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Karin Kanzuki

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Street Fighter/Karin Kanzuki
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Karin Kanzuki (神月 かりん Kanzuki Karin?) is a character in the Street Fighter series, first appearing in the 1996 manga Sakura Ganbaru! before becoming a playable fighter in Street Fighter Alpha 3. She is an elitist rival of Sakura and the head of the Kanzuki Zaibatsu.


Karin Kanzuki

I'll show you the divide in our class!
~ Karin

Origin
Origin Sakura Ganbaru!
Creator Takashi Nishiyama, Hiroshi Matsumoto
First Appearance Sakura Ganbaru! (First Chronological Appearance), Street Fighter Alpha 2 (First video game appearance)
Voiced by Japanese
Miho Yamada, Aya Endō (Granblue Fantasy, Street Fighter V) English
Lauren Landa (Street Fighter V)
Characteristics
Species Human
Gender Female
Pronouns She/Her
Sexuality Heterosexual
Age 15 (Sakura Ganbaru!), 16 (Street Fighter Alpha 2), 18 (Street Fighter Alpha 3)
Birthday September 15
Height 162 cm
Weight 48 kg
Ethnicity Japanese
Status Alive
Alignment Chaotic Good
Archetype Pint-Sized Powerhouse
Occupation Kanzuki Clan Leader
Combat Style Kanzuki-ryu kata (mix of Karate, Judo, Akido, Sambo, Muay Thai, Taekwondo, Amateur Wrestling, Koppou, Shaolin, Taichi, Bagua, and Martial Arts)
Homeworld Earth
Relationships
Affiliations Sakura Kasugano (Rival), Ken Masters, Ryu, Birdie, Guy, R. Mika, Dhalsim, Oro, Zangief, Ibuki, Rashid, Chun-Li, Cammy, Zeku
Enemies Shadaloo, M. Bison

Background

This dropdown contains the synopsis of Karin’s story. Read at your own risk as you may be spoiled otherwise!

Background
Karin Kanzuki is the daughter of Daigenjuro and Nadeshiko Kanzuki. The family’s butler is Ishizaki, while Shibazaki serves as the steward. Daigenjuro is a strict father who constantly pushes Karin to become a capable heir to the Kanzuki fortune, having originally wished for a son.

The Kanzuki family’s mottos are "All you need is victory" and "The worst we'll ever be is the best," with an extended version in the Street Fighter III: Ryu Final manga reading, "Victorious, therefore Supreme! Supreme, she is Karin Kanzuki!" Their private estate spans 200 miles and features its own climate and geography. The family is extremely wealthy, even surpassing the Masters, and owns a satellite called "Red Spider-Lily." Karin was raised with a son’s upbringing to prepare her as heir.

From a young age, Karin faced rigorous tests set by her father. At nine, she was sent into the woods with minimal food and water and had to return safely, completing the trial in four days. Another test required her to charm at least 5,000 men to qualify as heir, a goal she surpassed. At fourteen, she stopped a stampede of fifty wild bulls, breaking her father’s previous record by one.

Sakura Ganbaru!
Karin was first introduced in the manga as the heiress of the Kanzuki Zaibatsu and enrolled at Tamagawa Minami High to observe the life of ordinary students. Fascinated by Sakura’s fighting abilities, she challenged her using a style that combined all the martial arts she had mastered. Despite Karin’s skill, Sakura won, beginning their ongoing rivalry.

Seeking to avenge this loss, Karin organized a city-wide street fighting tournament, intending to face Sakura in the final. However, after witnessing Ken Masters (disguised under a false name) defeat Dan, she chose to test herself against him instead. Karin lost the match and was disqualified, though Ken recognized her talent and determination.

Street Fighter Alpha 3
Karin sees herself as Sakura’s rival, having been defeated by her in an early encounter. When Shadaloo threatens the Kanzuki corporation, she uses her family’s resources to investigate and confronts Sakura again. Along the way, she has friendly matches with Blanka, noting the vastness of the world for such a creature, and fights R. Mika, ultimately offering to sponsor the wrestler after being impressed by her skills. Karin eventually defeats Sakura, but recognizes that the fight itself holds more value than the outcome, echoing advice previously given by Ken Masters.

Street Fighter V Arcade Mode
Karin Kanzuki returned as a playable character in Street Fighter V, announced on September 16, 2015, at the Tokyo Game Show. This marks her first main-series appearance since Alpha 3. By this time, she has become head of the Kanzuki Zaibatsu, succeeding her father, and continues to sponsor R. Mika.

Now leading the Kanzuki Zaibatsu and maintaining connections with top officials, Karin returns to the Kanzuki Estate, where Shibazaki and Birdie await. After a sparring match with Birdie that leaves her victorious but unsatisfied, Shibazaki mentions a potential challenger: a mysterious Senjutsu master whose arm is sealed and who had previously battled Karin's grandfather. Karin sets off for India to seek this opponent.

In India, she finds that the Senjutsu master has left, so she challenges Dhalsim instead. After a long match, they praise each other's abilities before Dhalsim departs. Karin then encounters Zangief, who is being pursued by Shadaloo agents; she defeats the attackers using a secret Kanzuki technique and engages Zangief in a match, parting on good terms. Karin returns to Japan and reunites with Sakura, who immediately assumes a battle stance, prompting Karin to smile at her rival’s consistent fighting spirit.

  • In Ibuki's story, Karin defends her guests by knocking Birdie aside, fights Ibuki, and recruits her to help combat Shadaloo and the Seven Moons.
  • In Zeku's story, Karin allows him to join her efforts while promoting Bushinryu.
  • In Sakura's story, Karin is defeated after challenging her rival, explaining the fight as a test of strength. After mentioning Ryu’s involvement against Shadaloo, Sakura becomes excited. When Sakura leaves to work at the Japan Arcade Center, Karin sends Ryu to assist her.

Street Fighter V A Shadow Falls
In the main story of the game, Karin is shown conversing with other business officials during a party while watching a tag team match between R. Mika and Zangief against Alex and Laura. When one of the Black Moons activates in New York, generating an electromagnetic pulse that disrupts communications, Karin identifies it as the source and decides to investigate the city.

The following day, after the investigation, Shibazaki briefs her on how to stop the Black Moons. Rashid arrives seeking a chess piece from her, leading to a brief battle in which Karin initially triumphs. Rashid convinces her that he is not an enemy and escapes with Azam while retaining the chess piece. Karin then orders Shibazaki to gather all top fighters at her estate.

Karin’s leadership is highlighted as she organizes the fighters to stop Shadaloo and retrieve the remaining chess pieces. She meets Cammy, who explains the connection between the seven Black Moons and missing hackers. When Marz and Decapre infiltrate her estate, Karin challenges them to a fight, subduing Marz and warning Ibuki and R. Mika that she will intervene if necessary. She assigns missions to the fighters: Alex and Laura in Brazil, Dhalsim in New York, Ken alongside Chun-Li and Cammy in Brazil, and Zangief with Guile, while Karin, Ibuki, and R. Mika infiltrate Shadaloo’s main base.

During the successful infiltration, Rashid returns a chess piece to Karin, and she, alongside Chun-Li, completes the collection of six pieces to halt Shadaloo’s plan. F.A.N.G confronts them, and Karin holds him off long enough for Chun-Li to stop his actions. F.A.N.G warns of a backup plan and escapes using poison clouds. With a time-limited threat active, Karin regroups at her estate, waiting for a helicopter pickup alongside Guile, Rashid, and a revived Charlie Nash, while being pursued by Necalli.

Karin later leads the final assault on Shadaloo. Impressed to see Ryu after a long time, she coordinates the infiltration using her family ninjas. She allows Chun-Li, Guile, and Ryu to enter while fending off Shadaloo soldiers and Dolls. Karin confronts Enero, leader of the Dolls, who shares a laugh with her before she defeats her. Enero, however, is controlled by Psycho Power, intensifying the fight until F.A.N.G’s device is destroyed by Rashid, freeing her from control.

After Bison is defeated by Ryu, Karin is last seen relieved, reunited with Chun-Li, Ryu, Guile, and the other fighters, having ensured their safety.

Appearance

General Description: Karin has blonde hair and light-colored eyes, differing from most Japanese characters in the series. She is of average height and maintains a lean, athletic build.

Hair: Karin styles her hair into long, oversized Victorian-style ringlets, with two small forelocks and braids encircling her head. She occasionally wears a blue or pink bow depending on the outfit.

Clothing/Outfit: Her original outfit is a red and white sailor fuku with a blue bola tie, black shorts, matching black top and socks, short red boots, and brown fingerless gloves. In Street Fighter V, she wears a red jacket with a blue frilled shirt, white frill folded sleeves, a white ascot tie, a red frilled skirt, and black tights.

Alternate Costumes:

  • First alternate costume: black turtleneck dress, black flats, black watch, silver family emblem necklace, and pink ribbon.
  • Second alternate costume: similar to main outfit but with a pink sweater vest, white frilled skirt, white tights, and red-and-white boots. Hair remains in long ringlets with a full fringe.

Personality

  • Temperament: Karin is confident, haughty, and often snobbish, maintaining a strong sense of superiority over others.
  • Motivations: She seeks to excel in martial arts and values challenge and personal growth over simple victory.
  • Combat Philosophy: Karin acts decisively and aggressively in battle, often testing her opponents while displaying her trademark competitiveness.
  • Social Behavior: She can be condescending and critical of others, referring to them as "commoners" or inferiors, though she shows respect to worthy opponents.
  • Relationships: Karin maintains a rivalry and friendship with Sakura, acknowledging her skill while retaining competitive interactions.
  • Professional Traits: As head of the Kanzuki Zaibatsu, she is proper, polite, and strategic, balancing her family’s legacy with her personal philosophy on fighting.
  • Personal Traits: Karin demonstrates adaptability, humility in recognizing others’ abilities, and a continued interest in diverse fighting styles.

Goals

  • Prove herself as a worthy successor of the Kanzuki Clan (Succeeded).
  • Honor her family motto "Be the winner of everything." (Ongoing).

Relationships

Sakura Kasugano

Karin is Sakura's rival, viewing Sakura as one of the commoner's willing to speak with due to her innate talent.

General Information

Name: Karin Kanzuki[1]

Nicknames/Other Names:

Origin: Sakura Ganbaru!

Overall Series: Street Fighter

Greater Franchise: Capcom

First Appearance: Sakura Ganbaru! (First Chronological Appearance), Street Fighter Alpha 2 (First video game appearance)

Company: Capcom

Creator: Takashi Nishiyama, Hiroshi Matsumoto

Actor

  • Japanese Voice Actor: Miho Yamada (Street Fighter Alpha 3, Capcom Fighting Evolution, Namco X Capcom), Aya Endō (Granblue Fantasy, Street Fighter V)
  • English Voice Actor: Lauren Landa (Street Fighter V)

Gender: Female

Sexuality: Heterosexual

Pronouns: She/Her

Handedness: Ambidextrous (Her fighting style has her use both of her arms, attacking sometimes with her left arm first[2])

Age: Likely 15 at the start of Sakura Ganbaru! (Likely the same age as Sakura Kasugano, who is stated to be 15 years old[3]), 16 during Street Fighter Alpha 2 (Sakura is stated to be 16 and is shown to be a high schooler[4], 18 during Street Fighter Alpha 3 (Graduated from high school)

Birthday: September 15[5]

Blood Type: B[6]

3 Sizes: B 83 cm / W 51 cm / H 85 cm[7]

Time Period

Timeline: Main Timeline

Homeworld: Earth

Residence: Kanzuki Residence, Japan

Story Role: Fighter, Playable Fighter, Supporting Protagonist

Legacy: Global Legacy

Influence: Event Influence

Language: Japanese[11]

Ethnicity: Japanese[12]

Religion: N/A

Classification: Street Fighter[13], Ruler of the Beasts[14], King of Beasts[15], Alpha Warriors

Species: Human

State of Being: Regular

Physiology: Humanoid Physiology

In-Universe Creator: Unknown

Occupation: Kanzuki Clan Leader

Ranking: Leader

Combat Style: Kanzuki-ryu kata (Karin excels in Karate, Judo, Akido, Sambo, Muay Thai, Taekwondo, Amateur Wrestling, Koppou, Shaolin, Taichi, Bagua, and Martial Arts, with still others to list, her rank is calculated as 100 Dan and 8 Kyu[16], she is able to mix these styles together, such as using an Akido Throw in combination with Muay Thai[17])

Affiliations: Sakura Kasugano (Rival), Ken Masters, Ryu, Birdie, Guy, R. Mika, Dhalsim, Oro, Zangief, Ibuki, Rashid, Chun-Li, Cammy, Zeku

Enemies: Shadaloo (Shadaloo threatened the Kanzuki zaibatsu[18]), M. Bison

Height: 162 cm[19]

Weight: 48 kg[20]

Status: Alive

Alignment: Chaotic Good (Despite her upbringing, Karin aided in stopping the resurrection of M. Bison during Street Fighter V[21]. Whenever Karin beats an opponent, she normally has a servant ready to patch up their wounds[22])

Protection Level: Global Protector (Aided in fighting and defeating M. Bison who wanted to take over the world[23])

Potential

Archetypal Tiering: Pint-Sized Powerhouse

Codex Statistics

Key: Before Street Fighter Alpha | Street Fighter Alpha Series | Street Fighter IV | Street Fighter V

Key Information

  • Before Street Fighter Alpha: This key covers events before the Street Fighter Alpha series.
  • Street Fighter Alpha Series: This key covers events during the Street Fighter Alpha series.
  • Street Fighter V: This key covers events during Street Fighter V.

Grade: B | B | A

Tier: 9-B, Far Higher with the Manjushage | 9-B, Far Higher with the Manjushage | 9-A, Far Higher with the Manjushage

Cardinality: Finite

Dimensionality: 3-D

Power Source: Ki (All Fighters utilize "Ki" as their primary energy source[28]. The training of "Chi" involves 3 layers and 9 steps, solidifying their trained energy into chi, realizing divinity through their trained chi, and restoring health to a void through their trained divinity, in the art of battle, fighters must cultivate and store their "chi" using the nine kou's rear gate point, in other words, a fighter is focusing all of their determination into one point of their body[29])

Attack Potency: Wall level (Buster) (Karin broke through Sakura's window casually to showcase how she will beat her at the upcoming tournament[30]. Street Fighter 1 Era Ken notes that if he didn't take her seriously she would've dislocated all of the joints in his body[31]. Ken before this can break multiple stone tiles[32] and three cinderblocks with one attack[33]. Casually defeated a bear in one hit[34]. Should be comparable to Street Fighter 1 Ryu, who broke multiple stone tiles[35], and broke three cinderblocks with one attack[36]), Far Higher with the Manjushage (Karin planned ahead of time to use the Kanzuki zaibatsu's killer satellite, the "Manjushage" to shoot at M. Bison's base[37], destroying the underworld base completely[38]) | Wall level (Buster) (Noted by M. Bison to be stronger then he thought and a qualified fighter[39]. The Street Fighter cast can break[40] apart cars overtime with various hits[41]. They can also destroy metal barrels[42]. Along with destroy stone walls overtime[43]), Far Higher with the Manjushage | Room level (Potency) (Fought and defeated Rashid[44], who fought and defeated Chun-Li[45], who can[46] fight against[47], Juri Han, who can blow up the inside of a building[48] and cause a jet plane to explode[49]. Fought against Dhalsim[50], where he notes that her skills continue to impress and her pure fist are a gift that she should continue to refine[51]. Easily harmed Birdie by accident while jumping around[52], and then proceeded to beat him in a fight, saying that it hardly even works as a proper warm-up[53]. Told R. Mika nad Ibuki if they are so willing to fight someone both of them could fight her, with both being very reluctant to[54]. Casually busted a large metal door open[55]. The cast is able to destroy barrels with a single hit[56]. Along with this, the Street Fighter IV cast can destroy barrels in a single hit[57]), Far Higher with the Manjushage

Durability: Wall level | Wall level | Room level

Striking Strength: Wall Class (Buster) | Wall Class (Buster) | Room Class (Potency)

Lifting Strength: Class 50 (Uses a heavy ribbon to train her neck muscles[58]. Comparable to Sakura Ganbaru Sakura, who fought against Street Fighter 1 Era Ken Masters, who should be comparable to Hugo, who can lift a semi-truck[59]) | Class 50 | Class 50

Travel Speed: At least Superhuman (Comparable to Sakura Ganbaru Sakura, who is faster than Dan beating him in a race where he had a headstart, who can outrun a wall of flames[60]) | At least Superhuman (All fighters create afterimages when using their super combos[61]. Faster than Dan, who can outrun a wall of flames[62]. Comparable to Sagat, who was able to get down from a large statue and appear behind the man watching him, before the man even noticed[63]) | At least Superhuman

Attack Speed: Transonic | Transonic | Transonic

Reaction Speed: Transonic (The Street Fighter cast can react to a sonic boom attack from Guile[64], even during the Alpha series[65]) | Transonic | Transonic

Stamina: (Fought and defeated 20 fighters with no breaks and not tending to any of her injuries[66]. Karin is able to keep fighting for so many rounds that Birdie lost count, with Shibazaki noting that it is a secret technique created from Hado, a wellsrping of fighting will to rise any challenge, the Kanzuki-ryu kata of unyielidng insistance[67]. Karin's daily quota is at having at least 1000 fights[68]. Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[69]. Can go through intense battles and long periods of training)

Range: Standard Melee, Thousands of Kilometers with "Ruler's Staying Hand" (The art which the Kanzuki family has sough, allowing them to overwhelm an opponent as far as twelve-thousand kilometers away[70]), Planetary with Red Spider-Lily Satellite (Karin uses the Kanzuki zaibatsu's killer satellite, the "Manjushage" to shoot an orbital laser from outerspace into M. Bison's Shadaloo Base and completely destroy it[71])

Intelligence: Genius Intelligence (Karin only enrolled in Sakura's school just so she could observe the liftstyles of the less fortunate, viewing only certain commoners as having the ability to fight her[72])

Knowledge:



Master level (It is noted by Karin that during the Feudal Ages that no warrior was permitted to use the Kanzuki name before they had taken 100 heads in battle and in this modern world street fighting is her battlefield[74]. Karin excels in Karate, Judo, Akido, Sambo, Muay Thai, Taekwondo, Amateur Wrestling, Koppou, Shaolin, Taichi, Bagua, and Martial Arts, with still others to list, her rank is calculated as 100 Dan and 8 Kyu[75], she is able to mix these styles together, such as using an Akido Throw in combination with Muay Thai[76]. Karin does not view top level athletic champions of the school she's enrolled in as worthy of fighting her[77]. Karin scatters her high attacks and low attacks to confuse her opponents block stance, when she sees an opening in the opponent's guard, she goes in with a strong attack to apply damage[78], with her even using strong attacks as feints to trick opponents into trying to counterattack, leaving them open[79]. Casually counters a fighter's accounts while talking to her butler about Ken Masters entering the tournament[80]. It's noted that the ultimate techniques of various martial arts are burned into her arms[81]. Noted that she is proficient in all martial art forms[82]. Easily defeated a bird while fighting it on a tightrope over a bottomless cavern[83])


At least Master level (Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments[84]. Fighters are able to fight against Rose whose visions show her from where a fighter will attack before they even move[85]. Every Street Fighter character through battle gained an insight into their strength and exceeds their limitations[86]. Fighters notably train and increase their powers while taking a world tour of street fighting arenas and stages[87]. Fighters get stronger as they learn various and more powerful techniques[88]. Noted that a good fighter learns constantly, learning during the fight ways to defeat their opponent[89])


Powers and Techniques








Equipment

Red Spider-Lily

  • Description: The Red Spider-Lily is a Kanzuki-owned satellite equipped with a high-output laser system. It serves as one of the family's most advanced technological assets, capable of firing a destructive energy beam from orbit.
  • Appearance: While only briefly shown in official material, the Red Spider-Lily is depicted as a large weapons satellite positioned in Earth’s orbit, housing a powerful laser cannon designed for precision strikes.
  • Usage: In Karin Kanzuki's ending in Street Fighter Alpha 3, the satellite is activated to eliminate Shadaloo’s underground base, destroying both the Psycho Drive and M. Bison in the process. It functions as a long-range tactical weapon capable of targeting and eradicating fortified structures.
  • Function: The satellite’s primary role is orbital assault, delivering overwhelming firepower from space. It operates as a last-resort asset within the Kanzuki family's arsenal, deployed in situations requiring decisive and immediate destruction.
  • Notable Traits: The Red Spider-Lily was ultimately destroyed during the events of Street Fighter V, being annihilated by one of the Black Moons.

Notable Techniques

Super Combo Level Gauge

Each time a fighter executes normal moves and special moves, their Super Combo Gauge will build up. Their level will increase when the gauge reaches certain points, and then they will be able to perform Super Combos and Alpha Counter moves.

When performing Super Combos, the amount of damage inflicted by a successful combo can be controlled depending on the buttons pressed. With the Super Combo Level Gauge at full power (Level 3) fighters can perform the Super Combo, using 1, 2 or 3 attack buttons simultaneously to increase or decrease the number of hits inflicted. The more buttons fighters press simultaneously, the more damage will be inflicted but more power will be consumed from the fighter's gauge.

Alpha Counter

←↙↓ + any Punch button

When fighters block their opponent's attack, press the Directional Buttons, ←↙↓, in a smooth motion, then press a punch or kick button (depending on the character). This performs an Alpha Counter attack, which is a quick counter move against their vulnerable opponent. Alpha Counters consume 1 level on the Super Combo gauge.

Block/Air Block

Press Directional Button away from opponent. Fighters can even block in mid-air.

Grab/Throw

Press Directional Button toward opponent, then press either Medium or Hard Punch or Kick button. Some characters may be able to execute a grab or throw move automatically.

Recovery/Escape

Fighters can recover from dizziness more quickly by pressing back and forth on the control pad and by pressing the attack buttons rapidly. Fighters can escape grab moves in this manner as well.

Defensive Fall

Through using the above throw command to reduce damage from throws where the character safely falls to the ground.

Avoid Being Floored

When a fighter is hit by a knock-down move (Dragon Punch, Leg Throw, etc.), press the Directional Buttons, ←↙↓, in a smooth motion, then press any punch button. The character will roll forward and avoid being floored by the opponent's move.

Taunt

Fighters can taunt their opponent through pressing the SELECT button.

Avoid Being Floored

Fighters can avoid falling down from certain attacks, such as a Dragon Punch. By pressing the above command buttons, the fighter will roll forward and avoid being floored by their opponent's move.

Block/Air Block

When the opponent is attacking, press ← on the Control Pad instead of fighting back to avoid taking damage. Blocking also works while the fighter is in the air.

Alpha Counter

When the fighter blocks their opponent's attack, press the above command. This will perform an Alpha Counter attack, which is a quick counter move against the vulnerable opponent. Alpha Counters consume one level on the Super Combo Gauge.

Defensive Fall

When the fighter is being thrown, if they try to throw back at the right time, the amount of damage they receive will be reduced and they will fall safely to the ground.

Throwing/Gripping

Move toward the opponents and press either a Medium or Strong Punch or Kick button. Depending on the character, they may be able to execute a throw or grab move automatically.

Taunting

To do some serious trash talking, press SELECT.

Recovering/Breaking Free

If the opponent attacks the fighter continuously, the fighter may temporarily pass out. The recover quickly, press the Control Pad or any button rapidly. If the fighter does the same inputs while grabbed, they can break free from a grapple.

Super Combo

The Super Combo Level Gauge builds up as they perform moves. When it reaches a certain length, its level increases allowing the fighter to perform Super Combos, Alpha Counters, and Custom Combos.

  • X-Ism: The fighter can perform a Super Combo only when the Super Combo Level Gauge is full. Super Combos use the entire gauge.
  • A-Ism: Fighters have three levels of Super Combos, corresponding to the three levels of punches/kicks (light, medium, and heavy). The Punch or Kick button pressed determines the power of the Super Combo, and uses a similar amount of the gauge. The higher the gauge level when the fighter starts, the more powerful their Super Combo will be.

Custom Combo

Custom Combos are available with V-Ism characters only.

When a V-Ism character's Super Combo Level Gauge builds up to 50% or more, they can perform a Custom Combo by pressing Punch and Kick buttons of the same strength simultaneously.

  • During a Custom Combo, shadow images follow the fighter and attack in the same way.
  • Fighters can continue on a Custom Combo until the Super Combo Level Gauge runs out.
  • Fighters cannot block during a Custom Combo.
  • If the fighter takes damage, the Custom Combo ends.

Alpha Counter

When blocking an attack, press → or ← (toward opponent) + Punch and Kick buttons of the same strength

This counterattack moves uses 1 Super Combo level and shortens the Guard Power Gauge.

Block

  • Standing Block: Press → or ← away from opponent
  • Air Block: Press → or ← away from opponents (A and V Isms only)
  • Croucing Block: Press ↙ or ↘ away from opponent.

Block an opponent's attack by pressing a Directional Button away from it. Use a standing air or crouching block according to the attack. (Air blocks are not available with X Ism).

Defensive Fall

When knocked up in the air, press 2 Punch buttons simultaneously (not avilable with X Ism).

Use a defense fall to avoid an opponent's additional attacks.

Defensive Roll

When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).

Throw, Escape

→ or ← + 2 Punch or Kick buttons simultaneously.

This move works as a throw when the fighter is attacking, or an escape when an opponent grabs the fighter.

Damage Reduction

Press the Directional buttons, Punch or Kick buttons rapidly.

This counter move reduces the damage when the fighter is under attack or blocking.

Guard Crash

The Guard Power Gauge shortens while blocking, or if the fighter is hit with a Guard Crush. If the fighter refrains from blocking, the gauge will gradually recover. If the gauge drains out, they won't be able to block until they recover power.

Punch

There are three basic punches:

Light Punch (JAB)

Press the Y button. The jab is very quick, but does little damage.

Medium Punch (STRONG)

Press the X button. The strong punch does a fair amount of damage.

Hard Punch (FIERCE)

Press the L button. The fierce punch does a large amount of damage, but is slow.

Kick

There are three basic kicks:

Light Kick (SHORT)

Press the B button. The short kick is very quick, but does very little damage.

Medium Kick (FORWARD)

Press the A button. The forward kick is strong and is fairly quick.

Hard Kick (ROUNDHOUSE)

Press the R button. This roundhouse kick is powerful, but very slow.

Close Attacks

Close Attacks are special techniques which can only be used when two fighters are right next to each other. These techniques fall into two basic categories: THROWS and HOLDS.

Throws

Throws allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.

  • Example: It is possible for Ryu to grab Ken and throw him over his shoulder. To do the Shoulder Throw, Ryu must push forward against Ken and then he must push the Hard Punch (Fierce) button.

Holds

Holds allow fighters to grab an opponent and then hit or bite them again and again.

  • Example: It is possible for Blanka to bite Guile on the head. To do the Head Bite, Blanka must push forward against Guile and then he must push the Hard Punch (Fierce) button.

Special Moves

Each character has developed his or her own special moves for use in combat.

Regular Moves

Press a Punch (P) or Kick (K) button.

Special Moves

Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.

Block

  • Upper block: ←
  • Lower block: ↙

Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.

High Jump

↓↑ Jump higher than a regular jump.

Dash

→→ or ←←

Parrying

  • Standing parry: → (toward opponent)
  • Crouching blocking parry: ↓

Press toward opponent for an upper attack or ↓ for a lower attack the moment the opponent's attack hits. If successful, the fighter moves first and takes the advantage.

Quick Standing

↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.

Dizzy Recovery

All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.

Throw & Grapple

LP + LK simultaneously When close to an opponent, press the Light Punch + Light Kick buttons simultaneously to throw the opponent. Some characters have grab moves instead of throws. Also, input the command the moment the opponent grabs the fighter to escape from the opponent's throw move.

Leap Attack

MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.

Personal Action

HP + HK simultaneously Each character has an individual Personal Action with a unique effect.

Super Art

Directional Button/Joystick + Punch or Kick Button A Super Art move is a super powerful special move. As the fighter attacks, their Super Art Gauge gradually fills up. When the gauge is full, the fighter can perform a Super Art move. Each fighter has three Super Arts.

EX Special Move

2P or 2K buttons

When the Super Arts Gauge is blinking light blue, press two P or K buttons while inputting a Special Move command to perform a more powerful version of the Special Move. An EX Special Move requires a certain amount of Super Art Gauge.

Normal Moves

Press the punch or kick buttons to perform normal moves. The actual attack performed depends on the position of the fighter and the button pressed.

Special Moves

Inputting a specific combination of directional and attack buttons allows the fighter to perform a special move. Even if the opponent blocks a special move, they will still take a small amount of damage. Inputting the command for a special move during certain normal moves allows the fighter to cut short, or "cancel", the normal move and quickly go straight into performing the special move. Using cancelling skillfully is one way to create damaging combinations.

Block

Pushing the directional button away from the opponent allows the fighter to block their attacks. They can block high (Standing) and low (crouching) attacks. High and low blocks can block specific attacks, but not every attack. The fighter will need to carefully and quickly swap between them to block all incoming attacks.

Dash

Press the forward directional button twice to perform a forward dash, or the backward directional button twice to perform a backward dash. Dashing allows the fighter to quickly close the distance between them and their opponent, or to fall back and reassess the situation.

Stun Recovery

If the fighter keeps getting pummeled, they will eventually become stunned. While stunned, they cannot do anything. Their only hope is to press the directional buttons and other buttons as fast as they can to recover from the stun faster.

Throws and Throw Escapes

When standing close to the opponent, pressing the light punch button and light kick buttons simultaneously allows the fighter to throw their opponent. Theyh can change the direction they throw the opponent by pressing the left or right directional buttons. They can prevent themself from being thrown by pressing light punch and light kick together when their opponent begins to throw them. This is called "throw escape".

Some characters can also perform a throw when jumping (aerial throw), or special move throws (command throws). Throw escapes cannot be performed against aerial or command throws.

Recovery

When the opponent's attacks have knocked their character to the ground, they can press the down directional button twice or any two attack buttons simultaneously the instant that they hit the dirt to perform a quick recovery. A successful recovery will reduce the amount of time spent prone on the ground and make it easier to respond to the next incoming attack.

Some attacks, such as throws, do not allow a recovery to be performed after them.

Personal Action

While standing, the fighter can press the heavy punch and heavy kick buttons together to make sure they perform a personal action and taunt their opponent. This action in and of itself has no special properties.

Focus Attack

Performing

Press and hold the Medium Punch and Medium Kick buttons together to charge up a Focus Attack. To perform a full strength Focus Attack, hold the buttons until the attack is unleashed automatically. If the fighter releases the button while charging, the Focus Attack will come out sooner, but weaker.

Hyper Armor

The fighter can absorb up to one enemy attack in the time between pressing the Medium Punch / Medium Kick buttons and the Focus Attack being peformed. They can then go on to counter by performing the attack.

Absorb an opponent's attack and, rather than take direct damage, a section of the fighter's vitality gauge will change color, and will regenerate over time. This damage will recover as time passes, but if they are hit again before it finishes recovering, the remaining section will vanish and can no longer be recovered.

Levels

There are three levels of charging for a Focus Attack. The levels depend on how long the fighter holds the Medium Punch and Medium Kick. The fighter will flash white each time the Focus Attack level increases.

Levels
Attack Level Main Benefits of Focus Attack performed
Level 1
  • Only does regular damage
  • Crumples opponent if a counter hit
Level 2
  • Crumples opponent if hits, allowing easier follow up
Level 3 (Keep holding until performed)
  • Becomes unblockable
  • Has Armor Break properties
  • Crumples opponent if hits, allowing easier to follow up.

When an opponent crumples, they are rendered totally defenseless as they fall to the floor. Follow up with extra attacks or throw to take advantage of a crumpled opponent and do further damage.

The fighter cannot move or jump during a Focus Attack, but they can perform either a forward or backward dash to cancel the Focus Attack quickly.

Super Combo

Hitting the opponent or performing special moves will increase the Super Combo Gauge. The gauge is divided into four segments and, when completely full, a special command can be inpute to perform an all-powerful Super Combo. Doing so will use up all of the Super Combo Gauge.

Super Cancel

Input the Super Combo command while performing a normal move or special move and the fighter can cancel and move directly into the Super Combo. This is called a "Super Cancel". Using Super Cancels strategically allows the fighter to chain a normal move into a special move, and then into a Super Combo for massive amounts of damage.

EX Special Moves

The fighter can also perform an EX special move by pressing two or more of the required buttons (punch or kick) when inputting a special move command. This will consume one segment of the Super Combo Gauge. EX special moves are further powered up versions of the normal special moves.

EX Focus

When performing certain regular or special moves it is possible to press Medium Punch and Medium Kick together and cancel into a Focus Attack. This is called "EX Focus." (It will consume two segments of the Super Combo Gauge.) EX Focus has the same properties as a regular Focus Attack, aside from having no Hyper Armor effect.

The EX Focus can also be used when the fighter's special moves are blocked to protect themself from the opponent's counterattack.

Ultra Combo

The Revenge Gauge fills up as the opponent damages the fighter. Once it is over 50% full, the fighter can input a character-specific command to perform an "Ultra Combo," a devastating special move.

Performing an Ultra Combo will consume the entire Revenge Gauge. The higher the gauge is charged upon performing the attack, the more damage the ultra combo will do.

Normal Attacks

Press the punch or kick buttons to perform a normal attack. The precise attack varires depending on the fighter's position and the button pressed.

Special Moves

Pressing the directional and attack buttons in specific combinations will perform special moves. Special moves will take off a small amount of damage even when blocked. By performing a special move during certain normal attacks, the fighter can cancel the normal attack and move swiftly into doing a special move.

EX Special moves

These are special moves that are more powerful or have a stronger effect than normal. Fighters can perform an EX Special Move by pressing a punch or kick button (depending on the move) at the same time as the fighter inputs a special move command. This will use one stock of the fighter's Critical Gauge.

Guarding

Fighters can block an opponent's attack by pressing the directional button away from them. There are two types of guard: standing and crouching. Each can be used to block different types of attacks, so they'll need to know which type of guard is best for each situation.

V-Skill

Pressing the medium punch and medium kick buttons simultaneously will trigger a special action with a unique effect specific to that fighter.

V-Trigger

When a fighters V-Gauge is at MAX, press the hard punch and hard kick buttons simultaneously to trigger a special action specific to that character, consuming the entire V-Gauge. With effects like temporary power ups and teleportation, the V-Trigger can turn the tide of battle and give a fighter the upper hand.

V-Reversal

When guarding, press all kick or punch buttons at the same time while simultaneously pressing the directional button towards the opponent to consume one V-Gauge stock and perform a counter-move.

  • Whether the fighter need to press punch or kick button depends on the fighter.

V-Shift

Press Hard Punch and Medium Kick at the same time to spend 1 stock of V-Gauge and perform a backward evasive action.

V-Shift Break

If a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion. While in this state, press Hard Punch and Medium Kick together to perform a fighter-specific counterattack called a V-Shift Break.

Throws and Throw Escapes

When standing close to the opponent, the fighter can perform a throw by pressing the light punch and light kick buttons simultaneously. If their opponent tries to throw them, they can execute a throw escape by pressing the light punch and light kick buttons together at just the right moment.

Recovery

When an opponent knocks the fighter down with an attack, they can perform a quick recovery by either pressing a directional button, or pressing two or more punch or two or more kick buttons simultaneously at just the right moment.

Movement[221]

Walking

Pressing left and right on the control pad/left control stick will let the fighter move in that direction. The fighter can move forwards or backwards with no difficulty, not losing balance even while moving backwards while fighting against an opponent.

Dashing

Through double tapping the left control stick in the same direction, the fighter will perform a dash. Dashing lets the fighter cover more ground than regular advancing or retreating.

Jumping

Through inputting the control pad/left joystick upwards, the fighter will perform a jump. The fighter can either jump straight up or to either side. Jump are utilized for moving while avoiding opponent attacks, though jumping around too much will make the fighter look predictable.

Normal Attacks[222]

Normal Attacks are performed through the fighter using the punch or kick inputs, allowing them to perform attacks of different strengths depending on the input done. There are weak versions of normal attacks known as light attacks, while weak they come out quick. There are medium attacks which are well balanced and easy to use. There are heavy attacks that leave the fighter open to counter attacks, but to make up for it they deal good damage.

Through inputting the control pad/left joystick downwards, the fighter will crouch, if attacking in this state the fighter will perform a crouch attack.


Through inputting the jumping action, the fighter can also attack while jumping, performing jumping attacks.

Blocking[223]

There are two kinds of blocks: Standing Blocks and Crouching Blocks.

  • Standing Block: Press the left joy stick in the opposite direction of the opponent while standing to perform a standing block. Standing blocks can guard against any attacks that aren't aimed at the fighters feet.
  • Crouching Block: For attacks standing blocks can't defend against, crouching blocks are instead viable. While facing right, input diagonally down and left with the control pad/left joy stick to block. Crouching Blocks can't defend against Overhead or Jumping Attacks, but they can deal with a lot of other attacks.

Throws[224]

When a fighter cannot break through an opponent's block, they can use throws to deal damage instead. At close range press the light attack inputs at the same time for a normal throw. Throws are a great option for close-ranged offense.

Throw Escape

If the fighter is about to get thrown, they can answer back with a throw escape, by pressing the light attack inputs at the same time.

Special Moves[225]

Through a fighter doing their correct inputs, they will be able to fire off their special move. Different special moves work better in different situations for a fighter.

Super Arts[226]

Super Arts depend on the Super Art gauge. The Super Art gauge can be filled up to 3 levels, if a fighter has at least one level in the bar, they can perform a Super Art.

The Level 3 Super Art is every fighter's trump card. The Super Art gauge fills up whenever the fighter's attack hits or if they're attacked.

The Drive Gauge[227]

All fighter's have a Drive Gauge which indicates a fighter's concentration and energy level. Utilizing this gauge lets a fighter perform unique actions.

Drive Impact

The fighter presses the right two shoulder buttons at the same time to perform a powerful attack. Drive Impacts can absorb two attacks from the opponent, but there are some exceptions. When in trouble, a fighter's Drive Impact can break through any attack. Drive Impacts have a unique characteristic: They can break a cornered opponent's block.

Drive Parry

This is performed by holding down the medium attack inputs at the same time, for a powerful defensive tool.

Drive Parries are effective against both standing and crouching attacks, and a successfull Drive Parry will replenish the drive gauge.

While Drive Parries are powerful, they can't defend against throws.

Perfect Parry

A Perfect Parry is the result of performing a Drive Parry the moment an opponent's attacks hits them. This is an invaluable tool for their counterattack game.

Kanzuki-ryu Techniques

Sagesumi no Me ("The Look of Contempt")

A formal social art of the Kanzuki style in which the user places a hand beneath the chin and directs a disdainful gaze at their target. Karin mastered this technique at fifteen after traveling beyond the atmosphere to observe the world below, following in the footsteps of her father Daigenjuro, who had already perfected the art.

Champion’s Arms Folded (Hasha no Udegumi / “Ruler’s Staying Hand”)

First shown in Karin’s Character Story. This Kanzuki art has been pursued by the family for generations, even at the cost of their own lives. The stance overwhelms an opponent through sheer presence alone, reportedly reaching targets up to twelve thousand kilometers away. Zangief was able to reproduce it after witnessing it once, describing it as a technique that dominates others through steady, controlled muscle rhythms.

Kanzuki-ryu Ground Fighting (Shingi) – “Light Sleep, Infinite Vigilance”

A specialized skill developed through extensive study, prediction, and complete awareness of an opponent's movements. The practitioner trains until they can evade attacks even while asleep, creating a perfected form of defensive resting meant to ensure absolute safety. It was introduced in The KANZUKI ZERO PLUS.

Unique Attacks

Tsumujigari

Karin performs a short turning hop and extends her leg outward to strike with a spinning kick.

Ku-Renge

During a jump, Karin thrusts forward with an open hand, then follows by landing a downward palm strike that knocks the opponent to the ground.

Throws

Hajotsui

Karin parries the opponent’s arm aside and drives her shoulder into them, sending them flying backward.

Arakuma Inashi

Karin seizes the opponent’s arm, steps underneath, and flips them onto their back. She can also add two knee strikes before completing the throw.

Special Attacks

Mujinkyaku

Karin executes a pair of quick split kicks using both legs.

Ressen Ha ("Violent Massacre Crush")

Karin leaps forward while spinning in an arc and swings her arms downward. This can transition into:

  • Senha Kusabi: Karin slides forward and sweeps the opponent off their feet.
  • Senha Resshu: Karin somersaults toward the opponent, performs a handstand atop their head, and drops down with both knees to drive them into the ground.

Kanzuki-Ryu Hokojutsu Seppo

Karin dashes toward the opponent and can follow with:

  • Tenko: An upward palm strike.
  • Orochi: A strike delivered with her back.

Super Attacks

Kanzuki-Ryuu Shinpikaibyaku ("Kanzuki/God Moon-Style Divine Opening Creation")

Karin unleashes a rapid series of punches, follows with elbow strikes, and finishes with a palm strike.

Kanzuki-Ryuu Kou'ou Ken ("Kanzuki/God Moon-Style Emperor King Fist")

A more powerful version of Ressen Ha.

Kanzuki-Ryu Hadorokushiki Hasha no Kata ("Kanzuki-Style Stream of the Supreme Road Formula Six: Champion's Form")

Karin begins with an elbow strike and a palm thrust to the midsection, then delivers a knee strike. She grabs her opponent, spins them vertically like helicopter blades, and finishes with a powerful thrusting palm that sends them flying into the wall.

V-Techniques

Yasha Gaeshi ("Yaksha Return")

After blocking an attack, Karin counters with a strong elbow strike.

Meioken ("Bright/Wisdom King Fist")

Karin lunges forward and delivers a forceful palm strike.

Fudo Sosho

Karin performs a two-handed palm thrust to the opponent’s midsection. It can also negate projectiles.

Kanzuki-Ryu Guren No Kata ("Kanzuki-Style Form of Crimson Lotus")

Karin channels her ki and gains access to the Guren Ken — a pair of fast palm strikes — along with follow-ups into her special techniques.

Tenha No Kata

Karin infuses her hands with ki and gains a stronger version of Yasha Gaeshi.

  • If she blocks a low attack, she counters with Yasha Gaeshi Chi, a low palm strike that causes a crumple state.
  • If she blocks a high attack, she performs Yasha Gaeshi Ten, a two-handed strike that sends the opponent flying.

Gurenken

↓↘→ + P then P or K

Mujinkyaku

→↓↘ + K

Hosho

→↓↘ + P

Ressenha

↓↘→ + K

Yasha Counter

↓↙← + P (upper)

↓↙← + K (lower)

Arakuma Inashi

360° turn + K

Shinpi Kaibyaku

↓↘→↓↘→ + P [X][A]

Koukoen

↓↘→↓↘→ + K [A]


Other

Standard Tactics: Karin utilizes the Kanzuki-Ryu fighting style, utilizing different martial arts styles and mixing between each of them in combat.

Weaknesses

Explanations

The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[234]

Abbreviations
Abbreviation Full word
P Punch
K Kick
LP Light Punch
LK Light Kick
HP Heavy Punch
HK Heavy Kick
EX EX Special version of the move is available

The following messages will appear on screen when certain conditions are fufilled, an example can be found here[235] and here[236]

Bonus Messages
Term Explanation
Technical Displayed after performing a successful quick standing recovery or throw escape.
Reversal Displayed after performing a special move, Super Combo or Ultra Combo in specific situations described below. Perform a reversal with a beat down attack and it will take on Armor Break properties, nullfying Hyper Armor.
  • In the instant the fighter can move again after recovering from taking damage, blocking or being stunned.
  • In the instant after performing a recovery org etting up from being knocked over.
  • In the instant the fighter lands after being sent flying backward but not actually knocked to the ground.
Counter A coutner hit occurs when the fighter interrupts an opponent's attack with one of their own. The opponent will take longer to recover fromt he damage caused by a Counter Hit, making it possible to perform combinations that are otherwise impossible.
FIRST ATTACK Displays when the first hit of the round lands.
COUNTER HIT Displays when an attack lands as a counter.
THROW ESCAPE Displays when a throw is escaped.
REVERSAL Displays when someone attacks after recovering from taking damage.

Trivia

  • In the Ryu Final manga, she is shown to have two adopted twin sisters, Ren Kanzuki and Ran Kanzuki.
  • Karin’s rise to head of the Kanzuki Zaibatsu in Sakura Ganbaru! can be seen as an unconscious act of rebellion against her father, who put her under intense emotional and psychological pressure in the name of prestige and perfection. She ends up taking control of the Zaibatsu behind his back, effectively removing him from power. Despite his treatment of her, he still reflects privately on her talent and may have believed in her potential, even though he originally wanted a son.
  • The Street Fighter: World Warrior Encyclopedia notes that Karin’s school uniform follows the same design as Sakura’s but uses red and blue colors and is custom-made for her.
  • While Karin does not appear in the Rival Schools games, the Evolution discs mention that she lets Sakura use her family’s private jet for travel purposes[237].
  • In Street Fighter V, Karin’s English voice is provided by Lauren Landa, who gives her a refined American east-coast accent, likely from the Maryland or Pennsylvania region.
  • Karin’s sports outfit in Street Fighter V draws inspiration from Julia, one of the Judgement Girls.

Codex Statistics Questions

Q: Shouldn't characters comparable to Akuma be around Tier 6 (6-C) for him sinking an island in one punch[238]?

A: Akuma's punch causes the island to start collapsing[239], and specifically causes an explosion of this size in comparisson to the island[240], there is also no direct timeframe for how long this took, making it hard to factor. On top of this, the size of the island is not that large. Playing Devil's Advocate and assuming this was to be Tier 6, this would not be consistent, as Akuma using his ultimate technique, the "Kongou-kokuretsuzan" only split Ayers Rock in half[241]. Which it should be noted as Akuma is training constantly and getting stronger, the Island feat was all the way back in Alpha 2, which is before most of the games, while III: 2nd Impact is pretty late into the timeline.

Q: Shouldn't the cast be comparable to Chun-Li's kikosho, which caused this massive crater[242], which was calculated to be 8-B?

A: While the scene is cut weirdly, a couple of things to note is for one, the consistency of kikosho. In Chun-Li's opening in Street Fighter IV, her kikosho pushes back a speeding car but does no serious damage to it[243]. Another thing is that the crater is inconsistently sized between scenes. Finally, Chun-Li is weaker then Juri where while amped had powers that can blow up the inside of a building[244] and cause a jet plane to explode[245], greatly injuring Guile, who she's comparable too in the process. Thus it does not make sense for 8-B when far lower feats affect them, and the calculation itself has issues.

Q: Shouldn't the cast be comparable to E. Honda, who destroyed a meteor[246]?

A: In the feat, it's directly noted that the two wrestlers (Hakan and E. Honda) worked together, with E. Honda being thrown at high speeds into the meteor and being greatly damaged from said feat, having bandages all over his body. Thus the feat is not usable for scaling to anyone other then throwing speed.

Q: Shouldn't the cast be comparable to Haggar, who causes an explosion seen from space[247]?

A: Haggar's attack is modeled weird as it's heavily likely for partly comedic effect, asides from this, despite said explosions, the actual stage is largely unaffected by this attack, which furthers that this is just an over the top comedic effect attack rather then being a literal explosions from Earth.

Q: Shouldn't M. Bison be comparable to Akuma and by proxy any characters comparable to M. Bison are comparable to Akuma?

A: When Akuma first appears in Street Fighter II, he easily one-shots M. Bison[248], his ending in Alpha 3 has him easily kill M. Bison[249]. The only two cases of M. Bison looking stronger is in his arcade mode he has Akuma as a rival fight[250], and ends up winning[251], and him calling the Raging Demon a pitifully weak move[252]. However there are issues with both of these, the first one being this is simply a non-canon arcade mode from M. Bison, any other showing of M. Bison and Akuma shows Akuma as the superior one (Examples include Street Fighter V M. Bison getting one-shot by Ryu while Akuma easily beat Ryu in Street Fighter 5, THe Alpha 3 Akuma Ending and Street Fighter II Secret Akuma Boss Fight), on top of this M. Bison wants the satsui no hado's power, which is weaker then Akuma's during the events of Alpha 3. For Adon's part, Bison is merely attempting to convince him to take Psycho Power so that he can control him, this is doubly clear as any time M. Bison has been depicted on screen being hit by the Raging Demon he instantly dies. Also as a last point, for the rival fight, Feel the Cool played against M. Bison[253], while Groan only plays when he's fighting Gen or Evil Ryu[254], thus meaning Akuma even in M. Bison's arcade mode wasn't taking the fight seriously.

Q: Shouldn't Evil Ryu and thus the Statsui no Hado have 7-B due to it powering M. Bison's laser to destroy Bangkok?

A: This is not a solely Evil Ryu power, every fighter in the game has this, including Dan Hibiki[255]. This also is a machine that saps all of their energy, where a persons total body energy is not comparable to the energy they produce regularly.

Q: Shouldn't all Street Fighter 6 charcters get 7-B for fighting SiRN Akuma?

A: While some statements[256] suggest it to be equal[257] in power to[258] Akuma, several[259] characters[260] note[261] that[262] it isn't[263], as strong[264] as the[265] real Akuma[266]. The real Akuma even considers SiRN Akuma a mockery[267]. C. Viper notes the simulation is only passable as a simulation[268].

Q: Isn't Menat's statement of fighters always fighting against their destiny[269] usable?

A: Menat still can't see the future well[270], having a hard time seeing fighter's futures like F.A.N.G.[271], and can't properly see into the future[272]. This is more due to her being a rookie then the fighters resistances.

Battle Records

14 - 5 - 2


  • Unnamed Street Fighter - Fight[273]
    • Conditions: None.
    • Location: Japan
  • Unnamed Street Fighter - Fight[274]
    • Conditions: None.
    • Location: Japan
  • Lord of the Skies - Fight[275]
    • Conditions: None.
    • Location: Kanzuki Household
  • Lord of the River - Fight[276]
    • Conditions: None.
    • Location: Kanzuki Household
  • Lord of the Fields - Fight[277]
    • Conditions: None.
    • Location: Kanzuki Household


  • Birdie - Fight[280]
    • Conditions: None.
    • Location: Kanzuki Estate, Japan
  • Zangief - Fight[281]
    • Conditions: None.
    • Location: India
  • Rashid - Fight[282]
    • Conditions: None.
    • Location: Kanzuki Estate, Japan
  • Marz - Fight[283]
    • Conditions: None.
    • Location: Kanzuki Estate, Japan
  • AS-R - Fight[284]
    • Conditions: None.
    • Location: Shadaloo Base
  • F.A.N.G - Fight[285]
    • Conditions: None.
    • Location: Shadaloo Base
  • Enero - Fight[286]
    • Conditions: None.
    • Location: Shadaloo Base


  • Ken Masters - Fight[291]
    • Conditions: None.
    • Location: Kanzuki Estate, Japan
    • Note: This match was extremely non-serious, done purely for entertainment. Neither fighter sustained any injury.


  • Dhalsim - Fight[292]
    • Conditions: None.
    • Location: India
    • Note: The fight went on for so many rounds that Birdie lost count, with Karin and Dhalsim calling it off.
  • Laura Matsuda - Fight[293]
    • Conditions: None.
    • Location: Kanzuki Estate
    • Note: The after fight implied that they both countered each other.

References

  1. Sakura Ganbaru!, Volume 1, Chapter 2
  2. Street Fighter V Karin Move List
  3. Sakura Ganbaru!, Volume 1, Chapter 1
  4. Street Fighter Alpha 2 Sakura Arcade Ending
  5. Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
  6. Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
  7. Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
  8. Street Fighter Memorial Archives Beyond the World
  9. Final Fight Arcade Intro
  10. Street Fighter Memorial Archives Beyond the World
  11. Street Fighter Alpha 3 Max Karin Arcade
  12. Street Fighter Alpha 3 Max Karin Arcade
  13. Sakura Ganbaru!, Volume 1, Chapter 2
  14. Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
  15. Street Fighter Alpha 3 Max Karin Arcade
  16. Sakura Ganbaru!, Volume 1, Chapter 2
  17. Sakura Ganbaru!, Volume 1, Chapter 2
  18. Street Fighter Alpha 3 Max Karin Ending
  19. Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
  20. Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
  21. Street Fighter V Story Mode A Shadow Falls
  22. Street Fighter Alpha 3 Karin
  23. Street Fighter Alpha 3 Karin Ending
  24. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  25. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  26. Street Fighter Alpha 3 Game Manual Page 8
  27. Street Fighter VI Trainng Tutorial
  28. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  29. Sakura Ganbaru!, Volume 1, Chapter 1
  30. Sakura Ganbaru!, Volume 1, Chapter 3
  31. Sakura Ganbaru!, Volume 1, Chapter 4
  32. Street Fighter 1987 Ken Stone Tile Minigame
  33. Street Fighter 1987 Ken Stone Tile Minigame
  34. Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
  35. Street Fighter 1987
  36. Street Fighter 1987
  37. Street Fighter Alpha 3 MAX Karin Ending
  38. Street Fighter Alpha 3 MAX Karin Ending
  39. Street Fighter Alpha 3 Max Karin Arcade Mode
  40. Street Fighter II: The World Warrior Car Minigame
  41. Street Fighter IV: Arcade Edition Car Minigame
  42. Street Fighter II
  43. Street Fighter II Turbo 16-Bit
  44. Street Fighter V A Shadow Falls
  45. Street Fighter V A Shadow Falls
  46. Ultra Street Fighter IV - Chun-Li vs. Juri (Rival Fight)
  47. Super Street Fighter IV - Juri VS Chun Li Cinematic
  48. Super Street Fighter 4 Juri OVA
  49. Super Street Fighter 4 Juri OVA
  50. Street Fighter V Karin Story Mode
  51. Street Fighter V Karin Story Mode
  52. Street Fighter V Karin Story Mode
  53. Street Fighter V Karin Story Mode
  54. Street Fighter V Karin Story Mode
  55. Street Fighter V A Shadow Falls
  56. Street Fighter V: Arcade Edition
  57. Street Fighter IV: Arcade Edition
  58. Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
  59. Ultra Street Fighter IV Hugo Cutscenes
  60. Street Fighter IV Dan Ending
  61. Street Fighter Alpha Super Combos
  62. Street Fighter IV Dan Ending
  63. Street Fighter Alpha 3 - Sagat Story
  64. Street Fighter 2: Champion Edition
  65. Street Fighter Alpha 3 Guile's Sonic Boom
  66. Sakura Ganbaru!, Volume 1, Chapter 3
  67. Street Fighter V Karin Story Mode
  68. Street Fighter V Karin vs. Birdie Karin Winquote
  69. Street Fighter 2: Turbo Game Manual Page 10
  70. Street Fighter V Karin Story Mode
  71. Street Fighter Alpha 3 MAX Karin Ending
  72. Sakura Ganbaru!, Volume 1, Chapter 2
  73. Sakura Ganbaru!, Volume 1, Chapter 2
  74. Sakura Ganbaru!, Volume 1, Chapter 2
  75. Sakura Ganbaru!, Volume 1, Chapter 2
  76. Sakura Ganbaru!, Volume 1, Chapter 2
  77. Sakura Ganbaru!, Volume 1, Chapter 2
  78. Sakura Ganbaru!, Volume 1, Chapter 2
  79. Sakura Ganbaru!, Volume 1, Chapter 2
  80. Sakura Ganbaru!, Volume 1, Chapter 4
  81. Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
  82. Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
  83. Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
  84. Street Fighter 2: Turbo Game Manual Page 10
  85. Ultra Street Fighter 4 Rose Arcade Mode Rose vs. Dhalsim Rose Win Quote
  86. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  87. Street Fighter Alpha 3 Game Manual Page 8
  88. Street Fighter VI Training Tutorial
  89. Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
  90. Street Fighter V Karin Story Mode
  91. Street Fighter V Karin vs. Chun-Li Karin Winquote
  92. Street Fighter 1 Fighter Defeated Cutscene
  93. Street Fighter 1 Ending
  94. Street Fighter 1 Minigame
  95. Street Fighter 1 Minigame
  96. Street Fighter VI Karate Minigame
  97. Street Fighter VI Karate Minigame
  98. Street Fighter VI Karate Minigame
  99. Street Fighter VI Scrap Heap Minigame
  100. Street Fighter VI Scrap Heap 2 Minigame
  101. Street Fighter 6 All Jump Animations
  102. Street Fighter III 3rd Strike Game Manual Page 14
  103. Street Fighter 2: Turbo Game Manual Page 10
  104. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  105. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  106. Street Fighter Alpha 3 Game Manual Page 8
  107. Street Fighter VI Training Tutorial
  108. Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
  109. Street Figher V Perfect Parry
  110. Street Fighter 6 Perfect Parry
  111. Street Fighter V Stun Animation
  112. Street Fighter Series
  113. Street Fighter III 3rd Impact Game Manual Page 15
  114. Street Fighter VI Ball Block Blitz
  115. Street Fighter Alpha Game Manual page 4
  116. Street Fighter III 3rd Impact Game Manual Page 14
  117. Street Fighter IV Game Manual Page 12
  118. Street Fighter 6 Perfect Parry
  119. Street Fighter Alpha Game Manual page 4
  120. Street Fighter III 3rd Strike Game Manual Page 15
  121. Street Fighter III Official Evo Moment #37, Daigo vs Justin Evo 2004 in HD
  122. Street Fighter VI Training Tutorial
  123. Street Fighter Alpha Game Manual page 7
  124. Street Fighter Alpha 3 Game Manual Page 12
  125. Street Fighter Alpha 3 Game Manual Page 12
  126. Street Fighter VI Training Tutorial
  127. Street Fighter VI Training Tutorial
  128. Street Fighter V F.A.N.G. Gameplay
  129. Street Fighter V F.A.N.G. Gameplay
  130. Street Fighter 6 World Tour Kimberly Cutscenes
  131. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  132. Street Fighter 6 World Tour Akuma Mastery
  133. Street Fighter IV Game Manual Page 12
  134. Street Fighter Alpha Super Combos
  135. Ultra Street Fighter IV Rose vs Abel Rose Winquote
  136. Ultra Street Fighter IV Rose vs Cammy Rose Winquote
  137. Street Fighter IV Game Manual Page 16
  138. Street Fighter 6 World Tour Lily Hawk Cutscenes
  139. Street Fighter 6 World Tour Lily Hawk Cutscenes
  140. Street Fighter VI Training Tutorial
  141. Street Fighter V Movie: A Shadow Falls
  142. Street Fighter Alpha 3 Game Over/Bad Ending
  143. Street Fighter V Karin Story
  144. Street Fighter V Karin Story
  145. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  146. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  147. Super Street Fighter IV - Juri OVA
  148. Super Street Fighter IV - Juri OVA
  149. Super Street Fighter IV - Juri OVA
  150. Super Street Fighter IV - Juri OVA
  151. Street Fighter IV Game Manual Page 15
  152. Street Fighter IV Game Manual Page 16
  153. Ultra Street Fighter IV Ryu Move List
  154. Street Fighter IV Game Manual Page 15
  155. Ultra Street Fighter IV Ryu Move List
  156. Street Fighter IV Game Manual Pages 15-16
  157. Street Fighter IV Game Manual Page 16
  158. Street Fighter IV Game Manual Page 16
  159. Sakura Ganbaru!, Volume 1, Chapter 1
  160. Street Fighter V Official Online Manual
  161. Street Fighters V: Champion Edition Rose vs Menat Rose's Win Quote
  162. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  163. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  164. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  165. Street Fighter V Menat Story Ending
  166. Winter Street, U.S.A. | Street Fighter III: New Generation
  167. Graffiti Alley, U.S.A. | Street Fighter III: New Generation
  168. Frosty Boulevard | Street Fighter V
  169. Holly Jolly Beatdown | Street Fighter V
  170. Secret Society Headquarters, Mediterranean Sea | Street Fighter III: New Generation
  171. Volcanic Rim | Street Fighter IV
  172. Street Fighter III: 2nd Impact Akuma Move List
  173. Street Fighter V Kolin's Crtical Art
  174. Street Fighter Blanka Electricity
  175. Ultra Street Fighter IV C. Viper vs Dan
  176. Street Fighter V: A Shadow Falls
  177. Street Fighter V: A Shadow Falls
  178. Street Fighter V: A Shadow Falls
  179. Street Fighter V Movie: A Shadow Falls
  180. Street Fighter V Movie: A Shadow Falls
  181. Street Fighter V F.A.N.G. Gameplay
  182. Street Fighter V F.A.N.G. Gameplay
  183. Street Fighter V F.A.N.G. vs. Laura F.A.N.G. Winquote
  184. Street Fighter V Necalli Story Mode
  185. Street Fighter Shadloo Base: The Character Guides Character Guide 115: Necalli
  186. Street Fighter VI Akuma Moveset
  187. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  188. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  189. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  190. Street Fighter V Menat Story Ending
  191. Street Fighter Alpha 3 Max Karin Arcade Mode
  192. Sakura Ganbaru!, Volume 1, Chapter 2
  193. Sakura Ganbaru!, Volume 1, Chapter 2
  194. Sakura Ganbaru!, Volume 1, Chapter 4
  195. Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
  196. Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
  197. Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
  198. Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
  199. Queen's Resort (Part 2) "The Kanzuki clan despised the use of power for oppression. Just thinking of the mind behind this sabotage left a bad taste in Karin's mouth.
    "Brandishing power like a bully with a toy sword... How vulgar."
    Her eyes half-closed, Karin mumbled to herself with steeled determination.
    "Shadaloo... It's time you learned how the Kanzuki family handles business. We'll see how your petty malice fares in the face a true leader."
    Karin's sly smile would have struck fear into many an enemy.
    She felt her righteous power unfold from her like angel wings, oft-folded but always yearning to soar.
    But the moment collapsed as someone gasped in surprise. Karin opened her eyes to find a fiery glow of power fading around her as she let her concentration dissipate. There was a maid there, pale-faced, sheepishly holding a drinks tray."
  200. Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
  201. Street Fighter Alpha 3 MAX Karin Ending
  202. Queen's Resort (Part 2) "The Kanzuki clan despised the use of power for oppression. Just thinking of the mind behind this sabotage left a bad taste in Karin's mouth.
    "Brandishing power like a bully with a toy sword... How vulgar."
    Her eyes half-closed, Karin mumbled to herself with steeled determination.
    "Shadaloo... It's time you learned how the Kanzuki family handles business. We'll see how your petty malice fares in the face a true leader."
    Karin's sly smile would have struck fear into many an enemy.
    She felt her righteous power unfold from her like angel wings, oft-folded but always yearning to soar.
    But the moment collapsed as someone gasped in surprise. Karin opened her eyes to find a fiery glow of power fading around her as she let her concentration dissipate. There was a maid there, pale-faced, sheepishly holding a drinks tray."
  203. Street Fighter V Karin Story Mode
  204. Street Fighter V Karin vs. Dhalsim Karin Winquote
  205. Street Fighter: Alpha 3 Max: Arcade Mode - Karin
  206. Sakura Ganbaru!, Volume 1, Chapter 2
  207. Sakura Ganbaru!, Volume 1, Chapter 2
  208. Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
  209. Sakura Ganbaru!, Volume 1, Chapter 2
  210. Street Fighter V A Shadow Falls
  211. Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
  212. Street Fighter V Karin Move List
  213. Street Fighter V Karin Move List
  214. Street Fighter V Karin Move List
  215. Street Fighter V Karin Move List
  216. Street Fighter V Karin Move List
  217. Street Fighter V Karin Move List
  218. Street Fighter V Karin Story Mode
  219. Street Fighter V Karin Story Mode
  220. Street Fighter V Karin vs. Necalli Karin Winquote
  221. Street Fighter VI Training Tutorial
  222. Street Fighter VI Training Tutorial
  223. Street Fighter VI Training Tutorial
  224. Street Fighter VI Training Tutorial
  225. Street Fighter VI Training Tutorial
  226. Street Fighter VI Training Tutorial
  227. Street Fighter VI Training Tutorial
  228. Street Fighter Alpha Game Manual page 4
  229. Street Fighter IV Game Manual Page 15
  230. Street Fighter IV Game Manual Page 16
  231. Street Fighter 6 Online Manual
  232. Sakura Ganbaru!, Volume 1, Chapter 2
  233. Sakura Ganbaru!, Volume 1, Chapter 2
  234. Street Fighter III Third Strike Game Manual Page 18
  235. Street Fighter IV Game Manual Page 12
  236. Street Fighter VI Online Manual
  237. Street Fighter Plot Guide
  238. Street Fighter Alpha 2 Ryu Arcade Ending
  239. Street Fighter Alpha 2 Ryu Arcade Ending
  240. Street Fighter Alpha 2 Ryu Arcade Ending
  241. Street Fighter III: 2nd Impact - Giant Attack - Akuma Ending
  242. Street Fighter IV Aftermath
  243. Street Fighter 4 - Intro: Chun Li
  244. Super Street Fighter 4 Juri OVA
  245. Super Street Fighter 4 Juri OVA
  246. Street Fighter V - E. Honda Arcade Mode Ending
  247. Final Fight Revenge Haggar Super Attack
  248. Super Street Fighter II Turbo - Shin Akuma Boss Fight
  249. Street Fighter Alpha 3 Akuma Ending
  250. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  251. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  252. Street Fighter Alpha 3 Adon Arcade Adon vs M. Bison
  253. Street Fighter Alpha 3 OST Feel the Cool
  254. Street Fighter Alpha 3 OST Groan
  255. Street Fighter Alpha 3 Game Over
  256. Street Fighter 6 Ryu vs SiRN Akuma Ryu Winquote
  257. Street Fighter 6 Dhalsim vs SiRN Akuma Dhalsim Winquote
  258. Street Fighter 6 Mai Shiranui vs SiRN Akuma Mai Shiranui Winquote
  259. Street Fighter 6 Jamie vs. SiRN Akuma Jamie Winquote
  260. Street Fighter 6 Manon vs. SiRN Akuma Manon Winquote
  261. Street Fighter 6 Cammy vs. SiRN Akuma Cammy Winquote
  262. Street Fighter 6 Guile vs. SiRN Akuma Guile Winquote
  263. Street Fighter 6 Ken vs SiRN Akuma Ken Winquote
  264. Street Fighter 6 Chun-Li vs SiRN Akuma Chun-Li Winquote
  265. Street Fighter 6 Terry Bogard vs SiRN Akuma Terry Bogard Winquote
  266. Street Fighter 6 Elena vs SiRN Akuma Elena Winquote
  267. Street Fighter 6 Akuma vs SiRN Akuma Akuma Winquote
  268. Street Fighter 6 C. Viper vs SiRN Akuma C. Viper Winquote
  269. Street Fighter V Menat vs. Alex Menat Winquote
  270. Street Fighter V Menat Arcade SFV Menat Ending
  271. Street Fighter V Menat vs F.A.N.G. Menat Winquote
  272. Street Fighter V Menat vs. Ed Menat Winquote
  273. Sakura Ganbaru!, Volume 1, Chapter 3
  274. Sakura Ganbaru!, Volume 1, Chapter 4
  275. Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
  276. Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
  277. Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
  278. Street Fighter: Alpha 3 Max: Arcade Mode - Karin
  279. Street Fighter: Alpha 3 Max: Arcade Mode - Karin
  280. Street Fighter V Karin Story Mode
  281. Street Fighter V Karin Story Mode
  282. Street Fighter V A Shadow Falls
  283. Street Fighter V A Shadow Falls
  284. Street Fighter V A Shadow Falls
  285. Street Fighter V A Shadow Falls
  286. Street Fighter V A Shadow Falls
  287. Sakura Ganbaru!, Volume 1, Chapter 2
  288. Sakura Ganbaru!, Volume 1, Chapter 4
  289. Street Fighter Alpha 3 - Ken Arcade Mode
  290. Street Fighter Alpha 3 Guy Arcade
  291. Street Fighter V - Ken Character Story
  292. Street Fighter V Karin Story Mode
  293. Street Fighter V Laura Story