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Here are just a few of them:
https://www.youtube.com/watch?v=otRfBioF4lA
https://www.youtube.com/watch?v=tQbwzVy9olQ
https://www.youtube.com/watch?v=VGyhH_DdXgE
https://www.youtube.com/watch?v=JR9UaAJuXeo
I'm always looking for a secret Formula/Trick that will make me magically better :D
Have a good day and thanks again for your time !
There is tons of content if you use google/youtube.
Unfortunally there is no trick to magically improve. Fighting games take a lot of time to "git gud" especially if it's your first one.
The secret is to take it easy, don't play on tilt, try to concentrate on clean inputs until you can pull them off in sleep, don't mash every time, scan your opponents strategy patterns and if you are feeling to get the hang off it, condition them to make mistakes.
Play against human opponents.
With Karin, her command dash is your best friend. It has multiple uses including getting out of jump in pressure, fake-outs and of course the two moves it can play into. Tenko and Orochi.
The faster you get used to using dash and using it comfortably the better. Also using the "fastest" tenko gets a bit of getting used to but well worth the effort. WIth fastest tenko you have to hit punch more or less immediately after the kick input of the dash. Think of it as almost doing a throw command only not quite managing to press the buttons at exactly the same time. Or simply piano keying the movement.
Fastest tenko has a bit more punch to it in many ways other than it being "fastest" Though like with any other tenko, its unsafe on block so don't throw it out randomly unless you're confident it'll score a hit to follow with light mujinkyaku (QCB+lk, though there are better juggles this is the one to start with first) If you want a safe option to get in, use orochi instead.
To comment on the rest of her skills however...
Myo-oken (v-skill) is a great pressure tool as it results in knockdown like Orochi, its safe on block (ONLY IF YOU HOLD MP+MK, and careful you space it correctly otherwise you'll eat a punish during her step in) so it can get you in range for footsies quite nicely. Use unheld myo-oken in combos and during pressure games.
Ressenha (QCB+P) is your fireball counter if EXdash is not available or you're saving for CA. You can use HP variant from a distance to sail right through fireballs 9/10 shoto agree they hate this and much rather you jump. It -is- her least safe option though even with the mixups you can do so don't rely on it too heavily to get in. If you do find you're getting punished a lot from it, don't discount it, you can still use the lighter options to purposefully whiff from a safe distance and bait a punishable reaction.
Mujinkyaku is a great combo finisher LK for pressure. MK + HK for Mixup and combos but those two, again, are punishable if you're not careful.
For footsies, you can use s.lk if your opponent is turtling and playing carefully. Its a natural frametrap to her bread and butter combo using c.mp > s.mp. Get used to Karin's ranges on normals, they may not have as much punch as Chuns or Cammy's but they compliment each other really well so using correct distances will help you out in the long run.
To complete the trials like I said, getting more comfortable with tenko by using the above method will go a long way. If you find hitting the tenko the hardest part in the combo. Try to do that piano key slightly delayed from the impact of the normal. buffering the movement too much tends to get the "fast but not quite fastest" tenko, which was my problem when I first started.
Hope that helps. If you want to check in on a few of my replays to see how I play her you're more than welcome. Like I said I'm no expert but it might be handy to see someone whose not top level to work out the best route to get to expert levels, like a stepping stone :)
but the difficulty that i have is not when to use this or that
is how do the combo correctly
like her Tenko + Myo-oken
or Cr. MK + Tenko everytime properly
and things like that
i just started SF V a week ago i think i'm not ready yet to apply does advices
Thanks again
Cr.mk > Tenko is a bit harder to do than st.mp at first, but it’s the same principle. I would say to wait a few moments during hitstun before using Tenko. Be sure to use lk Seppo as it’s the easiest to use Tenko with, and after a juggle you can use hk Seppo for oki.
P.S. I’d be happy to train you with Karin, btw. ^^