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== Unblockable setup == | == Unblockable setup == | ||
Perform a combo with only one filler before the screw, and end it after screwing with d/f+1, then immediately press d/b+3+4 for the unblockable. This catches opponents who try any wakeup option including tech roll (left/right) into block, quick back roll into block and quick recovery. The short combo + unblockable is ~108 dmg. It is beaten by staying grounded and whiff punishing after wakeup, or techrolling+stepping into the background, or quick back roll into holding back.Ā You will get heavily whiff punished if your unblockable misses in this situation. If the opponent stays grounded, you can do u/b+4 to hit them grounded. | |||
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This is not a good setup since having to modify the combo to setup the unblockable telegraphs your intentions pretty clearly, so the opponent might defend correctly if they've seen the setup before or stay grounded because doing a non-standard ender usually indicates a setup. | |||
Video link: [https://www.youtube.com/watch?v=RrHyZz06wB4&list=PL-LE-31gu6q8G93SAFoWOrcnF6EM2Ubs6&index=13&ab_channel=BAT (jump to 2:41)] | Video link: [https://www.youtube.com/watch?v=RrHyZz06wB4&list=PL-LE-31gu6q8G93SAFoWOrcnF6EM2Ubs6&index=13&ab_channel=BAT (jump to 2:41)] |
Latest revision as of 18:35, 21 February 2022
Katarina (Tekken 7) |
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Flowcharts
- d+4 into hopkick will crush jabs
- d3 into b2 will crush jabs for a launch. b2 is a decent anti-jab string tool in general
- 1,1,2 into d/f+4 is a good CH-fishing flowchart at low levels. The follow-up d/f+4 can be stepped right by every character.
CH HAR 1 backroll catch
If opponents backroll after getting hit by CH HAR 1 > f,F+3, you can launch them with b+2 instead of the guaranteed u/b+4 or d+3+4 for more damage. The Kat player can confirm the opponent behaviour by observing if they stand up during the d+3+4. The opponent can avoid this by staying on the ground.
Unblockable setup
Perform a combo with only one filler before the screw, and end it after screwing with d/f+1, then immediately press d/b+3+4 for the unblockable. This catches opponents who try any wakeup option including tech roll (left/right) into block, quick back roll into block and quick recovery. The short combo + unblockable is ~108 dmg. It is beaten by staying grounded and whiff punishing after wakeup, or techrolling+stepping into the background, or quick back roll into holding back. You will get heavily whiff punished if your unblockable misses in this situation. If the opponent stays grounded, you can do u/b+4 to hit them grounded.
This is not a good setup since having to modify the combo to setup the unblockable telegraphs your intentions pretty clearly, so the opponent might defend correctly if they've seen the setup before or stay grounded because doing a non-standard ender usually indicates a setup.
Video link: (jump to 2:41)