Katarina punishers

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Punishers for tricky moves
Various Slide ws4, ...[1]
Generic FUFT.4 2,2
Alisa
  • b+4,4
  • b+4,4,3+4~1
  • b+3+4
  • b+3+4,3+4
  • df+2,4[2]
  • b+4,1+2 ub+4[4]
  • uf+4,4
db+4
  • ub+4
  • cc d+3 ... (hard)[5]
Asuka b+3 ub+4
Claudio f+2,2 f,F+2,4, ... (deep dash)
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
uf+3[3]
R.f,n,d,df+4,3+4 3,3,3,3,3
Eddy 3~4 uf+3, ...
b+3,3 df+1, ...
Heihachi f,F+2 ub+4
Jack-7 R.b+1+2 dash uf+3, ...
d+1+2 ub+4[6]
Law db+3+4 df+1,1
Leroy db+1+2 (None)
Lucky Chloe
  • BT.f+3+4,3+4
  • BT.f+3+4,3+4,3+4
(None)[7]
Paul
  • d+4,2:1+2
  • qcf+2
ub+4
Xiaoyu BT.3 ub+4[8]
BT.f+3+4,3+4 1,1,3 ub+4
AOP.4~3
  • cc df+1 ...
  • cc b+1 ...
  • ws4 ... (inconsistent)
Standing
Enemy Move Damage Frames
-10 1,1 17 +4
1,1,F 17 +5 HAR
-12 2,2 30 +10g
-14 3,3,3,3,3 38 +4c
3,4 29 KND
Crouching
-11 ws4 15 +8
-13 ws1,1 25 +6
ws1,1,F 25 +10g HAR
-14 ws3,3,3,3,3 41 +4c
-15 ws2 20 (70) +27a (+17)
Both
-15 uf+4,4 20 (72) +46a (+38)
-19 uf+3 27 (79) +25a (+15)
Back-turned opponent
-10
1,1,3 ub+4 55 +8a (-9)
1,1,2 3,4[9] 63 +16a (+7)
1,1,2 3,3,3,3,3[10] 72 +4c
-11 4,4,4 42 Mixup[11]
-14 b+1,F HAR.df+1+2 65 +0d
Grounded opponent
-16 ub+4 18 +8a (-9)
d+3 9 +0a (-8)
-25 f,F+3 16 (32) +12d[12]
-26 OTG.d+3+4 22 -1a (-9)
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,1 i10 2.03 17 -2 High
4 i11 2.25 17 -12[13] High
ws4 i11 2.27 15 -3 Mid
2,2 i12 2.50 30 -12 High
df+1 i13 2.31 13 -2 Mid
df+1,1 i13 2.31 21 -5/-24[14] Mid
b+1,2 i14 2.36 23 -8 Mid
3,3,3,3,3 i14 2.41 38 -1 HAR[15]/-14 Mid
ws3,3,3,3,3[16] 41
f,F+2,4 i12(~15) 2.46 27 (58) -9/-34[14] High
uf+4,4 i15 2.14 20 (72) -13 Mid
ws2 i15 2.49 20 (70) -13 Mid
ub+4 i16 2.92 23 -14 Mid
b+4,1+2[16] i17 2.48 37 (55) +1/-32[14] Mid
df+2,2 i17 2.61 38 -10 Mid
uf+3 i19 2.63 27 (79) -15 Mid
  1. ↑ ws4 d+2,F~d ws4 d+2,F~df+2,3 S! d+2,F~4 (52)
  2. ↑ 2.0 2.1 KND punish without extension, instant tailspin with extension)
  3. ↑ 3.0 3.1 Launch punish without extension, KND with extension
  4. ↑ confirm ub+4 only if Alisa continues the string
  5. ↑ cc d+3 b+1,F~D ws4 d+2,F~df+2,3 S! d+2,F~4 (44 dmg)
  6. ↑ can whiff at tip range
  7. ↑ 2,2 works as an OS if you neutral guard instead of holding back, but this will whiff if she cancels the string and you're holding back.
  8. ↑ not a true punish since Xiaoyu can parry it with BT.1+4, but works in all situations otherwise. With conditioning, BT.1+4 can be baited and whiff punished. ub+4 whiffs at tip range.
  9. ↑ Xiaoyu can evade by holding DB
  10. ↑ can be mitigated by not pressing anything - causes 3rd and 5th hit to whiff (for a total of 51 dmg) and allowing for a BT.3_4 punish
  11. ↑ 4,4,4 in the back gives a 50/50 between 4,4,4,4,4 and 4,4,4,F~4 (or ~df+2,3). This doesn't work directly at the wall since the first 4 turns them around. Useful near the wall since every option splats or bounces. 4,4,4,4,4 always bounces, but HAR.4 doesn't bounce if they're BT. If you get a reverse splat, then f,F+3 OTG.d+3+4 is good damage.
  12. ↑ f,F+3 (and HAR.uf+3) only spikes face-up opponents. Face-down opponents can tech roll to avoid any guaranteed hits.
  13. ↑ 4 is hard to punish because of its extensions, and many chars can't block punish it at tip range.
  14. ↑ 14.0 14.1 14.2 Duckable high.
  15. ↑ 3,3,3,3,3 (and ws3,3,3,3,3) can be hit confirmed to be safe by doing 3,3,3,F when the first hit is blocked.
  16. ↑ 16.0 16.1 Rage punisher

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