Karin Moves and Hitboxes

Karin moves, stats and hitboxes

How to play Karin in Street Fighter 5

Karin is a footsie character who can also be pretty Karin is a high paced rushdown and mixup character with some of the best footsies in the game. Having a high execution barrier means you will have to hit the trainings mode for a few hours to get some Bread and Butter combos and mixups down.

When playing Karin your main goal is to get up close to your opponent so you can hit with st.MP and cr. MP which leads into blockstrings and mixups.

To do this she has a long range command dash from which the ex version can go under projectiles.
Her Ressenha, the long range overhead which goes over projectiles (don’t spam this, way too unsafe).
V-Skill can also close the gap and it’s safe from max range plus if it hit’s you get a knockdown.

Combine these tools with her high walkspeed and you should be staying close to your opponent or force him to the corner with ease

While in V-Trigger you gain a completely new special move with 7 follow ups which allows for even trickier mixups/safe pressure.

On the defence she has EX Ressenha which should beat pretty much everything on wake up.
Anti airing with Karin is quite difficult as her only reliable ways are EX Rassenha and hitting with the first active frames of st.HP.

Stats:

Vitality: 900
Stun: 900
V-Gauge: 600
Forward Walk Speed: 4.9
Backward Walk Speed (Pixels Per Frame): 3.6
Dash Duration (Total Frames): 16
Dash Distance (Total Pixels): 144.5
Backdash Duration (Total Frames): 21 (frames 1-10 throw invincible; frames 3-11 airborne)
Backdash Distance (Total Pixels): 116.3
Pre-Jump Frames: 3
Jump Duration (Total Frames): 38
Forward Jump Distance (Total Pixels): 212.8
Backward Jump Distance (Total Pixels): 182.4

Normal Moves

Karin Light Punch Hitbox - Normal Move

Light Punch

  • Great for escaping pressure.
  • Not great for combos
  • Startup: 4
  • Active: 2
  • Recovery: 7
  • On hit: 4
  • On block: 2
  • Damage: 30
  • Cancels into: SP/VT
Karin Medium Punch Hitbox - Normal Move


Medium Punch

  • Good damage.
  • Great for extending combos.
  • Startup: 5
  • Active: 3
  • Recovery: 12
  • On hit: 4
  • On block: 1
  • Damage: 60
  • Cancels into: SP/CA/VT


Hard Punch

  • Only and best anti-air move.
  • Good damage.
  • Decent range.
  • Don’t use up close.
  • Use for extending combos.
  • Startup: 8
  • Active: 4
  • Recovery: 20
  • On hit: 2
  • On block: -2
  • Damage: 80
  • Cancels into: SP/CA/VT
Karin Light Kick Hitbox - Normal Move


Light Kick

  • One of the best Light moves in game.
  • Great frame trap tool.
  • Great reach.
  • Startup: 4
  • Active: 3
  • Recovery: 8
  • On hit: 4
  • On block: 2
  • Damage: 40
  • Cancels into: SP/CA/VT
Karin Medium Kick Hitbox - Normal Move


Medium Kick

  • Her best poke tool.
  • Great reach.
  • Hard to punish at max range.
  • Use this move a lot.
  • Startup: 7
  • Active: 3
  • Recovery: 15
  • On hit: 2
  • On block: -2
  • Damage: 60
  • Cancels into: VT
Karin Hard/Heavy Kick Hitbox - Normal Move


Hard Kick

  • Crush Counter properties.
  • Great reach.
  • Good damage.
  • Use at max range.
  • Startup: 10
  • Active: 2
  • Recovery: 23
  • On hit: 0
  • On block: -4
  • Damage: 80
  • Cancels into: VT
Karin Crouching Light Punch Hitbox - Normal Move


Crouching Light Punch

  • Fastest normal move.
  • Great poke tool.
  • Great for escaping pressure.
  • Not great for combos.
  • Startup: 3
  • Active: 2
  • Recovery: 8
  • On hit: 3
  • On block: 2
  • Damage: 20
  • Cancels into: SP/CA/VT
Karin Crouching Medium Punch Hitbox - Normal Move


Crouching Medium Punch

  • Good reach.
  • Great combo starter.
  • Great frame trap tool.
  • Startup: 5
  • Active: 4
  • Recovery: 10
  • On hit: 6
  • On block: 2
  • Damage: 60
  • Cancels into: SP/CA/VT


Crouching Hard Punch

  • Crush Counter properties.
  • Does 60 damage after first active frame.
  • Great hitstun.
  • Good for V-Trigger combos.
  • Startup: 7
  • Active: 4
  • Recovery: 22
  • On hit: -3
  • On block: -7
  • Damage: 90
  • Cancels into: SP/CA/VT
Karin Crouching Light Kick Hitbox - Normal Move


Crouching Light Kick

  • Can only start combos on counter-hit.
  • Startup: 4
  • Active: 2
  • Recovery: 8
  • On hit: 2
  • On block: 0
  • Damage: 30
  • Cancels into: SP/CA/VT
Karin Crouching Medium Kick Hitbox - Normal Move


Crouching Medium Kick

  • Great reach.
  • Hits low.
  • Not great for certain combos.
  • Startup: 6
  • Active: 2
  • Recovery: 13
  • On hit: -1
  • On block: -4
  • Damage: 50
  • Cancels into: SP/CA/VT
Karin Crouching Hard/Heavy Kick Hitbox - Normal Move


Crouching Hard Kick

  • Crush Counter properties.
  • Great reach.
  • Hits low.
  • Space it properly for the best result.
  • Startup: 9
  • Active: 3
  • Recovery: 21
  • On hit: KD
  • On block: -14
  • Damage: 90
  • Cancels into: VT
Karin Jumping Light Punch Hitbox - Normal Move


Jumping Light Punch

  • Startup: 3
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 40
  • Cancels into: ~
Karin Jumping Medium Punch Hitbox - Normal Move


Jumping Medium Punch

  • Main air-to-air move.
  • High hitbox.
  • Startup: 6
  • Active: 6
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 60
  • Cancels into: ~
Karin Jumping Hard/Heavy Punch Hitbox - Normal Move


Jumping Hard Punch

  • Startup: 7
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 90
  • Cancels into: ~
Karin Jumping Light Kick Hitbox - Normal Move


Jumping Light Kick

  • Can Cross-up.
  • Great for tick throws.
  • Startup: 4
  • Active: 6
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 40
  • Cancels into: ~
Karin Jumping Medium Kick Hitbox - Normal Move


Jumping Medium Kick

  • Can Cross-up.
  • Use as low to the ground as possible for most advantage.
  • Can be punished when used careless.
  • Startup: 6
  • Active: 6
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 60
  • Cancels into: ~
Karin Jumping Hard/Heavy Kick Hitbox - Normal Move


Jumping Hard Kick

  • Great reach.
  • Good damage.
  • Startup: 9
  • Active: 4
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 90
  • Cancels into: ~
Karin Hajotsui Hitbox - Throw

(Neutral or Forward)

Hajotsui

  • Creates 3/4 of screen distance.
  • Startup: 5
  • Active: 2
  • Recovery: 18
  • On hit: KD
  • On block: ~
  • Damage: 120
  • Cancels into: ~
Karin Arakuma Inashi Hitbox - Throw


Arakuma Inashi

  • Creates half-screen distance.
  • Startup: 5
  • Active: 2
  • Recovery: 18
  • On hit: KD
  • On block: ~
  • Damage: 140
  • Cancels into: ~

Unique Moves

Karin Tsumujigari Hitbox - Unique Move


Tsumujigari

  • Overhead.
  • Airborne frame 9 to 19.
  • Only use when you have offensive momentum.
  • Startup: 22
  • Active: 2
  • Recovery: 22
  • On hit: 0
  • On block: -6
  • Damage: 60
  • Cancels into: ~

Special Moves


  
Kanzuki-Ryu Hokojutsu Sappo

  • EX version will go under projectiles frame 6 to 17.
  • EX version has projectile and upper body invincibility frame 6 to 17.
  • Startup: ~/~/~/~
  • Active: ~/~/~/~
  • Recovery: 24/25/26/21
  • On hit: ~
  • On block: ~
  • Damage: ~/~/~/~
  • Cancels into: ~



Kanzuki-Ryu Hokojutsu Seppo > Tenko

  • Launches opponent.
  • Startup: 7/8
  • Active: 4/4
  • Recovery: 20/18
  • On hit: KD/KD
  • On block: -10/-7
  • Damage: 70/120
  • Cancels into: ~



Kanzuki-Ryu Hokojutsu Seppo > Orochi

  • Projectile invincibility frame 3 to 14.
  • EX version causes crumple state which can be combo’ed into.
  • Startup: 11/12
  • Active: 4/4
  • Recovery: 20/27
  • On hit: 2/KD
  • On block: -2/-7
  • Damage: 80/120
  • Cancels into: ~


 
Ressenha

  • Light version is airborne frame 7 to 22.
  • Medium version is airborne frame 11 to 23.
  • Hard version is airborne frame 14 to 31.
  • Hard version has projectile invincibility frame 14 to 31.
  • EX version is airborne frame 6 to 44.
  • EX version has full invincibility frame 1 to 5.
  • EX version is a great combo ender.
  • Goes over projectiles.
  • Startup: 16/21/26/5
  • Active: 2(8)3/2(8)4/
    2(8)3/2(6)2(5)2
  • Recovery: 19/18/17/35
  • On hit: 2/2/1/KD
  • On block: -6/-5/-4/-41
  • Damage: 70/80/90/
    30*40*70
  • Cancels into: CA
    (EX does not cancel)
Karin Senha Resshu Hitbox - Special Move


Ressenha > Senha Resshu

  • Airborne frame 3 to 31.
  • Startup: 23
  • Active: 2
  • Recovery: 22
  • On hit: KD
  • On block: ~
    Damage: 120
  • Cancels into: ~
Karin Senha Kusabi Hitbox - Special Move


Ressenha > Senha Kusabi

  • Hits low.
  • Startup: 15
  • Active: 8
  • Recovery: 20
  • On hit: KD
  • On block: -12
    Damage: 80
  • Cancels into: ~

  
Mujinkyaku

  • Light version is a great combo ender.
  • Medium version is very punishable.
  • Heavy version is great for ending shorter combos.
  • EX version has lower body invincibility frame to 18.
  • Most useful move in in whiff punish situations.
  • Startup: 11/11/13/8
  • Active: 12/32/46/30
  • Recovery: 19/23/31/?
  • On hit: 2/2/KD/KD
  • On block: -7/-6/-15/-2
    Damage: 70/160/120/180
  • Cancels into: EX version cancel into CA.

(During V-Trigger)
  

Guren Ken

  • Consumes 300 frames of V-Timer.
  • Startup: 12
  • Active: 13
  • Recovery: 18
  • On hit: -3
  • On block: -6
  • Damage: 30*30
  • Cancels into: CA

(During V-Trigger)
  

Guren Hosho

  • Great combo ender.
  • Good for hit confirming into damage.
  • Startup: 11
  • Active: 4
  • Recovery: 31
  • On hit: KD
  • On block: -9
  • Damage: 81
  • Cancels into: CA

(During V-Trigger)

Guren Senha

  • Ends with an overhead.
  • Startup: 17
  • Active: 13
  • Recovery: 18
  • On hit: 4
  • On block: -2
  • Damage: 30*70
  • Cancels into: CA

(During V-Trigger)

Guren Chochu

  • Does not combo.
  • Startup: 16
  • Active: 15
  • Recovery: 16
  • On hit: 2
  • On block: 1
  • Damage: 60
  • Cancels into: CA

(During V-Trigger)

Guren Hochu

  • Can Cross-up.
  • Full invincibility frame 1 to 19.
  • Combos when opponent is in juggle state.
  • Startup: 24
  • Active: 3
  • Recovery: 23
  • On hit: KD
  • On block: -11
  • Damage: 70
  • Cancels into: CA

(During V-Trigger)

Guren Resshu

  • Only hits standing opponents.
  • Converts into air command grab.
  • Startup: 26
  • Active: 2
  • Recovery: 38
  • On hit: KD
  • On block: ~
  • Damage: 150
  • Cancels into: ~

(During V-Trigger)

Guren Kusabi

  • Projectile invincibility frame 1 to 25.
  • Goes under projectiles frame 6 to 25.
  • Can be used as hit confirm or for mix-ups.
  • Startup: 13
  • Active: 8
  • Recovery: 20
  • On hit: KD
  • On block: -10
  • Damage: 70
  • Cancels into: CA

(During V-Trigger)

Guren Kyoho

  • Consumes 500 frames of V-Timer.
  • Dashes back to make it safe when first hit got blocked.
  • Startup: ~
  • Active: ~
  • Recovery: ~
  • On hit: -4
  • On block: -8
  • Damage: ~
  • Cancels into: CA

V-Skills

  
Meioken

  • Absorbs 1 projectile hit when move hits.
  • Decent reach.
  • Good damage.
  • Can be charged when you hold buttons pressed.
  • Startup: 14/21
  • Active: 5/5
  • Recovery: 15/19
  • On hit: KD/KD
  • On block: -5/-1
  • Damage: 60/80
  • Cancels into: VT
Karin Yashagaeshi Hitbox - V-Reversal

(During Guard)

Yashagaeshi

  • Projectile and strike invincibility frame 1 to 30.
  • Decent reach.
  • Use to escape pressure.
  • Reduces own stun counter.
  • Startup: 15
  • Active: 2
  • Recovery: 24
  • On hit: KD
  • On block: -2
  • Damage: 60
  • Cancels into: ~
Karin Kanzuki-Ryu Guren No Kata - V-Trigger


Kanzuki-Ryu Guren No Kata

  • On activation starts a 2000 frame V-Timer.
  • Guren Ken consumes 300 frames of V-Timer.
  • Guren Kyoho consumes 500 frames of V-Timer.
  • Startup: ?
  • Active: ?
  • Recovery: ?
  • On hit: ~
  • On block: ~
  • Damage: ~
  • Cancels into: ~

Critical Art

   
Kanzuki-Ryu Hadorokushiki Hasha No Kata

  • Full invincibility frame 1 to 6 and frame 42 to 43.
  • Does 15x3 guard damage.
  • Great reach.
  • Great punish tool.
  • Startup: 5
  • Active: ?
  • Recovery: 38
  • On hit: KD
  • On block: -18
  • Damage: 340
  • Cancels into: ~

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