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|Kanzuki-Ryu Hokojutsu Sappo|
Executed by performing a quarter-circle forward motion and pressing kick, Karin dashes forward toward her opponent. The kick button determines how much distance Karin travels across the screen. The Light version covers the shortest distance, while the Heavy version covers the longest distance; about half-screen. The EX version has the fastest speed.
During the command dash, Karin has a variety of options.
- Tenko: By pressing punch, Karin delivers an upward palm strike that launches the opponent and puts them in a juggle state, allowing her to follow up with another attack.
- Orochi: By pressing kick, Karin twists around and thrusts her back into her opponent.
This command dash, along with its follow ups, is one of Karin's most important and useful weapons. Unlike her regular dash, the Seppo can be canceled out of normals and used to continue pressure or set up surprise throws. It is imperative to know the spacing between the opponent to utilize the correct choice of which version of the dash Karin will use. The dash also shrinks Karin's hitbox, allowing her to avoid certain moves.
Aside from the EX version, the follow-ups are identical regardless of which version of Seppo you used. You can cancel into the follow-ups at four different timings (instant, normal, delayed, late) which can be useful depending on the different follow ups. The EX version of Seppo goes extremely far extremely fast. It is invincible to fireballs, and automatically gives her the EX version of any follow-up specials.
The Tenko launches the opponent, allowing Karin to extend combos. The regular version of Tenko can be linked from Karin's Medium and Heavy normal attacks. Unfortunately, it is unsafe if the opponent blocks it.
If Karin cancels the Seppo into Tenko at the earliest frame, she will perform a different variation of the move, known as Just Frame Tenko. This version launches the opponent slightly higher and does more damage, compared to the regular version. It is also slightly less unsafe on block and comes out fast enough to combo from every single cancelable normal Karin has. This allows Karin to get a full juggle and post-combo oki from a huge multitude of situations. However, executing the Just Frame Tenko can be tricky at first and takes a lot of practice to perform constantly. However, Karin becomes a strong character in the neutral game if the Just Frame Tenko becomes a weapon. The EX Tenko puts the opponent even higher in the air and does even more damage. It’s can also link into Karin's other special moves, including the EX version of them.
This move is an effective attack to use in the neutral game. The regular version is slightly safe on block and has very long, effective range since it comes out of her command dash. It’s also useful as a pressure tool, canceled from Medium and Heavy normals to finish a string safely and forcing the opponent to defend. The move also has a low profile and can even go through fireballs in a few situations.
As for the EX Orochi, it is unsafe on block. However, it does a lot of stun and puts the opponent into a crumple state, which can be followed up by specials for a combo. Karincan also do quite a few of gimmicky resets from this crumple state, allowing her to continue pressure or to inflict more damage.