| “ | I'll show you the divide in our class! | „ | |
| ~ Karin |
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Karin Kanzuki
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 | |
|---|---|
| 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 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! 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 Street Fighter V Arcade Mode 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.
Street Fighter V A Shadow Falls 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]
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
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
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])
- Type(s) of Potential: Limitless Potential
- Level of Potential: Limitless
- Description: There is no limit to human strength, they can keep training and surpassing their peaks[24]. Every Street Fighter character through battle gained an insight into their strength and exceeds their limitations[25]. Fighters notably train and increase their powers while taking a world tour of street fighting arenas and stages[26]. Fighters get stronger as they learn various and more powerful techniques[27].
- Limitations: Nothing notable.
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])
Master level (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[73])
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])
At least Master level (In her fight with Dhalsim, he notes that her skills continue to impress and her pure fist are a gift that she should continue to refine[90]. In the course of a single fight, Karin can learn a lot from one's technique[91])
Powers and Techniques
- Superhuman Physical Characteristics
- Superhuman Strength (It's noted by the fighters against a Rookie Ryu the strength he has, but telling him to never forget there's many guys like him all over the world[92]. Even with Ryu earning the distinction of "King of the Hill" at the end of Street Fighter 1, it was noted he has no time to rest on his glory for there is always someone waiting in line to knock him off the top[93]. Fighters are capable of breaking stone tiles[94], punching apart wooden planks[95], cut bottles with their hands[96], cut diamond in half[97], cut wooden planks with spikes in half[98], can break apart trucks[99], miniature cars[100], etcetera)
- Superhuman Durability
- Superhuman Speed
- Superhuman Reaction
- Superhuman Lifting
- Superhuman Energy Efficiency
- Acrobatics (All fighters can jump above the average human, even those with bulky builds[101]. All fighters can utilize the high jump, allowing them to jump higher than a regular jump[102])
- Martial Arts (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[103])
- Accelerated Development
- Training & Battle
- Physical Stats: There is no limit to human strength, they can keep training and surpassing their peaks[104]. Every Street Fighter character through battle gained an insight into their strength and exceeds their limitations[105]. Fighters notably train and increase their powers while taking a world tour of street fighting arenas and stages[106]. Fighters get stronger as they learn various and more powerful techniques[107]. Noted that a good fighter learns constantly, learning during the fight ways to defeat their opponent[108]. Fighters have improved their techniques to where their perfect parries[109], slow down their perceptions[110].
- Training & Battle
- Staggering (Fighters through hits can sometimes inflict the stun status on characters[111])
- Second Wind (Fighters can get back up and fight for a second round even after their health is depleted[112])
- Stun Recovery
- Physical Stun Recovery: All fighters can recover from dizziness faster than normal through rapidly pressing the buttons[113].
- Counter (Fighters are able to perfectly counter attacks and projectiles to send them flying back[114]. Fighter's are able to utilize Alpha Counters, which are able to be performed after blocking an attack from their opponent[115]. With the Parrying mechanic, allows the fighter to parry an opponent's attack and counter with their own[116]. Counter Hits make the opponent take longer to recover from the damage[117].)
- Aerial Recovery (Fighter's are able to use defensive fall to reduce the damage from throws and safely fall to the ground[119]. Fighter's are able to use Quick Standing, a move that let's them recover the moment an opponents knocks or throws them up into the air[120])
- Perfect Guard (Fighters are able to consecutively perfect guard attacks, completely nullifying any potential damage taken[121]. A Perfect Parry is the Result of performing a Drive Parry the moment an opponent's attack hits them[122])
- Autopilot (Fighters can auto guard attacks unless they are attacking, though they can only do this a limited number of times per round[123])
- Damage Reduction (With the counter move "Damage Reduction", fighters reduce damage when they are under attack or blocking[124])
- Guard Break (Fighters can perform a Guard Crush, which breaks one's Guard Power Gauge[125]. Fighter's can perform Drive Impacts to break a cornered opponent's block[126])
- Restoration (A successful drive parry will replenish a fighter's drive gauge[127]. Fighters can be poisoned[128] and can eventually recover from it[129])
- Impact Resistance
- Standard Impact Resistance: All fighters are able to withstand long falls and landing on their knees, even from tall buildings[130].
- Limit Break
- Nullification
- Afterimage Creation (All fighters create afterimages when using their super combos[134])
- Freedom of Manifestation (Fighters in Street Fighter can have their destiny wide open to them[135])
- Acausality
- Statistics Boost (With EX Special moves, allows the fighter to use special moves that are further powered up versions of their normal special moves[137])
- Empowerment (Noted by Lily that a fighters strength is based off how much they believe, if they don't believe they won't get any stronger[138], if they believe in themself, they can find the immeasurable strength within and always get stronger[139])
- Absorption & Healing (The Drive Impact has it where a fighter can absorb up to any two attacks from the opponent and can break through any attack[140])
- Purification (Fighters are able to snap out others from M. Bison's Psycho Power for a short time[141])
- Dormant Power Reservoir (All fighters have the dormant energy to power M. Bison's ship to destroy an entire city[142])
- Drawn By Fate (It's noted by Karin that powerful forces attract like magnets[143], with Zangief randomly appearing being noted by Karin to be a "twist of fate" and "destiny calling"[144], essentially meaning all fighters are drawn in some way to fight each other, whether it be for simple sportsmanship, a battle to the death, a fight to understand each other better, etcetera. Rose notes that fights are apart of fate's flow, meaning her victory is guided by a divine providence[145])
- Chi Manipulation (All Fighters utilize "Ki" as their primary energy source[146])
- Aura
- Extrasensory Perception (Ki users are able[147] to sense[148] the Ki[149] of others[150])
- Statistics Boost (With Focus Attacks, unleashes a powerful chi boosted attack that is far above their regular attacks[151])
- Charged Attack (Focus attacks charge up to three different attack levels[152])
- Super Armor (While charging focus attacks, the fighters gain Hyper Armor[153], allowing them to absorb an opponent's attack and rather then take direct damage, the section of their vitality gauge will change color and regenerate overtime[154])
- Status Effect Inducement (Focus Attacks induce the crumple status effect[155], when an opponent crumples, they are rendered totally defenseless as they fall to the floor[156])
- Nullification
- Armor Nullification: At level 3, focus attacks have Armor Break properties[157].
- Unblockable Attack (At level 3, focus attacks are unblockable[158])
- Willpower Manipulation (The training of "Chi" invovles 3 layers and 9 steps, soldifying 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 poin, in other words, a fighter is focusing all of their determination into one point of their body[159])
- Perception Manipulation (With 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, the character-specific counterattack (V-Shift Break) can be used[160])
- Limited Fate Manipulation (All fighters if trained to know fate would be battling with the future itself[161]. Fighters are noted to have no use for fortune telling as they forget their own destiny[162]. It's also noted by Rose that fighters still have a chance to change their destiny[163]. Rose notes that fights are apart of fate's flow, meaning her victory is guided by a divine providence[164]. It's noted by M. Bison that to resist and change one's fate is what comes from true power[165]).
- Resistance to
- Cold Temperatures (Fighters can[166], fight in[167], snowy areas[168] regardless of the environment[169] without facing any adverse effects)
- Extreme Heats (Fighters can[170], fight in hot and volcanic levels[171] without any adverse effects)
- Fire Manipulation (Fighters can recover from being lit completely on fire, continuing the match[172])
- Ice Manipulation (Fighters can break out of being frozen solid[173])
- Electricity Manipulation (Characters can take hits from Blanka's electricity and keep fighting[174], and can take hits from C. Viper's electricity[175])
- Mind Manipulation, Madness Manipulation & Corruption (Fighters are unaffected by[176] the effects of the black moon[177], where sadness, chaos, fear, hatred, and despair are all the extreme negative emotions the moons can bring out[178]. M. Bison needs the fighter's guards to be down in order to affect them with his psycho power[179], with it being referred to as "madness"[180])
- Poison Manipulation (Fighters only take slowly draining damage from F.A.N.G's poisons[181] and can eventually recover from it[182], where his venom is supposed to act faster then an electric shock[183])
- Soul Manipulation (Fighters are able to fight against Necalli and escape from him if they're weaker, being directly shown in his arcade mode that he needs to overpower and surprise attack them first in order to devour their soul[184], where it's noted that Necalli is constantly surrounded by a noxious gas that pollutes the souls of whatever it comes into contact, and once it happens, the infected people become like Necalli and seek the souls of other strong fighters[185])
- Spatial Manipulation (Fighters are able to punch through areas with distorted space around them[186])
- Fate Manipulation (Rose notes that fights are apart of fate's flow, meaning her victory is guided by a divine providence[187], yet fighters are noted to have no use for fortune telling as they forget their own destiny[188], and it's also noted by Rose that fighters still have a chance to change their destiny[189]. It's noted by M. Bison that to resist and change one's fate is what comes from true power[190])
- Genius Intelligence
- Multilingualism (Karin is able to understand Blanka speak[191])
- Martial Arts (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[192], she is able to mix these styles together, such as using an Akido Throw in combination with Muay Thai[193]. She is able to freely swap between styles while fighting against opponents, even while multitasking[194])
- Acrobatics (Casually flipped over a giant bird[195] and then used the rope[196] to rebound and easily defeat the bird[197])
- Intimidation (Karin making a mere look at a lion instantly domesticated it[198]. Karin's smile strikes fear into many enemies[199])
- Fearlessness (Karin's Kanzuki blood has her have fearless expression even walking into the most dangerous trials[200])
- Preparation (Karin planned ahead of time to use the Kanzuki zaibatsu's killer satellite, the "Manjushage" to shoot at M. Bison's base as she assumed he was going to escape[201])
- Aura (Emitted an aura around herself[202])
- Sheer Will (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[203])
- Levitation (Noted by Karin that the Kanzuki-ryu has its own secret levitation technique[204])
- Enhanced Senses (Noticed someone watching her fight with Blanka[205])
- Analytical Prediction (Karin studies fighters moves to the point that if a fighter does the technique slightly differently with the timing, it can catch her off guard[206], though after seeing it once, she can see through an opponents move and predict them[207])
- Perfect Equilibrium (Karin walking on a tightrope over a bottomless shaft was viewed as simple for her, even while fighting a bird while on it[208])
- Information Analysis (Karin from just briefly glancing at Sakura in a fight could instantly pick up her fighting style resembling Ken Masters[209]. Her family's satellite, Red Spider-Lily is able to constantly monitor objects[210])
- Remote Communication (On Miss Karin's ears are earrings that have her steward Shibazaki constantly processing and feeding her information allowing her to essentially hear everything[211])
- Power Modification (With Kanzuki-Ryu Guren no Kata, grants access to GUREN KEN Special Move and its paths[212])
- Air Manipulation (With Kanzuki-Ryu Hadorokushiki Hasha No Kata[214] shoots out a pusle from her palm that sends the opponent flying back[215])
- Electricity Manipulation (With Crush Counter, electrocutes the opponent when hitting them[216])
- Explosion Manipulation (With Tenko EX, causes an explosion of energy once hitting the opponent[217])
- Vibration Manipulation (With a mere turn of her body, caused all of the opponents to be blown away[218], through overwhelming the opponents with only the rhythmic movement of muscle[219]).
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

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 |
| |
| Level 2 |
| |
| Level 3 (Keep holding until performed) |
| |
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

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
- Standard Fighter Weaknesses: Alpha Counters consume 1 level on a fighter's Super Combo gauge[228]. Focus Attacks hyper armor absrobs an opponent's attack and allows the fighter to regenerate the damage, however if the fighter is damaged while the recovery is in process, they will lose the remaining section and can no longer have it be recovered[229]. Fighters cannot move or jump during a Focus Attack[230]. When the Drive Gauge is completely empty, the fighter will enter Burnout and won't be able to use any Drive system techniques until it's fully recovered[231].
- Unique Weaknesses: Karin studies fighters moves to the point that if a fighter does the technique slightly differently with the timing, it can catch her off guard[232], though after seeing it once, she can see through an opponents move[233].
Explanations
The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[234]
| Abbreviations | |||||||||||||||||
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The following messages will appear on screen when certain conditions are fufilled, an example can be found here[235] and here[236]
| Bonus Messages | |||||||||||||||||
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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
- Sakura Kasugano - Fight[279]
- Conditions: None.
- Location: Shadaloo Base
- Sakura Kasugano - Fight[287]
- Conditions: None.
- Location: Sakura's School, Japan
- Ken Masters - Fight[288]
- Conditions: None.
- Location: Japan
- Ken Masters - Fight[289]
- Conditions: None.
- Location: Flower Shopping District, Japan
- 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
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Street Fighter V Karin Move List
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Street Fighter Alpha 2 Sakura Arcade Ending
- ↑ Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
- ↑ Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
- ↑ Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
- ↑ Street Fighter Memorial Archives Beyond the World
- ↑ Final Fight Arcade Intro
- ↑ Street Fighter Memorial Archives Beyond the World
- ↑ Street Fighter Alpha 3 Max Karin Arcade
- ↑ Street Fighter Alpha 3 Max Karin Arcade
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
- ↑ Street Fighter Alpha 3 Max Karin Arcade
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Street Fighter Alpha 3 Max Karin Ending
- ↑ Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
- ↑ Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
- ↑ Street Fighter V Story Mode A Shadow Falls
- ↑ Street Fighter Alpha 3 Karin
- ↑ Street Fighter Alpha 3 Karin Ending
- ↑ Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
- ↑ Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
- ↑ Street Fighter Alpha 3 Game Manual Page 8
- ↑ Street Fighter VI Trainng Tutorial
- ↑ Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Sakura Ganbaru!, Volume 1, Chapter 3
- ↑ Sakura Ganbaru!, Volume 1, Chapter 4
- ↑ Street Fighter 1987 Ken Stone Tile Minigame
- ↑ Street Fighter 1987 Ken Stone Tile Minigame
- ↑ Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
- ↑ Street Fighter 1987
- ↑ Street Fighter 1987
- ↑ Street Fighter Alpha 3 MAX Karin Ending
- ↑ Street Fighter Alpha 3 MAX Karin Ending
- ↑ Street Fighter Alpha 3 Max Karin Arcade Mode
- ↑ Street Fighter II: The World Warrior Car Minigame
- ↑ Street Fighter IV: Arcade Edition Car Minigame
- ↑ Street Fighter II
- ↑ Street Fighter II Turbo 16-Bit
- ↑ Street Fighter V A Shadow Falls
- ↑ Street Fighter V A Shadow Falls
- ↑ Ultra Street Fighter IV - Chun-Li vs. Juri (Rival Fight)
- ↑ Super Street Fighter IV - Juri VS Chun Li Cinematic
- ↑ Super Street Fighter 4 Juri OVA
- ↑ Super Street Fighter 4 Juri OVA
- ↑ Street Fighter V Karin Story Mode
- ↑ Street Fighter V Karin Story Mode
- ↑ Street Fighter V Karin Story Mode
- ↑ Street Fighter V Karin Story Mode
- ↑ Street Fighter V Karin Story Mode
- ↑ Street Fighter V A Shadow Falls
- ↑ Street Fighter V: Arcade Edition
- ↑ Street Fighter IV: Arcade Edition
- ↑ Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
- ↑ Ultra Street Fighter IV Hugo Cutscenes
- ↑ Street Fighter IV Dan Ending
- ↑ Street Fighter Alpha Super Combos
- ↑ Street Fighter IV Dan Ending
- ↑ Street Fighter Alpha 3 - Sagat Story
- ↑ Street Fighter 2: Champion Edition
- ↑ Street Fighter Alpha 3 Guile's Sonic Boom
- ↑ Sakura Ganbaru!, Volume 1, Chapter 3
- ↑ Street Fighter V Karin Story Mode
- ↑ Street Fighter V Karin vs. Birdie Karin Winquote
- ↑ Street Fighter 2: Turbo Game Manual Page 10
- ↑ Street Fighter V Karin Story Mode
- ↑ Street Fighter Alpha 3 MAX Karin Ending
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 4
- ↑ Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
- ↑ Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
- ↑ Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
- ↑ Street Fighter 2: Turbo Game Manual Page 10
- ↑ Ultra Street Fighter 4 Rose Arcade Mode Rose vs. Dhalsim Rose Win Quote
- ↑ Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
- ↑ Street Fighter Alpha 3 Game Manual Page 8
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
- ↑ Street Fighter V Karin Story Mode
- ↑ Street Fighter V Karin vs. Chun-Li Karin Winquote
- ↑ Street Fighter 1 Fighter Defeated Cutscene
- ↑ Street Fighter 1 Ending
- ↑ Street Fighter 1 Minigame
- ↑ Street Fighter 1 Minigame
- ↑ Street Fighter VI Karate Minigame
- ↑ Street Fighter VI Karate Minigame
- ↑ Street Fighter VI Karate Minigame
- ↑ Street Fighter VI Scrap Heap Minigame
- ↑ Street Fighter VI Scrap Heap 2 Minigame
- ↑ Street Fighter 6 All Jump Animations
- ↑ Street Fighter III 3rd Strike Game Manual Page 14
- ↑ Street Fighter 2: Turbo Game Manual Page 10
- ↑ Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
- ↑ Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
- ↑ Street Fighter Alpha 3 Game Manual Page 8
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
- ↑ Street Figher V Perfect Parry
- ↑ Street Fighter 6 Perfect Parry
- ↑ Street Fighter V Stun Animation
- ↑ Street Fighter Series
- ↑ Street Fighter III 3rd Impact Game Manual Page 15
- ↑ Street Fighter VI Ball Block Blitz
- ↑ Street Fighter Alpha Game Manual page 4
- ↑ Street Fighter III 3rd Impact Game Manual Page 14
- ↑ Street Fighter IV Game Manual Page 12
- ↑ Street Fighter 6 Perfect Parry
- ↑ Street Fighter Alpha Game Manual page 4
- ↑ Street Fighter III 3rd Strike Game Manual Page 15
- ↑ Street Fighter III Official Evo Moment #37, Daigo vs Justin Evo 2004 in HD
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter Alpha Game Manual page 7
- ↑ Street Fighter Alpha 3 Game Manual Page 12
- ↑ Street Fighter Alpha 3 Game Manual Page 12
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter V F.A.N.G. Gameplay
- ↑ Street Fighter V F.A.N.G. Gameplay
- ↑ Street Fighter 6 World Tour Kimberly Cutscenes
- ↑ Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
- ↑ Street Fighter 6 World Tour Akuma Mastery
- ↑ Street Fighter IV Game Manual Page 12
- ↑ Street Fighter Alpha Super Combos
- ↑ Ultra Street Fighter IV Rose vs Abel Rose Winquote
- ↑ Ultra Street Fighter IV Rose vs Cammy Rose Winquote
- ↑ Street Fighter IV Game Manual Page 16
- ↑ Street Fighter 6 World Tour Lily Hawk Cutscenes
- ↑ Street Fighter 6 World Tour Lily Hawk Cutscenes
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter V Movie: A Shadow Falls
- ↑ Street Fighter Alpha 3 Game Over/Bad Ending
- ↑ Street Fighter V Karin Story
- ↑ Street Fighter V Karin Story
- ↑ Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
- ↑ Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
- ↑ Super Street Fighter IV - Juri OVA
- ↑ Super Street Fighter IV - Juri OVA
- ↑ Super Street Fighter IV - Juri OVA
- ↑ Super Street Fighter IV - Juri OVA
- ↑ Street Fighter IV Game Manual Page 15
- ↑ Street Fighter IV Game Manual Page 16
- ↑ Ultra Street Fighter IV Ryu Move List
- ↑ Street Fighter IV Game Manual Page 15
- ↑ Ultra Street Fighter IV Ryu Move List
- ↑ Street Fighter IV Game Manual Pages 15-16
- ↑ Street Fighter IV Game Manual Page 16
- ↑ Street Fighter IV Game Manual Page 16
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Street Fighter V Official Online Manual
- ↑ Street Fighters V: Champion Edition Rose vs Menat Rose's Win Quote
- ↑ Ultra Street Fighter IV Rose vs Guile Rose Winquote
- ↑ Ultra Street Fighter IV Rose vs Seth Rose Winquote
- ↑ Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
- ↑ Street Fighter V Menat Story Ending
- ↑ Winter Street, U.S.A. | Street Fighter III: New Generation
- ↑ Graffiti Alley, U.S.A. | Street Fighter III: New Generation
- ↑ Frosty Boulevard | Street Fighter V
- ↑ Holly Jolly Beatdown | Street Fighter V
- ↑ Secret Society Headquarters, Mediterranean Sea | Street Fighter III: New Generation
- ↑ Volcanic Rim | Street Fighter IV
- ↑ Street Fighter III: 2nd Impact Akuma Move List
- ↑ Street Fighter V Kolin's Crtical Art
- ↑ Street Fighter Blanka Electricity
- ↑ Ultra Street Fighter IV C. Viper vs Dan
- ↑ Street Fighter V: A Shadow Falls
- ↑ Street Fighter V: A Shadow Falls
- ↑ Street Fighter V: A Shadow Falls
- ↑ Street Fighter V Movie: A Shadow Falls
- ↑ Street Fighter V Movie: A Shadow Falls
- ↑ Street Fighter V F.A.N.G. Gameplay
- ↑ Street Fighter V F.A.N.G. Gameplay
- ↑ Street Fighter V F.A.N.G. vs. Laura F.A.N.G. Winquote
- ↑ Street Fighter V Necalli Story Mode
- ↑ Street Fighter Shadloo Base: The Character Guides Character Guide 115: Necalli
- ↑ Street Fighter VI Akuma Moveset
- ↑ Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
- ↑ Ultra Street Fighter IV Rose vs Guile Rose Winquote
- ↑ Ultra Street Fighter IV Rose vs Seth Rose Winquote
- ↑ Street Fighter V Menat Story Ending
- ↑ Street Fighter Alpha 3 Max Karin Arcade Mode
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 4
- ↑ Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
- ↑ Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
- ↑ Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
- ↑ Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
- ↑ 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." - ↑ Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
- ↑ Street Fighter Alpha 3 MAX Karin Ending
- ↑ 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." - ↑ Street Fighter V Karin Story Mode
- ↑ Street Fighter V Karin vs. Dhalsim Karin Winquote
- ↑ Street Fighter: Alpha 3 Max: Arcade Mode - Karin
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Street Fighter V A Shadow Falls
- ↑ Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
- ↑ Street Fighter V Karin Move List
- ↑ Street Fighter V Karin Move List
- ↑ Street Fighter V Karin Move List
- ↑ Street Fighter V Karin Move List
- ↑ Street Fighter V Karin Move List
- ↑ Street Fighter V Karin Move List
- ↑ Street Fighter V Karin Story Mode
- ↑ Street Fighter V Karin Story Mode
- ↑ Street Fighter V Karin vs. Necalli Karin Winquote
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter Alpha Game Manual page 4
- ↑ Street Fighter IV Game Manual Page 15
- ↑ Street Fighter IV Game Manual Page 16
- ↑ Street Fighter 6 Online Manual
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Street Fighter III Third Strike Game Manual Page 18
- ↑ Street Fighter IV Game Manual Page 12
- ↑ Street Fighter VI Online Manual
- ↑ Street Fighter Plot Guide
- ↑ Street Fighter Alpha 2 Ryu Arcade Ending
- ↑ Street Fighter Alpha 2 Ryu Arcade Ending
- ↑ Street Fighter Alpha 2 Ryu Arcade Ending
- ↑ Street Fighter III: 2nd Impact - Giant Attack - Akuma Ending
- ↑ Street Fighter IV Aftermath
- ↑ Street Fighter 4 - Intro: Chun Li
- ↑ Super Street Fighter 4 Juri OVA
- ↑ Super Street Fighter 4 Juri OVA
- ↑ Street Fighter V - E. Honda Arcade Mode Ending
- ↑ Final Fight Revenge Haggar Super Attack
- ↑ Super Street Fighter II Turbo - Shin Akuma Boss Fight
- ↑ Street Fighter Alpha 3 Akuma Ending
- ↑ Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
- ↑ Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
- ↑ Street Fighter Alpha 3 Adon Arcade Adon vs M. Bison
- ↑ Street Fighter Alpha 3 OST Feel the Cool
- ↑ Street Fighter Alpha 3 OST Groan
- ↑ Street Fighter Alpha 3 Game Over
- ↑ Street Fighter 6 Ryu vs SiRN Akuma Ryu Winquote
- ↑ Street Fighter 6 Dhalsim vs SiRN Akuma Dhalsim Winquote
- ↑ Street Fighter 6 Mai Shiranui vs SiRN Akuma Mai Shiranui Winquote
- ↑ Street Fighter 6 Jamie vs. SiRN Akuma Jamie Winquote
- ↑ Street Fighter 6 Manon vs. SiRN Akuma Manon Winquote
- ↑ Street Fighter 6 Cammy vs. SiRN Akuma Cammy Winquote
- ↑ Street Fighter 6 Guile vs. SiRN Akuma Guile Winquote
- ↑ Street Fighter 6 Ken vs SiRN Akuma Ken Winquote
- ↑ Street Fighter 6 Chun-Li vs SiRN Akuma Chun-Li Winquote
- ↑ Street Fighter 6 Terry Bogard vs SiRN Akuma Terry Bogard Winquote
- ↑ Street Fighter 6 Elena vs SiRN Akuma Elena Winquote
- ↑ Street Fighter 6 Akuma vs SiRN Akuma Akuma Winquote
- ↑ Street Fighter 6 C. Viper vs SiRN Akuma C. Viper Winquote
- ↑ Street Fighter V Menat vs. Alex Menat Winquote
- ↑ Street Fighter V Menat Arcade SFV Menat Ending
- ↑ Street Fighter V Menat vs F.A.N.G. Menat Winquote
- ↑ Street Fighter V Menat vs. Ed Menat Winquote
- ↑ Sakura Ganbaru!, Volume 1, Chapter 3
- ↑ Sakura Ganbaru!, Volume 1, Chapter 4
- ↑ Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
- ↑ Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
- ↑ Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
- ↑ Street Fighter: Alpha 3 Max: Arcade Mode - Karin
- ↑ Street Fighter: Alpha 3 Max: Arcade Mode - Karin
- ↑ Street Fighter V Karin Story Mode
- ↑ Street Fighter V Karin Story Mode
- ↑ Street Fighter V A Shadow Falls
- ↑ Street Fighter V A Shadow Falls
- ↑ Street Fighter V A Shadow Falls
- ↑ Street Fighter V A Shadow Falls
- ↑ Street Fighter V A Shadow Falls
- ↑ Sakura Ganbaru!, Volume 1, Chapter 2
- ↑ Sakura Ganbaru!, Volume 1, Chapter 4
- ↑ Street Fighter Alpha 3 - Ken Arcade Mode
- ↑ Street Fighter Alpha 3 Guy Arcade
- ↑ Street Fighter V - Ken Character Story
- ↑ Street Fighter V Karin Story Mode
- ↑ Street Fighter V Laura Story
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