Karnov is very strong. Very strong combos and probably the best special move in the game, Balloon. He has a glitch with his slide that can let him teleport on the other side of the screen and can be used for mixups e.g. fireball -> teleport behind them.
Karnov’s weak point is his necklace.
Standing (Far) – Spammable.
Standing (Close) – Chains into other normals
Crouching – A staple in Karnov’s ground game. This will be your primary poke.
Jumping – Super long active frames, can be used as a jump in then canceled into Balloon
Jumping (Neutral) – Same as above
Standing (Far) – A bufferable move with good damage and high priority. Great inside combos.
Standing (Close) – Accidental normal/anti air normal
Crouching – Great anti air. Stuffs pretty much any jump in.
Jumping – Elbows the opponent, Strange jump in but can be used against some opponents.
Jumping (Neutral) – The same animation as his Close St Hp. It could be used as an air to air or a deep jump into Balloon.
Standing (Far) – Combo ender before special move or poke.
Standing (Close) – Bad
Crouching – Probably his worst normal because it doesn’t chain. You can special cancel it though.
Jumping – Possible air to air. It can cross up. You can use it with Balloon pressure.
Jumping (Neutral) – Same as above
Standing (Far) – Can be used a far away anti air.
Standing (Close) – Could be used as an anti cross up but really you could just Balloon in those situations.
Crouching – A slide. Fairly slow, but you can catch opponents off guard if used sparingly.
Jumping – Really cool jump in
Jumping (Neutral) – Air to air but opponent higher than you? Might be the only use for it
- Quarter Circle Forward + Punch
Slightly slow recovery, traverses full screen. Incorporate this into your ground game and be sure to try the slide glitch… Your opponent might have trouble blocking 😉
- Forward, Forward + Any button/ Kicks Breath fire low
Better up close than Fireball, this attack stays out longer. Karnov also recovers pretty much right after the fire dissapates, so don’t worry about getting punished. A solid way to help keep an opponent locked down, especially in the corner.
- Charge Back, Forward + Kick
Main combo ender.
- (In Air)Forward, Down-Forward, Down, Down-Back, Back, Up-Forward + Punch
This is the one. Incredible invincibility, stays out forever. Experiment with this for crossup fun and lock down shenanigans. If you want to play Karnov you will need to be able to effectively use this move.
Cr. lp x 3, St. hp, Lk Super 100-kick — On some characters this leaves them standing and you can go into Cr.lp St.Hp, Lk Super 100-kick.
Cr. lp x 2, St. Lk, Lk Super 100-Kick
Cr. lp x 2, St. Hk, Lk Super 100-Kick — You can use this to hit a head weak point easier assuming they are standing.
Balloon, J. Lp, Cr. lp, St. Hp, Lk Super 100-Kick
Karnov can cheat the game a little and do a glitch with his 100 Kicks special combined with the df+hk slide. The input it charge b (or db), then do lp~df+hk. Karnov slides across the screen to the other end. Useful for crossing up with his firebal
Vs. Jean Pierre:
Vs. Kano Ryoko:
Vs. Lee Diendo:
Senkyutai is an issue here because 100 Kicks is beaten by it, and he can counter most jump ins with it as well as balloon. Use fireballs to keep him at bay, and crouching hard punch to counter his jump ins. Sliding is a bad idea here.
Vs. Liu Feilin:
Vs. Liu Yungmie:
Vs. Matlok Jade:
Vs. Mizoguchi Makoto:
Cr lp x 2, St. lp, St. Hk, Lk Super 100 Kick, leaves him standing so you can continue with Cr. lp, St. hp, Lk Super 100-kick
Vs. Ray McDougal:
Do not brainlessly spam balloon. Ray has the edge here with Wheel Kick. You will also not be using close fireballs / flame breath for this same reason. Ray’s fireball is incredibly fast, so use balloon to float over those. Just be careful to never enter wheel kick range. (Need more info)
Vs. Samchay Tomyamgun:
Vs. Zazie Muhaba: