Katarina punishers: Difference between revisions

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| -10 || 1,1,3 ub+4 || 55 || +8a (-9)
| -10 || 1,1,3 ub+4 || 55 || +8a (-9)
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| -11 || 4,4,4 || 42 || Mixup<ref>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). Useful at 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. This doesn't work directly at the wall since the first 4 turns them around.</ref>
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| -14 || b+1,F~df+1+2 || 65 || +0d
| -14 || b+1,F~df+1+2 || 65 || +0d
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| d+3 || 9 || +0a (-8)
| d+3 || 9 || +0a (-8)
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| -25 || f,F+3 || 16 ([[Katarina combos#Mini-combos|32]]) || +12d<ref>f,F+3 (and HAR.uf+3) only spikes against face-up opponents. Face-down opponents can [[tech roll]] to avoid any guaranteed hits.</ref>
| -25 || f,F+3 || 16 ([[Katarina combos#Mini-combos|32]]) || +12d<ref>f,F+3 (and HAR.uf+3) only [[spike]]s face-up opponents. Face-down opponents can [[tech roll]] to avoid any guaranteed hits.</ref>
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| -26 || OTG.d+3+4 || 22 || -1a (-9)
| -26 || OTG.d+3+4 || 22 || -1a (-9)

Revision as of 09:27, 12 April 2022

Punishers for tricky moves
Various Slide {{{slide}}}
Generic FUFT.4 {{{generic-a}}}
Alisa
  • b+4,4
  • b+4,4,3+4~1
{{{alisa-a}}}
  • b+3+4
  • b+3+4,3+4
{{{alisa-b}}}
db+4 {{{king-a}}}
Asuka b+3 ub+4
Claudio f+2,2 {{{claudio-a}}}
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
{{{devil-jin-a}}}
R.f,n,d,df+4,3+4 {{{devil-jin-b}}}
Eddy 3~4 {{{eddy-a}}}
b+3,3 {{{eddy-b}}}
Heihachi f,F+2 ub+4
Jack-7 R.b+1+2 {{{jack-7-a}}}
d+1+2 {{{jack-7-b}}}
Law db+3+4 {{{law-a}}}
Leroy db+1+2 {{{leroy-a}}}
Lucky Chloe
  • BT.f+3+4,3+4
  • BT.f+3+4,3+4,3+4
{{{lucky-chloe-a}}}
Paul
  • d+4,2:1+2
  • qcf+2
ub+4
Xiaoyu BT.3 {{{xiaoyu-a}}}
BT.f+3+4,3+4 {{{xiaoyu-b}}}
AOP.4~3 {{{xiaoyu-c}}}
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
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)
-11 4,4,4 42 Mixup[1]
-14 b+1,F~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[2]
-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[3] 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[4] Mid
b+1,2 i14 2.36 23 -8 Mid
3,3,3,3,3 i14 2.41 38 -1 HAR[5]/-14 Mid
ws3,3,3,3,3 41
f,F+2,4 i12(~15) 2.46 27 (58) -9/-34[4] 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 i17 2.48 37 (55) +1/-32[4] Mid
df+2,2 i17 2.61 38 -10 Mid
uf+3 i19 2.63 27 (79) -15 Mid
  1. 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). Useful at 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. This doesn't work directly at the wall since the first 4 turns them around.
  2. f,F+3 (and HAR.uf+3) only spikes face-up opponents. Face-down opponents can tech roll to avoid any guaranteed hits.
  3. 4 is hard to punish because of its extensions, and many chars can't block punish it at tip range.
  4. 4.0 4.1 4.2 Duckable high.
  5. 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.

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