Street Fighter Alpha 3 Karin Kanzuki FAQ version 2.3 This FAQ will try to explain Karin's strenght and weaknesses so players can be more effective with her. Specifically, this is an Aism Karin FAQ. But it also covers general information about the character. THIS IS BY NO MEANS COMPLETE OR ABSOLUTELY CORRECT. This is simply my observations and experience past penned onto the Internet. imbyc@erols.com // This is my email address, in case anybody wish to ask me anything in this FAQ specifically or have comments or for whatever other reason. This FAQ is also under the impression that the person reading it knows the basic system of Alpha 3. Things like the anti-juggling flip out, the new throw system, the new roll system, the new super level selection system, etc.. If not, please refer to other FAQs for Alpha 3 game engine desciptions. Hopefully, this FAQ will help any Karin players out there improve on their game. If not, oh well....Enjoy folks. Revision History **************** 1.0 7/??/98 Karin FAQ started. Had information on beta copy of Alpha 3. 2.0 8/15/98 Played the final version of Alpha 3. Made many changes to how this version affected her. 2.1 8/17/98 Added minor changes based on more playing of the final version. 2.2 8/19/98 Tested out all the chains and 2 in 1 regular moves that Karin has. Added brief summary of Karin's mid boss, 9th character, and ending dialogue. Added Misc. Notes for various things that don't fit elsewhere. Also realized I didn't have a section on Karin's supers...oops. This will be added soon...I promise. 2.3 8/22/98 Added the Super Moves section. Also edited minors parts of the FAQ in general. Storyline ********* Karin Kanzuki is the only daughter of an extremely wealthy family that also owns a huge corporation with virtually unlimited resources. Karin's family motto is: "Be the winner at everything you do" or "All you need is victory". Both are used in the game. One is in her beginning intro, the other is in her winning quotes. Karin lost a fight to Sakura, so now she travels across the world, searching for her for a second match. Mid-boss, Blanka: Karin is surprised at the existance of such a creature. Blanka thinks Karin is cute, but decides to fight her. Karin warns him she is very strong, and her fists are the "King of Beasts" (don't ask). After Karin defeats Blanka, and ponders at the thought of the size of the world and the surprises it holds. Karin then thinks she notices somebody watching her fight Blanka, but not sure since she couldn't see anybody else around. 9th character, Sakura: Karin meets Sakura in Bison's stage. Karin tells Sakura she will lose this time. Sakura senses Karin is stronger this time, and welcomes her to a fight. After Karin defeats Sakura, she explains how she was lucky, and Sakura is still more powerful. Sakura says she just enjoys fighting, not winning or losing in particular. Karin agrees with her. Karin feels the thrill of the fight (great...another Ryu), and will now fight only the the thrills, not for winning. Special Boss, Juni and Juli: Bison appears, and is interested in the two school girls. Sakura and Karin doesn't know who he is, and they demand answers from him. Bison says he will answer their questions, if they can defeat his 'Dolls'. As the round begins, Juni and Juli drops from the sky in about a dozen shadows, then fade into just the two of them. Final Boss, M. Bison: Bison appears and congradulates Karin for defeating his 'Dolls'. Bison tells Karin who he is. Karin is surprised to see who he is, and vows to destroy him. After Karin defeats Bison, he retreats to his base to continue be revived in his Psycho Drive. Karin then explains to Sakura she had an ace up her sleeve. Karin phones an aide named Shibazki (not sure on spelling) elsewhere and tells him to execute their plan. He does so. In space, a satalitte is seen shooting down a huge laser. The laser hits Shadaloo HQ, destroying it. Bison screams it's not possible that he lost. Later, Karin explained to Sakura that Shadaloo has been interfering with their business, so they had to destroy Shadaloo. Karin then bloasts about the strength of her family and how nobody should mess with them, and gets away with it while Sakura looks abit worried from that killer satalitte as Karin laughed. The End. Special Moves ************* NOTE: All the following I describe are in Aism, not Xism or Vism. As far as I can tell, there is no difference between the moves in the different modes. Down, Down-Forward, Forward + P ------------------------------- Unlike Fei-Long, her punches do NOT come out instantly. Instead, she moves forward first, then punches. The timing on rushes is also not like Fei-Long's. The next move in the rush you wish to perform must be entered before you finish your current one, animation-wise or else the move will come out, but not combo, leaving Karin open usually. It is easier to pound on Punches once the QFC part is out to get the triple punch rush out. But by doing this, Karin does only a little bit more then most character's fierce or roundhouse. Unless the juggles of these rushes can be used, Karin still does only a little more then most fierces and roundhouses. NOTE: I will only put the possible links in her rushes. Because after any of those moves, Karin can end it with an ender. These are the enders: forward P back P down-forward P, P K up K down K back K A simple chart to show what she can do in the rushes: QCF + P ---- P ---- P (automatically the forward P ender) | | | | | ---- ender | | ---- ender Every single one of her enders is also a move she uses outside of these rushes. The rush may also be stopped at any time. Forward P ender This is the Down, Forward, Down-Forward + P special move. Acts the same way. Knocks opponent down and away. Slightly better recovery in the final version. Back P ender This is Karin's high counter, Down, Down-Back, Back + P. Looks like it acts exactly like the high counter done normally. Semi-useful if the rush is screwed up, and you want some way of defending yourself. But if opponent goes low or throws, you're still screwed. Down-Forward P, P This WAS Charge Back, Forward + P, P move. The NEW motion for that move is Back, Down, Down-Back + P. Still good for quick damage. As with almost all her enders, bad recovery still. K This is Down, Forward, Down-Forward + K move. Good for possible juggles from it. Like the anti-air super (QCF x 2 + K). Keep in mind the opponent can use the anti-juggle flip out to escape. This ender usually leaves Karin safe, but it depends on how close the opponent is when this ender finishes. This ender seems slightly slower coming out now, making it more difficult to combo and launch the opponent. Otherwise, pretty much the same. Up K This is Down, Down-Forward, Forward, Up-Forward + K move. The jumping in the ender usually kills the surprise value of it acting like an overhead. Recovery of this move is now good. Unless you land it deep, you will recover in time. More useful now, but the time for the move to come out still prevents it from being a great ender. Down K This move isn't a special move. It's basically a sliding version of her sweep (low roundhouse). The animation for this ender and her sweep is slightly different, but the effect is the same. Must be blocked low, of course. Recovery on it is good. Unless Karin is close to the opponent, they will not be able to hit Karin afterwards. Probably the best ender of all, even though damage is low and no possible juggles after it. No changes from what I've seen. Back K This is Karin's low counter, Down, Down-Back, Back + K. Looks like it acts exactly like the low counter done normally. Like the Back P ender, can be used to bail yourself out of trouble if the rushes are screwed up. Better then high, since low attacks are more likely to be thrown out. Still, not a good idea to use it often. Although Karin has many possible ways to end her rushes, none of them will fool an opponent more then once or twice. Keep it simple and use it to tick for block damage or quick counters for safest results. Try to combo into the fierce version of the rushes, since the combo can miss due to lack of speed and range of the rushes on a jab or strong version. Forward, Down, Down-Forward + P ------------------------------- Karin throws out an open palm strike with one arm. Knocks down always. 2 in 1 into this move for a simple combo that knocks down. Can stuff or trade with many moves because of the priority, but the bad recovery makes other moves more attractive. Range is slighty than a sweep. Punch button used doesn't appear to affect move in any ways. Good damage. Forward, Down, Down-Forward + K ------------------------------- Karin steps forward and slides into a high kick. Hits twice if close, once with knee, and one with the ending extension on the kick. Second hit launches the opponent. Another of this same move can launch the opponent once more with timing. Not sure if it can be repeated infinitely. Opponent flipping out at the wrong time might be why I have been able to get upto 4 consecutive juggles. Priority is fair, with fair recovery. If move is blocked deep, Karin can be hit back. Range is determined by the Kick used. Short has least range. Roundhouse has most. Short version must be landed deep, or will not launch, but almost always safe. Roundhouse will land both hits within sweep range, but the deep range will allow the opponent to hit Karin afterwards if missed. 2 in 1 into this move often. Damage is fair, but possible juggles are the reason to use it, even though the opponent can flip out. No changes that I've seen. Down, Down-Forward, Forward, Up-Forward + K ------------------------------------------- Karin hops a large distance with arms out stretched. When she lands, she swings both arms down. The first hit hits only high, so can be ducked. But the second hit is an overhead, so it must be blocked high. Range is dependant on Kick button. Short has just over sweep range. Roundhouse has 3/4 of the screen. Priority is good, but most opponents will hit Karin before she can land and attack. Recovery is now good. Like the ender, unless the move lands deep, Karin will recover against most moves. First hit's range is about a fierce's range. Second hit is just under sweep range, since her arm is outstretched. Has a slight delay on startup. Can clear fireballs if used on reaction. Will not clear Sagat's high Tiger though. This move is much better then before, but since the move still doesn't hit until she swings, use other moves to tick for damage. Charge Back, Forward + P, P (motion in beta version) Back, Down, Down-Back + P, P (motion in final version) ------------------------------------------------------ Similar to the rushing punches, Karin throws a forearm to the chest of the opponent with the first button press, then she elbows the opponent in the face with the second button press. As with the rushes, tap the button ASAP will result in 2 hits landing and flooring the opponent. Not hitting the Punch again will end the move right there. Can be delayed to fake people out. Range is now very dependant on the strength of the button now. Jab is sweep range, Strong is about 1/4 screen, and Fierce covers just under 1/2 screen now. Damage is now fair with both hits. Priority is slightly higher then the rushing punches, although it now shares the same problem with the rushing punches; the farther she travels, the longer for the hit part to come out. Recovery is okay. She recovers from this slightly faster then the rushes. Since the range of the move is so long now, it can be used every and then to catch opponents off guard. Otherwise, fairly useless. 360 + K ------- Karin, surprisingly, has a command throw. Karin grabs the opponent, knees them two times, then does a stylish 'oi-lay' type twist on their arms, flipping them over and onto their backs. This throw switches sides with the opponent. After testing it, it appears to be a 6 point motion. However, since the low counter overlaps on one side, and the hopping overhead attack overlaps the other side, missing it means you're pretty open for almost any attack. Has a regular throw whiff animation when missed, and acts exactly like a regular throw whiff animation. Seems to have regular throw range also. Damage is slightly higher then a regular throw. Probably an extra jab's worth. No changes I've noticed. Forward, Down-Forward, Down, Down-Back, Back + P (old motion in beta) Down, Down-Back, Back + P (motion in final version) --------------------------------------------------------------------- This is Karin's high counter. Karin rises her arms into her blocking animation. When struck, she'll attack with an attack that sorta looks like Gen's punch throw. She'll be in the counter position for about 1 second. Seems to be instant when the move is inputted. Has half second recovery if it doesn't counter anything. The counter CAN miss, if the opponent hits the counter correctly. For example, I did this move while getting crossed up. The opponent's attack hit the counter, but since he was behind me, Karin's counter attack MISSED completely. Also, Rose's Friends super's extra hits will outprioritize the counter, stuffing it completely even though the sound and animation of the counter starts. In theory, this means any character that can 2 in 1 into a quick and/or high priority attack should be able to stuff the counter. Like a close strong into a Dragon Punch from Ryu or another Shotokan. This move also can absorb a Dragon Punch's hit, and then counter it for damage. Probably works best against Ryu, since his Dragon Punch only hits once. Akuma will probably outprioritize the rest of the counter. Other then the new motion, no changes were noticed. Forward, Down-Forward, Down, Down-Back, Back + K (old motion in beta) Down, Down-Back, Back + K (motion in final version) --------------------------------------------------------------------- This is Karin's low counter. Karin couches into a low block animation when this move is performed. In theory, this move should be more useful then the high counter, since foot games occur quite often with Karin. I also assume this counter will have all the same properties of the high counter. Rose's Friends should stuff it, 2 in 1 into Dragon Punches or other high priority moves should stuff it, etc.. Everything about this move is the same has the high counter, except it works against low attacks. No changes other then then motion here also. Super Moves *********** NOTE: Karin's Xism super is the level 3 ground super. Down, Down-Forward, Forward x 2 + P ----------------------------------- This is the ground super. It's basically a longer, super version of her rushes. EXTREMELY invincible at startup. Can past through many moves at level 2 or higher. Level 3 will past through a fireball at startup. I believe only a Dragon Punch has defeated/traded with this super before. The damage on level 1 is fair. Level 2 is low, by level 2 standards, but it launches. Level 3 seems like the normal 50%. Level 1 and 3 has bad recovery times, since they're basically ending in the Forward P ender at the end of the super. Level 2 ends with the K ender, so it launches and recovers well. This isn't a great anti-air super, but since it is very invincible, it will usually beat the air attack at startup, for very little damage. This super almost always lands its hits. What this means is that if the first hit caught the opponent and pushed him too far for the second hit to connect, it will almost ALWAYS land the rest of the super. I think I've only seen once or twice that this didn't happen. I use it often for as a get up move. Range on first hit is always just inside the sweep. To use it outside that range is wasting super energy. Down, Down-Forward, Forward x 2 + K ----------------------------------- This is the anti-air super. It's basically the Down, Down-Forward, Forward, Up-Forward + K move, except Karin leaps high into the air, arms flailing. This move will NOT hit an opponent on the ground at ALL. An anti-air super in the truest sense of the definition. Damage on level 1 is fair. Level 2 is fair. The level 3 version seems slightly below 50%. Range is about one to two character lengths from where the move starts. So make sure the opponent jumps in deep, or else you will not get all the hits to land. Not very good/horrible as anti cross-up defense, unlike Ken's Shinryuken. This super can be tacked on from the K ender or that move for extra damage with some timing. The anti-juggle flip will probably not help too much, since the super will just ignore the air blocking and hit anyways. This super is very good at stopping air moves. Best time to activate this super is around when the opponent just pasts his peak of the jump. This way, the super will be at its maxmium effectiveness, range and invinciblity wise. Karin has no better anti-air than this move. Regular Moves ************* Karin's low forward is no longer bufferable, a major disadvantage since it was among her best pokes. Karin doesn't have close moves in the final version of Alpha 3 as well as the beta. The following moves are bufferable: Standing Jab Standing Short Standing Strong Standing Forward (Must be done early. Only the frame of when the knee comes out combos, not when Karin fully extends the kick) Ducking Jab Ducking Short Ducking Strong Ducking Fierce (Must be done early. Only the frame of when the uppercut begins to come out will combo, not when Karin fully extends her uppercut) The following moves will chain: Standing Jab into Standing Short Standing Jab into Ducking Jab Standing Jab into Ducking Short Ducking Jab into Standing Jab Ducking Jab into Standing Short Ducking Jab into Ducking Short Ducking Short into Standing Jab Ducking Short into Standing Short Ducking Short into Ducking Jab All jabs and shorts except for Standing Short will combo/chain into itself. In fact, Standing Short can only be comboed into a special or super. Punch Throw ----------- Karin puts her weight on the opponent, and pushes onto the opponent. They fall together to the ground, with the opponent taking the blunt of the weight. This throw does good damage. Use it often. Karin recovers much more quickly then the opponent, so positioning from it is possible. Karin has a fairly fast walking speed, so her throws are quite effective. This throw's animation is very fast, so Tech. Hitting it is difficult also. This is her air throw also. Karin's air throw range and effectiveness seems really good. Much easier to Tech. Hit out of though, since they drop to the ground together before damage is inflicted. No changes from beta. Kick Throw ---------- Karin grabs the opponent and knees them repeatedly. Fair damage. Recovery doesn't seem as good as the punch throw. But bashing the opponent repeatedly looks cool :) That's about the only reason to use this throw. No changes. Forward + Forward Kick ---------------------- Karin quickly spins around and throws a jumping, spinning, arcing roundhouse (?) kick to the opponent's torso area. This move is an overhead. EXTREMELY fast. Rivals Akuma's overhead in Alpha. Almost instant, instant recovery. Use it often. Although Karin performs a tiny hop, she is still vulnerable low. Damage is fair, but the speed of the move should be abused repeatedly for a fairly effective high/low game. The priority of his move seems to be lessened from the beta, but still very fast. Misc. Notes *********** Karin's walking speed in the final version appears to be much faster then before (my mind is drawing a blank on the beta, sorry), so walk up throws are a huge part of my game. Her relatively small size helps alot walking under jumps and dodge other attacks. Her jump seems to raise very quickly, then floats the rest of the way down. Since the jump is quick to start, air throws can be used for air defense or air combos. Karin can tick into her 360 just like Zangief. Probably easier to escape though. Jump in attack, jab or short, 360. Simple and effective. Credits ******* Thanks to all the folks that works and plays down at Gametime arcade in Alexandra, VA. Special thanks goes to Mikey, since he used Karin also, he helped contribute to this piece of work. This FAQ is for personal use only and may not be distribute for profit. It also may not be copied, in part of whole, for publication purposes without permission from myself. Karin Kanzuki is Copyrighted (c) Capcom Entertainment 1998 This FAQ copyright (c) Bruce Chung 1998