Street Fighter 5 Season 2 Changes: Karin

Before getting into the character changes in gameplay, here is the costume she is receiving with the update found on Street Fighter’s Twitter page:

Capcom has yet to make a bad Karin costume

A general comment from Capcom about the Karin changes:

Parameters for most of Karin’s general attack have been revised. As Karin’s primary weakness was her lack of anti-airs, an airborne target combo has been added to strengthen her anti-air abilities.

Here are the specifics:

Hurtbox:

 Adjusted hurtbox when changing direction while crouching

Hajotsui (Forward Throw):

 Reduced stun damage from 170 to 120

 Reduced CA meter gain

 Increased distance from opponent on-hit

 Reduced recovery on-hit by 1F

Standing LK:

 Changed advantage on-block from +3F to +2F

Standing MK:

 Moved position that animation begins after taking damage or cancelling attack forward o Accordingly adjusted position of hitbox, hurtbox, and collision box

 Changed advantage on-block from ±0 to -2F

 Delayed activation by 3F on V-Trigger cancel

Standing HP:

 Reduced damage from 90 to 80

Standing HK:

 Reduced damage from 90 to 80

 Somewhat shrank knockback on Crush Counter

Crouching LP:

 Adjusted so that hitbox and hurtbox is the same for both normal and mashed versions

Crouching MK:

 Shrunk upper hitbox

Crouching HK:

 Reduced damage from 100 to 90

 Changed advantage on V-Trigger cancel from -7F to +4F

Jumping LK:

 Expanded hitbox backward

Jumping MP:

 Changed attack startup from 5F to 6F

 Reduced damage from 70 to 60

 Change air hit property from air recoverable damage to flying knockdown

Jumping MK:

 Shrunk lower hitbox

Airborne Renge:

 Added new target combo, which can be activated by inputting Jumping MP to Jumping HP

Tsumujigari:

 Changed advantage on-block from -4F to -6F

Tenko (Fastest):

 Reduced damage from 80 to 70

Orochi:

 Reduced damage from 90 to 80

 Reduced horizontal knockback on air hit

 Reduced pushback on-block

EX Orochi:

 Increased damage from 100 to 120

L Mujinkyaku:

 Increased CA meter gain on activation, hit, and block

 Reduced knockback on air hit

 Changed advantage on-block from -5F to -7F

M Mujinkyaku:

 Increased CA meter gain on activation, hit, and block

 Changed to grounded state for entirety for third attack

 Shortened block stun for second hit by 2F

H Mujinkyaku:

 Increased CA meter gain on activation, hit, and block

 Increased reeling on successful second hit, and reduced pushback on-hit

L Ressenha:

 Reduced damage from 90 to 70

M Ressenha:

 Reduced damage from 100 to 80

H Ressenha:

 Reduced damage from 110 to 90

Senha Kusabi:

 Changed attack recovery from 22F to 20F

 Increased damage from 60 to 80

EX Ressenha:

 Changed invincibility from active 1F-5F to 1F-7F

 Adjusted so that if Karin takes damage during landing recovery, she is in standing state instead of crouching state

 Changed landing recovery hurtbox to be the same as her standing hurtbox

Senha Resshu:

 Increased damage from 120 to 150

 Increased stun damage from 150 to 200

EX Kanzuki-Ryu Hokojutsu Seppo:

 Changed projectile invincibility from active 6F-17F to 4F-17F

V-Skill – Meioken (Charged Version):

 Changed advantage on-block from -1F to -2F

 Shrunk upper hitbox

V-Reversal – Yashagaeshi:

 Changed attack startup from 15F to 16F

 Adjusted distance from opponent and advantage on-hit

Guren Ken:

 Reduced damage from 80 to 60

 Reduced stun damage from 80 to 60

Guren Hosho:

 Increased damage from 90 to 110

 Increased stun damage from 100 to 120

 Fixed bug that granted Karin full invisibility 1F before animation is complete if the player does not perform any actions during attack recovery

Guren Kusabi:

 Increased damage from 60 to 70

Guren Chochu:

 Increased damage from 50 to 60

 Increased stun damage from 50 to 70

Guren Hochu:

 Increased damage from 60 to 70

 Increased stun damage from 50 to 100

Guren Senha:

 Changed advantage on-block from -6F to -2F

Guren Resshu:

 Increased damage from 120 to 150

 Increased stun damage from 150 to 200

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