On March 20 2016 15:24 Excalibur_Z wrote:
So I play Karin, and there are two things about this game that are incredibly frustrating:
1. Netcode. I got a hit... oh wait, no I didn't, I got hit instead. Characters are jumping all over the place. Mind you, this is with searching only 4-5 bar connections. Do I need to search only for 5-bars? The wait times might be pretty long... Also, Arturo's matches generally seem to be okay and he searches 4-5 bars. I don't want this to sound like a super common thing, because it isn't, but probably 10-20% of my matches are like this.
2. Karin's antiairs are garbage (well, compared to Birdie, Nash, or Chun normals). Coming from playing Sakura in SF4, she has no real solution to jump-ins which have generally been buffed across the board with enormous hitboxes. S.hp timing is super strict, trades a lot, and the range is hard to learn. C.hp is also hard to use because it moves her forward, it's pretty slow, and it gets stuffed or trades frequently. EX spin is pretty reliable when you're reading a jump, but it costs meter and the angle can make it whiff against jumps directly above you. If you eat a jump-in in this game, it means you're taking like 40% damage or more, so it seems like this game actively doesn't want you to trust in anti-airs, which means you're better off just blocking.
So I play Karin, and there are two things about this game that are incredibly frustrating:
1. Netcode. I got a hit... oh wait, no I didn't, I got hit instead. Characters are jumping all over the place. Mind you, this is with searching only 4-5 bar connections. Do I need to search only for 5-bars? The wait times might be pretty long... Also, Arturo's matches generally seem to be okay and he searches 4-5 bars. I don't want this to sound like a super common thing, because it isn't, but probably 10-20% of my matches are like this.
2. Karin's antiairs are garbage (well, compared to Birdie, Nash, or Chun normals). Coming from playing Sakura in SF4, she has no real solution to jump-ins which have generally been buffed across the board with enormous hitboxes. S.hp timing is super strict, trades a lot, and the range is hard to learn. C.hp is also hard to use because it moves her forward, it's pretty slow, and it gets stuffed or trades frequently. EX spin is pretty reliable when you're reading a jump, but it costs meter and the angle can make it whiff against jumps directly above you. If you eat a jump-in in this game, it means you're taking like 40% damage or more, so it seems like this game actively doesn't want you to trust in anti-airs, which means you're better off just blocking.
Karin oes have bad anti air by design it seems. StHP anti air hitbox is just frame, crHP is decent but only against big bodies / far jumps.
try doing back jump MP or HP, or rising neutral jump MK. I get most of my anti air from that.