NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe hit level of the move.Capital letters mean it hits grounded.For strings, the hit level of the previous moves in the string is shown but washed out.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe maximum range recorded of the move hitting Lars on-axis. (For Tekken 7, it's vs Heihachi.) Assume an error of about ±0.03.For strings, this is the range of the whole string.This measurement shouldn't on its own be used to compare characters: larger characters get more "range" by this measure, but their opponents do too.
Left TrackingThe tracking score to the attacker's left.Roughly speaking, when up close, if the defender sidesteps or sidewalks right for no more than this many frames, the move still connects.
Right TrackingThe tracking score to the attacker's right.Roughly speaking, when up close, if the defender sidesteps or sidewalks left for no more than this many frames, the move still connects.
BlockThe frame advantage on block.Blank if the move can't be blocked (e.g., an unblockable or an aerial attack).For breakable throws, this is the frame advantage when the throw is broken.
HitThe frame advantage on hit.Blank if the move is not an attack, e.g. is a stance transition only.For throws, this is the frame advantage after the throw.
CHThe frame advantage on counter hit.Blank if this is the same as on normal hit, i.e. there is no special behavior on counter hit.
StartupThe active frames of the attack. The "i" stands for "impact", i.e. impact frame.If there is more than one hit, a comma indicates that frame 1 is now the frame after the last active frame of the previous hit.For strings, therefore, this usually has a leading comma.
RecoveryThe total number of frames, the recovery frames, and what stance the move recovers in, if any.The "t" stands for total and "r" for recovery. If no stance is listed, the move recovers in the default, standing position.For strings, the total frame count is from the start of the string with no delays.
NotesAnything that doesn't fit elsewhere.Many common move properties, such as whether a string can be delayed, go here.See Movelist#Notes for standard wording of common properties.
Can only be used from HAR. Usable in neutral if your opponent is turtling by just going into raw HAR, but the situation isn't conducive to landing a heavy mixup afterwards anyway. Tracks right (Kat's "weak" side), but doesn't track left, so can be used to mix HAR.4 with it, which tracks the opposite way. Can be jab/duck jab interrupted. Probably used best as a wall ender, since it does enormous unscaled damage there. So you want to save rage and use the extra poke damage in rage till you can land a wall splat or launcher into wall combo with RD. If landed in the open, you can mixup between df1 and d3 for a "last poke" situation mixup. df1 will catch them getting up backwards, and d3 will catch them doing anything other than getting up into crouch guard.
Good old jab. Kat's seems to have slightly shorter range than most characters, allowing them to quickly backdash out of jab pressure. Can't really use jabs to pressure opponents with Kat unlike Feng, Bryan or Lidia.
Jab string ending in -1 on block with extensions. Much better to stick to an opponent compared to single jab, so probably better to use in poking situations. Generally a bad idea to challenge it on block due to 1,1,1 and 1,1,2 (or even HAR transitions) that will CH you. Obviously need to condition them with it a bit. Tracks SS~move well, but can still be stepped or walked fairly easily.
Option to use to either mixup if opponent is respecting 1,1, or to evade high challenges on 1,1 if they're challenging it. Avoid going into HAR too often from it, and prefer to keep the mindgame restricted to 1,1 and 1,1,1_2_3. 1,1,F~1 is good to sniff out their responses while staying relatively safe, and it CHs anyone who tries to mash back with jabs or df+1.
Mid mixup option from 1,1. Used to catch them if they're ducking, stepping or challenging after 1,1. The "sensible" option to use since it is less favourable on block and less rewarding on CH than 1,1,2, but safer. Not safe against characters with punch parries though (e.g., Jin, Feng)
The high mixup option to use from 1,1 and generally the more rewarding but also more risky option. Launch-punishable if ducked, but gives a full launch if opponents challenge 1,1. Also gives a whopping +7 if blocked, but the on-block situation doesn't allow Kat to do much in neutral (at the wall though? Oof). The scrub-killer frame trap df+4 can be stepped, and most poking options can be backdashed. d+2 is a decent option, which CH-launches a lot of stuff such as backswing blows, and careless challenges. i10 CH moves might such as Ganryu's headbutt can win against it though, so maybe d+1 or df+2 is better. Can be pretty oppressive at the wall though.
A more rewarding mid option to use from 1,1 since the on-block situation is better (on-hit is also better). Can be used to discourage ducking (or encourage stepping) to open up more 1,1,2. I'm not sure if that's worth it since 1,1,2 doesn't really lead to good mixups anyways (d3 can be backdashed, I think). If you use it more, opponent will think about stepping right to avoid it, instead of just trying to guess between duck or not, which adds to the mental stack and can get them hit by both 1,1,1 and 1,1,2 (they hit steppers), so it is a necessary option to use.
Generally used as a really high-risk high-reward option to catch stepping, interrupting or ducking. Haven't really explored how it is used much since it is "risky". Technically launch-punishable, but I doubt most people will be ready to launch-punish at first usage it since it is seldom seen in my experience. Can be parried.
Normal 1,2 jab string. Starts Kat's 10-hit if you're so inclined. Not entirely sure about the tracking usage of it, but I believe it does track SSL specifically.
Excellent high-low non-jailing jab string which gives +1 on hit. The low has pretty good range too, although it's likely to be parried by a sharp opponent if they're seeing the jab into the start of the low. Good for creating momentum and pressuring the opponent up close. Anecdotally seems to be tough to parry, since I've seen Joonya 20z almost spam this without really getting punished for it. Follow-up situation is weird in that a df+1 seems to track better than normal. Almost no one can step it unless they SW (Zaf is an exception).
First hit of i12 punisher. Not much reason to use the first hit by itself, since the two-hit jails, so you can't use it for mental frame advantage either. Can kind of serve as a long-range poke.
Kat's i12 punisher. Has excellent range, wallsplats, tailspins and does good damage. Could have been the best i12 punisher in the game if not for the sub-par situation on hit. Due to the ballerina spin, it gives almost no mixup opportunity on hit in the neutral. Most pokes can be backdashed or backswing blowed, dashing into a poke opens you up to getting magic 4-ed or hopkicked, and doing a long-range low option like df3+4 or db3 is highly risky (especially if the matchup makes the former also launch-punishable). Still need to explore how to better take advantage of this situation.
The start of Kat's 3-string. Has really good range, and can be used to harass an opponent by teasing them with just the first hit while they sit there blocking and waiting for the full string. It's really annoying being on the receiving end of a Kat just waggling her leg at you doing 3, then 3,3, then 3, then 3,3,3,F ad nauseam. Can be good for getting mental frames for a poke mixup. Further mental frames if they are conditioned to wait for 3,4, which can CH tailspin if they attempt to challenge standing 3.
Has mental frames since the string jails upto this point, but not the 5th hit. So they can be CH by the last hit if they attempt to punish. Will need to test if they do punish after 4 hits to make it worthwhile to do the 5th, since you jump from -11 to -14.
The FB on aerial opponents happens rarely, and can't be reproduced at will. If it could, it would make Kat's the most damaging wall combo in the game, probably.
Seems tough to duck in practice, since I've rarely seen opponents attempt to duck it in tournament play. But definitely can be ducked if your opponents are looking out for it. Technically, you always want to duck after standing 3 since 3,3 and follow-ups jail.
Kat's magic 4. Really good at i11 with a challenging but damaging combo on CH, but -12. In practice, you will almost never be punished for it if you're properly mixing up 4, 4,4, 4,4,4 and 4,4,4,F since they will clip the opponent if they attempt to punish earlier. It also has very little blockstun. This also means you shouldn't use the string as a crutch to initiate mixups, and should keep it primarily for CH-fishing. Using it for mixups just gives the opponent more data to use to punish it properly, and the mixups from it aren't that powerful to begin with (i.e., the HAR mixups). So don't force it.
Another CH fishing string to use to mixup to keep the entire attempt safe. Can be stepped right, but in practice this is tough to do, and I haven't seen it done ever in tournament play. Might be done in deathmatches if the opponent is being predictable with it.
The most common CH fishing magic 4 string that Kat players use. Shouldn't be done always since the mixup is between i10 punish or -1 HAR transition. The latter is also bad in the long run for Kat. If you only use this (or mixup between it and the HAR transition), you will almost always lose momentum after a CH fish attempt. This would be bad against characters with strong mixups.
can SSR~duck after 1st hit on block to evade the rest of the string
Transition to evade a potential i10 punish on the 4,4,4 string (and land a CH of your own with HAR.1). Shouldn't be done always since forcing the HAR mix at -1 is a losing game for Kat.
Outside of using it as a mixup in the back, I'm not sure what this can be used for and how it fits into the 4-string mixup overall. Could probably be used if the opponent is not moving after 4,4,4, but why? Just mixup instead. I think this can be used as a harder callout on a jab punish on 4,4,4, but this is super-risky since the opponent could just step/duck and launch punish. Not sure if the follow-up 4 can be confirmed on CH or something either.
Can be used to catch certain i12 retaliations on 4,4,4 (except Leroy and Hei, apparently).
Wall bounce tool that's practically impossible to use to actually get a wallbounce with. Very unlikely you're going to see this unless you land it as a combo in the back or to cheese on unfamiliar opponents.
Orbital-like move that instead gives +1c on block, +5c on hit, and launches on CH. Tracks poorly, but has use in the neutral if you think your opponent is turtling up. The force crouch has a greater chance of inducing opponent retaliation, so a SS is good after. Can CH fish with it as a predictive keep-out button or against long-range lows, but not recommended since whiffing it is death. Could possibly be used in oki situations (is used in a post-throw situation). Has decent range, but again - slow. Generally good when dashing in to pressure a turtling opponent.
Slow, high headbutt that gives +1c on block and a mini-combo on hit and CH. Similar-ish to f+3, but doesn't high crush. I hardly use this move, and I'm not sure where it could be used other than to deal with reversals or to just increase the opponent's mental stack. Similar use to f+3, but higher risk (duckable high) and higher reward (follow-up ub4 on NH). Doesn't low crush either.
Standard mid power crush. Has some value being used at the wall since it wall splats/balcony breaks with a single hit. I almost never use it for that purpose. In fact, I hardly use it at all.
One of the best df1s in the game. Excellent range, -1 on block, has a small, high extension to catch steppers, but seems to track abnormally well. Seriously, its tracking is somewhat of a mystery to me. Different characters step it different ways, Dragunov can SSR it very inconsistently, and SWL seems to be better against it rather than SSR. Picks up Eddy's RLX; just a very good move overall.
Standard df1 high extension to catch steppers, and now gives a lot more +frames on hit (can still step fairly well on block). Opponent could potentially do SS~duck to evade this, but it isn't easy to punish.
I rarely use this HAR transition. Not sure what it's good for, really. If you're using df1 as your mid check, with the occasional df1,1 to catch stepping, then this extension is not really necessary. Maybe just adds to the opponent's confusion if they're respecting your df1. You could potentially mix them up. Yes, if they're stepping or challenging, df1,1 would catch them, so they're conditioned to sit still. Then you could run HAR mixups. Have to use it sparingly though, compared to how much you'd use df1.
df+2 has 2 active frames. 1st tracks SSL. 2nd tracks SSR. But if you input the extensions, she will transition right away, so you lose the 2nd active frame.
Excellent mid-range tracking tool to use. Extra damage on CH. Mental frames from the extensions too. Good move overall.
First hit of the Kat green rank cheese string. Not sure what the move is good for. It tracks surprisingly well in oki situations. Good for mental frames sometimes since the opponent will usually flash duck after seeing it, but make sure you go for your mixup after.
The cheese KND string. Good and annoying against opponents who don't know how to deal with it, but virtually impossible to land against decent opponents. Better to just use df3 for the mental frames. Could possibly use it against a good opponent after using df3 a lot for the mental frames, and they start to challenge it. Could also use it against opponents who've been conditioned with df3,3,D usage and start challenging or checking it. Overall a risky move to use, so condition well.
Decent way to setup a FC mix. Can be ducked and ws4-ed by a sharp opponent, or straight hopkicked. Opponents usually default to ducking it at first unless you've used it enough to where they're thinking about the optimal response. I wonder if you have to commit to the duck~ws4 to beat all options, or if just df3 into CH-move will punish it. Edit: It does not punish it; a duck into ws4 or even a hopkick with good timing will beat all these options. Overall unrewarding to use if the opponent can defend, so use with caution.
Fairly good i15 mid, safe CH fishing tool. Unparryable knee too, so can almost be used as a poke against parry-happy opponents. Has shit tracking (everyone can step it at even -7), so use with caution against good steppers. Has 'not bad' range.
The low which makes everyone (i.e., TMM) hate Kat. Has full-screen range, and sets up her FC mix at +1 (which is exactly as rewarding as FC.df+4 on hit). Good to use as an approach tool, or as a timing switch, but borderline reactable due to its speed, range (it is likely the only move that'll hit from afar) and somewhat unique animation.
An underrated move. Good range, and the forced crouch is very annoying to be on the receiving end of, even at negative frames (unless your opponent has a powerful FC mix, in which case, don't abuse this). Good for keepout, and hits most low-profile moves (e.g, Zaf, LC etc.). Opponent can check you after d+1 on block with a ws4, which prevents you from doing anything, but d+1 can be spaced such that a retaliatory ws4 whiffs after a backdash, allowing a whiff punish.
The slowest CH launcher Kat has. Discount version of Jin's f+4, without the same disjoint hitbox or frames. The situation on block if you transition to HAR is good, and the move can be used as an approach tool to get into poke range from anywhere on screen using the HAR cancel. The slow speed makes it obviously not the best choice in fast, poking situations, but it's very good to catch step into move, or when your opponent is staggering their offense.
Makes d+2 "safe". Pretty good way to approach and start poke offense by transitioning to FC since the move hits from a long range, and the opponent will typically SSR or stand block if they're defending "correctly" against HAR.
Standard low poke. You really have to spam this with Kat since there's no other low poke other than FC.df+4 to get damage or to get opponents ducking. Tracks both ways and has extensions, so condition opponents until they're less likely to punish single d+3.
Mid extension to d+3. No special properties, just use to catch them ducking d+3,4. Slightly delayable, but you get no other reward from catching them mashing a punish.
Safe high extension to d+3. Use as the higher risk-reward mixup option, since it's safe (and very lightly minus) but can be ducked and launched. Can slightly delay the string to possibly get a CH into ub+4 follow-up. Has good pushback on block. I believe it's almost twitch-confirmable.
Kat's power low. Barely reactable, and tough to do with a loaded mental stack from HAR mixups, cancels and FC mixups. Gives a dash ub+4 follow-up in the open, but only use it if you're practiced since whiffing it is very risky. Can be mixed up somewhat with b+3+4 if your opponent can't punish the latter (SS db+3 vs. SS b+3+4).
Kat's snake edge. Don't use unless you want to play risky. Don't know of any niche, sensible uses either other than the extremely sensible Vitolic special.
Single hit of the string alone doesn't make much sense to use. If you want to track them, b+1,2 is better on block and hit. If you want to mixup, b+1,F is the transition you want to use. It might make sense if your opponent is used to b+1,2 and doing a single b+1 confuses them enough to allow you to abuse the -9 to do a mixup.
The HAR transition to use. +3 on block, so HAR.1 can't be interrupted with i12s. Very easy to loop to use for pressure, FC transition mixups etc. Also catches SSR. Don't establish a rhythm with it though, since you can be CH out of it if they fish for it after a beat (i.e., after the cancel and while you're doing the next b+1).
Excellent advancing, safe mid-mid string. Tracks weak side (SSR). Situation on hit is advantageous but not much after due to pushback. Very very good at the wall. Can be SWL.
Hard jab callout move. Evades Leo's b+1,4. Don't know of other uses. Possible use in evading tracking strings using SS b+2 (e.g., Jin 2,1). Opponents won't max damage punish usually but still doesn't have much use for the risk. Good to use against Kuni, but not sure why.
Extremely good i12 mid poke with CH leading to a mixup. Linear, so use it well. Creates space on block that leads to whiffs after a BD, so not really "-9".
Great CH fishing tool with great range. Good for calling out approaches or SS buttons. Has follow-ups so almost no one punishes this standalone, giving mental frame advantage. Lots of space left when used at tip range.
Kat's "backswing blow". Has really good tracking. If opponents can't punish it, it's good to fish for splats at the wall. Can be used to mixup b+3+4 and db+3 after a SS.
Alternate input u+3 or ub+3. Slower, higher damage hopkick. Use for stagger lows. Opponents will be unlikely to launch punish it if used unexpectedly. Has good range, so use as a whiff punisher for big whiffs. Otherwise, use sparingly.
Alternate input u+4. Can be used to induce confusion since the move has very short recovery (e.g., Vitolic special). Can almost be used to approach due to hesitation created from expecting the second hit. Good anti-air tool against 2Ds.
Standard 2-hit hopkick. Can whiff out of a sidestep against forward advancing moves (e.g., Kuni hopkick, Bob). 2nd hit can be parried on block by Asuka, but probably difficult to do.
Can be used as a pseudo-approach tool since opponents might wait to duck and punish the follow-up. If they're too trigger-happy on the duck and punish, a follow-up immediate df4 will CH them.
Punishable by all characters when used with the opponent's back to a wall
Kat's only true mid homing move. Slow in neutral, but can be buffered out of pokes seemingly much better. Has good pushback on block. Very slow recovery on whiff. Can rush into a manual HAR mix on hit (but don't force this).
Kat's slash kick. Very linear and floatable. Has some oki applications, but not sure where it is guaranteed to get blocked. Very good property in that it hits grounded. Use very sparingly. Works for oki after 2+4 throw on hit into ub4.
On paper, this seems completely dominated by FC.df+4. In practice, it has slightly more range than that move, and since it doesn't require a directional input, it is faster to mix in with movement and duck feinting than FC.df+4. Seems possible to evade after d+4 with SWL (some precision required), but impossible after FC.df+4 on hit. So, it has very good tracking, and has some decent pushback on hit (especially at tip ranges). I wish it did slightly more damage or was safer, though. It easily evades Kaz's Twin Pistons unless blocked at very close range, but otherwise easily punishable.
Insanely good move. Almost overtuned (but she needs it). So good that it's pretty easy to want to spam it constantly, so you do want to pull back on the usage a bit, since just one or two gets the job done of making your opponent respond. Use even more sparingly against chars that can launch it. Make sure to use it as an option in the FC mix and not just as a standing low (by treating the crouch into df+4 motion as one input). Has really good tracking to where stepping it is not really an option. Reliably evasive against a number of strong mids like Hei f4, Bryan f3, Jin 2,1 etc.
Manual HAR is surprisingly good to run mixups since it avoids the set "trigger" from a b+1 or a d+2, making it more difficult to defend against or react to, and adding to the opponent's mental stack.
Great tool to run FC mixups since opponents will be thinking about the HAR mixup as well, and transitioning to FC beats the SSR~duck defense against HAR mixups.
The anti-mash callout. When running HAR mixups, it discourages the opponent from interrupting/stepping slower HAR moves (HAR.1 CH does a chunk), thus forcing them to guess, allowing you to forego the mixup to poke or run another mixup (or anything else, really). Can still be SSR~ducked (or just ducked) for a full launch, so it's still somewhat risky. Using it raw is an interesting idea which I haven't experimented with myself or seen done at high levels. It could function like a worse version of Kuni's SET.2.
A tough move to use effectively since it is easily stepped, slower than HAR.4 and worse on hit. The pros are that it is better on block and much better on CH, since it gives a full launch. Not quite sure how to place this move, either out of HAR or in the neutral.
Kat's all-or-nothing low from HAR. Can be reacted to (although it can be mixed with HAR.uf+3), and stepped. High-risk, high-reward, like many of Kat's tools.
Solid mid knee to discourage ducking. Knocks down on hit and wall bounces, although fishing for a wall bounce with it is tough since the move comes out of HAR (so it is overall too slow). Completely ends your turn on block, and can still be sidestepped. In practice, I find that the forward momentum of the move makes it tricky to punish properly even if you sidestep.
Kat's anti-SSR/SSR~duck tool. It makes running the basic HAR mixups not that bad on paper, otherwise SSR would completely dominate. It's still risky enough to not make it worth running HAR exclusively, since the move itself is punishable on block (but I doubt most players would punish it in practice), and leads to an ambiguous situation on hit.
Excellent low option to use out of HAR to mixup with. Has amazing range when coupled with the space HAR already covers, so it becomes a credible option to use post-knockdown on oki (did I mention it hits grounded?) Not too bad on block, and great frames on hit. Defenders should ideally try to low parry this if they make a hard read. Otherwise, this can still be defended against using SSR~duck. It can also be interrupted/floated. It also has decent tracking.
The mid mixup to HAR.df+3. Somewhat linear, but rewarding on hit with an ub+4 follow-up.
10 Strings
10 Hit Combo 1
Input
Hit level
Damage
Startup
Block
Hit
Combo
1
h
7
i10
+1
+8
2
h
10
??
-3
+3
??
4
h
8
??
-18
-4
??
4
m
5
??
-19
-8
??
4
h
6
??
-12
-6
??
3
l
10
??
-30
KND
??
3
m
9
??
-26
-15
??
3
m
5
??
-16
-5
??
3
m
5
??
-17
-6
??
3
m
22
??
-21
KND
??
New move
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe hit level of the move.Capital letters mean it hits grounded.For strings, the hit level of the previous moves in the string is shown but washed out.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe maximum range recorded of the move hitting Lars on-axis. (For Tekken 7, it's vs Heihachi.) Assume an error of about ±0.03.For strings, this is the range of the whole string.This measurement shouldn't on its own be used to compare characters: larger characters get more "range" by this measure, but their opponents do too.
Left TrackingThe tracking score to the attacker's left.Roughly speaking, when up close, if the defender sidesteps or sidewalks right for no more than this many frames, the move still connects.
Right TrackingThe tracking score to the attacker's right.Roughly speaking, when up close, if the defender sidesteps or sidewalks left for no more than this many frames, the move still connects.
BlockThe frame advantage on block.Blank if the move can't be blocked (e.g., an unblockable or an aerial attack).For breakable throws, this is the frame advantage when the throw is broken.
HitThe frame advantage on hit.Blank if the move is not an attack, e.g. is a stance transition only.For throws, this is the frame advantage after the throw.
CHThe frame advantage on counter hit.Blank if this is the same as on normal hit, i.e. there is no special behavior on counter hit.
StartupThe active frames of the attack. The "i" stands for "impact", i.e. impact frame.If there is more than one hit, a comma indicates that frame 1 is now the frame after the last active frame of the previous hit.For strings, therefore, this usually has a leading comma.
RecoveryThe total number of frames, the recovery frames, and what stance the move recovers in, if any.The "t" stands for total and "r" for recovery. If no stance is listed, the move recovers in the default, standing position.For strings, the total frame count is from the start of the string with no delays.
NotesAnything that doesn't fit elsewhere.Many common move properties, such as whether a string can be delayed, go here.See Movelist#Notes for standard wording of common properties.