A few things I saw in the Karin matches:
- You often walked yourself into/near the corner trying to get back charge for the special. Try charging with downback instead to avoid the problem of walking backwards while charging. Throwing out the back-forward special from fullscreen is also generally a bad idea. While it worked out here, know that it can be full combo punished if it's blocked or neutral jumped over. And since she lacks projectiles, there isn't much use to charging for this outside of combos.
- V-skill zoning is probably not a good option in the matchup vs her due to her having a variety of meterless projectile-invulnerable options to deal with it. Try to limit its use to particular blockstrings.
- She got to jump in a lot for free. Learn your anti-air buttons and be ready to use them.
- Her leap special (qcb+P) is a two-hit overhead, and it has a command throw (only hits standing opponents) or slide followup. You have a couple punish options: 1) You can punish with a LP/LK starter combo immediately after blocking the overhead portion, and it'll beat whatever followup she does after. This also punishes her if she chooses not to use a followup. 2) If you think she will go for one of the followups, you can crouch block to both avoid the command throw and block the slide followups. This will get you a stronger punish at the risk of missing the punish window when a followup is not used.
- Her kicks specials (qcb+K) may have additional hits after the first two kicks, depending on the strength used. One hits overhead and neither hit low, so you can switch to a standing guard to avoid getting opened up. I haven't experimented to see if the gap between the initial kicks and the additional hit(s) can be mashed out of, but all versions can be punished with 6f or faster moves, distance permitting.
- Shoulder is typically a blockstring ender (-2 on block) and it's your turn to pressure after blocking it.