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; CH 4 | ; CH 4 | ||
: [ | : [66] f,F+4 S! df+1 d+2,F HAR.1 b+1,F <HAR.1 ub+4<ref name="ch-4-ff4">magic 4 must CH at point-blank range</ref> | ||
: [63] f,F+2 df+1 d+2,F HAR.df+2,3 S! d+2,F HAR.4 | : [63] f,F+2 df+1 d+2,F HAR.df+2,3 S! d+2,F HAR.4 | ||
Revision as of 01:00, 4 September 2022
Katarina (Tekken 7) |
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Bread n' butter
Bread n' butter combos are juggles that:
- Work on as many different launchers as possible
- Work on all body sizes
Launchers that require unique combos go straight to ยง Staples.
- Regular launch (e.g. uf+4,4)
- df+1 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
- Launcher to HAR (e.g. CH 4,4,4,F)
- HAR.1 b+1,F HAR.df+2,3 S! d+2,F HAR.4
- Instant screw (e.g. f,F+2,4)
- dash d+2,F HAR.1 4,4,4,F HAR.df+3
- Crouching recovery (1) (e.g. CH FUFT.3)
- ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
- Crouching recovery (2) (e.g. CH FUFA.3)
- cc d+3,4 b+1,F HAR.df+2,3 S! d+2,F HAR.4
Mini-combos
- [14] CH HAR.1
- [+41] dash b+1,F HAR.1 b+1,F HAR.df+2,3 S! d+2,F HAR.4[1]
- [~+40] d+3,4 ...[2]
- [+38] f,F+3 dash d+3+4[3]
- [+34] f,F+3 ub+4[4][5]
- โ 1.0 1.1 only on bears
- โ only with the wall on the left side
- โ OTG.d+3+4 can be evaded by bigs if they hold B. Allows a mixup between OTG.d+3+4 and b+2 (launch) or uf+3 (+21 dmg) if they hold B. Alisa can evade it with her special getup. Bears can avoid this mixup entirely by using their OTG.1+2 after getting hit by Kat's CH HAR.1, which causes the f,F+3 to CH and push them too far away for follow-ups to connect. See here for more details.
- โ follow-up is more consistent with a micro-SSL after f,F+3
- โ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 leads to a mixup on hit
- โ 6.0 6.1 6.2 6.3 leads to a mixup on hit
- โ 7.0 7.1 only at the wall
- โ ub+4 needs to be done quickly; only adds +16 dmg
- โ 9.0 9.1 dash timing is strict; doesn't connect at tip ranges
Staples
Staple combos are juggles that:
- Can be done consistently by a skilled player
- Either work on all body sizes, or the characters it does work on are comprehensively listed
- Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki
- uf+4,4
- [72] dash 4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
- [71] iws4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
- [70] d+2,F HAR.D ws4 df+1 d+2,F HAR.df+2,3 S! d+2,F HAR.4
- [70] d+2 4,4,4,F HAR.df+2,3 S! d+2,F HAR.4[1]
- ws2
- [72] dash 4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4[2][3]
- [70] df+1 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
- [27] CH f,F+3
- [27] uf+3
- [24] db+4
- [24] CH HAR.uf+3
- [24] CH HAR.2
- [20] b+2
- [20] CH (1,1),2
- [0] low parry
- [+52] 4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4[4]
- [+51] iws4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
- [+50] d+2,F HAR.D ws4 df+1 d+2,F HAR.df+2,3 S! d+2,F HAR.4
- [+50] d+2 4,4,4,F HAR.df+2,3 S! d+2,F HAR.4[1]
- (1,1),4
- [73] 4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4[1]
- [71] b+1,F HAR.D ws4 4,4,4,F HAR.df+2,3 S! d+2,F HAR.4
- [68] b+1,F HAR.D ws4 df+1 d+2,F HAR.df+2,3 S! d+2,F HAR.4
- CH d+2,F
- [72] HAR.D iws4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
- [21] CH d+2
- [20] CH df+4
- [+52] 4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4[1]
- [+51] iws4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
- [27] f,F+2,4
- [24] CH (f,F+2),4
- [24] CH (3),4
- [+31] dash d+2,F HAR.1 4,4,4,F HAR.df+3
- [+30] dash 4 b+1,F HAR.D ws4 d+2,F HAR.4[5]
- [+30] dash df+4 b+1,F HAR.D ws4 d+2,F HAR.4
- CH b+4
- [72] 4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4[1][6]
- [70] d+2,F HAR.D ws4 df+1 d+2,F HAR.df+2,3 S! d+2,F HAR.4
- CH f+3
- [77] df+1 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
- [74] df+1 4,4,4,F HAR.df+2,3 S! d+2,F HAR.4
- CH 4,4,4,F
- [67] HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
- [63] HAR.1 b+1,F HAR.df+2,3 S! d+2,F HAR.4
- CH 4,4,4
- [69] d+2,F HAR.1 b+1,F HAR.df+2,3 S! d+2,F HAR.4
- [63] d+2,F HAR.df+2,3 S! d+2,F HAR.4
- CH 4,4
- [68] b+1,F HAR.d ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
- [64] df+1 d+2,F HAR.df+2,3 S! d+2,F HAR.4
- CH 4
- [66] f,F+4 S! df+1 d+2,F HAR.1 b+1,F <HAR.1 ub+4[7]
- [63] f,F+2 df+1 d+2,F HAR.df+2,3 S! d+2,F HAR.4
- [12] CH FUFT.3
- [12] CH FDFA.3
- [+48] ws4 b+1,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
- [12] CH FUFA.3
- [8] CH FDFT.3
- [+43] cc d+3,4 b+1,F HAR.df+2,3 S! d+2,F HAR.4
- โ 1.0 1.1 1.2 1.3 1.4 Does not work against bears
- โ dash is not visible, but necessary for 4 to connect
- โ can skip the dash for Bears and Miguel (and ??)
- โ b+2 requires an initial microdash for 4 to connect on bears
- โ good for wall carry
- โ only works on big-body types
- โ magic 4 must CH at point-blank range
Wall
- Wall slump
- [37] f+4 R.HAR.1+2
- [28] f,F+3 ub+4[1]
- โ After wall slump f,F+3 when off-axis, ub+4 can whiff. You have a few frames to sidestep and realign but this may still whiff. Doesn't work on a reverse splat, since f,F+3 only spikes vs face-up opponent.
- โ 2.0 2.1 With a clean splat, b+1,F needs to delay rage drive slightly to hit the slump state. If the wall carry used up a wall hit by hitting the wall low, you need to do b+1,F~R.1+2 with no delays. Otherwise, df+1,1,F is more damage, but b+1,F is more range.
- โ 3.0 3.1 Only works vs Armor King, Bears, Bob, Gigas, Jack-7, King, and Marduk.
- โ 4.0 4.1 Skip the jab when you can't get to the wall in time.
- โ requires spacing out the first 4 to whiff
- โ 6.0 6.1 6.2 leads to a mixup situation if the opponent techrolls
Balcony Break
If a balcony is broken with a wall break move, follow-ups will hit at 50% scaling. Any combo that works for CH f,F+3 will work in this situation.
- tailspin not used (24% scaling)
- [+12] df+2,4 wr3
- [+11] 2,2 wr3
- tailspin used (24% scaling)
- [+4] f+3[1]
- [+5] uf+3
- [+5] f+4 HAR.4
- [+6] wr3
- [+8] dash d+2,F HAR.4
- โ a frequent mis-input for wr3
Floor Break
- 1+3 throw
- [58] d+2 b+1,F HAR.df+2,3 S! f,F+4
- [58] d+2 b+1,F HAR.df+2,3 S! f+4 HAR.4
- [57] d+2 b+1,F HAR.df+2,3 S! f+4 HAR.df+3
- [57] df+2,4 S! df+1 b+1,F HAR.4
- [54] df+2,4 S! f,F+4
- FB! after 0 filler
- [+22] d+2 b+1,F HAR.df+2,3 S! d+2,F HAR.4
- [+14] df+2,4 S! f,F+4
- FB! after 1 filler
- [+12] df+2,4 S! f,F+4
- [+12] df+2,4 S! f+4 HAR.4
- [+11] df+2,4 S! f+4 HAR.df+3
- FB! after 2 filler
- [+11] df+2,4 S! f+4 HAR.4
- [+10] df+2,4 S! f+4 HAR.df+3
- FB! after 3 filler
- [+10] df+2,4 S! f+4 HAR.df+3
- FB! after 4 filler or after tailspin
- [+7] b+1,F HAR.4
- [+6] b+1,F HAR.df+3
- [+5] uf+3
Off-axis
Kat's combo tools are generally unstable on off-axis opponents. Useful pickup tools off-axis are b+1,F and df+1. Useful screw tools off-axis are HAR.df+2,3 and 2,2. Useful enders are b+1,F HAR.4, f,F+4 and d+2,F HAR.4. It is recommended to quickly step to re-align if possible (e.g. after a bound) before picking up from a launcher (e.g., after a SSL hopkick whiff punish, quickly do a SSR before d+2). It is *not* recommended to use Katarina's rage drive as an ender off-axis since it does not lead into the throw animation. It is instead recommended to use RA after the screw for more damage when in rage.
- [20] uf+4,4
- [+41] d+2 b+1,F HAR.df+2,3 S! b+1,F HAR.4
- [20] ws2
- [+36] df+1 b+1,F HAR.df+2,3 S! b+1,F HAR.4
After a bound on a backturned opponent, uf+4,4 d+2 will flip the opponent the right way up to continue the combo. A better option is to use a non-launching BT punisher.
Extras
Extra combos are juggles that are:
- Strictly worse than one of the ยง Staples; or
- Too inconsistent to be a staple; or
- Joke combos for style points.
Max Damage
- [20] uf+4,4
- [+54] d+2 4 d+2,F HAR.1 b+1,F HAR.df+2,3 S! d+2,F HAR.4[1]
- [+54] dash 4 d+2 4,4,4,F HAR.df+2,3 S! d+2,F HAR.4[2]
- [20] CH df+4
- [20] CH (1,1),2
- [+54] dash 4 d+2 4,4,4,F HAR.df+2,3 S! d+2,F HAR.4[2]
- [20] CH 4
- [+49] f,F+2 df+1 d+2,F HAR.1 b+1,F <HAR.df+2,3 S! d+2,F HAR.4
- [+49] f,F+4 S! dash d+2,F HAR.1 4,4,4,F HAR.df+3
BM
- [20] CH df+4
- [20] CH (1,1),2
- [+50] 1+2+3 d+3,4 b+1,F HAR.D ws4 b+1,F HAR.df+2,3 S! d+2,F HAR.4
- [+49] 1+2+3 d+3,4 b+1,F HAR.1 b+1,F HAR.df+2,3 S! d+2,F HAR.4[1]
Tools
Pickup
Move | Notes |
---|---|
df+1 | fastest, most consistent pickup tool; works on all body types; least damage |
b+1,F | good pickup tool that works better than df+1 for off-axis situations and when the opponent is low to the ground; HAR dash adds good carry |
d+2 | used in most staple combos; good damage; causes bears to move too far away for pickup |
d+3,4 | useful pickup tool for late pickup situations e.g. CH d+2,F > HAR.1+2; the throw will whiff, but you can still pickup with d+3,4 |
iws4 | must be done rapidly; high damage |
4 | highest damage; very finicky off-axis, on non-standard body types and on non-favourable juggle states; sometimes requires a microdash to pick up; highest damage |
Filler
Move | Notes |
---|---|
df+1 | |
b+1,F | |
4,4,4,F | |
d+2,F | |
ws4 | |
HAR.1 |
Tailspin
Move | Notes |
---|---|
2,2 | fast, very consistent screw option; least carry; least damage |
3,4 | |
df+2,4 | slower screw option that can drop off-axis; medium carry; medium damage |
HAR.df+2,3 | need to be in HAR to perform (filler must transition to HAR); very finicky off-axis and on non-standard body types; generally requires a deep HAR dash; long carry; high damage |
f,F+4 | must be done before any filler hits, since it cannot be input fast enough otherwise; highest damage tailspin option; good for when you want shorter wall carry to get a wall splat |
Ender
These moves are used after a tailspin.
Move | Notes |
---|---|
d+2,F > HAR.4 | highest damage; balcony break; decent carry; can delay HAR.4 for more carry |
b+1,1 | good damage; high wall splat; longest carry |
HAR.4 | below average damage; consistent ender option for faraway screws |
HAR.df+3 | least damage; very consistent, long-range ender option for faraway screws |
d+2,F > HAR.2 | floor break |
d+2,F > R.HAR.1+2 | rage ender; less damage than doing rage art after tailspin |