Katarina combos: Difference between revisions

From Wavu Wiki, the 🌊 wavy Tekken wiki
Line 100: Line 100:
| > dash > 4 > d+2,F > ws4 > d+2,F > HAR d/f+2,3 S! > dash > d+2,F > HAR 4
| > dash > 4 > d+2,F > ws4 > d+2,F > HAR d/f+2,3 S! > dash > d+2,F > HAR 4
| 72
| 72
|  
| the dash is not visible, but is necessary for the 4 to connect
|-
|-
| {{Plainlist|
| {{Plainlist|

Revision as of 14:39, 13 February 2022

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 § Staples.

Launcher(s) Combo Damage Notes
  • u/f+4,4
  • CH d/f+4
  • CH b+4
  • CH d+2
  • CH 1,1,2
  • b+2
  • ws2
> d/f+1 > 4,4,4,F > HAR d/f+2,3 S! > dash > d+2,F > HAR 4 67
  • u/f+3
  • d/b+4
  • CH f+3
74
f,F+2,4 > f+4 > HAR 1 > 4,4,4,F > HAR 4 54
CH 4,4,4 > d+2,F > HAR d/f+2,3 S! > dash > d+2,F > HAR 4 63
CH 4,4,4,F > HAR 1 > b+1,F > HAR d/f+2,3 S! > dash > d+2,F > HAR 4 63

Mini-combos


CH HAR 1
f,F+3 > u/b+4
f,F+3 > dash > d+3+4 [m 1]
CH HAR d/f+3
CH FC d/f+4
CH d/f+3+4
HAR 3
dash > d+3+4
u/b+4
CH 1,1,1
f,F+3
HAR u/f+3
u/f+3+4 [m 2]
1,1,3
f+1+2
b+4, 1+2
CH d+1
CH d+3,4
CH 3,3,3,3,3
1+3 [m 3]
2+4 [m 4]
d/b+3 [m 5]
d/f+3,3 [m 6]
u/b+4
  1. d+3+4 does not connect on Jack and Bears
  2. requires a dash into u/b+4 with slightly strict timing
  3. unless the opponent holds back on wake-up
  4. unless the opponent holds back on wake-up; inconsistent
  5. only at the wall
  6. only at the wall

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
Launcher(s) Combo Damage Notes
u/f+4,4 > dash > 4 > d+2,F,DB > ws4 > d+2,F > HAR d/f+2,3 S! > dash > d+2,F > HAR 4 72 does not work on bears
ws2 > d/f+1 > d+2,F,DB > ws4 > d+2,F > HAR d/f+2,3 S! > dash > d+2,F > HAR 4 70
> dash > 4 > d+2,F > ws4 > d+2,F > HAR d/f+2,3 S! > dash > d+2,F > HAR 4 72 the dash is not visible, but is necessary for the 4 to connect
  • CH d/f+4
  • CH d+2
> 4 > d+2,F,DB > ws4 > d+2,F > HAR d/f+2,3 S! > dash > d+2,F > HAR 4 72 does not work on bears
CH f,F+3 > 4 > d+2,F,DB > ws4 > d+2,F > HAR d/f+2,3 S! > dash > d+2,F > HAR 4 76 does not work on bears
CH 1,1,2 > d+2,F,DB > ws4 > d/f+1 > d+2,F > HAR d/f+2,3 S! > dash > d+2,F > HAR 4 70 combo template is consistent across all body types and almost all launchers (except CH f+3)
CH f+3 > d/f+1 > d+2,F,DB > ws4 > d+2,F > HAR d/f+2,3 S! > dash > d+2,F > HAR 4 77
b+2 > 4 > d+2,F,DB > ws4 > d+2,F > HAR d/f+2,3 S! > dash > d+2,F > HAR 4 72 does not work on bears
  • u/f+3
  • d/b+4
> 4 > d+2,F,DB > ws4 > d+2,F > HAR d/f+2,3 S! > dash > d+2,F > HAR 4 79 max damage; does not work on bears
f,F+2,4 > dash > d+2,F > HAR 1 > 4,4,4,F > HAR d/f+3 58 max damage
> dash > 4 > b+1,F,DB > ws4 > d+2,F > HAR 4 max wall carry
CH 4 > f,F+2 > d/f+1 > d+2,F > HAR d/f+2,3 S! > dash > d+2,F > HAR 4 63
> f,F+4 S! > dash > d/f+1 > d+2,F > HAR 1 > b+1,F > HAR 4 65 magic 4 must be from point-blank range
CH 4,4 > d/f+1 > 4,4,4,F > HAR d/f+2,3 S! > dash > d+2,F > HAR 4 70
CH 4,4,4 > d+2,F > HAR 1 > b+1,F > HAR d/f+2,3 S! > dash > d+2,F > HAR 4 69
CH 4,4,4,F > DB > ws4 > d+2,F > HAR d/f+2,3 S! > dash > d+2,F > HAR 4 67

Wall

Damage values are with max juggle scaling, without rage, and no breaks.


Regular splat
[24] d/f+1 > 3,3,3,3,3 [w 1]
[26] 1 > d/f+1 > 3,3,3,3,3
[30] f,F+3 > u/b+4 [w 2]
[45] b+1,F > R! HAR 1+2 [w 3]
[47] d/f+1,1,F > R! HAR 1+2 [w 4]
vs. King, Armor King, Bears, Gigas, Jack-7, Bob, Marduk
[29] d/f+1 > 4 > 3,3,3,3,3
  1. works off of awkward splats
  2. tricky timing; does not work on reverse splats; inconsistent off-axis
  3. works off of lower splats than d/f+1,1
  4. works off of normal splats

Floor Break

Off-axis

Kat's combos are very unstable on off-axis opponents. It is recommended to quickly step to re-align if possible before picking up from a launcher (e.g., after a SSL hopkick whiff punish, quickly do a SSR before d+2). Otherwise, use f,F+4 to immediately screw, then do d+2,F > HAR 1 > b+1,F > HAR 4.

Back-turned opponent

u/f+4,4 > d+2 > d+2 will flip the opponent the right way up to continue the combo. A better option is to simply do b+1,F > HAR d/f+1+2 for 63 dmg. A guaranteed BT option is 1,1,2 > 3,3,3,3,3.

Character-specific

Bears
[every launcher except b+2, CH f+3] > d+2,F,DB > ws4 > d/f+1 > d+2,F > d/f+2,3 S! > dash > d+2,F > HAR 4
[b+2, CH f+3] > d/f+1 > d+2,F,DB > ws4 > d+2,F > d/f+2,3 S! > dash > d+2,F > HAR 4

Extras

Extra combos are juggles that are:

  • Strictly worse than one of the § Staples; or
  • Too inconsistent to be a staple; or
  • Joke combos for style points.

Max Damage

Launcher(s) Combo Damage Notes
u/f+4,4 > d+2 > 4 > d+2,F > HAR 1 > b+1,F > HAR d/f+2,3 S! > dash > d+2,F > HAR 4 74 post-screw dash has tight timing
f,F+2,4 > dash > d+2,F > HAR 1 > 4,4,4,F > HAR d/f+3 58 final HAR d/f+3 has to be done without any delay
CH 4 > f,F+2 > d/f+1 > d+2,F > HAR 1 > b+1,F > HAR d/f+2,3 S! > dash > d+2,F > HAR 4 69 do a deep HAR dash before screwing with HAR d/f+2,3, otherwise the 3 will whiff

BM

Launcher(s) Combo Damage Notes
CH d/f+4 > 1+3+4 > d+3,4 > b+1,F > HAR 1 > b+1,F > HAR d/f+2,3 S! > dash > d+2,F > HAR 4 69 video demonstration

Tools

External links