Katarina movelist: Difference between revisions

From Wavu Wiki, the ๐ŸŒŠ wavy Tekken wiki
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|input=f+3
|input=f+3
|targetLead=
|targetLead=
|target=
|target=m
|damageLead=
|damageLead=
|damage=
|damage=23
|range=
|range=
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|startupRoot=
|startupRoot=
|startup=
|startup=i24
|recv=
|recv=
|block=
|block=+1c
|hit=
|hit=+5c
|ch=
|ch=[[Katarina combos#Staples|KND]]
|notes=
|notes=
}}
}}
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|input=f+1+2
|input=f+1+2
|targetLead=
|targetLead=
|target=
|target=h
|damageLead=
|damageLead=
|damage=
|damage=20
|range=
|range=
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|startupRoot=
|startupRoot=
|startup=
|startup=i23
|recv=
|recv=
|block=
|block=+1c
|hit=
|hit=[[Katarina combos#Mini-combos|KND]]
|ch=
|ch=[[Katarina combos#Mini-combos|KND]]
|notes=
|notes=
}}
}}
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|input=f+3+4
|input=f+3+4
|targetLead=
|targetLead=
|target=
|target=m
|damageLead=
|damageLead=
|damage=
|damage=23
|range=
|range=
|tracksLeft=
|tracksLeft=
|tracksRight=
|tracksRight=
|startupRoot=
|startupRoot=
|startup=
|startup=i24
|recv=
|recv=
|block=
|crush=pc8~24
|hit=
|block=-13
|ch=
|hit=KND
|notes=
|ch=KND
|notes={{Plainlist|
* Wall break
}}
}}
}}



Revision as of 22:47, 5 August 2022

Rage

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Rage Art

R.3+4

m
55-82
-22
i20
pc8~19
Damage increases with lower health
Rage Drive

R.HAR.1+2

m
55
+5
Throw (KND)
i15~16
  • Breaks floor
  • Unscaled damage against wall
  • Use mostly as wall combo ender
  • Situational use for plus frames from raw HAR

n

Jab

1

h
7
+1
+8
i10
Double Slap

1,1

h,​h
7,​10
-2
+4
i10
,i12
  • Combo from 1st NH
  • jails

1,​1,F

h,​h,​sp
7,​10,​
-1
+5
i10
Wing Punch Combo

1,​1,1

h,​h,​m
7,​10,​23
-5
-1
i10
  • Combo from 2nd CH
  • Discourages ducking against 1,1,2
Rush Punch Combo

1,​1,2

h,​h,​h
7,​10,​17
+7
+9
i10
Albatross Punch Combo

1,​1,3

h,​h,​m
7,​10,​20
0c
i10
,js??~
  • Can be stepped right
Goose Punch Combo

1,​1,4

h,​h,​m
7,​10,​21
-19
i10
  • Use only as hard read against ducking
Wing Slap Combo

1,2

h,​h
7,​10
-3
+3
+3
i10
  • Combo from 1st NH
  • No benefit to this over 1,1 other than being the 10-hit combo starter
Needle Kick Combo

1,4

h,​l
7,​10
-12
+1
+1
i10
  • Combo from 1st NH
  • excellent poke to use against stand blocking, follow-up df1 cannot be stepped
Feather Fury (1)

2

h
10
-3
+8
+8
i12
useful "long-range jab", difficult to use for mental frame advantage due to speed
Feather Fury

2,2

h,​h
10,​20
-12
+10Sp
+10Sp
i12
  • Combo from 1st NH
  • Tailspin
  • 12f punisher
Crane Kick Combo (1)

3

m
9
-5
+6
+6
i14
easily gets evaded by low-profile moves
Crane Kick Combo (2)

3,3

m,​m
9,​4
-9
+2
+2
i14
full string can be hit-confirmed from this point
Crane Kick Combo (3)

3,​3,3

m,​m,​m
9,​4,​4
-10
+1
+1
i14
Crane Kick Combo (3) to Harrier

3,​3,​3,F

m,​m,​m,​sp
9,​9,​4,​0
-1
+10
+10
i14
Crane Kick Combo (4)

3,​3,​3,3

m,​m,​m,​m
9,​4,​4,​4
-11
+0
+0
i14
Crane Kick Combo

3,​3,​3,​3,3

m,​m,​m,​m,​m
9,​4,​4,​4,​17
-14
+1c
i14
Wild Canary

3,4

m,​h
9,​20
-8
KND
i14
  • Tailspin
High Kick

4

h
17
-12
+8
i11
Nimble Cutter (2)

4,4

h,​m
17,​15
-10
+4
+4
i11
Nimble Cutter (3)

4,​4,4

h,​m,​h
17,​15,​10
-10
+4
+4
i11
Nimble Cutter (3) to Harrier

4,​4,​4,F

h,​m,​h,​sp
17,​15,​10,​0
-1
+8
+8
i11
Nimble Cutter (4)

4,​4,​4,4

h,​m,​h,​h
17,​15,​10,​21
-6
+5
+5
i11
Nimble Cutter

4,​4,​4,​4,4

h,​m,​h,​h,​m
17,​15,​10,​21,​25
-9
KND
KND
i11

f

Heel Hook

f+3

m
23
+1c
+5c
i24
Drumming

f+1+2

h
20
+1c
i23
Fledgeling Foot

f+3+4

m
23
-13
KND
KND
i24
pc8~24
  • Wall break

df

Peck

df+1

Peck and Slap

df+1,1

Peck and Slap to Harrier

df+1,​1,F

Nest Crasher (1)

df+2

Nest Crasher

df+2,2

Nest Wrecker

df+2,4

Wagtail (1)

df+3

Wagtail

df+3,3

Wagtail to Cancel

df+3,​3,D

Greater Rhea

df+4

Tucano Tail

df+3+4

d

Feather Chop

d+1

Paineira

d+2

Paineira to Harrier

d+2,F

Tarsus Body Blow (1)

d+3

Tarsus Body Blow

d+3,3

Tarsus Neck Blow

d+3,4

Crouch Shin Kick

d+4

db

Crouch Jab

db+1

Crouch Straight

db+2

Sliding Kick

db+3

Slipping Tail

db+4

Eclipse Plumage

db+3+4

b

Inside Peck

b+1

Inside Peck to Harrier

b+1,F

Peck Upper

b+1,1

Piercing Peck

b+1,2

Vulture Claw

b+2

Cuckoo Thrust

b+3

Woodpecker (1)

b+4

Woodpecker

b+4,1+2

Peacock

b+4,3+4

Fractured Flock

b+3+4

ub

Jumping Knuckle

ub+1

Hook

ub+2

Flying Bird

ub+3

Lower Axis

ub+4

u

Jumping Knuckle

u+1

Hook

u+2

Flying Bird

u+3

Wing Cutter (1)

u+4

uf

Jumping Knuckle

uf+1

Hook

uf+2

Flying Bird

uf+3

Wing Cutter (1)

uf+4

Wing Cutter (2)

uf+4,4

Wing Cutter (3)

uf+4,​4,4

Wing Cutter (4)

uf+4,​4,​4,4

Wing Cutter (4) to Harrier

uf+4,​4,​4,​4,F

Wing Cutter (5)

uf+4,​4,​4,​4,4

Wing Cutter

uf+4,​4,​4,​4,​4,4

Hovering

uf+3+4

Delay Rising Toekick

uf,​n,3

Motion input

Bird Chaser (1)

f,F+2

Bird Chaser

f,​F+2,​4

Aerial Glide

f,F+3

Plover Kick

f,F+4

Pheasant Kick

f,f,F+3

Other

Crash Landing

d+3+4

Taunt

1+3+4

Wall Jumping Attack to Back Toward

b,b,ub

Throw

Flying Catch

1+3

Display of Force

2+4

Phoenix Kick Flurry

df+1+2

Osprey Sweep

1+3

Raptor's Wrath

1+3

Bird of Prey

1+3 or 2+4 or df+1+2

WS

Rampage Wing (1)

ws1

Rampage Wing

ws1,1

Rampage Wing to Harrier

ws1,1,F

Kite Upper

ws2

Crane Kick Combo (1)

ws3

easily gets evaded by low-profile moves
Crane Kick Combo (2)

ws3,3

full string can be hit-confirmed from this point
Crane Kick Combo (3)

ws3,​3,3

Crane Kick Combo (3) to Harrier

ws3,​3,​3,F

Crane Kick Combo (4)

ws3,​3,​3,3

Crane Kick Combo

ws3,​3,​3,​3,3

Wild Canary

ws3,4

Toe Smash

ws4

FC

Crouch Jab

FC.1

Crouch Straight

FC.2

Crouch Spin Kick

FC.3

Crouch Shin Kick

FC.d+4

Short Tail

FC.df+4

BT

Spin Knuckle Jab

BT 1

Spin Kick

BT 3

Crouch Spin Knuckle

BT d+1

Crouch Spin Kick

BT d+3

HAR

Harrier

f+4

Harrier to Crouching

HAR.D

Alula Slice

HAR.1

Alula Slam

HAR.2

Palmate Spin

HAR.3

Snipe's Knee

HAR.4

Egret Rush (1)

HAR.df+2

Egret Rush

HAR.df+2,​3

Swooping Swallow

HAR.df+3

Aerial Glide

HAR.uf+3

10 String

10 Hit Combo (2)

1,2

h,​h
7,​10
i10
10 Hit Combo (3)

1,​2,4

h,​h,​h
7,​10,​8
10 Hit Combo (4)

1,​2,​4,4

h,​h,​h,​m
7,​10,​8,​5
10 Hit Combo (5)

1,​2,​4,​4,4

h,​h,​h,​m,​h
7,​10,​8,​5,​6
10 Hit Combo (6)

1,​2,​4,​4,​4,3

h,​h,​h,​m,​h,​l
7,​10,​8,​5,​6,​10
10 Hit Combo (7)

1,​2,​4,​4,​4,​3,3

h,​h,​h,​m,​h,​l,​m
7,​10,​8,​5,​6,​10,​9
10 Hit Combo (8)

1,​2,​4,​4,​4,​3,​3,3

h,​h,​h,​m,​h,​l,​m,​m
7,​10,​8,​5,​6,​10,​9,​5
10 Hit Combo (9)

1,​2,​4,​4,​4,​3,​3,​3,3

h,​h,​h,​m,​h,​l,​m,​m,​m
7,​10,​8,​5,​6,​10,​9,​5,​5
10 Hit Combo (10)

1,​2,​4,​4,​4,​3,​3,​3,​3,3

h,​h,​h,​m,​h,​l,​m,​m,​m,​m
7,​10,​8,​5,​6,​10,​9,​5,​5,​22

New move

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

HAR.df+3

l
20
-12~-11
+5~+4s
i23-24

External Resources