Street Fighter 5: Karin moves list
Karin is a character primarily focused around offense, and while she lacks projectiles she has far-reaching moves that can get her from one side of the screen to the other with ease and numerous moves that can chain off each other, plus a powerful V-Trigger mode. She requires some skill to get to grips with, but had some truly deadly combo potential.
V-Skill: Meioken (MP, MK Simultaneously)
Karin absorbs projectiles with the tip of her palm as if it’s nothing. This V-Skill can be charged and released by holding the buttons down, and also helps to build Karin’s V-Trigger gauge when it’s used successfully.
V-Trigger: Kanzuki-Ryu Guren No Kata (HP, HK Simultaneously when V-Trigger Gauge is full)
Karin’s lengthily-named V-Trigger powers her up, essentially gaining a whole suite of new special moves in this mode, making her deadly – more on those below:
Guren Ken (Quarter Circle Forward + Punch)
Karin dashes forwards with two quick punches, while this attack can be followed up with numerous others:
Guren Kyoho (Guren Ken >> Kick)
Karin feints back from Guren Ken’s press forwards, dashing backwards – a great way to back off if an opponent blocks.
Guren Hosho (Guren Ken >> Punch)
Karin follows up the Guren Ken with a palm-punch that knocks down.
Guren Senha (Guren Ken >> Up + Punch)
Karin hops and hits the opponent over the top of the head after Guren Ken.
Guren Chochu (Guren Ken >> Down + Punch)
Karin follows Guren Ken by elbowing at close range.
Guren Hochu (Guren Ken >> Guren Chochu >> Down + Punch)
Karin flips around the opponent after Guren Ken & Guren Chochu, knocking them down in the opposite direction, thus switching screen sides.
Guren Resshu (Guren Ken >> Guren Chochu >> Up + Kick)
Karin follows up Guren Ken & Chochu by grappling the opponent and knocking them down.
Guren Kusabi (Guren Ken >> Guren Chochu >> Down + Kick)
Karin follows up Guren Ken & Chochu by sliding to trip opponents not blocking low.
Kanzuki-Ryu Hokojutsu Seppo (Quarter Circle Forward + Kick)
Karin dashes forwards across the screen, with the strength of the kick button determining how far she dashes. There’s an EX version also. This move doesn’t have any properties to damage the opponent, but you can use normal moves right out of it – plus, it can lead into…
Tenko (Kanzuki-Ryu Hokojutsu Seppo >> Punch)
Following up the Hokojutsu Seppo with a simple press of a punch button will hit the enemy hard and launch them into the air. There’s an EX version too.
Orochi (Kanzuki-Ryu Hokojutsu Seppo >> Down + Kick)
Pressing Down + Punch while coming out of the Hokojutsu Seppo causes Karin to shift into a damaging shoulder barge that leaves foes standing. There’s an EX version available, which does knock opponents down.
Ressenha (Quarter Circle Back + Punch)
Karin hops up and performs a twirl mid-air, slicing down on her opponent with her hands, hitting as an overhead attack. The button determines how far Karin travels during the duration of this move, with heavy punch moving most of the screen. This move is a lot like the Hokojutsu Seppo in that it mainly exists to extend into other moves, namely…
Senha Kusabi (Ressenha >> Down + Kick)
Karin slides along the ground out of the Ressenha attack, tripping up any opponent not blocking low to knock them down. An EX version is available.
Senha Resshu (Ressenha >> Up + Kick)
Karin flips over the opponent, grabbing them and throwing them to the ground in a little grapple. This also knocks down. An EX version is available.
Mujinkyaku (Quarter Circle Back + Kick)
Karin gracefully launches into a double kick attack. The strength, reach and number of hits on the attack grow larger depending on the kick button used, with the EX version the most impressive and powerful. This is difficult to combo off, however.
Critical Art (Super) – Kanzuki-Ryu Hadorokushiki Hasha No Kata (Quarter Circle Forwards x2 + Punch)
Karin lets loose a medium-to-close range dash followed by a flurry of moves that culminates in her iconic laugh. Karin’s Super is good looking, but she’s one of the characters who is so good when EX moves are utilized properly that there’s not too much incentive to use it.
These moves are ‘normal moves’, but are executed when pressing certain button combinations or sequences, and often have specific uses and properties. Try them in training mode to see what they’re useful for!
- Tsumujigari (Forward + Medium Kick)