Adjustments CE202203 Ver.

KARIN

Balance Change Overview

Adjustment Description
Standing MP Extended the foot hurtbox between frames 5 and 12 forward.
Standing HK Extended the recovery hurtbox forward on whiff.
Crouching HP Input is no longer reversed based on the opponent's positioning.
Crouching MK 1. Changed recovery from 14F to 18F on whiff.
2. Slowed down on whiff until the foot returns, and the hurtbox now remains on whiff.
EX Tenko Will no longer pass through the opponent during mid-air hitstun in the corner.
Orochi Will no longer pass through the opponent during mid-air hitstun in the corner.
EX Mujinkyaku 1. Can now be canceled with Guren Ken on hit only.
2. Will no longer pass through the opponent during mid-air hitstun in the corner.
Myo-Oken (V-Skill I, Charge/No-Charge Version) Expanded the hurtbox during recovery.
Fudo Sosho (V-Skill II, uncharged ver.) 1. Changed frame advantage on hit from +3F to +4F.
2. Increased knockback time on counter hit.
[V-Trigger I] Guren Ken/Guren Hosho/Guren Chochu/Guren Kusabi Will no longer pass through the opponent during mid-air hitstun in the corner.
[V-Trigger II] Yasha Gaeshi Chi If the attack lands on an opponent behind you, you will now face the opponent.
Kanzuki-Ryu Hadorokushiki Hasha No Kata (CA) Will no longer pass through the opponent during mid-air hitstun in the corner.

Balance Change Overview

Much of Karin's appeal comes from her swift movements that bring her in close to her opponents, and her versatile pokes that lead to high damage.
However, certain characters had trouble dealing with her moves and close combat. so adjustments have been made to alleviate these issues.
Moves that can knock down opponents or combo now have a higher risk of whiffing, so require more careful usage.

Conversely, it is now also easier to combo at the edge of the screen, allowing Karin to aim for solid combos after an offensive strike.
Previously, certain attacks would go through opponents while at the edge of the screen, which, depending on where they landed, made starting combos difficult.
It is now easier to combo with high-damage attacks such as EX Tenko and Orochi, giving players reliable new ways to inflict damage.

The Seppo command no longer works as a comeback after using Crouching HP as an anti-air or follow-up.

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