|Street Fighter Alpha 3||Ressen Ha||+|
|Street Fighter V||+|
Executed by performing a diagonal half-circle motion and pressing kick, Karin leaps and spins in an arc towards the opponent, swinging her arms downward. In Street Fighter V, the move is executed by performing a quarter-circle backward and pressing punch. The EX version has Karin leaping upwards, spinning and swinging her arms to hit the opponent multiple times, akin to her Kou'ouken.
After the overhead connects, Karin has a variety of options.
- Senha Kusabi: By pressing down and kick, Karin slides toward the opponent, sweeping them off of their feet.
- Senha Resshu: By pressing up and kick, Karin somersaults toward the opponent. When she is close enough, she performs a handstand on top of the opponent's head. Karin then lands with both of her knees into the opponent's head, driving them to the ground.
When done from her Guren Ken, it is referred to as the Guren Senha (紅蓮殲破? "Crimson Lotus Massacre Break").
Like most of Karin's special attacks, this move is one of her most rewarding combo enders. The second hit is an overhead, which can be used to open up her opponent if they are constantly crouch blocking. By itself, the damage output of this move is decent at best. Additionally, Ressenha does not result in a knockdown, unless Karin uses the EX version. However, this gives Karin positional advantage on hit, allowing her to maintain offensive pressure.
The strength of the punch button pressed determines the length of Karin's jump. The Light version has the fastest startup and the shortest range. However, it inflicts the least amount of damage. In addition, the Light version is the least safest on block at -6. The Heavy version has the slowest startup, but allows Karin to jump almost fullscreen. It inflicts the most damage and only -4 on block. Additionally, the Heavy version can be used to jump over fireballs, giving Karin a way to punish zoners and deal a decent amount of damage at the same time.
The EX version is Karin's best anti-air option. It is a great reversal tool, turning this attack into an invincible uppercut, allowing Karin to escape pressure. The EX version is also one of the best ways to end combos, especially when she has her opponent in the corner. This allows her to inflict a large amount of damage and remain close to her opponent simultaneously. However, if her opponent blocks the EX version, Karin is vulnerable in a Counter Hit state.
Regardless which version is used, Ressenha is a great combo ender against standing opponents, resulting in solid damage output. This also gives Karin okizeme setups after the attack. She can either end the combo with Senha Kusabi for maximum damage, or go for a reset and surprise her opponent with a throw. If Karin conditions her opponent enough to tech throws, she can use Senha Resshu for even more damage. However, her opponent can easily intercept the attack, due to its slow startup. Additionally, Karin flips over her opponent and whiff the grab attack if they are crouching. Lastly, Karin can also cancel Ressenha into her Critical Art to reset the neutral game and inflict a lot of damage.