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== Basic Counterplay Gameplan == | == Basic Counterplay Gameplan == | ||
Katarina gets her big combo damage from ''your'' mistakes. If you press at the wrong frames, you will get CH-launched. If you whiff, you will get whiff-punished. The solution is to simply play patiently and turtle. Pressing according to frames will eliminate the possibility of getting CH-launched via frame traps and will force Katarina to try CH-fishing from neutral. She loses her turn after a failed CH attempt (e.g., after d/f+4), so this will allow you to run your own mixups. Playing patiently will also reduce the chances of Katarina sidestepping your moves into a whiff-punish. Reducing your own mistakes will force Katarina to poke you (to induce mistakes) or resort to HAR/FC mixups or risky lows to get damage. | |||
Her poking lows are low damage and don't allow her to continue pressure, so you can afford to eat more lows than you think. A lot of her moves are linear or weak to SSR, so step right often when she's poking you down. React to and block her heavy lows for a full launch punish. Backdash out of range 1 to force her to approach to start her poking game and keep her out. Her approach tools are all linear (WR3, f,F+3) or risky (manual HAR). | |||
If she's unable to generate mistakes with pokes and movement, and unable to get enough damage from her poking, she will have to resort to HAR or FC mixups for raw damage. SSR duck beats nearly every option from HAR if she transitions into HAR through a blocked move. SWR against her FC mixups, but remember that ws3,3,3,3,3 might clip you after the first 3 hits. | |||
== 4,4,4 and 4,4,4~f == | == 4,4,4 and 4,4,4~f == |
Revision as of 17:53, 13 February 2022
Katarina (Tekken 7) |
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This page is intended to document general strategies and counterplay against Katarina which can be adopted by any character. For more specific match-up tips, visit the Katarina page on your character's match-up list.
Basic Counterplay Gameplan
Katarina gets her big combo damage from your mistakes. If you press at the wrong frames, you will get CH-launched. If you whiff, you will get whiff-punished. The solution is to simply play patiently and turtle. Pressing according to frames will eliminate the possibility of getting CH-launched via frame traps and will force Katarina to try CH-fishing from neutral. She loses her turn after a failed CH attempt (e.g., after d/f+4), so this will allow you to run your own mixups. Playing patiently will also reduce the chances of Katarina sidestepping your moves into a whiff-punish. Reducing your own mistakes will force Katarina to poke you (to induce mistakes) or resort to HAR/FC mixups or risky lows to get damage.
Her poking lows are low damage and don't allow her to continue pressure, so you can afford to eat more lows than you think. A lot of her moves are linear or weak to SSR, so step right often when she's poking you down. React to and block her heavy lows for a full launch punish. Backdash out of range 1 to force her to approach to start her poking game and keep her out. Her approach tools are all linear (WR3, f,F+3) or risky (manual HAR).
If she's unable to generate mistakes with pokes and movement, and unable to get enough damage from her poking, she will have to resort to HAR or FC mixups for raw damage. SSR duck beats nearly every option from HAR if she transitions into HAR through a blocked move. SWR against her FC mixups, but remember that ws3,3,3,3,3 might clip you after the first 3 hits.
4,4,4 and 4,4,4~f
4,4,4 is on of Katarina's best counterhit tools and can be easily abused if the opponent does not know what options they have against it and its followups. 4,4,4 on its own is punishable at -10, but can transition to Harrier stance by holding forward, so most characters will not have any guaranteed punish as HAR 1 is a high crushing counterhit move. This section details the common options that can be used to shut down the mixup.
Side Step Right
SSR after 4,4,4 on block will evade all options from Harrier, allowing a punish if any Harrier moves are used, but gives up the option to punish 4,4,4.
Jab Strings
Jabs are the best way to punish 4,4,4 on its own, but run the risk of being counterhit by HAR 1. A single jab will be high crushed and punished by HAR 1, and committing to a jab string will get counterhit for a guaranteed f,f+3 into ub+4 followup. Jabs will beat all options that are not HAR 1.
Counterhit Highs
A single high with counterhit properties that is i12 or faster such as a magic 4 or King b+1 has very high potential reward with relatively little risk. It will not punish 4,4,4 on its own, but will counterhit all Harrier options except HAR 1, which will only connect as a normal hit, not counterhit.
Generic d+1
A generic down jab comes out at 10 frames so will punish 4,4,4 and also high crushes HAR 1. This will beat everything except HAR 3, HAR uf+3 and HAR df+3, which will low crush and punish the d+1.
12 frame mid
Characters that have an i12 mid move, such as Feng (b+4) or Alisa (df+4) can use this to prevent all Harrier options. This will not punish 4,4,4 on its own but will hit all options from the Harrier transition.