Katarina combos: Difference between revisions

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(Make diagonal directional notation consistent with others)
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* b+2
* b+2
* ws2}}
* ws2}}
|rowspan="3"| > df+1 > 4,4,4,F > HAR df+2,3 S! > dash > d+2,F > HAR 4
|rowspan="3"| > df+1 > 4,4,4,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4
| 67
| 67
|
|
Line 35: Line 35:
|-
|-
| f,F+2,4
| f,F+2,4
| > f+4 > HAR 1 > 4,4,4,F > HAR 4
| > f+4 > HAR.1 > 4,4,4,F > HAR.4
| 54
| 54
|
|
|-
|-
| CH 4,4,4
| CH 4,4,4
| > d+2,F > HAR df+2,3 S! > dash > d+2,F > HAR 4
| > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4
| 63
| 63
|-
|-
| CH 4,4,4,F
| CH 4,4,4,F
| > HAR 1 > b+1,F > HAR df+2,3 S! > dash > d+2,F > HAR 4
| > HAR.1 > b+1,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4
| 63
| 63
|}
|}
Line 52: Line 52:
{{Combolist|columns=9em|
{{Combolist|columns=9em|


; CH HAR 1
; CH HAR.1
: f,F+3 > ub+4
: f,F+3 > ub+4
: f,F+3 > dash > d+3+4 <ref group="m">d+3+4 does not connect on Jack and Bears, and is unreliable against Miguel. Alisa can evade it with her special getup.</ref>
: f,F+3 > dash > d+3+4 <ref group="m">d+3+4 does not connect on Jack and Bears, and is unreliable against Miguel. Alisa can evade it with her special getup.</ref>


; CH HAR df+3
; CH HAR.df+3
: ub+4
: ub+4
: df+1 > 3,3,3,3,3 <ref group="m" name="wall-only">only at the wall</ref>
: df+1 > 3,3,3,3,3 <ref group="m" name="wall-only">only at the wall</ref>
Line 63: Line 63:
: ws4 > 3,3,3,3,3 <ref group="m" name="wall-only" />
: ws4 > 3,3,3,3,3 <ref group="m" name="wall-only" />
; CH df+3+4
; CH df+3+4
; HAR 3
; HAR.3
: dash > d+3+4
: dash > d+3+4
: ub+4
: ub+4
Line 70: Line 70:
; CH 4
; CH 4
; f,F+3
; f,F+3
; HAR uf+3
; HAR.uf+3
; uf+3+4 <ref group="m">requires a dash into ub+4 with slightly strict timing</ref>
; uf+3+4 <ref group="m">requires a dash into ub+4 with slightly strict timing</ref>
; 1,1,3
; 1,1,3
Line 98: Line 98:
|-
|-
| uf+4,4
| uf+4,4
| > dash > 4 > d+2,F,DB > ws4 > d+2,F > HAR df+2,3 S! > dash > d+2,F > HAR 4
| > dash > 4 > d+2,F,DB > ws4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4
| 72
| 72
| style="text-align:left;" | does not work on bears
| style="text-align:left;" | does not work on bears
|-
|-
|rowspan="2"| ws2
|rowspan="2"| ws2
| > df+1 > d+2,F,DB > ws4 > d+2,F > HAR df+2,3 S! > dash > d+2,F > HAR 4
| > df+1 > d+2,F,DB > ws4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4
| 70
| 70
|
|
|-
|-
| > dash > 4 > d+2,F > ws4 > d+2,F > HAR df+2,3 S! > dash > d+2,F > HAR 4
| > dash > 4 > d+2,F > ws4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4
| 72
| 72
| the dash is not visible, but is necessary for the 4 to connect
| the dash is not visible, but is necessary for the 4 to connect
Line 114: Line 114:
* CH df+4
* CH df+4
* CH d+2}}
* CH d+2}}
| > 4 > d+2,F,DB > ws4 > d+2,F > HAR df+2,3 S! > dash > d+2,F > HAR 4
| > 4 > d+2,F,DB > ws4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4
| 72
| 72
| style="text-align:left;" | does not work on bears
| style="text-align:left;" | does not work on bears
|-
|-
| CH f,F+3
| CH f,F+3
| > 4 > d+2,F,DB > ws4 > d+2,F > HAR df+2,3 S! > dash > d+2,F > HAR 4
| > 4 > d+2,F,DB > ws4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4
| 76
| 76
| style="text-align:left;" | does not work on bears
| style="text-align:left;" | does not work on bears
|-
|-
| CH 1,1,2
| CH 1,1,2
| > d+2,F,DB > ws4 > df+1 > d+2,F > HAR df+2,3 S! > dash > d+2,F > HAR 4
| > d+2,F,DB > ws4 > df+1 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4
| 70
| 70
| style="text-align:left;" | combo template is consistent across all body types and almost all launchers (except CH f+3)
| style="text-align:left;" | combo template is consistent across all body types and almost all launchers (except CH f+3)
|-
|-
| CH f+3
| CH f+3
| > df+1 > d+2,F,DB > ws4 > d+2,F > HAR df+2,3 S! > dash > d+2,F > HAR 4
| > df+1 > d+2,F,DB > ws4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4
| 77
| 77
|
|
|-
|-
| b+2
| b+2
| > 4 > d+2,F,DB > ws4 > d+2,F > HAR df+2,3 S! > dash > d+2,F > HAR 4
| > 4 > d+2,F,DB > ws4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4
| 72
| 72
| style="text-align:left;" | does not work on bears
| style="text-align:left;" | does not work on bears
Line 141: Line 141:
* uf+3
* uf+3
* db+4}}
* db+4}}
| > 4 > d+2,F,DB > ws4 > d+2,F > HAR df+2,3 S! > dash > d+2,F > HAR 4
| > 4 > d+2,F,DB > ws4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4
| 79
| 79
| style="text-align:left;" | max damage; does not work on bears
| style="text-align:left;" | max damage; does not work on bears
|-
|-
|rowspan="2"| f,F+2,4
|rowspan="2"| f,F+2,4
| > dash > d+2,F > HAR 1 > 4,4,4,F > HAR df+3
| > dash > d+2,F > HAR.1 > 4,4,4,F > HAR.df+3
| 58
| 58
| style="text-align:left;" | max damage
| style="text-align:left;" | max damage
|-
|-
| > dash > 4 > b+1,F,DB > ws4 > d+2,F > HAR 4
| > dash > 4 > b+1,F,DB > ws4 > d+2,F > HAR.4
| 57
| 57
| max wall carry
| max wall carry
|-
|-
|rowspan="2"| CH 4
|rowspan="2"| CH 4
| > f,F+2 > df+1 > d+2,F > HAR df+2,3 S! > dash > d+2,F > HAR 4
| > f,F+2 > df+1 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4
| 63
| 63
| ย 
| ย 
|-
|-
| > f,F+4 S! > dash > df+1 > d+2,F > HAR 1 > b+1,F > HAR 4
| > f,F+4 S! > dash > df+1 > d+2,F > HAR.1 > b+1,F > HAR.4
| 65
| 65
| magic 4 must be from point-blank range
| magic 4 must be from point-blank range
|-
|-
| CH 4,4
| CH 4,4
| > df+1 > 4,4,4,F > HAR df+2,3 S! > dash > d+2,F > HAR 4
| > df+1 > 4,4,4,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4
| 70
| 70
|-
|-
| CH 4,4,4
| CH 4,4,4
| > d+2,F > HAR 1 > b+1,F > HAR df+2,3 S! > dash > d+2,F > HAR 4
| > d+2,F > HAR.1 > b+1,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4
| 69
| 69
|-
|-
| CH 4,4,4,F
| CH 4,4,4,F
| > DB > ws4 > d+2,F > HAR df+2,3 S! > dash > d+2,F > HAR 4
| > DB > ws4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4
| 67
| 67
|-
|-
| low parry
| low parry
| > dash > 4 > d+2,F,DB > ws4 > d+2,F > HAR df+2,3 S! > dash > d+2,F > HAR 4
| > dash > 4 > d+2,F,DB > ws4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4
| 52
| 52
| style="text-align:left;" | does not work on bears, use ws4 for pickup instead (51 dmg)
| style="text-align:left;" | does not work on bears, use ws4 for pickup instead (51 dmg)
Line 191: Line 191:
: [26] 1 > df+1 > 3,3,3,3,3
: [26] 1 > df+1 > 3,3,3,3,3
: [30] f,F+3 > ub+4 <ref group="w">tricky timing; does not work on reverse splats; inconsistent off-axis</ref>
: [30] f,F+3 > ub+4 <ref group="w">tricky timing; does not work on reverse splats; inconsistent off-axis</ref>
: [45] b+1,F > R! HAR 1+2 <ref group="w">works off of lower splats than df+1,1</ref>
: [45] b+1,F > R! HAR.1+2 <ref group="w">works off of lower splats than df+1,1</ref>
: [47] df+1,1,F > R! HAR 1+2 <ref group="w">works off of normal splats</ref>
: [47] df+1,1,F > R! HAR.1+2 <ref group="w">works off of normal splats</ref>


; vs. King, Armor King, Bears, Gigas, Jack-7, Bob, Marduk
; vs. King, Armor King, Bears, Gigas, Jack-7, Bob, Marduk
Line 205: Line 205:


* b+4, 3+4
* b+4, 3+4
* HAR 2
* HAR.2
* uf+3+4
* uf+3+4


Line 212: Line 212:
== Off-axis ==
== 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.
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 ==
== Back-turned opponent ==


uf+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 df+1+2 for 63 dmg. Another consistent BT option is 1,1,2 > 3,4 for 63 dmg into a KND on all characters except Xiaoyu, who can evade the 3,4 by holding db.
uf+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.df+1+2 for 63 dmg. Another consistent BT option is 1,1,2 > 3,4 for 63 dmg into a KND on all characters except Xiaoyu, who can evade the 3,4 by holding db.


== Character-specific ==
== Character-specific ==
Line 222: Line 222:
{{Combolist|columns=none|
{{Combolist|columns=none|
; Bears
; Bears
: [every launcher except b+2, CH f+3] > d+2,F,DB > ws4 > df+1 > d+2,F > df+2,3 S! > dash > d+2,F > HAR 4
: [every launcher except b+2, CH f+3] > d+2,F,DB > ws4 > df+1 > d+2,F > df+2,3 S! > dash > d+2,F > HAR.4
: [b+2, CH f+3] > df+1 > d+2,F,DB > ws4 > d+2,F > df+2,3 S! > dash > d+2,F > HAR 4
: [b+2, CH f+3] > df+1 > d+2,F,DB > ws4 > d+2,F > df+2,3 S! > dash > d+2,F > HAR.4
}}
}}


Line 239: Line 239:
|-
|-
| uf+4,4
| uf+4,4
| > d+2 > 4 > d+2,F > HAR 1 > b+1,F > HAR df+2,3 S! > dash > d+2,F > HAR 4
| > d+2 > 4 > d+2,F > HAR.1 > b+1,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4
| 74
| 74
| post-screw dash has tight timing
| post-screw dash has tight timing
|-
|-
| f,F+2,4
| f,F+2,4
| > dash > d+2,F > HAR 1 > 4,4,4,F > HAR df+3
| > dash > d+2,F > HAR.1 > 4,4,4,F > HAR.df+3
| 58
| 58
| final HAR df+3 has to be done without any delay
| final HAR.df+3 has to be done without any delay
|-
|-
| CH 4
| CH 4
| > f,F+2 > df+1 > d+2,F > HAR 1 > b+1,F > HAR df+2,3 S! > dash > d+2,F > HAR 4
| > f,F+2 > df+1 > d+2,F > HAR.1 > b+1,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4
| 69
| 69
| do a deep HAR dash before screwing with HAR df+2,3, otherwise the 3 will whiff
| do a deep HAR.dash before screwing with HAR.df+2,3, otherwise the 3 will whiff
|}
|}


Line 263: Line 263:
|-
|-
| CH df+4
| CH df+4
| > 1+3+4 > d+3,4 > b+1,F > HAR 1 > b+1,F > HAR df+2,3 S! > dash > d+2,F > HAR 4
| > 1+3+4 > d+3,4 > b+1,F > HAR.1 > b+1,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4
| 69
| 69
| [https://www.youtube.com/watch?v=LjWqUOS9S3c&ab_channel=TeamKat video demonstration]
| [https://www.youtube.com/watch?v=LjWqUOS9S3c&ab_channel=TeamKat video demonstration]

Revision as of 17:19, 20 May 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 ยง Staples.

Launcher(s) Combo Damage Notes
  • uf+4,4
  • CH df+4
  • CH b+4
  • CH d+2
  • CH 1,1,2
  • b+2
  • ws2
> df+1 > 4,4,4,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 67
  • uf+3
  • db+4
  • CH f+3
74
low parry 47
f,F+2,4 > f+4 > HAR.1 > 4,4,4,F > HAR.4 54
CH 4,4,4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 63
CH 4,4,4,F > HAR.1 > b+1,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 63

Mini-combos


CH HAR.1
f,F+3 > ub+4
f,F+3 > dash > d+3+4 [m 1]
CH HAR.df+3
ub+4
df+1 > 3,3,3,3,3 [m 2]
CH FC df+4
ub+4
ws4 > 3,3,3,3,3 [m 2]
CH df+3+4
HAR.3
dash > d+3+4
ub+4
CH 1,1,1
CH 4
f,F+3
HAR.uf+3
uf+3+4 [m 3]
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 4]
2+4 [m 5]
db+3 [m 2]
df+3,3 [m 2]
ub+4
  1. โ†‘ d+3+4 does not connect on Jack and Bears, and is unreliable against Miguel. Alisa can evade it with her special getup.
  2. โ†‘ 2.0 2.1 2.2 2.3 only at the wall
  3. โ†‘ requires a dash into ub+4 with slightly strict timing
  4. โ†‘ unless the opponent holds back on wake-up
  5. โ†‘ unless the opponent holds back on wake-up; inconsistent

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
uf+4,4 > dash > 4 > d+2,F,DB > ws4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 72 does not work on bears
ws2 > df+1 > d+2,F,DB > ws4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 70
> dash > 4 > d+2,F > ws4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 72 the dash is not visible, but is necessary for the 4 to connect
  • CH df+4
  • CH d+2
> 4 > d+2,F,DB > ws4 > d+2,F > HAR.df+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.df+2,3 S! > dash > d+2,F > HAR.4 76 does not work on bears
CH 1,1,2 > d+2,F,DB > ws4 > df+1 > d+2,F > HAR.df+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 > df+1 > d+2,F,DB > ws4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 77
b+2 > 4 > d+2,F,DB > ws4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 72 does not work on bears
  • uf+3
  • db+4
> 4 > d+2,F,DB > ws4 > d+2,F > HAR.df+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.df+3 58 max damage
> dash > 4 > b+1,F,DB > ws4 > d+2,F > HAR.4 57 max wall carry
CH 4 > f,F+2 > df+1 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 63
> f,F+4 S! > dash > df+1 > d+2,F > HAR.1 > b+1,F > HAR.4 65 magic 4 must be from point-blank range
CH 4,4 > df+1 > 4,4,4,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 70
CH 4,4,4 > d+2,F > HAR.1 > b+1,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 69
CH 4,4,4,F > DB > ws4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 67
low parry > dash > 4 > d+2,F,DB > ws4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 52 does not work on bears, use ws4 for pickup instead (51 dmg)

Wall

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


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

Floor Break

Katarina's floor break tools are -

  • b+4, 3+4
  • HAR.2
  • uf+3+4

Upon a floor break at the wall, use 4 to re-wall splat into a wall combo.

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

uf+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.df+1+2 for 63 dmg. Another consistent BT option is 1,1,2 > 3,4 for 63 dmg into a KND on all characters except Xiaoyu, who can evade the 3,4 by holding db.

Character-specific

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

Extras

Extra combos are juggles that are:

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

Max Damage

Launcher(s) Combo Damage Notes
uf+4,4 > d+2 > 4 > d+2,F > HAR.1 > b+1,F > HAR.df+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.df+3 58 final HAR.df+3 has to be done without any delay
CH 4 > f,F+2 > df+1 > d+2,F > HAR.1 > b+1,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 69 do a deep HAR.dash before screwing with HAR.df+2,3, otherwise the 3 will whiff

BM

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

Tools

Pickup

Filler

Screw

Ender

External links