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vs.
Tips - Karin
Talking about the
Queen of combos here, and her counters. Would be an easier fight
if not for the crappy range of your moves.
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Tips
02. Skyrax
scribbled on 11 Oct 99
Her game revolves too much around the
GurenKen, and it can be seen coming a mile away. THe Criminal Uppercut
can snuff he jumping hop attacks, but don't be too cocky, she can
use the Reversal attack at the end of her Gurenken attack, so if you
are too predictable, you may end up being beaten.
Use the Bad Soine when she tries to keep her distance; she has a weak
long distance game. Use the punch super when she leaves herself open
(like after a blocked Gurenken combo). However, she has excelent air
proirity and anti-air priority, so keep the fight on the ground. |
01. Tat
scribbled on 12 Apr 99
The cute new girl in A3, don't you want
her to win? I haven't really played a decent Karin yet though my own
Karin holds her own. If I pit them 2 together, I have
to say the edge's with Cody, especially V-Cody. Karin's bread and
butter combos with the Rekka-kens falls short 'cos Cody can evade
the first 2 (i think) of attacks. Once the dodge occurs, you have
a major counter in offer with a c.fierceXXroundhouse Raffian Kick
. The only way Karin users can stop this is to either dump the Rekka
altogether (impossible, too much of Karin's game revolves around it)
or vary it, trying to predict when Cody will stick a limb out, and
use the high/low counter. Or block and hope Cody goofs up. Guessing
game in Cody's favour.
Once they realised a big chunk of their game doesn't work re: Rekkas,
they'll turn to other moves like the Ressenpa d, df, f, uf + kick
(block high, my boy) as well as the quick overhead and 360 throw.
You'll have an easier time once she starts jumping. Of course, NEVER
jump. You don't have a reason to. Another deterent is that ridiculous
anti-air Karin has (s.fierce). It will stuff any of your jump-in attempts
or worse eat a c.fierce into kick super. Ouch. Stay rooted and irritate. |
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