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{{Stub}}The {{nihongo|'''Kanzuki-Ryu Hokojutsu Sappo'''|神月流歩行術 刹歩|Kantsuki-Ryuu Hokoujutsu Sappou}} is one of [[Karin]]'s [[Special Attack|special attacks]] introduced in ''[[Street Fighter V]]''.
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{{Stub}}The {{nihongo|'''Kanzuki-Ryu Hokojutsu Sappo'''|神月流歩行術 刹歩|Kantsuki-Ryuu Hokoujutsu Sappou}} is one of [[Karin]]'s [[Special Attack|special attacks]], introduced in ''[[Street Fighter V]]''.
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<p style="text-align:center;">'''Input'''</p>
 
{| style="width:220px;" align="center" border="1" cellpadding="1" cellspacing="1"
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{| align="center" border="1" cellpadding="1" cellspacing="1" style="width:350px;"
 
|+'''Input'''
! scope="row" |'''Kanzuki-Ryu Hokojutsu Sappo'''
 
|
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|-
 
!scope="row"|Kanzuki-Ryu Hokojutsu Sappo
[[File:Arcade_Stick_QCF.png|Diagonal Half Circle Forward|link=http://streetfighter.wikia.com/wiki/File:Arcade_Stick_QCF.png]]'''+'''[[File:Arcade Button Kick.png|Punch|link=http://streetfighter.wikia.com/wiki/File:Arcade_Button_Kick.png]]
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![[File:Arcade_Stick_QCF.png|Diagonal Half Circle Forward|link=http://streetfighter.wikia.com/wiki/File:Arcade_Stick_QCF.png]]'''+'''[[File:Arcade Button Kick.png|Punch|link=http://streetfighter.wikia.com/wiki/File:Arcade_Button_Kick.png]]
 
|-
 
|-
 
!Tenko
 
!Tenko
|[[File:Arcade Stick QCF.png|link=http://streetfighter.wikia.com/wiki/File:Arcade_Stick_QCF.png]]'''+'''[[File:Arcade Button Kick.png|link=http://streetfighter.wikia.com/wiki/File:Arcade_Button_Kick.png]]'''>'''[[File:Arcade Button Punch.png|link=http://streetfighter.wikia.com/wiki/File:Arcade_Button_Punch.png]]
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| style="text-align:center;"|[[File:Arcade Stick QCF.png|link=http://streetfighter.wikia.com/wiki/File:Arcade_Stick_QCF.png]]'''+'''[[File:Arcade Button Kick.png|link=http://streetfighter.wikia.com/wiki/File:Arcade_Button_Kick.png]]'''>'''[[File:Arcade Button Punch.png|link=http://streetfighter.wikia.com/wiki/File:Arcade_Button_Punch.png]]
 
|-
 
|-
 
!Orochi
 
!Orochi
|[[File:Arcade Stick QCF.png|link=http://streetfighter.wikia.com/wiki/File:Arcade_Stick_QCF.png]]'''+'''[[File:Arcade Button Kick.png|link=http://streetfighter.wikia.com/wiki/File:Arcade_Button_Kick.png]]'''>'''[[File:Arcade-Stick-Down.png|link=http://streetfighter.wikia.com/wiki/File:Arcade-Stick-Down.png]]'''+'''[[File:Arcade Button Punch.png|link=http://streetfighter.wikia.com/wiki/File:Arcade_Button_Punch.png]]
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| style="text-align:center;"|[[File:Arcade Stick QCF.png|link=http://streetfighter.wikia.com/wiki/File:Arcade_Stick_QCF.png]]'''+'''[[File:Arcade Button Kick.png|link=http://streetfighter.wikia.com/wiki/File:Arcade_Button_Kick.png]]'''>'''[[File:Arcade-Stick-Down.png|link=http://streetfighter.wikia.com/wiki/File:Arcade-Stick-Down.png]]'''+'''[[File:Arcade Button Punch.png|link=http://streetfighter.wikia.com/wiki/File:Arcade_Button_Punch.png]]
 
|}
 
|}
   
 
== Description ==
 
== Description ==
[[File:Seppo.jpg|thumb|252x252px]]
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[[File:Seppo.jpg|thumb|250x250px]]
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.
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Executed by performing a quarter-circle forward motion and pressing kick, Karin dashes forward toward her opponent.
   
 
During the command dash, Karin has a variety of options.
 
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.
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* '''Tenko''': By pressing punch, Karin delivers an upward palm strike.
 
* '''Orochi''': By pressing kick, Karin twists around and thrusts her back into her opponent.
 
* '''Orochi:''' By pressing kick, Karin twists around and thrusts her back into her opponent.
 
   
 
==Tactics==
 
==Tactics==
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.
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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 cancelled out of normals and used to maintain offensive pressure or surprise her opponent with throws. It is imperative to know the spacing between her opponent to utilize the correct choice of which version of the dash Karin can use. The dash also shrinks Karin's hitbox, allowing her to avoid certain moves.
  +
  +
The strength of the kick button pressed 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 and covers the distance similar to her Heavy version. During the EX version, Karin is invincible to fireballs. Additionally, she automatically gets the EX version of any follow-up specials.
  +
 
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, and late. Depending on timing used to input the follow-ups, Karin can pull off some tricky combos to inflict a lot of damage, while maintaining positional advantage at the same time.
   
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===Tenko===
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.
 
  +
[[File:Tenko.jpg|thumb|250x250px]]
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 her opponent and puts them in a juggle state, allowing Karin to extend combos. The regular version of Tenko can be linked from Karin's Medium and Heavy normal attacks. Unfortunately, it is -10 on block, meaning that Karin can be heavily punished if this move is blocked.
   
 
If Karin cancels 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.
'''Tenko'''
 
   
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However, executing the Just Frame Tenko can be very tricky to pull off at first. In order to perform the move consistently and to master the timing, it takes a lot of practice. However, Karin becomes a strong character in the neutral game if the Just Frame Tenko becomes a weapon.
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.
 
   
 
The EX Tenko puts the opponent even higher in the air and does even more damage than Just Frame Tenko. This version serves as one of Karin's best combo extenders. It’s can also link into Karin's other special moves, such as [[Mujinkyaku]], Just Frame Tenko, or another EX Tenko.
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.
 
   
'''Orochi'''
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===Orochi===
[[File:Orochi.jpg|thumb|252x252px]]
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[[File:Orochi.jpg|thumb|250x250px]]
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.
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The Orochi 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.
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As for the EX Orochi, it is unsafe on block. However, it does a lot of stun and puts the opponent into a [[Crumpling|crumpling ]] state, which can be followed up with Karin's special attacks, making this attack a solid combo extender. Karin can also do quite a few of gimmicky resets from this crumple state, allowing her to continue pressure or to inflict more damage.
   
 
==Gallery==
 
==Gallery==
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[[Category:EX-able Attacks]]
 
[[Category:EX-able Attacks]]
 
[[Category:Attacks with Follow-Up]]
 
[[Category:Attacks with Follow-Up]]
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[[Category:Special Movements]]

Revision as of 05:11, 29 September 2018

The Kanzuki-Ryu Hokojutsu Sappo (神月流歩行術 刹歩 Kantsuki-Ryuu Hokoujutsu Sappou?) is one of Karin's special attacks, introduced in Street Fighter V.

Input
Kanzuki-Ryu Hokojutsu Sappo Diagonal Half Circle Forward+Punch
Tenko Arcade Stick QCF+Arcade Button Kick>Arcade Button Punch
Orochi Arcade Stick QCF+Arcade Button Kick>Arcade-Stick-Down+Arcade Button Punch

Description

Seppo

Executed by performing a quarter-circle forward motion and pressing kick, Karin dashes forward toward her opponent.

During the command dash, Karin has a variety of options.

  • Tenko: By pressing punch, Karin delivers an upward palm strike.
  • Orochi: By pressing kick, Karin twists around and thrusts her back into her opponent.

Tactics

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 cancelled out of normals and used to maintain offensive pressure or surprise her opponent with throws. It is imperative to know the spacing between her opponent to utilize the correct choice of which version of the dash Karin can use. The dash also shrinks Karin's hitbox, allowing her to avoid certain moves.

The strength of the kick button pressed 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 and covers the distance similar to her Heavy version. During the EX version, Karin is invincible to fireballs. Additionally, she automatically gets the EX version of any follow-up specials.

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, and late. Depending on timing used to input the follow-ups, Karin can pull off some tricky combos to inflict a lot of damage, while maintaining positional advantage at the same time.

Tenko

Tenko

The Tenko launches her opponent and puts them in a juggle state, allowing Karin to extend combos. The regular version of Tenko can be linked from Karin's Medium and Heavy normal attacks. Unfortunately, it is -10 on block, meaning that Karin can be heavily punished if this move is blocked.

If Karin cancels 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 very tricky to pull off at first. In order to perform the move consistently and to master the timing, it takes a lot of practice. 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 than Just Frame Tenko. This version serves as one of Karin's best combo extenders. It’s can also link into Karin's other special moves, such as Mujinkyaku, Just Frame Tenko, or another EX Tenko.

Orochi

Orochi

The Orochi 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 crumpling state, which can be followed up with Karin's special attacks, making this attack a solid combo extender. Karin can also do quite a few of gimmicky resets from this crumple state, allowing her to continue pressure or to inflict more damage.

Gallery