(Created page with "{{Katarina}} == R! == {{MoveDataHeader}} {{MoveData |id=3+4 |name=Rage Art |input=3+4 |target=m |damage=55-82 |range=?? |tracksLeft=?? |tracksRight=?? |startup=i20 |crush=pc...") Â |
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{{MoveData | {{MoveData | ||
|id= | |id=HAR1+2 | ||
|name=Rage Drive | |name=Rage Drive | ||
|input=HAR 1+2 | |input=HAR 1+2 |
Revision as of 22:37, 17 January 2021
Katarina (Tekken 7) |
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R!
Input
{{MoveData |id=HAR1+2 |name=Rage Drive |input=HAR 1+2 |target=m |damage=55 |range=?? |tracksLeft=?? |tracksRight=?? |startup=i15~16 |recv=?? |block=+5~+6 |hit=Throw (KND)
|notes=
- Breaks floor
- Unscaled damage against wall
n
1
1,2
- Move can be delayed 4f
- Jail from 1st attack
- Transition to r21 MS with f~n
- Transition input can be delayed 6f
1,2,2
- Move can be delayed 5f
- Input can be delayed 7f
- Combo from 2nd CH with 5f delay
1,2,2,3
- Tailspin
- Input can be delayed 17f
- Move can be delayed 13f
- Combo from 3rd hit with 8f delay
- Transition to r37 HMS with 4
- Transition input can be delayed 29f
1,2,4
- Input can be delayed 1f
- Holding 4 during startup will slow it by 1f for about every 2f held
- Jail from 2nd attack at i18
- Combo from 2nd hit at i19
- Transition to r33 HMS with 3
1,2,4^
- Hold for 26f
- Tracks opposite direction to 1,2,4
1,3
- Move can be delayed 4f
- Jail from 1st attack with 2f delay
- Combo from 1st hit
1,3:3:3
- Jail from 2nd attack
- 2f input window
2,1
- Input can be delayed 7f
- Move can be delayed 5f
- Jail from 1st attack with 4f delay
- Combo from 1st hit
- Transition to r22 HMS with 3+4
- Transition input can be delayed 6f
2,1,1
- Floor break
- Input can be delayed 4f
- Combo from 2nd CH
2,1,3
- Tailspin
- Input can be delayed 2f
- Combo from 2nd CH
2,1,4
- Input can be delayed 11f
- Move can be delayed 8f
2,2
- Move can be delayed 5f
- Input can be delayed 7f
- Combo from 1st CH with 5f delay
2,2,3
- Tailspin
- Input can be delayed 17f
- Move can be delayed 13f
- Combo from 2nd hit with 8f delay
- Transition to r37 HMS with 4
- Transition input can be delayed 29f
3
- Transition to r27 HMS with 4
- Transition input can be delayed 2f
3,3
- Move can be delayed 13f
- Jail from 1st attack with 2f delay
- Combo from 1st hit
3~3
- 13f input window
- Recovery slowed by 1f if 4 pressed during startup
4,3
- Jail from 1st attack
- Combo from 1st CH +25a (+18a)
4,3,3
- Floor break
- Move can be delayed 10f
- Input can be delayed 11f
- Combo from 2nd CH
4,3,4
- Move can be delayed 7f
- Combo from 1st CH +33a (+26a)
- Combo from 2nd CH with 5f delay
4,4,4
4,u+3
- Alternate input 4,u/f+3
- Move can be delayed 3f
- Input can be delayed 4f
- Combo from 1st CH +34a (+27a)
- Transition to r26 MS with f~n
- Transition input can be delayed 17f
1+2
- Homing
- Floor break
- Transition to r25 HMS with 3+4
- Transition input can be delayed 2f
f
f+2,1
- Move can be delayed 11f
- Input can be delayed 12f
- Combo from 1st hit with 10f delay
f+3,3,3,3
- Input can be delayed 1f
- Combo from 1st hit
f+3,3,3,3,3
- Input can be delayed 1f
- Combo from 1st hit
f+3,3,3,3,3,4
- Tailspin
- Combo from 5th hit +61a (+44a)
- Move can be delayed 17f
- Input can be delayed 16f
- Transition to r35 HMS with 3
- Transition input can be delayed 26f
- Alternate input
- f+3,3,4
- f+3,3,3,4
- f+3,3,3,3,4
f+4,1
- Tailspin
- Move can be delayed 11f
- Input can be delayed 16f
- Combo from 1st CH with 6f delay
f+4,3
- Spike
- Move can be delayed 11f
- Input can be delayed 16f
- Combo from 1st CH with 9f delay
- Transition to r21 HMS with 4
f+3+4
- i30~32
- i34~36
- Spike
- Jail from 1st hit
d/f
d/f+2
- Hit vs crouch +4s
- Can evade jabs on frame 9
- Tracks right up to 18 frames sometimes
d/f+3,2,3
- Move can be delayed 10f
- Combo from 2nd CH with 7f delay
d/f+4
- Transition to r27 HMS with 3
- Transition can be delayed 2f
d/f+1+2,3
- Tailspin
- Move can be delayed 13f
- Input can be delayed 16f
- Combo from 1st hit with 7f delay
- Transition to r37 HMS with 4
- Transition input can be delayed 29f
d
d+1
- Alternate input d/b+1
- Transition to r24 with f
- Transition input can be delayed 16f
d+3
- Transition to r31 HMS with 4
- Transition input can be delayed 10f
- Transition can be delayed 8f
d+4,4
- Often notated d+4,n+4
- Connects to 4 extensions
- Input can be delayed 11f
- Move can be delayed 10f
- Combo from 1st CH with 7f delay
d+4,4:3
- cs25~45
- js45~
- Technically a cancel from d+4,4
- 3 must be input on exactly the first frame of d+4,4 i.e., frame 13, or if d+4,4 is delayed, exactly one frame after 4
- Cancel to r53 HMS with 3+4 on frames ,2~37
d+4,d+4
- Often notated D+4,4
- Input can be delayed 13f
- Move can be delayed 12f
- Combo from 1st CH with 10f delay
d+4,d+4,4
- Often notated D+4,4,4
- Input can be delayed 10f
- Move can be delayed 11f
- Combo from 2nd CH
d+4,d+4,4,4
- Often notated D+4,4,4,4
- Move can be delayed 14f
- Combo from 3rd CH with 6f delay
- Transition to r30 HMS with 3
- Transition input can be delayed 2f
d+3+4
- cs25~45
- js45~
d/b
b
b+1
b+1,1
- Combo from 1st hit
- Cancel to r24 MS with f~n on frames 1~15
- Transition to r20 HMS with 3+4
- Transition input can be delayed 11 frames
b+1:1
- Combo from 1st hit
- Cancel to r24 MS with f~n on frames 1~15
- Transition to r20 HMS with 3+4
- Transition input can be delayed 11 frames
b+2
- Transition to r20 MS with f~n
- Transition input can be delayed 5f
b+2,4
- Input can be delayed 13f
- Move can be delayed 5f
- Combo from 1st hit with 8f delay
- Transition to r37 HMS with 3+4
- Transition input can be delayed 24f
b+2,4,3
- Tailspin
- Input can be delayed 5f
- Combo from 2nd CH +62a (+45a)
b+3,3
- Combo from 1st CH
- Transition to r28 MS with f~n
- Transition input can be delayed 5f
b+4
- Spike
- Hit vs crouch +18d
- Transition to r19 HMS with 3
- Transition adds tracking if input mid startup
u/b
u
u/f
u/f+3,1
- Floor break
- Combo from 1st hit
u/f+3+4
- Transition to r32 HMS with 3+4
- Transition input can be delayed 3f
Motion input
b,B+4
- Homing
- Tailspin
- Transition to r23 HMS with 3
- Can't be buffered
f,f,F+3,4
- Alternate input wr3,4
- Floor break
- Jail from 1st hit
- Transition to r26 HMS with 3
Throw
SS
SSL 3+4
- Tailspin
- Transition to r31 HMS with 3
SSR 3+4
- Tailspin
- Transition to r37 HMS with 4
WS
ws1,4
- Combo from 1st hit
- Transition to r28 HMS with 3
ws3,3
- Jail from 1st attack
- Transition to r33 HMS with 4
- Transition input can be delayed 2f
ws3,3,d/f+3,3
- Connect to INF
- Combo from 3rd hit
- Hit vs BT +3a
ws3,3,d+3,3,3
- Connect to INF
- Combo from 4th CH
- Hit vs BT +3a
INF 3,3
- Connect to INF
- Combo from 1st hit
- Hit vs BT +3a
INF d+3,3,3
- Connect to INF
- Combo from 2nd CH
- Hit vs BT +3a
INF u+3,3,3
- Connect to INF
- Combo from 2nd hit
- Hit vs BT +3a
ws4
- Transition to r27 HMS with 3
- Transition input can be delayed 2f
FC
FC d+1
- Alternate input
- FC d/b+1
- FC d/f+1
- Transition to r24 with f
- Transition input can be delayed 16f
FC u/b+4
- Transition to r26 HMS with 3
- Transition input can be delayed 17f
FC u+4
- Transition to r26 HMS with 3
- Transition input can be delayed 17f
FC u/f+4
- Transition to r26 HMS with 3
- Transition input can be delayed 17f
FC u/f+3+4
- i46~49
- i56~58
- Alternate input
- FC u+3+4
- FC u/b+3+4
HMS
HMS b
HMS 1
- Cancel to HMS 3 with 3
- Cancel to r19 MS with f~n
HMS 1,1
- Jail from 1st attack
- Input can be delayed 6f
- Cancel to r22 MS with f~n
HMS 1,1,1
- Jail from 1st attack
- Input can be delayed 8f
- Cancel to r24 MS with f~n
HMS 1,1,1,1
- Jail from 1st attack
- Input can be delayed 8f
- Cancel to r24 MS with f~n
HMS 1,4
- Input can be delayed 10f
- Move can be delayed 9f
- Jail from 1st attack with 6f delay
- Combo from 1st hit
- Transition to r32 HMS with 3
- Transition input can be delayed 1f
HMS 3
- Homing
- Tailspin
- Hit vs BT +21a
- Hit without throw +7a (max range or from side)
HMS u/f+3
- Wall bounce
- Transition to r30 FC with D
MS
f~n
- MS lasts 22 frames
- MS is in crouching state on frames 6~19
- Can't be buffered
MS 3,4
MS 3+4
MS b,n
- Sway lasts 29 frames
- Can only be done when MS is in crouching state
- Gives access to ws moves for 4 frames
10 String
d/f+1,2
- Combo from 1st hit
- Input can be delayed 1f
d/f+1,2,2
- Combo from 1st hit
- Hit vs BT +13a (+3a)
d/f+1,2,2,1
- Jail from 3rd block
- Combo from 3rd CH
- Can't buffer attacks during recovery
d/f+1,2,2,1,3
- Combo from 4th hit
- Input can be delayed 1f
d/f+1,2,2,1,3,3
d/f+1,2,2,1,3,3,3
d/f+1,2,2,1,3,3,3,4
d/f+1,2,2,1,3,3,3,4,3
d/f+1,2,2,1,3,3,3,4,3,4
External links
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