 1*1
FATonline.png
214PP
EX Ressenha
214PP
Startup Active Recovery Hit
5 2(6)2(5)2 22+13 KD
Damage Stun Attack Block
30*40*70 (140) 50x3 (150) H -41
  • Knockdown: 71 KD Adv, 12 Quick Rise Adv, 17 Back Rise Adv.
Fully invincible on frames 1-7
Airborne on frames 6-44
Can whiff on low profile
Cannot hit crossup
Standing hurtbox during the 13 frames of landing recovery
Cancelable into V-Trigger 2 Parry during last 3 recovery frames (not very useful)
Karin is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
Juggle Limit: 5*6*7
FATonline.png
214P > 2K
Senha Kusabi
214P > 2K
Startup Active Recovery Hit
15 8 20 KD
Damage Stun Attack Block
80 100 H*M*L -9
  • Knockdown: 69 KD Adv, 20 Quick Rise Adv, 25 Back Rise Adv.
d+K follow-up has a 5-frame gap on-block
Follow-ups can be performed on a whiffed Ressenha
FATonline.png
214P > 8K
Senha Resshu
214P > 8K
Startup Active Recovery Hit
23 2 22 KD
Damage Stun Attack Block
150 200 H*M*H -
  • Knockdown: 28 KD Adv, 28 Quick Rise Adv, 28 Back Rise Adv.
u+K follow-up has a 5-8 frame gap on-hit depending on which version of Ressenha is used first
Hard Knockdown
Grab only catches standing opponent
Follow-ups can be performed after a whiffed Ressenha
Not cancelable into V-Trigger 2 Parry during recovery frames
FATonline.png

Critical Art

236236P
Kanzuki-Ryu Hadorokushiki Hasha No Kata
236236P
Startup Active Recovery Hit
5 4(14)7(13)2 14+24 KD
Damage Stun Attack Block
20x3*279*1 (340) 0 H -18
  • Knockdown: 2 KD Adv, 2 Quick Rise Adv, 2 Back Rise Adv.
Completely invincible on frames 1-6 and again on frames 43-44 (during the last knee hit)
Stays invincible for the rest of the attacks if the initial strikes hit
Briefly airborne for the first 14 frames of recovery on whiff
24 frames of landing recovery
Juggle Limit: 12
FATonline.png

Taunts

5PPPKKK
Taunt
5PPPKKK
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -
FATonline.png

V-System

V-Skill 1

MPMK (VS1)
Myo-Oken
MPMK (VS1)
Startup Active Recovery Hit
14 5 17 KD
Damage Stun Attack Block
50 100 H -5
  • Knockdown: 92 KD Adv, 33 Quick Rise Adv, 38 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 23/*33
    • Notes: *VT2 Parry
  • Cancel options: vt1 vt2
Strike hitbox that also nullifies 1 hit of projectiles during active frames
Projectile invincible on the forward extended arm and leg from frames 9-23
Startup can range from 14-20F depending on how long the MP+MK buttons are held before release
Builds 60/30 V-Gauge on Hit/Block
Juggle Limit: 3
FATonline.png
MPMK (VS1) (hold)
Myo-Oken (hold)
MPMK (VS1) (hold)
Startup Active Recovery Hit
21 5 18 KD
Damage Stun Attack Block
70 150 H -2
  • Knockdown: 94 KD Adv, 35 Quick Rise Adv, 40 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 24/*37
    • Notes: *VT2 Parry
  • Cancel options: vt1 vt2
Strike hitbox that also nullifies 1 hit of projectiles during active frames
Projectile invincible on the forward extended arm and leg from frames 9-30
Builds 80/40 V-Gauge on Hit/Block
Juggle Limit: 3
FATonline.png

V-Skill 2

MPMK (VS2)
Fudo Sosho
MPMK (VS2)
Startup Active Recovery Hit
11 5 21(18) 4
Damage Stun Attack Block
60 100 H -2
  • Crush Counter: Spinning Knockdown, KD Adv, +100 V-Gauge.
  • Knockdown: 92 KD Adv, 43 Quick Rise Adv, 48 Back Rise Adv.
  • Cancel options: vt1 vt2
Strike hitbox that also nullifies 1 hit of projectiles during active frames
Crush Counter puts opponent into a free juggle state
Projectile invincible on the extended arm and leg hurtboxes on frames 8-18
Startup can range from 12-29F depending on how long the MP+MK buttons are held before release
3 less recovery frames (18F) on hit
Builds 60/30 V-Gauge on Hit/Block (Builds 100 V-Gauge on Crush Counter)
Juggle Limit / Start / Increase: 5 / 2 / 2 (+0 Juggle Increase on Crush Counter)
FATonline.png
MPMK (VS2) (hold)
Fudo Sosho (hold)
MPMK (VS2) (hold)
Startup Active Recovery Hit
30 5 17(14) 6
Damage Stun Attack Block
80 120 H 3
  • Crush Counter: Crumple, C Adv, +120 V-Gauge.
  • Knockdown: 89 KD Adv, 57 Quick Rise Adv, 57 Back Rise Adv.
  • Cancel options: sp su vt1 vt2
Strike hitbox that also nullifies 1 hit of projectiles during active frames
Crush Counter puts opponent into a crumple state (denies back-roll)
Projectile invincible on the extended arm and leg hurtboxes on frames 26-36
This fully charged version can also cancel into specials on hit/block
Crush Counter xx LK Dash / EX Dash: +4 / +7 (frame advantage after dash before the opponent's crumple state becomes airborne)
3 less recovery frames (14F) on hit
Builds 80/40 V-Gauge on Hit/Block (Builds 120 V-Gauge on Crush Counter)
Juggle Limit / Start / Increase: 5 / 2 / 2
FATonline.png

V-Trigger 1

HPHK (VT1)
Guren No Kata
HPHK (VT1)
Startup Active Recovery Hit
1 - 4 -
Damage Stun Attack Block
- - - -
2 bar V-Trigger
Duration of 1800 frames (30 seconds)
Gives Karin access to her rekkas and multiple follow-up options
FATonline.png
236P
Guren Ken
236P
Startup Active Recovery Hit
12 4(5)4 19 -2
Damage Stun Attack Block
30*30 (60) 30*30 (60) H -6
  • Cancel options: su
Projectile invincible on extended leg and arms and nullifies projectiles during active frames
Can be used to cover both wake-ups and apply really cool mixup tech that no Karin players use (see 'Karin Guren Meaty' on Youtube)
Spends 500 V-Meter (~28% V-Timer)
FATonline.png
236P > P
Guren Hosho
236P > P
Startup Active Recovery Hit
26+13 4 32 KD
Damage Stun Attack Block
110 120 H -16
  • Knockdown: 78 KD Adv, 19 Quick Rise Adv, 24 Back Rise Adv.
  • Cancel options: su
P follow-up has a 2-frame gap oB
FATonline.png
236P > 8P
Guren Senha
236P > 8P
Startup Active Recovery Hit
26+16 2(8)3 19 4
Damage Stun Attack Block
30*70 (100) 50*100 (150) H*M -2
u+P follow-up has a 1-frame gap / 11-frame gap oH and 5-frame / 14-frame gap oB against Standing / Crouching opponents
Airborne on frames 7-16
Second hit is Overhead
FATonline.png
236P > 2P
Guren Chochu
236P > 2P
Startup Active Recovery Hit
26+16 5 17 2
Damage Stun Attack Block
60 70 H 1
  • Cancel options: su
d+P follow-up has a 1-frame gap oH / 4-frame gap oB
FATonline.png
236P > 2P > 2P
Guren Hochu
236P > 2P > 2P
Startup Active Recovery Hit
26+16+24 3 24 KD
Damage Stun Attack Block
70 100 H -11
  • Knockdown: 90 KD Adv, 26 Quick Rise Adv, 31 Back Rise Adv.
  • Cancel options: su
d+P > d+P follow-up has a 1-frame gap oH / oB
Completely invincible on frames 1-19
Can cross-up
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236P > 2P > 8K
Guren Resshu
236P > 2P > 8K
Startup Active Recovery Hit
26+16+26 6 19 KD
Damage Stun Attack Block
150 200 H -
  • Knockdown: 28 KD Adv, 28 Quick Rise Adv, 28 Back Rise Adv.
d+P > u+K follow-up has a 1-frame gap oB
qcf+P > u+K follow-up has an 11-frame gap oH / oB
Hard Knockdown
Airborne on frames 3-31
Only grabs standing opponents
14 landing recovery frames
This move can also be done right after the first Guren Ken (rekka) hit instead of after the secondary Guren Chochu (elbow) as listed here
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236P > 2P > 2K
Guren Kusabi
236P > 2P > 2K
Startup Active Recovery Hit
26+16+13 11 18 KD
Damage Stun Attack Block
70 100 L -10
  • Knockdown: 68 KD Adv, 19 Quick Rise Adv, 24 Back Rise Adv.
d+P > d+K follow-up has no gap oH / oB
Projectile invincible on frames 1-25
Crouching hurtbox frames 1-5
Low profiles on frames 6-25
This move can also be done right after the first Guren Ken (Rekka) hit instead of after the secondary Guren Chochu (Rekka > Elbow) as listed here
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236P > K
Guren Kyoho
236P > K
Startup Active Recovery Hit
- - 13 2
Damage Stun Attack Block
- - - -2
Spends 500 V-Meter (~28% V-Timer)
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V-Trigger 2

HPHK (VT2)
Tenha No Kata
HPHK (VT2)
Startup Active Recovery Hit
1 - 4 -
Damage Stun Attack Block
- - - -
2 bar V-Trigger
Duration of 3000 frames (50 seconds)
Gives access to a parry special (Yasha Gaeshi) which can be canceled into from other specials and v-skill on hit / block / whiff
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HPHK (parry)
Yasha Gaeshi (stance)
HPHK (parry)
Startup Active Recovery Hit
2 12 36 -
Damage Stun Attack Block
- - - -
Cannot parry projectiles
Can cancel into this from cancelable normals as well as specials and v-skill on hit / block / whiff
Counter-hit state during whiffed parry attempt
Spends 800 V-Meter (~27% V-Timer)
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HPHK (parry follow-up high)
Yasha Gaeshi Ten
HPHK (parry follow-up high)
Startup Active Recovery Hit
1 3 18(13) KD
Damage Stun Attack Block
120 200 H 0
  • Knockdown: 113 KD Adv, 54 Quick Rise Adv, 59 Back Rise Adv.
Launches opponents into a free juggle state on hit
Fully invincible for the entire duration on a successful parry animation (frames 1-18)
Recovers 5 frames faster if the successful parry attack whiffs (13 recovery frames) and is also fully invincible during that recovery time
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HPHK (parry follow-up low)
Yasha Gaeshi Chi
HPHK (parry follow-up low)
Startup Active Recovery Hit
1 3 36(31) KD
Damage Stun Attack Block
100 200 H -18
  • Knockdown: 85 KD Adv, 85 Quick Rise Adv, 85 Back Rise Adv.
Crumples opponent on hit into a hard knockdown (+85 KDA)
Karin has a 7F window to combo the opponent on a successful low parry before they go into an airborne state (can combo into cr.HP for example)
Fully invincible for the entire duration on a successful parry animation (frames 1-39)
Recovers 5 frames faster if the successful parry attack whiffs (34 recovery frames) and is also fully invincible during that recovery time
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V-Shift

5MKHP
V-Shift
5MKHP
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
Shifts back 1.21 range
Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
Throw invincible on frames 1-16 on an empty / raw V-Shift
Counter-Hit state on frames 10-31 on an empty / raw V-Shift
Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit
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V-Shift Break

5MKHP
Koka Tenshinchu: Sumeragi
5MKHP
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 73 KD Adv, 14 Quick Rise Adv, 19 Back Rise Adv.
Fully invincible during startup and active frames
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V-Reversal

6PPP
Ressencho
6PPP
Startup Active Recovery Hit
17 2 24(40) KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 73 KD Adv, 14 Quick Rise Adv, 19 Back Rise Adv.
Strike and Projectile invincible on frames 1-30
+16 extra recovery frames (40F) on hit
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