(Add post HAR 4 oki notes) |
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|Notes | |Notes | ||
|- | |- | ||
|HAR d/f+3 | | HAR d/f+3 | ||
|20 dmg, +5 | | 20 dmg, +5 | ||
|-12, ~17 dmg | | -12, ~17 dmg | ||
|quick roll left/right into duck, wake-up into duck, spring kick, kip up | | quick roll left/right into duck, wake-up into duck, spring kick, kip up | ||
|if the opponent stays on the ground, will push them away allowing them to get up safely | | if the opponent stays on the ground, will push them away allowing them to get up safely | ||
|- | |- | ||
|delayed HAR 4 | | delayed HAR 4 | ||
|27 dmg, resets the oki situation | | 27 dmg, resets the oki situation | ||
|-9 | | -9 | ||
|any other wakeup option other than ducking, spring kick, kip up | | any other wakeup option other than ducking, spring kick, kip up | ||
|delay needs to be somewhat precise to prevent opponent from blocking both options | | delay needs to be somewhat precise to prevent opponent from blocking both options | ||
|- | |- | ||
|HAR cancel | | HAR cancel | ||
|none if opponent does nothing, punish or launch if opponent does spring kick or kip up | | none if opponent does nothing, punish or launch if opponent does spring kick or kip up | ||
|none | | none | ||
|don't do spring kick or kip up | | don't do spring kick or kip up | ||
|since spring kick and kip up beat the previous options, if the opponent is sufficiently conditioned, they can be baited to do this for a full launch or heavy punish | | since spring kick and kip up beat the previous options, if the opponent is sufficiently conditioned, they can be baited to do this for a full launch or heavy punish | ||
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Revision as of 22:56, 18 March 2021
Katarina (Tekken 7) |
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This page is intended to document specialized/advanced Katarina techniques.
3-string Hit-confirm
Katarina's 3-string can be hit-confirmed after the first 2 hits. This means you have access to a safe, i14 mid-poke with good range and good damage (38).
Confirming after 3,3,3
This confirm is easier to do. Even if not confirmed, it is only -10 and can additionally be cancelled into HAR to evade a potential i10 punish (potentially netting a HAR 1 CH for 50 dmg).
Confirming after 3,3
The best way to hit-confirm the 3-string after two hits is to use the theme from Terminator 2: Judgement Day as a reference. You have enough time between the 2nd and 3rd beats to confirm a hit. You can do this by looking at the health bar (to check for decrease) or by looking for the hit sparks.
Instant FC d/f+4
If you input d/f+4 as d/f and press 4 exactly one frame later, when ducking certain highs, you will get an instant FC d/f+4.
Post HAR 4 ender oki
After ending combos with HAR 4, you can enter HAR manually immediately after to get an oki mixup between HAR d/f+3, delayed HAR 4 and HAR cancel into nothing.
Option | Reward | Risk | Defence | Notes |
HAR d/f+3 | 20 dmg, +5 | -12, ~17 dmg | quick roll left/right into duck, wake-up into duck, spring kick, kip up | if the opponent stays on the ground, will push them away allowing them to get up safely |
delayed HAR 4 | 27 dmg, resets the oki situation | -9 | any other wakeup option other than ducking, spring kick, kip up | delay needs to be somewhat precise to prevent opponent from blocking both options |
HAR cancel | none if opponent does nothing, punish or launch if opponent does spring kick or kip up | none | don't do spring kick or kip up | since spring kick and kip up beat the previous options, if the opponent is sufficiently conditioned, they can be baited to do this for a full launch or heavy punish |