Street Fighter V

SFV Street Fighter V Karin Kanzuki-Ryu Guide

Tenko Orochi Karin Combo

For anyone that has trouble doing tenko orochi.
“If you look at your inputs and everything is correct…

If you do tenko and only command dash comes out, you’re doing Orochi too fast.

If you do tenko then Orochi but it whiffs, you did Orochi too slow.

There’s only a 4f window for it so it can be difficult but this should help a lot for timing.”

Stats

Health: 925

Stun: 950

Strengths

  1. Solid damage output 
  2. Wide array of normals and tools
  3. Strong neutral
  4. Strong oki/pressure game

Weaknesses

  1. Lower Vitality
  2. A slight learning curve  for hit confirms and combos
  3. Anti Airs are dependent on many factors if not spending meter

Description

Karin is a mobile footsie based character with access to high damage combos off of a single touch. She utilizes long reaching normals to control space and close-to-mid range normals to convert into damage and pressure., 

Karin is a very good pick for a player that values these traits:

  • Rushdown
  • Pokes
  • Hit confirms
  • Damage
  • Mid-Level Execution


The Game

What Are We Doing Here?

Simply put, the goal is to earn a knockdown and apply pressure until there is no more health left. So how do we earn it? Well there are multiple ways but for the most part it is the inherent understanding of all of her normals in conjunction with the pressure she gets from those normals. From there, she forces a guess between a dangerous hit confirm or a throw. Outside of her pressure, she has good control over the game with her buttons due to her extended hitboxes that most characters would dream to have. 

In general, you will need to have a good understanding of your options and determining what options are best for certain matchups. She has tools for most situations and requires a cool head and a solid ground game to be played very well.  Just be aware of her health and make smart decisions with her tools accordingly.

The Neutral

To go about neutral, use longer ranged buttons like st.mk and st.hk to control horizontal space. These are the buttons you use to kind of get a feel on what your opponent wants to do. Once you kind of get an idea of how they want to approach, you can use a variety of her medium and heavy buttons to fish for hits in neutral.  Aiming to stay out of range and whiff punishing is her forte. Landing a hit can lead to big damage and go straight into her offense. Look to not give away too much information but to always be ready to take opportunities when they show as well as mix up options in neutral.

The Offense

Midscreen Pressure

Standard offense for Karin relies on you pressuring with a normal and fishing for confirms into tenko, frame traps, throws/throw baits (shimmies), corner pressure. Her walk speed alone threatens pressure and good use of it can bait a reaction from many players. Typically after knockdowns, she gets insane corner carry due to the nature of her combos and oki (refer to the combo/oki section).  

Vtrigger 1 Pressure – Guren Ken (Rekka)

Season 4: Vtrigger 1 got buffed in this current season resulting in real mixups and pressure.

Vtrigger 1 (qcf+p,… Also referred to as Karin’s “rekka” starter) has multiple follow ups for pressure and with the season 4 changes, a lot less gimmicky and real.  Can be comboed from tenko or a stray hit confirm into oki. Very solid vtrigger with none of the weaknesses from prior seasons.

Here are the follow ups:

  • Guren Hosho (Palm) rekka > P
    • -9 on block, very punishable
    • Used to cancel into super for big damage. Usually happens when canceled from a normal xx rekka 
    • Good damage ender but no oki midscreen. Use this only if comboing in the corner
    • Palm acts as a frame trap so if the opponent attempts to use a 3f/4f normal, they will lose to palm
  • Guren Senha (Overhead) rekka > u.P
    • Can be jabbed out this follow-up
    • +4 on hit, so you can follow up with st.lk xx tenko/cr.lp xx tenko/st.lk xx rekka
    • -2 so safe on block
  • Guren Chochu (elbow) rekka > d.P
    • +1 on block, leads to additional pressure
    • +2 on hit and +5 on counter hit(CH). Can combo into cr.mp from CH
    • Can be jabbed out of this follow up
  • Guren Hochu (sideswitch/crossup) rekka > d.P > P
    • Slow crossup (Only use if the opponent is very unsuspecting) 
    • Can be canceled into super
    • Best follow-up from tenko. Use this for max damage. No oki midscreen or in the corner. Consistent follow-up for super
  • Guren Resshu (throw) rekka > u.K
    • Only works on standing opponents. 
    • Only really useful against opponents that react block to overhead or certain characters
  • Guren Kusabi (slide) rekka > d.K or rekka > d.P > d.K
    • Acts similar to palm ender and beats 3f/4f checks. Highly punishable though
    • Can combo from tenko into this rekka/rekka ender for corner carry/damage
  • Guren Kyoho (backdash)
    • Safest option (-2 on backdash)
    • (Character specific… for example it will not work with Kage) Can catch normals that opponents will use to check the follow-ups listed prior and convert them into a full combo

Corner Game

The most important concept of the corner is to keep the opponent in and pressure with pokes, plus on block normals, throws, hit confirms and walk speed. Similar to midscreen pressure but our follow up options are a lot more rewarded here than in the midscreen. The goal of the game is to reduce the opponent’s life to 0 but the corner gets it done faster than anywhere else. Due to the restrictions of your opponent’s options and movement, you are guaranteed to win the round/game here.

The Defense

Karin has many ways to defend against pressure. Choosing the right options to defend can be challenging due to her lower hp and requires good knowledge of the offensive mechanics of this game.. 

  • Her 3f normal (cr.lp) – is used to check in between opponent’s pressure  strings for any fake pressure or if your opponent will mistimes a meaty on your wakeup
  • Ex ressenha  (qcb+pp) – is invincible on wakeup and can be used to escape pressure.
    With the increase to damage done on wakeup reversals (1.2x more), using meter to get opponent’s off of you is a lot scarier in season 4. Be wary when using this option
  • Backdashing – Escapes throws/command grabs and can be used to backdash certain pressure strings.
  • Vreversal – At the expense of 1 bar of v-meter, if you are being pressured this will
    • Lower stun immediately upon activation
    • Knocks your opponent down and away from you
    • Can be used offensively as well
    • Can do meaty orochi as they are getting up and turn your defensive turn into offense

Anti Airs (AAs)

From season 1 to this current season, Karin’s anti air game went from very weak to somewhat solid now. The buffs to cr.hp hitbox stabilizes her weak AA game. She still has dead zones in which she has trouble AAing (cross-up ranges) which are covered by the A2As mentioned.

What’s special about her AA game is that she can convert her AA into a mixup by canceling her AA into lk seppo. The lk seppo becomes a mixup of some sort and can potentially side switch + she gets pressure. 

  • Cr.Hp  – The go-to AA, this option beats/trades with most jump ins. If the opponent jumps in with a very deep jump in, cr.hp has a chance of whiffing due to how the hitbox shifts forward. This causes the AA to whiff so you must pay attention to your spacing.
  • EX Ressenha – At the cost of a bar, this invulnerable (from frames 1-7) move is a good move to almost guarantee an AA that won’t lose to anything. Due to how short of a window it is invulnerable for, it is best used to AA very late or else risk losing to a jump in
  • A2As (Air to airs) – In the case that the opponent jump ins deep or with a crossup, you must use an air to air to escape the situation.
    • Jb.lp – fastest air normal and very good against crossup. Has a good upwards/horizontal hitbox so it is very good to challenge air normals
    • Jb.lk – Just like j.lp but the hitbox is lower so possibly better if reacting late to a jump in
    • Jf.mp/jf.mp > j.hp – The air target combo is her best a2a in terms of damage and can lead to oki. Finishing the target combo leads to worse or no oki but yields the most damage. To guarantee oki, only use j.mp. 
  • St.Hp – This AA is was a lot more viable in previous seasons but due to recent AA buffs, this AA is almost rendered obsolete. The AA hitbox only applies on frame 1 though so there is a high risk of error when using this. The best thing about this AA is the fact that the follow-up with lk seppo, if the AA was successful, yields the most ambiguous mixup out of every AA. In situations where you would use st.hp typically would be from further jumps away from you. High reward but the chances of this working is very slim. Use sparingly
  • Tenko – Used in ranges where st.hp works. This is likely more effective than st.hp but the reward is worse than the st.hp AA.
  • EX Tenko – Used to catch far neutral jumps. Only use when you notice the opponent is attempting to bait your offensive options. 

V-Trigger 2 (Counter)

Not for the faint of heart, this vtrigger primarily relies on having a solid grasp of neutral, reads and just a little bit of luck. Simply put, VT2 is a counter that starts up on frame 2 and is active for 12 frames. You can use it raw or cancel it from a special move. If you cancel it from a special move that is highly punishable, you are essentially making a read that they will punish it immediately. The application of this vtrigger primarily relies on the opponent and character that they are using. Typically we would not advise beginners to use this vtrigger but it has its uses for certain scenarios/situations. Feel free to experiment and find what works for you if you use this vtrigger. Outside of that, here is a list of characters that we do not recommend you using VT2 against:

  • F.A.N.G
  • Ken
  • Guile
  • Falke
  • Zangief

Refer to the vt2 combo section on how to combo from a vt2 counter.

Combos to Learn

Optimally, your combos will consist of confirming normal(s) into tenko. After tenko, Karin has a choice between multiple follow ups. It is at your discretion to determine which follow up to use. By default, you usually want to use orochi as it does the most damage and corner carry midscreen. Just remember that orochi does not work in the corner. Outside of the tenko combos, you also have the choice to do the Mujinkyaku combos. These combos are not optimal but they are good to use until you can get better at the tenko combos.

Karin combos can be very hard for a newer person and require some degree of execution. Practice every day and you will be able to pull these off in no time!

Tenko Enders

  • Orochi – Damage/corner carry ender (does not work in the corner except on certain characters)
  • Tenko – Standard ender. Used to combo into super at the corner “easily” due to consistency
  • “Mujin”kyaku(qcb lk) – Most meter build/Same damage as tenko/Access to ex Mujin ender/Access to the max 2 bar dmg/stun combo (max range tenko will make this ender whiff)
  • Vskill – Meter build (will always work no matter the distance)

Meterless

Light Confirmscr.lp > cr.lp xx tenko > [tenko ender]st.lk > st.lk xx tenko > [tenko ender]st.lp > cr.lp xx tenko > [tenko ender]…etc….The light normals used are all generally interchangeable with one another EXCEPT cr.lk. Cr.lk does not link nor chain into any other lights. Cr.lp also does not combo into st.lk
Medium Confirmscr.mp > st.mp  xx tenko > [tenko ender]cr.mp > st.mp xx lp ressenha > slide*cr.mp > cr.mk xx tenko > [tenko ender]***Only combos if opponent is standing*In terms of consistency, cr.mp to cr.mk will work at most ranges. These will most likely be your go-to BnBs!
Heavy Confirmsst.hp xx tenko > [tenko ender]*cr.hp xx tenko > [tenko ender]*st.hp  xx hp ressenha**cr.hp xx lp ressenha****St.hp is used to punish long recovery normals into a  long cancel window for tenko when canceled into her command dash. Cr.hp is her strongest normal, netting 90 damage.**Strongest damage combo meterless. Requires opponent to be standing so will not work all of the time***Cr.hp force stands the opponent
Counter Hitst.lk > cr.mk xx tenko > [tenko ender]st.lk > cr.mp > st.mp xx tenko > [tenko ender]
st.lk > cr.mp > cr.mk xx tenko > [tenko ender]cr.lp > st.mp xx tenko > [tenko ender]cr.lp > cr.mp xx tenko > [tenko ender]cr.mp > st.hp xx tenko > [tenko ender]*
cr.mp > cr.hp xx tenko > [tenko ender]**st.mp > st.mp xx tenko > [tenko ender]st.mp > cr.mk xx tenko > [tenko ender]
*If the opponent is standing, cr.mp > st.hp xx HP ressenha is her most damaging meterless combo. Take note that the HP ressenha will whiff if the opponent is crouching.
**If opponent is crouching, cr.mp > cr.hp is her optimal damage ender.
Crush Counterst.hk xx v skillst.hk > micro step > st.hp xx tenko*cr.hp xx lk seppo > mk mujin**
cr.hp xx lk seppo > lk mujin> lk mujin
* St.hk has to be hit pretty close for the st.hp for work. If you think you are too far, do v skill instead.**Optimal meterless damage from CC cr.hp. Frame advantage is +5 on backrise but 0 on quickrise. Opt for lk mujin > lk mujin for optimal oki

1 Bar Combos

Midscreenst.hp xx  ex seppo > cr.mp > st.mp xx tenko > [tenko ender]….. xx tenko > ex tenko > v skill*
….. xx ex orochi > hk mujin**….. xx tenko > lk mujin > ex tenko***
*Builds V-Meter**Best damage but terrible oki. Best used in the corner***A good balance between damage and oki 
Corner….. xx tenko > tenko > ex ressenha….. xx tenko > lk mujin > ex ressenha….. xx tenko > lk mujin > ex mujin
Crush Counter st.hkex tenko > {tenko enders}*micro stepst.hp xx ex orochi xx hk mujin***Use this for when you land a CC st.hk and the follow up normal would be too far to land.**Most damage but hk mujin leads to terrible oki. Better suited for corner
Crush Counter cr.Hpxx lk seppo > lk mujin > lk mujin > ex tenko

2 Bar Combos

Midscreen….xx tenko > ex tenko > ex mujin….xx tenko > ex tenko > ex orochi
….xx tenko > ex tenko > dash > ex ressenha ….xx tenko > lk mujin > ex tenko > ex orochi
….xx ex orochi > ex tenko > v skill….xx ex orochi > lk mujin > ex mujin


Corner….xx ex orochi > lk mujin > ex ressenha…..xx tenko > lk mujin > ex.tenko > ex.ressenha
Crush CounterSt.hk > ex tenko > lk mujin > ex tenkoCr.hp xx lp seppo > lk mujin > lk mujin > ex tenko > ex orochi

3 Bar Combos

Confirms – Midscreenst.mp xx ex orochi > lk.mujin > ex tenko > ex orochist.hp xx  ex orochi > lk mujin > ex tenko> ex orochicr.hp xx  orochi > lk mujin > ex tenko > ex orochi
Confirms – Corner….. xx ex orochi > lk mujin > ex tenko > ex ressenha**Any normal that can be combo’ed into ex orochiSt.mp, cr.mp, st.hp, cr.hp, st.lk
Crush Counter st.HKex tenko > lk mujin > ex tenko > ex orochi
Super Confirms….. xx tenko > super….. xx tenko > lk mujin > super….. xx tenko > orochi xx super….. xx tenko > delayed tenko> super….. xx lk mujin xx super

Vt1 Combos

Meterless….. xx rekka xx slide*….. xx rekka xx palm**….. xx tenko > rekka xx slide/elbow ender*Slide is the best oki midscreen**Palm does more damage but worse oki midscreen
1 Bar….. xx ex orochi > rekka xx elbow xx slide*….. xx tenko > ex tenko > rekka xx elbow xx slide***Most damage. Combo only works from certain normals (ex orochi needs to be cancelled from st.lk, cr.mp, st.mp, st.hp, cr.hp)**Combo does not work in the corner but works everywhere else
2 Bar….. xx ex orochi > ex tenko > rekka xx elbow xx slide
Super Combos….. Tenko > rekka xx elbow xx crossup xx super….. xx rekka xx palm xx superNote: To combo into super with vt1, if comboing from rekka on the ground, go into the super from palm.To combo into super when the opponent is knocked up from tenko, go into rekka > elbow > crossup > super

Vt2 Combos

StandVt2 counter > lk mujin > tenkoVt2 counter > lk mujin > ex tenko > uncharged vskillVt2 counter > lk mujin > ex tenko > ex orochiVt2 counter > lk mujin > superIf landing a counter and the opponent uses any move that isn’t a low, the opponent goes into a flipping airborne state similar to hitting  just frame tenko animation. The reward is slightly less than landing the counter on a low, which results in the opponent being put in a crumple state. This leads to the highest damage combo we can get.
CrouchCr.hp xx lp ressenhacr.hp xx tenko > [tenko ender]cr.hp xx ex orochi > (refer to previous ex orochi follow ups)

Frame Traps to Learn

3FSt.lk > cr.lpSt.lk > st.lkSt.lk > st.lp
St.lk > cr.mp
St.lk > st.mp———————————————–St.lp > st.lkSt.lp > cr.mp
St.lp > st.mp———————————————–Cr.lp > st.lk
Cr.lp > cr.mp
Cr.lp >st.mp———————————————–Cr.mp > st.mp
4F
St.lk > cr.mk



———————————————-Cr.lp > cr.mk

———————————————-St.lp > cr.mk

———————————————-St.mp > st.mp

Counter Hit ConfirmsSt.lk > cr.mp
St.lk > st.mp
St.lk > cr.mk———————————————–Cr.lp > st.mp
Cr.lp > cr.mp———————————————–St.lp > cr.mk
St.lp > cr.mp
St.lp > st.mp
———————————————–Cr.mp > st.hp
Cr.mp > cr.hp———————————————–St.mp > cr.mk
St.mp > st.mp

Oki

Tenko > Orochi
Hk seppo > st.lk (Best corner carry. Meaties are inconsistent. Confirm by manual time is the best)+5 on quick rise → Can use immediate st.lk/cr.mp but loses to backrise. Delay meaty if you can confirm they are backrising.+10 on back rise 
Tenko > VskillDouble dash > meaty normal (cr.lp/st.lk/cr.mp)+1 on quick rise →  use cr.lp+6 on back rise →  use st.lk or cr.mpWhiff st.lk > charged vskill-2 on quick rise+2 on back riseBuilds VMeter
Tenko > Tenko(timing the 2nd tenko needs to be immediate or frame advantage on oki is reduced)Hk seppo > dash forward > cr.mp+2 on quick rise -> Can use st.lk/cr.mp as meaty +7 on back rise -> cr.mp hits very meaty. Can combo into st.hp for big damage on hit due to meaty active frames
Tenko > Lk MujinLk seppo >dash forward > cr.mp+2 on quick rise -> Can use st.lk/cr.mp as meaty +7 on back rise -> cr.mp hits very meaty. Can combo into st.hp for big damage on hit due to meaty active frames
SweepDash Forward > st.lk/st.mp+2 on quick rise+7 on back rise → if doing from max range, cr.mp will miss. Must do st.mp instead
Forward Throw (Corner)Quick Rise+5 → Microwalk throw (loses to wakeup light buttons)Or use st.mpNo Risest.mk > fwd dash > fwd dash > cr.mp. +4 on block

Tips and Tricks

  • Tenko to Orochi – To get “Tenko > Orochi”, takes a bit of practice. Here’s a guideline to use to know that you are in the right track.
    • Make sure to turn your inputs on and make sure your inputs are correct
    • If you do tenko and only the command dash comes out, you’re doing orochi too fast
    • If orochi comes out, but orochi misses, you did orochi too slow
    • There is a 4f window for it so the timing can be difficult. Requires practice.
  • Just Frame Tenko (JFT) – Jft is the best version of tenko to input. Does 10 more damage then regular tenko. It does 10 more damage, comes out a few frames faster than regular tenko as well allowing for less dropped combos due to how fast it is. To get jft, you plink the k~p input. The punch needs to input immediately after kick for it to be considered just frame. You will know if it is just frame if the sound Karin makes is different, the hit animation causes the opponent to flip, and she leaves a smoke trail.  To learn more about plinking follow this link https://streetfighter.fandom.com/wiki/Plinking 
  • Hit Confirms (advanced) – A big part of Karin’s game is the ability to confirm a singular hit into a combo. All of Karin’s medium/heavy buttons have enough hit stun for the player convert them into a full combo given the right situation and enough focus. The tip is to buffer the tenko by inputting qcf after each attempted hit that you go for. On reaction to the hit animation (not block) you input k~p via plink to get jft.
  • How to use Super –  The general guidelines for super typically are:
    • To kill – Take note that if your opponent is about 30% hp, the super will basically be guaranteed to kill
    • If there is or you want to create a huge life deficit between you and your opponent and you want to deal as much damage as you can, this would be another good reason to use super.
    • For screen positioning – Super automatically pushes you and your opponent to the corner the player is facing, no matter where they stand on the screen. You don’t get oki but it is nice to use on occasion
    • Reaction/read on a fireball/heavy normal – Used in footsies range or as a whiff punish. Can also be used against fake blockstrings The super has a 5F startup so anything with a 5f gap or on block -5,  can be used to punish. With the current buff to the invincibility on the super, as long as you can land the first hit of your super, the rest of the hits are invincible to anything else. Such as reacting to F.A.N.G’s poison balls with super. The balls come down after you land the hit but will not hurt you as long as you are in the animation!
  • Throw Loops – Part of what makes her corner game so strong is the presence of “throw loops.” If the player manages to throw the opponent into the corner, the player is granted an opportunity to go for these throw loops. To do this, the player must microstep and throw once more after the initial throw in the corner. The opponent can check the player as they attempt the fake loop but the player can mix up the pressure by using st.mp and confirming it into a combo instead of throwing, beating out the attempted check out. This pressure is one of the main tools in her corner game and very important 
  • Optimizing Stun – Optimizing stun is moreso an afterthought but very important in your offense with Karin. For example, back throw does the most damage/stun/meter build for Karin. With enough awareness you turn two guesses into one and potentially sealing the game.  Here are moves to be aware of when optimizing stun
    • Ex Orochi – Most damage/stun usually comes from this move being utilized. Try to use this when you can but never sacrifice the aforementioned for oki. Oki is #1
    • Ex Mujin – Stun does not build until the last hit. If the opponent is about to be stunned from a tenko combo, opting for the lk mujin > ex mujin ender as opposed to lk mujin/tenko > ex ressenha ender will guarantee the damage. Ex ressenha builds stun throughout the whole combo meaning you will lose out on damage.
    • Back throw – Meter build, damage and 200 stun damage.
    • St.hp xx ex seppo > cr.mp – St.hp xx ex seppo is +5 on hit, allowing for this link to work. For extra corner carry/high stun damage at the expense of a bar, you can use this for this is the best stun damage she can get for her combos. 
  • 1 Bar Side Switch – If you find yourself in the corner and want to reposition, you can use “tenko > ex tenko > hp seppo” to switch to the other side and put yourself into an advantageous position

Meter-less combos

Tenko, Orochi = best damage / stun. Can’t shimmy without st.LK.

Tenko, Tenko = not the best damage, but you can shimmy / bait dps without st.LK.

Tenko, Mujin = not the best damage, but leads to nice jump mix-ups due to frame advantage and low knockback.

LP Ressenha = best damage / meter, but whiffs vs crouchers. Does not combo from cr.MK.

  • Shimmy / Corner –

HP Ressenha. Best damage.

  • 1-bar combos *

EX Orochi, Full screen orochi / HK mujin = Best damage & carry. Switch between depending on how close the opponent is to the corner. HK Mujin is the best, but has bad meaties without the corner.

  • Off cr.MK –
    Tenko, EX Tenko, V-skill = Best damage. Meaty = HK Dash -> dash.
    Tenko, EX Mujin = Best carry.
  • 2-bar combos*

EX Orochi, Mujin, EX Mujin = Second best damage. Great carry. Use this over EX Tenko-Orochi when you can, since the damage is almost the same.

EX Orochi, Mujin, EX Tenko = Best damage for meaties.

EX Dash, EX Orochi, Orochi = Slightly weaker than EX tenko variant. But gives much more carry and stun. Can only combo off st.HP

  • Off cr.MK –
    Tenko, Mujin, EX Tenko, EX Orochi = Best damage mid-screen. Horrible meaties.

-Tip-
Tenko, EX Tenko, EX Mujin = good carry and damage. 288 damage.
Tenko, EX Tenko (can delay a bit), EX Orochi = best damage for tip cr.MK. 291 damage. +24 vs quick rise.

EX Tenko, EX Tenko, V-skill (charged) = around 20 more damage than the one bar version. Almost useless, but can come in handy sometimes. Can VTX into EX Orochi after v-skill for a nice 325 damage combo with lots of carry. +24 vs quick rise too.

  • Corner –
    EX Orochi, Mujin, EX Ressenha = 2 dps in one.
  • Off EX Tenko –
    EX Tenko (this is the first one used raw), EX Tenko, V-skill = optimal meaty two bar for going through FBs.
    EX Tenko, Mujin, EX Ressenha = optimal damage for two bar.
    EX Tenko, Mujin, EX Tenko, EX Orochi = optimal damage for three bar.
  • 3-bar combos *
  • EX Orochi, Mujin, EX Tenko, EX Orochi / EX DP = Most damaging non-super combo. 462/705 off a jump in.
  • VT combos *

1 bar : EX Orochi -> Guren slide.
2 bar : EX Orochi -> EX Tenko -> Guren slide
3 bar : Guren super

  • Off cr.MK –
    1 bar : Tenko -> EX Tenko -> Guren slide
    2 bar : EX Tenko -> EX Tenko -> Guren slide

Kanzuki-ryu Maximum Damage Combos

Regular Combos

j.HPDMGEXVTNotes
cr.MP, st.MP xx Tenko, Orochi289 | 480

  Post stun and at low health, cr.HP tends to outdamage cr.MP, st.MP
cr.HP xx Tenko, Guren Kusabi*340 | 499

cr.HP xx VT, cr.HP xx Tenko, Guren Kusabi351 | 538
A
cr.HP xx EX Orochi, H Mujin352 | 5711

cr.HP xx Tenko, EX Tenko, Guren Kusabi387 | 5631  Only the second hit of Guren Ken connects
cr.HP xx EX Orochi, V-Skill xx VT, Guren Kusabi398 | 6381A
cr.HP xx Tenko, L Mujin, EX Tenko, EX Orochi408 | 6252

cr.HP xx EX Orochi, EX Tenko, Guren Kusabi445 | 6612
cr.HP xx VT, cr.HP xx EX Orochi, EX Tenko, Guren Kusabi422 | 6502A
cr.HP xx Tenko, Orochi xx CA487 | 4703

cr.HP xx Tenko, Guren Hochu xx CA511 | 4993
cr.HP xx VT, cr.HP xx Tenko, Guren Hochu xx CA522 | 5383A  Karin’s max damage combo if j.HP counterhits
Opponent in Corner
cr.MP, st.MP xx Tenko, Tenko283 | 450


cr.MP, st.MP xx L Senha Kusabi289 | 450

  Does not combo on crouching opponents
cr.HP xx Tenko, Tenko, EX Ressenha360 | 5551

cr.HP xx EX Orochi, Guren Kusabi380 | 5791
cr.HP xx Tenko, L Mujin, EX Tenko, EX Ressenha418 | 6252

cr.HP xx Tenko, Tenko, CA480 | 4353

✓ = active when combo starts
A = activation during combo

bold = hold button(s)
j.HK can replace j.HP for similar damage

*Guren Kusabi can always be replaced with Guren Hochu for similar damage and stun, a side switch, an easier juggle, and worse oki

st.HPDMGEXVTNotes
xx Tenko, Orochi207 | 360


xx M Senha Kusabi216 | 365

  Does not combo on crouching opponents
xx Tenko, Guren Kusabi275 | 397

xx VT, f.walk*, st.HP xx Tenko, Guren Kusabi287 | 451
A
xx VT, f.walk*, cr.HP xx Tenko, Guren Kusabi295 | 451
A  Only combos at close range
xx EX Orochi, H Mujin284 | 4741

xx Tenko, EX Tenko, Guren Kusabi331 | 4731  Only the second hit of Guren Ken connects
xx EX Orochi, V-Skill xx VT, Guren Kusabi346 | 5611A
xx Tenko (late), L Mujin, EX Tenko, EX Orochi346 | 5452

xx Tenko, L Mujin, EX Tenko, EX Orochi355 | 5452
  Does not combo at far or max range
xx EX Orochi, EX Tenko, Guren Kusabi397 | 5842
xx VT, f.walk*, st.HP xx EX Orochi, EX Tenko, Guren Kusabi375 | 5882A
xx VT, f.walk*, cr.HP xx EX Orochi, EX Tenko, Guren Kusabi383 | 5882A  Only combos at close range
xx Tenko, Orochi xx CA445 | 3603

xx Tenko, Guren Hochu xx CA446 | 3973
xx VT, f.walk*, st.HP xx Tenko, Guren Hochu xx CA458 | 4513A
xx VT, f.walk*, cr.HP xx Tenko, Guren Hochu xx CA466 | 4513A  Only combos at close range
Self in Corner
Opponent in Corner
xx Tenko, Tenko199 | 320


xx M Senha Kusabi216 | 365

  Does not combo on crouching opponents
xx Tenko, Tenko, EX Ressenha297 | 4601

xx EX Tenko, Guren Kusabi320 | 4871
xx Tenko, L Mujin, EX Tenko, EX Ressenha367 | 5452

xx Tenko, Tenko xx CA437 | 3203

*Only necessary at max range

cr.MK (mid to max range)DMGEXVTNotes
xx Tenko, Orochi177 | 310


xx Tenko, Guren Kusabi/Hochu245 | 347

xx Tenko, Orochi, VT177 | 310
A
xx EX Tenko, Orochi222 | 3551

xx Tenko, L Mujin, EX Tenko253 | 3751
  Does not combo at far or max range
xx Tenko, EX Tenko, Guren Kusabi/Hochu301 | 4231  Only the second hit of Guren Ken connects
xx EX Tenko, VT, Guren Kusabi/Hochu271 | 3691A
xx EX Tenko, L Mujin, EX Ressenha312 | 4552

xx Tenko, L Mujin, EX Tenko, EX Orochi325 | 4952
  Does not combo at far or max range
xx EX Tenko, EX Tenko, Guren Kusabi/Hochu346 | 4682
xx Tenko, L Mujin, EX Tenko, EX Orochi325 | 4952  Does not combo at far or max range
xx EX Tenko, L Mujin, EX Ressenha, VT312 | 4552A
xx Tenko, L Mujin, EX Tenko, EX Orochi, VT325 | 4952A  Does not combo at far or max range
xx Tenko, Orochi xx CA415 | 3103

xx Tenko, Guren Hochu xx CA416 | 3173
xx EX Tenko, L Mujin, EX Tenko, EX Orochi, VT380 | 5603A
Self in Corner Combos off cr.MK have better range when Karin is in the corner because cr.MK will not push her back as far.
Opponent in Corner
xx Tenko, Tenko169 | 270


xx Tenko, Tenko, VT169 | 270
A
xx Tenko, Tenko, EX Ressenha267 | 4101

xx EX Tenko, Guren Kusabi/Hochu290 | 3921
xx EX Tenko, VT, Guren Kusabi/Hochu271 | 3691A
xx Tenko, L Mujin, EX Tenko, EX Ressenha337 | 4952

xx Tenko, L Mujin, EX Tenko, EX Ressenha337 | 4952
xx Tenko, L Mujin, EX Tenko, EX Ressenha, VT337 | 4952A
xx Tenko, Tenko, CA407 | 2703

xx Tenko, Guren Hochu xx CA416 | 3473
cr.MP (close to mid range only)DMGEXVTNotes
st.MP xx Tenko, Orochi226 | 375


st.MP xx Tenko, Guren Kusabi283 | 404

st.MP xx VT, st.HP xx Tenko, Guren Kusabi/Hochu287 | 443
A
st.MP xx EX Orochi, H Mujin295 | 4761

st.MP xx Tenko, EX Tenko, Guren Kusabi/Hochu330 | 4681
st.MP xx EX Orochi, V-Skill xx VT, Guren Kusabi/Hochu341 | 5431A
st.MP xx Tenko, L Mujin, EX Tenko, EX Orochi351 | 5302

st.MP xx EX Orochi, EX Tenko, Guren Kusabi/Hochu388 | 5662
st.MP xx EX Orochi, EX Tenko, VT, Guren Kusabi/Hochu369 | 5432A
st.MP xx Tenko, Orochi xx CA430 | 3753

st.MP xx Tenko, Guren Hochu xx CA454 | 4043
st.MP xx VT, st.HP xx Tenko, Guren Hochu xx CA458 | 4433A
Self in Corner Combos off cr.MP have better range when Karin is in the corner because cr.MP will not push her back as far. cr.MP can link into itself.
Opponent in Corner
st.MP xx Tenko, Tenko219 | 340


st.MP xx L Senha Kusabi226 | 340

  Does not combo on crouching opponents
st.MP xx Tenko, Tenko, EX Ressenha303 | 4601

st.MP xx EX Orochi, Guren Kusabi/Hochu323 | 4841
st.MP xx Tenko, L Mujin, EX Tenko, EX Orochi361 | 5302

st.MP xx Tenko, Tenko, CA423 | 3403

cr.MP (far and max range)DMGEXVTNotes
cr.MK xx Tenko, Orochi217 | 375


cr.MK xx Tenko, Guren Kusabi/Hochu274 | 404

xx VT, st.HP xx Tenko, Guren Kusabi/Hochu267 | 401
A
cr.MK xx EX Tenko, Orochi257 | 4151

cr.MK xx Tenko, EX Tenko, Guren Kusabi/Hochu321 | 4681
xx VT, st.HP, Tenko, EX Tenko, Guren Kusabi/Hochu305 | 4531A
cr.MK xx EX Tenko, L Mujin, EX Ressenha334 | 5002

cr.MK xx EX Tenko, EX Tenko, Guren Kusabi/Hochu361 | 5082
xx VT, st.HP xx EX Orochi, EX Tenko, Guren Kusabi/Hochu355 | 5382A
cr.MK xx Tenko, Orochi xx CA421 | 3753

cr.MK xx Tenko, Guren Hochu xx CA445 | 4043
xx VT, st.HP xx Tenko, Guren Hochu xx CA438 | 4013A
Self in Corner Combos off cr.MP have better range when Karin is in the corner because cr.MP will not push her back as far.
Opponent in Corner
cr.MK xx Tenko, Tenko210 | 340


cr.MK xx Tenko, Tenko, EX Ressenha294 | 4601

cr.MK xx EX Tenko, Guren Kusabi/Hochu314 | 4441
xx VT, st.HP xx EX Orochi, Guren Kusabi/Hochu302 | 4711A
cr.MK xx Tenko, L Mujin, EX Tenko, EX Ressenha352 | 5302

cr.MK xx Tenko, L Mujin, EX Tenko, EX Ressenha352 | 5302
cr.MK xx Tenko, Tenko, CA414 | 3403

st.LK (close to mid range only)DMGEXVTNotes
st.LK xx Tenko, Orochi188 | 318


st.LK xx Tenko, Guren Kusabi245 | 357

xx VT, cr.LP xx Tenko, Guren Kusabi199 | 307
A
st.LK xx EX Orochi, H Mujin257 | 4191

st.LK xx Tenko, EX Tenko, Guren Kusabi292 | 4111  Only the second hit of Guren Ken connects
st.LK xx EX Orochi, V-Skill xx VT, Guren Kusabi303 | 4861A
st.LK xx EX Tenko, L Mujin, EX Ressenha305 | 4432
  EX Tenko must hit up close
st.LK xx Tenko, L Mujin, EX Tenko, EX Orochi313 | 4732
  Only combos at close range
st.LK xx EX Orochi, EX Tenko, Guren Kusabi350 | 5092
st.LK xx EX Orochi, EX Tenko, VT, Guren Kusabi341 | 4692A
st.LK xx Tenko, Orochi xx CA392 | 3183

st.LK xx Tenko, Guren Hochu xx CA416 | 3473
st.LK xx Tenko, Orochi xx CA, VT392 | 3183A
Self in Corner Combos off st.LK have better range when Karin is in the corner because st.LK will not push her back as far.
Opponent in Corner
st.LK xx Tenko, Tenko181 | 283


st.LK xx Tenko, Tenko, EX Ressenha265 | 4031

st.LK xx EX Orochi, Guren Kusabi271 | 3801
st.LK xx Tenko, L Mujin, EX Tenko, EX Ressenha323 | 4732

st.LK xx Tenko, Tenko, CA385 | 2833

st.LK xx Tenko, Tenko, CA, VT385 | 2833A
st.LK (far and max range)DMGEXVTNotes
xx Tenko, Orochi167 | 280


xx Tenko, Guren Kusabi235 | 317

xx Tenko, Orochi, VT167 | 280
A
xx EX Orochi, H Mujin244 | 3941

xx Tenko, EX Tenko, Guren Kusabi291 | 3931  Only the second hit of Guren Ken connects
xx EX Orochi, V-Skill xx VT, Guren Kusabi306 | 4811A
xx EX Tenko, L Mujin, EX Ressenha302 | 425

  EX Tenko must hit up close
xx Tenko, L Mujin, EX Tenko, EX Orochi315 | 4652
  Does not combo at max range
xx EX Orochi, EX Tenko, Guren Kusabi357 | 5042
xx EX Orochi, EX Tenko, VT, Guren Kusabi338 | 4812A
xx Tenko, Orochi xx CA405 | 2803

xx Tenko, Guren Hochu xx CA406 | 3173
xx Tenko, Orochi xx CA, VT405 | 2803A
Self in Corner Combos off st.LK have better range when Karin is in the corner because st.LK will not push her back as far.
Opponent in Corner
xx Tenko, Tenko159 | 240


xx Tenko, Tenko, EX Ressenha257 | 3801

xx EX Orochi, Guren Kusabi280 | 4071
xx Tenko, L Mujin, EX Tenko, EX Ressenha327 | 4652

xx Tenko, Tenko, CA397 | 2403

xx Tenko, Tenko, CA, VT397 | 2403A
cr.LP (far and max range)DMGEXVTNotes
xx Tenko, Orochi147 | 280


xx Tenko, Guren Kusabi215 | 317

xx Tenko, Orochi, VT147 | 280
A
xx EX Tenko, Orochi192 | 3251

xx Tenko, L Mujin, EX Tenko223 | 3451
  Does not combo at max range
xx Tenko, EX Tenko, Guren Kusabi271 | 3931
xx EX Tenko, VT, Guren Kusabi241 | 3391A
xx EX Tenko, L Mujin, EX Ressenha282 | 4252
  EX Tenko must hit up close
xx Tenko, L Mujin, EX Tenko, EX Orochi295 | 4652
  Does not combo at max range
xx EX Tenko, EX Tenko, Guren Kusabi316 | 4382
xx EX Tenko, L Mujin, EX Ressenha, VT282 | 4252A  EX Tenko must hit up close
xx Tenko, L Mujin, EX Tenko, EX Orochi, VT295 | 4652A  Does not combo at max range
xx Tenko, Orochi xx CA385 | 2803

xx Tenko, Guren Hochu xx CA386 | 3173
xx Tenko, Orochi xx CA, VT385 | 2803A
Self in Corner Combos off cr.LP have better range when Karin is in the corner because cr.LP will not push her back as far.
Opponent in Corner
xx Tenko, Tenko193 | 240


xx Tenko, Tenko, EX Ressenha237 | 3801

xx EX Tenko, Guren Kusabi260 | 3621
xx Tenko, L Mujin, EX Tenko, EX Ressenha307 | 4652

xx Tenko, Tenko, CA377 | 2403

xx Tenko, Tenko, CA, VT377 | 2403A
cr.LP (close to mid range only)DMGEXVTNotes
xx st.LP xx Tenko, Orochi159 | 318


xx st.LP xx Tenko, Guren Kusabi216 | 347

xx st.LP xx Tenko, Orochi, VT159 | 318
A
xx st.LP xx EX Tenko, Orochi199 | 3581

xx st.LP xx Tenko, L Mujin, EX Tenko224 | 3731

xx st.LP xx Tenko, EX Tenko, Guren Kusabi263 | 4111
xx st.LP xx EX Tenko, VT, Guren Kusabi237 | 3641A
xx st.LP xx EX Tenko, L Mujin, EX Ressenha276 | 4432

xx st.LP xx Tenko, L Mujin, EX Tenko, EX Orochi284 | 4732

xx st.LP xx EX Tenko, EX Tenko, Guren Kusabi303 | 4512
xx st.LP xx EX Tenko, L Mujin, EX Ressenha, VT276 | 4432A
xx st.LP xx Tenko, L Mujin, EX Tenko, EX Orochi, VT284 | 4732A
xx st.LP xx Tenko, Orochi xx CA363 | 3183

xx st.LP xx Tenko, Guren Hochu xx CA387 | 3473
xx st.LP xx Tenko, Orochi xx CA, VT363 | 3183A
Self in Corner Combos off cr.LP have better range when Karin is in the corner because cr.LP will not push her back as far.
Opponent in Corner
xx st.LP xx Tenko, Tenko152 | 283


xx st.LP xx Tenko, Tenko, EX Ressenha236 | 4031

xx st.LP xx EX Tenko, Guren Kusabi256 | 3871
xx st.LP xx Tenko, L Mujin, EX Tenko, EX Ressenha294 | 4732

xx st.LP xx Tenko, Tenko, CA356 | 2833

xx st.LP xx Tenko, Tenko, CA, VT356 | 2833A
V-Skill hold (far and max range)DMGEXVTNotes
xx VT, Orochi144 | 270
A  Use H Seppo for Orochi for best range
xx VT, EX Orochi176 | 3101A
xx VT, EX Tenko, EX Mujin271 | 4102A
xx VT, Orochi xx CA382 | 2703A  Use H Seppo for Orochi for best range
Opponent in Corner
xx VT, Guren Kusabi212 | 307


xx VT, Tenko, EX Ressenha234 | 3701A
xx VT, L Mujin, EX Tenko, EX Ressenha304 | 4552A
xx VT, Guren Hochu xx CA383 | 3073A
V-Skill hold (close to mid range only)DMGEXVTNotes
xx VT, Guren Kusabi212 | 307
A
xx VT, EX Ressenha192 | 3101A  Less damage but more stun than spending no EX Meter
xx VT, EX Tenko, EX Mujin287 | 4402A
xx VT, Guren Hochu xx CA383 | 3073A
Opponent in Corner
xx VT, Tenko, EX Ressenha234 | 3701A
xx VT, L Mujin, EX Tenko, EX Ressenha304 | 4552A
TenkoDMGEXVTNotes
Orochi142 | 235


Guren Kusabi/Hochu221 | 280

Orochi, VT142 | 235
A
EX Mujin192 | 2801

L Mujin, EX Tenko229 | 3101
  Does not combo at far or max range
EX Tenko, Guren Kusabi/Hochu286 | 3681
EX Mujin, VT192 | 2801A
L Mujin, EX Tenko, VT229 | 3101A  Does not combo at far or max range
EX Tenko, f.dash, EX Ressenha290 | 3952

L Mujin, EX Tenko, EX Orochi313 | 4502
  Does not combo at far or max range
EX Tenko, f.dash, EX Ressenha290 | 3952
L Mujin, EX Tenko, EX Orochi313 | 4502  Does not combo at far or max range
EX Tenko, f.dash, EX Ressenha, VT290 | 3952A
L Mujin, EX Tenko, EX Orochi, VT313 | 4502A  Does not combo at far or max range
Orochi xx CA414 | 2353

Guren Hochu xx CA425 | 2803
Orochi xx CA, VT414 | 235


Opponent in Corner
Tenko133 | 190


Guren Kusabi/Hochu221 | 280

Tenko, VT133 | 190
A
Tenko, EX Ressenha245 | 3501

Tenko, EX Ressenha245 | 3501
Tenko, EX Ressenha, VT245 | 3501A
L Mujin, EX Tenko, EX Ressenha327 | 4502

L Mujin, EX Tenko, EX Ressenha327 | 4502
L Mujin, EX Tenko, EX Ressenha, VT327 | 4502

L Mujin, CA405 | 1903

Guren Hochu xx CA425 | 2803
L Mujin, CA, VT405 | 1903A
EX TenkoDMGEXVTNotes
Orochi216 | 3151

Guren Kusabi/Hochu295 | 3601
VT, Guren Kusabi/Hochu276 | 3371A
L Mujin, EX Ressenha295 | 4002
  EX Tenko must hit up close
EX Tenko, Guren Kusabi/Hochu360 | 4482  Only the second hit of Guren Ken connects
L Mujin, EX Ressenha, VT295 | 4002A  EX Tenko must hit up close
L Mujin, EX Tenko, EX Orochi387 | 5303

L Mujin, EX Tenko, EX Orochi387 | 5303
L Mujin, EX Tenko, EX Orochi, VT387 | 5303A
Opponent in Corner
Tenko207 | 2701

Tenko, EX Ressenha319 | 4302

Tenko, EX Ressenha319 | 4302
Tenko, EX Ressenha, VT319 | 4302A
L Mujin, EX Tenko, EX Ressenha401 | 5303

L Mujin, EX Tenko, EX Ressenha401 | 5303
L Mujin, EX Tenko, EX Ressenha401 | 5303A
EX OrochiDMGEXVTNotes
H Mujin229 | 3621

Guren Kusabi/Hochu271 | 3801
V-Skill xx VT, Guren Kusabi/Hochu305 | 4691A
f.walk*, L Mujin, EX Tenko279 | 4102

EX Tenko, Guren Kusabi/Hochu360 | 4922
VT, EX Tenko, Guren Kusabi/Hochu329 | 4542A
f.walk*, L Mujin, EX Tenko, EX Orochi363 | 5503

f.walk*, L Mujin, EX Tenko, EX Orochi363 | 5503
f.walk*, L Mujin, EX Tenko, EX Orochi, VT363 | 5503A
Opponent in Corner
f.walk*, L Mujin, EX Ressenha295 | 4502

f.walk*, L Mujin, EX Tenko, EX Ressenha377 | 5503

f.walk*, L Mujin, EX Tenko, EX Ressenha377 | 5503
f.walk*, L Mujin, EX Tenko, EX Ressenha, VT377 | 5503A

*Optional, but the second hit of L Mujin will sometimes whiff if you’re too far away

Crush Counter Combos

st.HK (close range only)DMGEXVTNotes
f.walk, cr.HP xx Tenko, Orochi289 | 500


f.walk, cr.HP xx Tenko, Guren Kusabi/Hochu346 | 529

f.walk, cr.HP xx VT, cr.HP xx Tenko, Guren Kusabi/Hochu357 | 568
A
f.walk, cr.HP xx EX Orochi, H Mujin358 | 3011

f.walk, cr.HP xx Tenko, EX Tenko, Guren Kusabi/Hochu393 | 5931  Only the second hit of Guren Ken connects
f.walk, cr.HP xx EX Orochi, V-Skill xx VT, Guren Kusabi/Hochu404 | 6681A
f.walk, cr.HP xx Tenko, L Mujin, EX Tenko, EX Orochi414 | 6552

f.walk, cr.HP xx EX Orochi, EX Tenko, Guren Kusabi/Hochu451 | 6912
f.walk, cr.HP xx VT, cr.HP xx EX Orochi, EX Tenko, Guren Kusabi/Hochu428 | 6802A
f.walk, cr.HP xx Tenko, Orochi xx CA493 | 5003

f.walk, cr.HP xx Tenko, Guren Hochu xx CA517 | 5293
f.walk, cr.HP xx VT, cr.HP xx Tenko, Guren Hochu xx CA528 | 5683A
Self in Corner Combos off st.HK (CC) have better range when Karin is in the corner because st.HK will not push her back as far.
f.walk, cr.MP, st.MP xx Tenko, Orochi295 | 510


Opponent in Corner
f.walk, cr.MP, st.MP xx Tenko, Tenko*289 | 480


f.walk, cr.MP, st.MP xx L Senha Kusabi*



f.walk, cr.HP xx L Senha Kusabi289 | 465


f.walk, cr.HP xx Tenko, Tenko, EX Ressenha366 | 5851

f.walk, cr.HP xx EX Orochi, Guren Kusabi/Hochu386 | 6091
f.walk, cr.HP xx Tenko, L Mujin, EX Tenko, EX Ressenha424 | 6552

f.walk, cr.HP xx Tenko, Tenko, CA486 | 4653

*Verify
Replace cr.MP with cr.HP and cr.HP with st.HP at midrange.

st.HK (far and max range)DMGEXVTNotes
V-Skill150 | 270


f.walk, cr.HK177 | 315

  Whiffs at max range
V-Skill150 | 270

Guren Hosho238 | 330
  Does not combo at max range
xx VT, f.dash, cr.HP xx Tenko, Guren Kusabi/Hochu311 | 481
A  Use st.HP instead of cr.HP for better range
EX Tenko, Orochi268 | 4351

EX Tenko, Guren Kusabi/Hochu336 | 4721
xx VT, f.dash, cr.HP xx Tenko, EX Tenko, Guren Kusabi/Hochu349 | 5331A
EX Tenko, L Mujin, EX Ressenha358 | 5352
  EX Tenko must hit up close
EX Tenko, EX Tenko, Guren Kusabi/Hochu392 | 5482  EX Tenko must hit up close
xx VT, f.dash, cr.HP xx EX Orochi, EX Tenko, Guren Kusabi/Hochu399 | 6182A  Use st.HP instead of cr.HP for better range
EX Tenko, L Mujin, EX Tenko, EX Orochi416 | 6203

Orochi xx CA440 | 3153
  Does not combo at max range(?)
  Use HK for Orochi for best range
EX Tenko, L Mujin, EX Tenko, EX Orochi416 | 6203
Guren Hosho xx CA476 | 3303  Does not combo at max range
xx VT, f.dash, cr.HP xx Tenko, Guren Hochu xx CA482 | 4813A  Use st.HP instead of cr.HP for better range
Self in Corner Combos off st.HK (CC) have better range when Karin is in the corner because st.HK will not push her back as far.
Opponent in Corner
EX Tenko, Tenko260 | 3951

EX Tenko, Tenko, EX Ressenha358 | 5352

EX Tenko, Tenko, EX Ressenha358 | 5352
EX Tenko, L Mujin, EX Tenko, EX Ressenha428 | 6203
  Only replaces max range midscreen combo
EX Tenko, L Mujin, EX Tenko, EX Ressenha428 | 6203  Only replaces max range midscreen combo
cr.HPDMGEXVTNotes
M Mujin252 | 396


L Seppo/M Seppo, M Mujin252 | 396

  SS
Guren Kusabi259 | 360

L Seppo, Guren Kusabi259 | 360
  SS
xx VT, b.walk*, Guren Kusabi/Hochu240 | 337
A
L Seppo, L Mujin, L Mujin, EX Tenko311 | 4551
  SS
EX Tenko, Guren Kusabi/Hochu346 | 4721
xx VT, EX Tenko, Guren Kusabi/Hochu317 | 4341A
L Seppo, L Mujin, L Mujin, EX Tenko, EX Orochi383 | 5752
  SS
L Seppo, L Mujin, L Mujin, EX Tenko, EX Orochi383 | 5752  SS
xx VT, f.walk, L Mujin, L Mujin, EX Tenko, EX Orochi345 | 5202A
L Seppo, L Mujin, L Mujin, CA465 | 3503
  SS
L Seppo, L Mujin, L Mujin, CA465 | 3503  SS
xx VT, f.walk, L Mujin, L Mujin, CA417 | 3303A
Self in Corner
L Seppo, L Mujin, L Mujin, EX Ressenha325 | 4901
  SS
L Seppo, L Mujin, L Mujin, EX Tenko, EX Ressenha395 | 5752
  SS
L Seppo, L Mujin, L Mujin, EX Tenko, EX Ressenha395 | 5752  SS
Opponent in Corner
L Mujin, L Mujin227 | 350


L Mujin, L Mujin, EX Ressenha325 | 4901

L Mujin, L Mujin, EX Tenko, EX Ressenha395 | 5752

L Mujin, L Mujin, EX Tenko, EX Ressenha395 | 5752
xx VT, L Mujin, L Mujin, EX Tenko, EX Ressenha355 | 5202A
L Mujin, L Mujin, CA465 | 3503

L Mujin, L Mujin, CA465 | 3503
xx VT, L Mujin, L Mujin, CA417 | 3303A

*Optional, but makes the link more consistent

SS = Side Switch

Air Juggle Combos

j.MPDMGEXVTNotes
Orochi132 | 235


Guren Kusabi/Hochu211 | 280

VT, Guren Kusabi/Hochu192 | 257
A
L Mujin, EX Tenko219 | 3101

EX Tenko, Guren Kusabi/Hochu276 | 3681
L Mujin, EX Tenko, VT219 | 3101A
L Mujin, EX Tenko, EX Orochi303 | 4502

L Mujin, EX Tenko, EX Orochi303 | 4502
L Mujin, EX Tenko, EX Orochi, VT303 | 4502A
Orochi xx CA404 | 2353

Guren Hochu xx CA415 | 2803
VT, Guren Hochu xx CA363 | 2573A
Opponent in Corner
Tenko123 | 190


Guren Kusabi/Hochu211 | 280

VT, Guren Kusabi/Hochu192 | 257
A
Tenko, EX Ressenha235 | 3501

Tenko, EX Ressenha 235 | 3501
Tenko, EX Ressenha, VT235 | 3501A
L Mujin, EX Tenko, EX Ressenha317 | 4502

L Mujin, EX Tenko, EX Ressenha317 | 4502
L Mujin, EX Tenko, EX Ressenha, VT317 | 4502A
L Mujin, CA395 | 1903

Okizeme Enders

Not all of Karin’s maximum damage combos give her okizeme on the opponent’s normal recovery. Replacing any of the following strings in their respective combos with these okizeme variants allows her to continue her pressure while keeping the damage output high.

Optimal Damage StringOkizeme VariantEXVTNotes on Okizeme Variants
EX Orochi, H MujinEX Tenko, Orochi1

EX Orochi, H MujinTenko, L Mujin, EX Tenko1
  Does not combo at far or max range
Tenko, L Mujin, EX Tenko, EX OrochiEX Tenko, L Mujin, EX Tenko2

Tenko, EX Tenko, f.dash, EX RessenhaEX Orochi, L Mujin, EX Tenko2
  Does not combo off cr.LP, cr.LK or cr.MK; only combos off st.LK or st.LP on counterhit
Tenko, EX Tenko, f.dash, EX RessenhaEX Tenko, L Mujin, EX Tenko2
  
Tenko, EX MujinTenko, EX Tenko1

EX Tenko, L Mujin, EX RessenhaEX Tenko, L Mujin, EX Tenko2

Guren HoshoGuren Kusabi (short version)

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