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Follow the dark path or use the light
Capcom Fighting Evolution Pack Shot

Capcom Fighting Evolution



by Xenomic

Karin FAQ

                                 | Copyright 2006 Steven Marr  |
                                 | By Steven Marr (aka Xenomic)|
                                 | [email protected]       |
                                 | [email protected]       |
                                 | [email protected] |
                                 | AIM: Xenomic                |
                                 |                             |

                                       Legal Script

All copyrights and trademarks are acknowledged where are not specifically 
mentioned. If you wish to reproduce this document AS IS, you may do so after 
asking my permission, and not for profit. If I see fit, I, however, will 
revoke permission and ask for it to be taken down if necessary.

                Table Of Contents

1. The Basis of this Guide
2. Keys
3. Breakdown of Attacks
4. Karin's Profile
5. Karin's Moveset
6. Breakdown of Karin's Moves
7. Karin's Style
8. Karin's Matchups and Strategies
9. Credits
1. The Basis of this Guide

This guide is to help those get acquainted w ith Karin. This FAQ will also 
attempt to breakdown Karin in terms of offense and defense. 

2. Keys

Use this Legend to help you understand the different definitions that I will 
be using throughout this FAQ.


qcf=quarter-circle forward
qcb=quarter-circle back
hcf=half-circle forward
hcb=half-circle back
360=360 degree rotation of directional pad
720=720 degree rotation of directional pad
fdp=Forward Dragon Punch (forward, down, down-forward)
bdp=Back Dragon Punch (back, down, down-back)

LP=Light Punch
MP=Medium Punch
HP=Heavy Punch
LK=Light Kick
MK=Medium Kick\
HK=Heavy Kick
PPP=Three punches together
KKK=Three kicks together

Ch.=Charge move
(air)=Move can be done in air.
(AIR)=Must be performed in air

3. Breakdown of Attacks

Here is a breakdown of what category each attack that each fighter in
this game uses. Consult this chart if you're unsure as to what attack falls
into what category. Moves that meet certain special requirements will be
listed by their name.


Moves that can be fired in a fireball-type style, and can hit from across
the screen.

The following attacks fall into this category:

 -Hadoken (Ryu)
 -Shakunetsu Hadoken (Ryu)
 -Shinku Hadoken (Ryu)
 -Hadoken (Sakura)
 -Shinku Hadoken (Sakura)
 -Gou Hadoken (Shin Akuma)
 -Messatsu Gou Hado (Shin Akuma)
 -Chaos Flare (Demetri)
 -Demon Billion (Demetri)
 -Sonic Boom (Guile)
 -Ichimonji (Kenji)
 -Bakuryusho (Kenji)
 -Soul Spark (Rose)
 -Aura Soul Spark (Rose)
 -Dio-Cega (Jedah)
 -Sunshot (Ingrid)
 -Sunburst (Ingrid)
 -Metallic Sphere (Urien)
 -Temporal Thunder (Urien)
 -Aegis Reflector (Urien)
 -Arctic Stream (Tornado Mist) (Hydron)
 -Kikouken (Chun-Li)
 -Kikou-Shou (Chun-Li)
 -Zanku Hadoken (Shin Akuma) [Also classified as Air]
 -Tenma Gou Zanku (Shin Akuma) [Also classified as Air]
 -Soul Smasher (Pyron)


Moves that are used to counter air attacks and jumping opponents. Typically
bad when blocked or when they miss.

The following attacks fall into this category:

 -Shoryuken (Ryu)
 -Shin Shoryuken (Ryu)
 -Gou Shoryukne (Shin Akuma)
 -Messatsu Gou Shoryu (Shin Akuma)
 -Somersault Kick (Guile)
 -Aerial Russian Slam (Zangief)
 -Demon Cradle (Demetri)
 -Somersault Strike (Guile)
 -Air Knee Grapple (Alex)
 -Sunrize (Ingrid)
 -Sunarch (Ingrid)
 -Sunshine (Ingrid)
 -Delta Kick (Felicia)
 -Hydro Spin (Hydron)
 -Venom Funnel (Hydron)
 -Tempest Fall (Hauzer)
 -Hoyoku-Sen (Chun-Li)


Moves that are done while in the air. Great against Rush attacks and some Other
attacks, but bad when against Anti-Air attacks.

The following attacks fall into this category:

 -Flower Kick (Sakura)
 -Royal Judgment (Anakaris)
 -Bat Spin (Demetri)
 -Head Stomp (Alex)
 -Devil Reverse (M. Bison)
 -Head Stomp (M. Bison)
 -Zessho Hohou (Yun)
  -Nishou Kyaku (Yun)
 -Sun Dive (Ingrid)
 -Violence Knee Drop (Urien)
 -Dangerous Headbutt (Urien)
 -Bushin Hasso Ken (Guy)
 -Sakura Otoshi (Sakura)
 -Hazan Shu (Chun-Li)
 -Zanku Hadoken (Shin Akuma) [Also classified as Projectile]
 -Tenma Gou Zanku (Shin Akuma) [Also classified as Projectile]
 -Orbital Blaze (Pyron)


Moves that force the character to dash and attack at the same exact time. These
are vulnerable to a lot of attacks, those being Projectiles, Anti-Air, and Air, 
but can be useful against Other attacks. These also help the character get 
across the screen faster.

The following attacks fall into this category:

 -Ransetsu Jin (Kenji)
 -Flash Chop (Alex)
 -Dashing Elbow (Alex)
 -Boomerang Raid (Alex)
 -Stun Gun Headbutt (Alex)
 -Jumonji (Kenji)
 -Achilles Rush (Leo)
 -Chronos Rush (Leo)
 -Hercules Rush (Leo)
 -Flying Powerbomb (Zangief)
 -Chariot Tackle (Urien)
 -Tyrant Slaughter (Urien)
 -Rolling Buckler (Felicia)
 -Dancing Flash (Felicia)
 -Hayakage (Guy)
 -Bushin Gorai Kyaku (Guy)
 -Hydro Spin (Hydron)
 -Psycho Crusher (M. Bison)
 -Mega Psycho Crusher (M. Bison)
 -Deluge Assualt (Hauzer)
 -Deluge Crisis (Hauzer)
 -Sakizakura Ken (Sakura)
 -Midare Zakura (Sakura)
 -Zodiac Fire (Pyron)


These are moves that don't really fall into any one category, and can be 
classified by their own self. How these moves work against others 
depends on the situation at hand. 

The following attacks fall into this category:

 -Tatsumaki Senpukyaku (Ryu)
 -Tatsumaki Zankukyaku (Shin Akuma)
 -Shunpu Kyaku (Sakura)
 -Bushin  Senpu Kyaku (Guy)
 -Pharoah Magic (Anakaris)
 -Hole of Hell (Anakaris)
 -Midnight Pressure (Demetri)
 -Midnight Bliss (Demetri)
 -Total Wipeout (Guile)
 -Knee Press (M. Bison)
 -Knee Press Nightmare (M. Bison)
 -Rasen Kyaku (Kenji)
 -Flying Powerbomb (Zangief)
 -Enmazuki (Kenji)
 -Soul Reflect (Rose)
 -Soul Throw (Rose)
 -Aura Soul Throw (Rose)
 -Soul Spiral (Rose)
 -Nero Fatica (Jedah)
 -Spreggio (Jedah)
 -Ira Spinta (Jedah)
 -Prova-Del-Cervo (Jedah)
 -Powerbomb (Alex)
 -Double Lariat (Zangief)
 -Punishing Flat (Zangief)
 -Tetsuzankou (Yun)
 -Kobokushi (Yun)
 -Sourai-Rengeki (Yun)
 -You-Hou (Yun)
 -Guren Ken (Karin)
 -Hosho (Karin)
 -Mujin Kyaku (Karin)
 -Rasen Cho (Karin)
 -Ressen Ha (Karin)
 -Yasha Gaeshi (Karin)
 -Kanzuki-Ryu Shinbi Kaibyaku (Karin)
 -Kanzuki-Ryu Ko'ou Ken (Karin)
 -Sunupper (Ingrid)
 -Sunlower (Ingrid)
 -Sun Delta (Ingrid)
 -Cat Spike (Felicia)
 -Mars Slash (Leo)
 -Hozanto (Guy)
 -Tadpole Spawn (Hydron)
 -Lightning Mast (Hydron)
 -Strangling Spark (Hydron)
 -Haru Ichiban (Sakura)
 -Spinning Bird Kick (Chun-Li)
 -Hyakuretsu Kyaku (Chun-Li)
 -Negative Stolen (Demetri)
 -Gigas Driver (Leo)
 -Gaia Driver (Leo)
 -Spinning Pile Driver (Zangief)
 -Hyper Bomb (Alex)
 -Final Atomic Buster (Zangief)
 -Atomic Suplex (Zangief)
 -Finale-Rosso (Jedah)
 -Zenpu Tenshin (Yun)
 -Arakuma Inashi (Karin)
 -Sand Splash (Felicia)
 -Please Help Me! (Felicia)
 -Hellcat (Felicia)
 -Bushin Flip (Guy)
 -Volcano Breath (Hauzer)
 -Gust Flame (Hauzer)
 -Planet Burning (Pyron)
 -Piled Hell (Pyron)
 -Cosmo Disruption (Pyron)


These moves can move the character across the screen, and at
anywhere on the screen, depending on which version and button
the player used to initiate the move.

The following attacks fall into this category:

Teleport moves
 -Ashura Senku (Shin Akuma)
 -Teleport (M. Bison)
 -Psycho Vanish (M. Bison)
 -Kagerou (Kenji)
 -Utsusemi (Kenji)
 -Galaxy Trip (Pyron)

-Miscellaneous (Misc.)-

These are attacks that hold one or more properties.

The following attacks fall into this category:

 -Zanku Hadoken (Shin Akuma) [Also classified as Air and
 -Tenma Gou Zanku (Shin Akuma) [Also classified as Air and
4. Karin's Profile

Nationality: Japan
Blood Type: B
Fighting Style: Kanzukiryu kakutoujutsu (Kanzuki-style
hand-to-hand techniques)
BWH Sizes:
B: 83
W: 57
H: 85
Likes: Total victory
Dislikes: Minds of commoners
Special Skill: Various Kanzukiryu secret techniques
First Appearance: Street Fighter Alpha 3

Additional Appearances:

Capcom Fighting Evolution
5. Karin's Moveset

-Special Normal Moves-

Elegance Kick...................................F + MK

-Special Moves-

Guren Ken........................................QCF + P
or HCF + P
Guren Ken (Press P after Guren Ken)
Guren Hosho (F+ P, after Guren Ken 1 or 2)
Guren Mujin Kyaku (K, after Guren Ken 1 or 2)
Guren Yasha (High) (B + P, after Guren Ken 1 or 2)
Guren Yasha (Low) (B + K, after Guen Ken 1 or 2)
Guren Ressen Ha (U + K, after Guren Ken 1 or 2)
Guren Kusabi (D + K, after Guren Ken 1 or 2)
Guren Chochu (DF + P, P; after Guren Ken 1 or 2)

Hosho................................................FDP + P

Mujin Kyaku.....................................FDP + K

Rasen Cho.........................................BDP + P
Ressen Chu (Press P after Resen Cho)

Ressen Ha.........................................QCF, UF + K

Yasha Gaeshi (High)........................QCB + P

Yasha Gaeshi (Low).........................QCB + K

Arakuma Inashi.................................360 + K

-Super Special Moves-

Kanzuki-Ryu Shinki Kaibyaku........QCFx2 + P

Kanzuki-Ryu Ko'ou Ken..................QCFx2 + K

6. Breakdown of Karin's Moves

-Normal Moves-

-Standing Moves-

LP (Quick Jab)

-The standard LP move for many fighters. Very quick, and
is great for combo starters. Very low damage, but very high
recovery and startup times.

MP (Mid Punch)

-A little slow on startup and recovery time, but not by much.
It's hard to combo off of this move, but possible. Has low damage.

HP (Split Punch)

-Slow on startup and recovery, and can't really be comboed into
any other moves. Simply put, I'd stay away from this move.

LK (Abdomen Kick)

-A rather fast move. Same description as with the Standing LP.

MK (Snap Kick)

-Has a bit of slow startup, but not noticeable enough. Could be used
to combo into other moves, like Mujin Kyaku.

HK (Low Spin Kick)

-Has some slow startup and recovery, and isn't all that great unless
you play mind games. This move seems to hit low, which is good
considering that it's a standing move. Might even be able to combo
into a Guren Ken combo.

-Crouching Moves-

LP (Quick Palm Thrust)

-Has a little slower startup time than the Standing LP, but other than
that, it's pretty much the same as the Standing LP.

MP (Foot Punch)

-Lacks reach, and has a little slow startup and recovery. However, this
can be useful if you decide to play mind games and go into a Ressen Ha
or a Guren Ken.

HP (Uppercut)

-Great for Anti-Air purpose (as Karin doesn't have that many options to use
when it comes to Anti-Air aside from Ressen Ha, Mujin Kyaku, and Yasha
Gaeshi (High). It's a little slow however, so be careful if you're using it on
an opponent who is on the ground.

LK (Foot Kick)

-Same principal and description as with the Standing LP.

MK (Side Foot Kick)

-Has a bit of slow startup and recovery, but not noticeable enough to matter.
Can be used to combo into other moves (such as Mujin Kyaku and Guren

HK (Slide Foot Kick)

-This is Karin's trip move, and a pretty good one at that. However, as with
Bison and Guy, it's fatal if blocked, so be wary of that.

-Jumping Moves-

LP (Falling Hand)

-Lasts the whole time that Karin is in the air. It's good for stopping attacks
and for staying in the same spot, but it leaves Karin wide-open if the opponent
doesn't fall for it. Good to combo into a Ressen Ha (as are any other Jumping

MP (Quick Chop)

-Has nearly zero startup and recovery time, but leaves Karin wide-open. Plus,
you have to time it to hit grounded opponents.

HP (Extended Aerial Chop)

-Same description as with the Jumping MP.

LK (Falling Foot)

-Same description as with the Jumping LP.

MK (Aerial Kick)

-Not a bad move in the fact that it has decent reach. However, it still leaves
Karin wide-open if used at the wrong time.

HK (Split Kick)

-Very fast and has good reach, but still leaves Karin wide-open if timed wrong.

-Special Normal Moves-

-Elegance Kick-

-A very good move in itself. Can be chained into combos, can be used to combo
into many other moves, and can only be blocked standing. Hard to find a 
better move for her that does all of this and more.


LP + LK + <- or -> (Knee Bash)

-Hits up to 7 times and knocks the opponent away from Karin.

<- or -> + LP + LK (Ground Takedown)

-Karin knocks the opponent down in the same spot that they were at.

-Special Moves-

-Guren Ken-


Rush attacks
Other attacks


Teleport moves


Projectile attacks
Anti-Air attacks
Air attacks

-This move is the key to Karin's awesome power. There are
so many variations to this move that it's hard to tell what Karin is
going to do. Simply put, this is the best mix-up and mind game attack
in the entire game. However, even so, it still cannot beat through 
Projectile attacks, so watch out for those!



Rush attacks
Other attacks


Teleport moves


Anti-Air attacks
Air attacks
Projectile attacks

-Not a bad move, though you have to be close to the opponent in
order to make it worth anything. The damage it does is simply
astounding, and it knocks the opponent back quite a bit. However,
the recovery time on this move is horrendous, and you do have to
be right next to the opponent to use it. You can, however, try and
use it as a way to bait opponents into coming after Karin, which
can be used to set up for a Mujin Kyaku or a Super Special.

-Mujin Kyaku-


Rush attacks
Air attacks
Other attacks


Teleport moves


Projectile attacks
Anti-Air attacks
Other attacks
 -Tatsumaki Senpukyaku (Ryu)
 -Tatsumaki Zanku Kyaku (Shin Akuma)
 -Bat Spin (Demitri)
 -Cobra Blow (Anakaris)

-A pretty useful move. This is the move that makes Karin
so damn good (aside from her ability to juggle and her Guren Ken, of
course), and is very annoying to fight against at times. You can
chain this off of a lot of normal moves, and add an additional hit
right afterwards. Great for when you're fighting in corners.

-Rasen Cho-


Rush attacks
Other attacks


Teleport moves


Projectile attacks
Anti-Air attacks
Air attacks

-Not that great of a move if you ask me. It does move Karin closer
to the opponent, but it's not that strong, nor has very many uses.
I'd recommend not using this move at all.

-Ressen Ha-


Projectile attacks (if timed right)
Air attacks
Rush attacks


Teleport moves


Anti-Air attacks
Other attacks

-A pretty powerful attack, but a little hard to pull off, if you ask me.
It has a horrendous startup time and a little slow recovery time, but
the damage and the ability to punish projectile attacks make it worth
the effort. In addition, you can even try and chain other attacks off
of this move, like Mujin Kyaku or Guren Ken!

-Yasha Gaeshi (High) (Low)-


Jumping and Standing attacks (High)
Crouching and sweeps (Low)




Crouching and sweeps (High)
Jumping and Standing attacks (Low)

-A very good move in itself. The High version is capable of countering
even Super Specials like Shin Shoryuken and You-Hou, while at the same
time being able to counter all Standing and Jumping attacks. However, both
the High and Low versions have horrible recovery times if they miss or don't
connect at all, so time it right!

-Arakuma Inashi-




Teleport moves



-Karin's command throw must be done right next to the opponent for it to
execute. It's a very powerful move, and it's well worth the time and damage
to pull it off. Very good in closeup games.

-Super Special Moves-

Kanzuki-Ryu Shinki Kaibyaku


Rush attacks
Other attacks


Teleport moves


Projectile attacks
Anti-Air attacks
Air attacks
Other attacks
 -Tatsumaki Senpukyaku (Ryu)
 -Tatsumaki Zankukyaku (Shin Akuma)
 -Bat Spin (Demitri)
 -Cobra Blow (Anakaris)
 -Mummy Drop (Anakaris)
 -Coffin Drop (Anakaris)

-A decent Super Special. However, Guren Ken is stronger
than this move when combined with the other attacks. Still, it's
a decent move nonetheless, and can be used when you're trapped
in the corner to get back out.

-Kanzuki-Ryu Ko'ou Ken-


Air attacks


Teleport moves


Projectile attacks
Anti-Air attacks
Other attacks
Rush attacks

-A strong move, but only good when against airbourne opponents.
Other than that, don't really bother with this move unless you juggle
the opponent. Great after a Guren Ken.
7. Karin's Style

Karin follows the Street Fighter Alpha system, which is described below.

Data from psychochronic's faq

Link to faq:

*Air-Block: While jumping, hold B:
This feature helps you block your opponent projectiles
and jumping attacks while you're in the air. This does not
apply to ground attacks which can't be taken in the air.
If you air-block a jumping normal, you'll land right before
your opponent does, allowing you to strike first as they
land and recover.

*Alpha Counter: While Blocking, reverse QCB + P/K:
Known in Japan as the "Zero Counter". Also seen in CvS2
under the following Grooves: (C, A, S, N). This skill costs
50% of your meter which makes your status possible to
cancel the remaining guard stun on a blocked attack into
a simple counter-attack. It does a small amount of damage
and guarantees a knockdown making it useful to turn the
tables around or to simply give you a bit of space. Each
character here has two Alpha Counters, one of each, a
punch and a kick. Both types are good for countering
specific attacks, whether it's air, ground, crouch, special
or even super so switch between the two accordingly,
depending on who you're fighting and the situation. Also
going back to it's SFA3 counterpart, the Alpha Counter
can kill, so watch out!

*Custom-Combo: HP + HK when your Gauge is over 50%:
Known greatly as "V-Ism" in SFA3 and "A-Groove" in
CvS2. Once activated, your character can simply chain in
any normal and special attacks which can be done in a
repeated process. The meter now dates in to SFA3 where
you can simply activate at 50%. The meter now also dates
in to CvS2 as you can activate at 100% and finish off with
a Super Combo to dish out some big damage. As an
expert would know that there is a large reduction of
damage applied to each consecutive hit within. After
the first 9 hits, each other hit does a single pixel of
damage so beware ofthat effect. This ability is also good
because if the opponent blocks, then you have time to
switch your attacks and gameplan more quickly before
the time runs out. Also during activation, the screen will
darken and freeze for a slight second and you'll gain an
invincibility frame which is useful to avoid attacks and
projectiles freely! Activation with 50%, you'll be invincible
6 frames before and 4 frames after and activation with 100%,
you'll be invincible 6 frames before and 14 frames after.
Within the 50%-99% range, the higher the percentage, the
longer the invinciblity frames kick in. The bad part about
the Custom Combo system is that you can't block after
activation and should you get attacked, your meter goes
back to 0% instead of depeleting 50% of it just like in
SFA3 and CvS2. Use this wisely as you're rushing like
hell with no shield on you.

*Super Combo: Using your characters' designated
command, gauge calculated by percentile:
One also also taken from CvS2 A-Groove and that's the
ability to do a Super Combo. This tactic costs 50% of
meter and can be done in Custom Combo when activated
at 100%. Very useful if your characters' customs are weak
and need to use this for some damage.

*Ukemi "Safe Fall": Before touching the ground, hold Px3.
You can extend the roll by simply holding F:
Also known as the "Safe Fall" and it's been seen in SFA3
and CvS2 under the following 3 Grooves (A, N, K). This is
not the CvS2 version of it where you jump a bit back having
a tiny bit of invincibility frames at it, this version is nearly
exact as it was from SFA3, except it's a little slower. The
Ukemi allows the character to roll towards the opponent
just as you touch the ground. This ability can be useful for
avoiding projectiles, confusing your foes' wakeup strats
and any other attacks with heavy recovery. The first 17
frames of the full 43 frames are invincible but the last 26
frames of it are completely vulnerable to attack. This means
you're not safe and completely defenseless making this tactic
very risky to use. Ukemi must be used with extreme caution.

Karin is a god at combos and juggles (well, mostly the juggles....). Her 
Guren Ken is the best way to go about with combos, and is great for
juggles. Mujin Kyaku is another good alternative to doing juggles as
well. Here are but a couple combos that I have tested out myself (still
trying to find out more useful combos at the moment).

1) Ressen Ha, Guren Ken, Crouching LP, Crouching LK, Mujin Kyaku,
Standing LP, Hosho, Crouching LK, Mujin Kyaku, Standing LP,
Kanzuki-Ryu Shinbi Kaibyaku

-A very long and tough combo to pull off. However, it is very damaging
and is great for mix-up and mind games. You can even throw in other
moves in place of others to make this combo even more deadlier.

2) Standing LP, Standing MP, Standing HK, Ressen Ha, Crouching HK,
Crouching LP, Mujin Kyaku, Standing LP, Guren Ken, Kanzuki-Ryu
Shinbi Kaibyaku

-Not nearly as devastating as the previous combo, but not nearly as
hard to pull off either. Still, it does serve its purpose in terms of damage
and mix-up/mind games.
8. Karin's Matchups and Strategies

Not always will Karin be put up against easy opponents. Opponents
like Hauzer and Bison will be pretty tough for Karin to handle, and
you'll want to figure out ways to defeat them.  Some opponents, such
as Sakura and Leo, aren't that much of a problem. Let's see what we
can come up with against these opponents:

Vs. Alex

Karin may have some trouble dealing with Alex due to his higher
offense and defense. Still, he needs to be close to do some real
damage, and most of his attacks hit high or mid. What to do?
Well, Yasha Gaeshi High will take care of that problem right
there! For offensive attacks, Guren Ken is the best way to go,
while Mujin Kyaku is great to try and counter Flash Chop.
All in all, watch for Alex's moves, then Yasha Gaeshi High him,
and go into juggling attacks. Above all else, duck under his Flash
Chop and watch out for his Hyper Bomb and Stungun Headbutt!

Vs. Anakaris

Anakaris is faster and stronger than Karin, and has more variety
to his attacks than Karin. And since Anakaris can keep Karin away
with Cobra Blow, Mummy Drop, Coffin Drop, and Royal Judgment,
it's hard for a Karin player to get in close and deal damage. However,
this is where you put the Yasha Gaeshi counters to use! When Anakaris
uses Cobra Blow, use Yasha Gaeshi High to counter it (though whether or
not it'll hit Anakaris is unknown). Your best bet is to rushdown Anakaris
and to block whatever he throws at you, then counter with Guren Ken
or a Super Special. Avoid using Custom Combos, as they're not worth
the effort in this fight. Don't expect to win in this matchup all the time,
as Royal Judgment and Coffin Drop are enough to trounce Karin.

Vs. Chun-Li

Chun-Li is a little faster than Karin, but Karin has the potential to beat
through Chun-Li's attacks. Yasha Gaeshi High will take care of Chun-Li's
annoying Hyakuretsu Kyakus and Spinning Bird Kicks, and also to
Hoyoukusen. Offensively, you'll once again want Guren Ken to fight
Chun-Li, but Ressen Ha and Hosho are also good alternatives to fighting
her as well. On defense, Hosho and Mujin Kyaku will keep Chun-Li from
dealing too much damage to Karin, as will her Kanzuki-Ryu Shinbi

Vs. Demitri

This is one fight that Karin will most likely lose in almost everytime.
Demitri's Chaos Flare is more than enough to take care of Karin, but
Demon Billion and Demon Cradle also have their fair share of problems
for Karin. Midnight Pressure and Midnight Bliss can be stopped easily
with Guren Ken or Mujin Kyaku, so nothing to worry about there. Bat
Spin can drive you crazy if you don't watch out for it. Other than that,
the first three attacks are going to be your entire fight pretty much.
You'll need to block Demon Billion the moment you see it, as Karin
has nothing to protect her against it. Against Demon Cradle, Yasha
Gaeshi High can take care of it, but it's tough to pull of in the middle
of a heated fight. Against Chaos Flare, there's really no way to avoid
it, as it can be used in the air and on the ground. For the ground ones,
just jump over them and try to strike Demitri, though you may end
up with a Demon Cradle in the face. If you try to jump at him when
there is no Chaos Flare, then you may end up with an aerial Chaos
Flare. All in all, this fight is going to go to Demitri no matter what
you do, unless the opponent is not that good with Demitri.

Vs. Felicia

Karin can beat Felicia without too much problem. Guren Ken and
Hosho are enough to keep Felicia off of Karin, while Mujin Kyaku
will be your juggling move here. All of Felicia's move, save for
Sand Splash and Delta Kick, can be stopped by Mujin Kyaku and
Guren Ken, and Delta Kick is stoppable by Resen Ha. Arakuma Inashi
is a good move to use when you block Felicia's attacks, and if you
want, use Custom Combos to tick off a ton of damage. No matter
what you do, it's really hard for Karin to lose this one.

Vs. Guile

Karin has a little problem with Guile due to his Sonic Booms and Somersault
Kicks. They have the potential to keep Karin away if not blocked, but they
are easiily predicted, so you shouldn't have that much of a problem with
them. Avoid jumping at Guile to avoid Somersault Kick, and jump over Sonic
Booms to avoid them. The only thing left to worry about, therefore, are
Guile's Super Specials and his combos, and even his combos aren't that great.
This fight should be yours with a bit of patience. To get the better of Guile,
try using Resen Has to break through his crouching guards.

Vs. Guy

Let's face it. Guy's a lot faster and stronger than Karin, has some better 
mix-ups than Karin, and can play much better mind games than Karin. But 
that doesn't mean that Karin can't beat Guy. Guren Ken will be your key 
to beating through Guy's offensive strategies, while Resen Ha and Mujin 
Kyaku will help beat through his defense. Avoid using Yasha Gaeshi, as 
both of those are too risky to use in this fight. Arakuma Inashi will help if 
you find yourself on the defensive. Avoid Custom Combos in this fight, 
and stick with Karin's Super Specials when you get the chance.

Vs. Hauzer

This is a tough fight for Karin. Hauzer's Gust Flame and Volcano Breath are
enough to beat her, let alone his Deluge Crisis and Deluge Assault. Plus,
Hauzer has more range on his normal attacks than Karin. So, how can
you beat this Asdragon? Simple! Play mind games! And what attack
helps with this one? That's right.....Guren Ken! Mix-up attacks with
this move, and throw in some Arakuma Inashis and Rasen Chos to
pester Hauzer. Avoid Custom Combos here as well, and focus on ticking
away life from Hauzer with Super Specials and regular attacks. Don't
bother too much with Yasha Gaeshi Low, as you won't have that many
attacks that hit low really.

Vs. Hydron

Karin should be able to beat Hydron without TOO much of a problem,
though Nochiller's Attack and Arctic Stream may pose a bit of a threat.
Strangle Spark should be immediately countered with Yasha Gaeshi High,
and stay away when you see Lightning Mast (if you can, if not then just
block). Tadpole Spawn isn't a threat at all, and against Nochiller's Attack,
simply Yasha Gaeshi High it. When you want to attack Hydron, Guren Ken
is once again your best bet. Don't forget to use Rasen Cho and Ressen Ha
from time to time to confuse Hydron.

Vs. Ingrid

Ingrid is perhaps one of the best fights for Karin. The only difference
between the two is that Ingrid has a couple Projectile attacks and a couple
Anti-Air attacks, so think of it as almost like fighting Karin herself, except
that Ingrid doesn't have the mass mix-ups and combos at her disposal.
Watch for Sun Upper and Sun Lower, as they work the same way as
Karin's Yasha Gaeshi counters. Guren Ken Ingrid when you get the chance,
and use Arakuma Inashi if you manage to get close enough to Ingrid.

Vs. Jedah

Jedah's probably got Karin due to zoning alone. His Deo Segah will
be enough to keep Karin from even getting remotely close to her, and
his Fiorre-Rosso and Prova-Dei-Cervo will come out of nowhere and
deal tons of damage to Karin. Ira Spinta isn't much to worry about, as
Mujin Kyaku should take care of that attack, and Spreggio won't happen
as much as you might think. Watch for his Chain Combos and his Nero
Fatika when up close, and punish him with Custom Combos and your
own combos. Guren Ken is not that great here, as Jedah can simply
counter with Nero Fatika if he blocks it. Hosho is a decent move here
if Jedah gets too close, as is Arakuma Inashi. To get around Deo
Segah, you may need to take the hit in order to get to Jedah, and
that could be fatal if it's an EX version. This fight will be extremely
tough regardless, and even more difficult if you face an experienced
Jedah player.

Vs. Kenji

Karin should be able to wn this fight, as Kenji's Ichimonji and Jumonji
attacks are too slow to really stop Karin. His Bakuryusho and Enmazuki,
however, are something to watch out for, as they'll do way too much damage
for Karin to handle. Watch out for Kenji's mix-up games, as you never know
when you'll end up on the receiving end of a combo from Kenji. Yasha Gaeshi
High is the key to stopping Kenji here. Also, use Mujin Kyaku if Kenji tries to
air attack you, and use Ressen Ha for times when Kenji tries to use Ichimonji.

Vs. Leo

This fight can be a bit difficult due to Leo's mass strength. When you get
close to Leo, watch out for Gigas Driver and Gaia Driver, as Karin can't
take too many of those attacks. Achilles and Chronos Rush are easily
countered with Yasha Gaeshi High, and Mars Slash is equally as predicatable.
However, watch for Hercules Rush if you don't counter it, as it'll do a ton of
damage too. Leo has a lot more range than Karin does (damn sword!), so you
may have to combo your way to get to Leo. However, don't get right next to him,
as this can trigger his Gigas and Gaia Driver attacks. If you find yourself 
hit by one of these, and Leo is still next to Karin, return the favor with 
Arakuma Inashi.

Vs. Pyron

Pyron will be a bit of a pain. The CPU is easily beaten if you watch his 
teleport strategies, but a human player won't be like the CPU. Galaxy 
Trip and Soul Smasher are enough to keep Karin from doing any damage 
to Pyron, so try and keep up with Pyron if he uses Galaxy Trip, and jump 
over the Soul Smasher if you see it. Watch out for Plaent Burning (Pyron's 
Command throw), and counter his Zodiac Fire and Orbital Blaze with Yasha 
Gaeshi High. Don't worry too much about Pilled Hell, as its damage 
output is way too small to matter, but beware of Cosmic Disruption, as 
it does a crap load of damage to Karin! Use Arakuma Inashi if you so 
happen to be next to Pyron (makes for an excellent Wakeup Counter!) 
and focus on doing normal combos. Ignore Guren Ken and Mujin 
Kyaku here, as they may hurt you more than they help.

Vs. Rose

Karin has this one. Rose's Soul Spark and Soul Spiral are easy to avoid, and 
if you don't jump much, then Soul Throw is nothing to worry about. Even 
Aura Soul Spark is not that big of a threat, and Rose's combos aren't 
that great. Guren Ken is about all you'll need to beat Rose, and if you 
want to add insult to the injury, throw out Arakuma Inashis, Mujin 
Kyakus, and Resen Has from time to time.

Vs. Ryu

Karin has a bit of problem here. Hadoken to Shoryuken will get Karin everytime,
and Shinku Hadoken and Shin Shoryuken just do too much damage to get close
enough to hurt Ryu. If you do manage to get in close, you may want to use
Yasha Gaeshi High from time to time, as you probably will see Tatsumaki
Senpukyaku from time to time. Against Hadoken, your only hope is to jump
over it towards Ryu, and pray that he doesn't use Shoryuken or Shin 
Shoryuken. Ressen Ha can help against Hadoken and Shinku Hadoken a bit,
but it's prone to Shoryuken and Shin Shoryuken. You may have to forgo
Special moves and stick to the basic attacks to win this fight.

Vs. Sakura

This fight is a bit similar to Ryu, but is easier. You can easily counter
Sakizakura Ken and Shunpu Kyaku with Yasha Gaeshi High, and
Hadoken is easy to avoid. Flower Kick is also easily countered with
Yasha Gaeshi High and Mujin Kyaku, while you can beat Haru
Ichiban with Ressen Ha. Against Midare Zakura, use Kanzuki-Ryu
Shinbi Kaibyaku. This fight isn't that difficult, but make sure to
watch out for Sakura's combos.

Vs. Shin Akuma

Karin doesn't stand a chance against Shin Akuma. There's no way
for her to get around spammed Zanku Hadokens and Gou Hadokens,
so there's no way for her to hurt Shin Akuma. That, and the fact that
Misogi will cut through her defense is enough to say that Shin
Akuma wins this hands down.

Vs. Urien

Urien's fast. VERY fast. You'd think a big guy like him would be slow.
Anyways, watch for Metallic Sphere, as that can stun Karin temporarily,
which can lead to a distastrous Tyrant Slaughter or Temporal Thunder.
Violence Knee Drop and Chariot Tackle are easily countered with Yasha
Gaeshi High and Mujin Kyaku, and even Rasen Cho should be able to
help here. Guren Ken is a good way to confuse Urien, but don't abuse it,
as Urien will simply blow you away with his combos and Temporal Thunders.
Above all else, focus on combos and counters, and you should be fine.

Vs. Yun

This one can go either way. Yun has just about everything that Karin has,
save for counters, so he can play mix-up games just as well as her. You'll
probably find yourself using Yasha Gaeshi a lot in this fight, and find that
Guren Ken isn't the best way to fight Yun at certain times in the fight.
Mujin Kyaku is a great way to counter his Zessho Hohou, but don't
use it to try and fight his Nishou Kyaku, as you'll lose everytime. Watch
for his Sourai-Rengeki and You-Hou specials, as they deal a lot of damage
to Karin.

Vs. Zangief

Zangief has to be pretty close to Karin to pull of his Atomic Suplex and
Final Atomic Buster, so as long as you don't stay next to him, you won't
have to worry about those moves. If you find Zangief next to you, use
Arakuma Inashi to get him away. You can try Guren Ken against him,
but it's highly not recommended, as he'll just counter with Atomic Suplex
or Final Atomic Buster. Punishing Flat can be a nuisance as well, but
Yasha Gaeshi High can take care of that problem. Focus on normal attacks
here, and you'll be just fine.
9. Credits

Thanks to psychochronic, for letting me do these faqs.

Thanks to assassin17, for giving me formatting ideas.

Thanks to Gamefaqs, for hosting this faq.