Karin is a character primarily focused on attacking behavior, and while she lacks ammo, she has ranged moves that can bring her from side to side of the screen with ease and plenty of moves can be chained together, plus a powerful V- Mode trigger. She does require some skill to grasp but has some truly deadly combined potential.
How to Play as Karin
Anyone who knows even a little bit about Karin will immediately punish you if you rely too much on her available games. The reason for this is that they are highly predictable, their timing is learnable, and can be punished accordingly.
Hence, it’s never a good idea to spam her posts without knowing exactly what you are doing. Instead of just going in blindly, you need to think about ways to make these combinations less punitive and confusing.
Instead of canceling the usual (s) into auto mix mixes, you can try and execute them right away, thus making your opponent more likely to read them carefully and always let them guess.
Skills of Karin
Karin absorbed the projectile with the palm of his hand as if it was nothing. This V skill can be charged and released by holding down buttons and also helps to build her V-Trigger gauge when it is successfully used.
V-Trigger: Kanzuki-Ryu Guren No Kata
Her long-named V-Trigger powers her up, essentially gaining a bunch of new special moves in this mode, rendering her deadly – more on side moves below:
Guren Ken (Quarter Circle Forward + Punch)
Karin dashes forward with two quick punches, while this attack can be followed up with many more:
- Guren Kyoho (Guren Ken >> Kick): She fended off Guren Ken’s push forward, rushing backward – a great way to get back if the opponent blocked.
- Guren Hosho (Guren Ken >> Punch): She followed Guren Ken with a blow.
- Guren Senha (Guren Ken >> Up + Punch): She jumps and hits her opponent over the top of his head after Guren Ken.
- Guren Chochu (Guren Ken >> Down + Punch): She followed Guren Ken by nudging his elbow at close range.
- Guren Hochu (Guren Ken >> Guren Chochu >> Down + Punch): She spins around his opponent after Guren Ken & Guren Chochu, knocking them down in the opposite direction, thus switching sides on the screen.
- Guren Resshu (Guren Ken >> Guren Chochu >> Up + Kick): She follows Guren Ken & Chochu by wrestling opponents and defeating them.
- Guren Kusabi (Guren Ken >> Guren Chochu >> Down + Kick): She follows Guren Ken & Chochu by swiping to move his opponents low non-blocking.
Special Moves of Karin
Kanzuki-Ryu Hokojutsu Seppo
(Quarter Circle Forward + Kick)
She dashed forward on the screen, with the power of the kick button determining the distance she dashed. There is also an EX version. This move doesn’t have any attributes to damage opponents, but you can use normal moves right away – plus, it can lead to …
(Kanzuki-Ryu Hokojutsu Seppo >> Punch)
Then Hokojutsu Seppo with a simple press of a button will hit the enemy and launch them into the air. There is also an EX version.
(Kanzuki-Ryu Hokojutsu Seppo >> Down + Kick)
Pressing Down + Punch while exiting Hokojutsu Seppo causes Karin to transform into a damaging shoulder barge that makes the enemy stand. There is an EX version available to take down opponents.
(Quarter Circle Back + Punch)
She jumped up and swirled in mid-air, slashing his opponent with his hand, hitting it like an attack from above. The button determines how far she moves during this move, with the heavy punch going to move most of the screen. This move is very similar to Hokojutsu Seppo in that it mainly exists to expand into other moves…
(Ressenha >> Down + Kick)
She slipped across the ground from Ressenha’s attack, tripping any opponents that didn’t block low to knock them down. EX version available.
(Ressenha >> Up + Kick)
She turned his opponent over, grabbed them, and threw it to the ground in a small struggle. This also beat. EX version available.
(Quarter Circle Back + Kick)
Karin gracefully unleashed a double kick. The attack’s strength, reach, and a number of hits is greater depending on the kick button used, with the EX version being the most impressive and powerful. However, this is difficult to combine.
Critical Art (Super) – Kanzuki-Ryu Hadorokushiki Hasha No Kata
(Quarter Circle Forwards x2 + Punch)
She relaxed a jab at medium to close, followed by a series of moves that culminated in her iconic smile. Her Super has a good-looking appearance, but she’s one of the very best characters when EX moves are used properly so she doesn’t have too much motivation to use it.