Katarina movelist: Difference between revisions

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}}
}}


== 10 String ==
== 10 Strings ==


{{MoveData
{| class="wikitable" style="text-align: center"
|id=1,2
|-
|name=10 Hit Combo (2)
| colspan="7" class="wikitable-heading" | 10 Hit Combo 1
|inputLead=1
|-
|input=,2
! Input !! Hit level !! Damage !! Startup !! Block !! Hit !! Combo
|damageLead=7
|-
|damage=,10
| 1 || h || 7 || i10 || +1 || +8 ||
|targetLead=h
|-
|target=,h
| 2 || h || 10 || ?? || -3 || +3 || ??
|range=
|-
|startupRoot=i10
| 4 || h || 8 || ?? || -18 || -4 || ??
|startup=
|-
|recv=
| 4 || m || 5 || ?? || -19 || -8 || ??
|block=
|-
|hit=
| 4 || h || 6 || ?? || -12 || -6 || ??
|notes=
|-
}}
| 3 || l || 10 || ?? || -30 || KND || ??
{{MoveData
|-
|id=1,2,4
| 3 || m || 9 || ?? || -26 || -15 || ??
|name=10 Hit Combo (3)
|-
|inputLead=1,2
| 3 || m || 5 || ?? || -16 || -5 || ??
|input=,4
|-
|damageLead=7,10
| 3 || m || 5 || ?? || -17 || -6 || ??
|damage=,8
|-
|targetLead=h,h
| 3 || m || 22 || ?? || -21 || KND || ??
|target=,h
|}
|range=
|startupRoot=
|startup=
|recv=
|block=
|hit=
|notes=
}}
{{MoveData
|id=1,2,4,4
|name=10 Hit Combo (4)
|inputLead=1,2,4
|input=,4
|damageLead=7,10,8
|damage=,5
|targetLead=h,h,h
|target=,m
|range=
|startupRoot=
|startup=
|recv=
|block=
|hit=
|notes=
}}
{{MoveData
|id=1,2,4,4,4
|name=10 Hit Combo (5)
|inputLead=1,2,4,4
|input=,4
|damageLead=7,10,8,5
|damage=,6
|targetLead=h,h,h,m
|target=,h
|range=
|startupRoot=
|startup=
|recv=
|block=
|hit=
|notes=
}}
{{MoveData
|id=1,2,4,4,4,3
|name=10 Hit Combo (6)
|inputLead=1,2,4,4,4
|input=,3
|damageLead=7,10,8,5,6
|damage=,10
|targetLead=h,h,h,m,h
|target=,l
|range=
|startupRoot=
|startup=
|recv=
|block=
|hit=
|notes=
}}
{{MoveData
|id=1,2,4,4,4,3,3
|name=10 Hit Combo (7)
|inputLead=1,2,4,4,4,3
|input=,3
|damageLead=7,10,8,5,6,10
|damage=,9
|targetLead=h,h,h,m,h,l
|target=,m
|range=
|startupRoot=
|startup=
|recv=
|block=
|hit=
|notes=
}}
{{MoveData
|id=1,2,4,4,4,3,3,3
|name=10 Hit Combo (8)
|inputLead=1,2,4,4,4,3,3
|input=,3
|damageLead=7,10,8,5,6,10,9
|damage=,5
|targetLead=h,h,h,m,h,l,m
|target=,m
|range=
|startupRoot=
|startup=
|recv=
|block=
|hit=
|notes=
}}
{{MoveData
|id=1,2,4,4,4,3,3,3,3
|name=10 Hit Combo (9)
|inputLead=1,2,4,4,4,3,3,3
|input=,3
|damageLead=7,10,8,5,6,10,9,5
|damage=,5
|targetLead=h,h,h,m,h,l,m,m
|target=,m
|range=
|startupRoot=
|startup=
|recv=
|block=
|hit=
|notes=
}}
{{MoveData
|id=1,2,4,4,4,3,3,3,3,3
|name=10 Hit Combo (10)
|inputLead=1,2,4,4,4,3,3,3,3
|input=,3
|damageLead=7,10,8,5,6,10,9,5,5
|damage=,22
|targetLead=h,h,h,m,h,l,m,m,m
|target=,m
|range=
|startupRoot=
|startup=
|recv=
|block=
|hit=
|notes=
}}


'''New move'''
'''New move'''

Revision as of 00:46, 6 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
Taunt

1+3+4

i45

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

m
13
-2
+5
+5
i13
Peck and Slap

df+1,1

m,​h
13,​8
-5
+6
+6
i13
  • Combo from 1st NH
Peck and Slap to Harrier

df+1,​1,F

m,​h,​sp
13,​8,​0
-1
+6
+6
i13
  • Combo from 1st NH
Nest Crasher (1)

df+2

m
17
-7
+4
+4
i17
Nest Crasher

df+2,2

m,​m
17,​21
-10
KND
KND
i17
  • Combo from 1st NH
  • Wall break
Nest Wrecker

df+2,4

m,​h
17,​17
+1
+18Sp
+18Sp
i17
  • Combo from 1st NH
  • Tail spin
Wagtail (1)

df+3

m
15
-6
+2
+2
i15
Wagtail

df+3,3

m,​l
15,​24
-21
KND
KND
i15
cs~
  • Combo from 1st CH
Wagtail to Cancel

df+3,​3,D

m,​sp
15,​0
-17
-9
-9
i15
  • Returns to crouching
Greater Rhea

df+4

m
17
-9
+4
i15
Tucano Tail

df+3+4

l
21
-14
+1c
i25
cs6~
  • Returns to crouching
  • Forced to crouching upon NH

d

Feather Chop

d+1

m
20
-7c
+3c
i17
  • Forced to crouching upon block
Paineira

d+2

m
18
-11
+0
i20
Paineira to Harrier

d+2,F

m,​sp
18,​0
+3
+14g
i20
Tarsus Body Blow (1)

d+3

l
12
-11
+0
+0
i16
Tarsus Body Blow

d+3,3

l,​m
12,​18
-13
+0
+0
i16
  • Combo from 1st CH
Tarsus Neck Blow

d+3,4

l,​h
12,​18
-1
+6
i16
  • Combo from 1st CH
Crouch Shin Kick

d+4

l
7
-13
-2
-2
i12
cs4~
  • Returns to crouching

db

Crouch Jab

db+1

sm
5
-5
+6
+6
i10
cs4~
  • Returns to crouching
  • Input F to standing
Crouch Straight

db+2

sm
8
-4
+7
+7
i11
cs4~
  • Returns to crouching
Sliding Kick

db+3

l
24
-26
KND
KND
i24
cs6~
  • Meaty 1f
Slipping Tail

db+4

l
24
-26
i29
cs6~
  • Homing
Eclipse Plumage

db+3+4

ub(m)
60
KND
KND
KND
i68
js53~

b

Inside Peck

b+1

m
13
-9
+2
+2
i14
Inside Peck to Harrier

b+1,F

m,​sp
13,​0
+3
+14g
+14g
i14
Peck Upper

b+1,1

m,​m
13,​20
-12
KND
KND
i14
  • Combo from 1st CH
Piercing Peck

b+1,2

m,​m
13,​10
-8
+5
+5
i14
  • Combo from first NH
Vulture Claw

b+2

m
20
-14
i27
cs10~
Cuckoo Thrust

b+3

m
17
-9
+2
+27g
i12
Woodpecker (1)

b+4

m
17
-15
+8
i17
Woodpecker

b+4,1+2

m,​h
17,​20
+1c
KND
i17
  • Combo from 1st NH
  • Forced to crouch upon blocking
Peacock

b+4,3+4

m,​mm
17,​3,​17
-12c
KND
KND
i17
  • Forced to crouch upon blocking
Fractured Flock

b+3+4

mm
15,​20
-14
KND
KND
i23
  • Low Position
  • Wall splat

ub

Jumping Knuckle

ub+1

m
12
-12
-1
-1
i18
js9~
Hook

ub+2

h
17
-12
+9
+9
i15
Flying Bird

ub+3

m
27
-15
i19
Lower Axis

ub+4

m
23
-14
KND
KND
i16
  • Meaty 1f in actuality

u

Jumping Knuckle

u+1

m
12
-12
-1
-1
i18
js9~
Hook

u+2

h
17
-12
+9
+9
i15
Flying Bird

u+3

m
27
-15
i19
Wing Cutter (1)

u+4

m
10
-15
-4
-4
i15
js9~

uf

Jumping Knuckle

uf+1

m
12
-12
-1
-1
i18
js9~
Hook

uf+2

h
17
-12
+9
+9
i15
Flying Bird

uf+3

m
27
-15
i19
Wing Cutter (1)

uf+4

m
10
-15
-4
-4
i15
js9~
Wing Cutter (2)

uf+4,4

m,​m
10,​10
-13
i15
Wing Cutter (3)

uf+4,​4,4

m,​m,​m
10,​10,​10
-10
+4
+4
i15
Wing Cutter (4)

uf+4,​4,​4,4

m,​m,​m,​h
10,​10,​10,​10
-10
+4
+4
i15
Wing Cutter (4) to Harrier

uf+4,​4,​4,​4,F

m,​m,​m,​h,​sp
10,​10,​10,​10,​0
-1
+8
+8
i15
Wing Cutter (5)

uf+4,​4,​4,​4,4

m,​m,​m,​h,​h
10,​10,​10,​10,​21
-6
+5
+5
i21
Wing Cutter

uf+4,​4,​4,​4,​4,4

m,​m,​m,​h,​h,​m
10,​10,​10,​10,​21,​25
-9
KND
KND
i15
  • Wall bounce
Hovering

uf+3+4

mm
10,​20
-10
i17
js9~
Delay Rising Toekick

uf,​n,3

m
15
-9
KND
KND
i25
js9~

Motion input

Bird Chaser (1)

f,F+2

h
13
-5
+6a
+6a
i12
Bird Chaser

f,​F+2,4

h,​h
13,​20
  • Tail spin
  • Combo from 1st hit
Aerial Glide

f,F+3

m
20
-9c
i24
js9~
  • Forced to crouching upon block
  • Disable ukemi on face-up down hit
Plover Kick

f,F+4

m
27
-13
KND
KND
i17
  • Homing
  • Tail spin
Pheasant Kick

f,f,F+3

m
30
+5
KND
KND
i26
js3~
  • Forced to crouching upon block
  • Meaty 2f
Wall Jumping Attack to Back Toward

Wall.b,b,ub

m
21
+2
KND
KND
i36
js5~
  • Ends in BT
  • Cannot be buffered
  • Invincibility 8~24f

Throw

Flying Catch

1+3

t
35
-3
i12
  • Long Range Throw
  • Floor break
Flying Catch

f+1+3

t
35
-3
i15
  • Long Range Throw
  • Floor break
  • Same throw as 1+3
Display of Force

2+4

t
35
-6
i12
  • Long Range Throw
Display of Force

f+2+4

t
35
-6
i15
  • Long Range Throw
  • Same throw as 2+4
Phoenix Kick Flurry

df+1+2

t
40
-6
i12
  • Damage() is wall hit
  • Wall splat
Osprey Sweep

Left throw

t
40
-3
Raptor's Wrath

Right throw

t
40
-3
Bird of Prey

Back throw

t
50

Grounded opponent

Crash Landing

OTG.d+3+4

l
28
-12
-1
-1
i26

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 or BT.2

h
15
-8
+9
+9
i8
Spin Kick

BT.3 or BT.4

h
18
-8
KND
KND
i10
Crouch Spin Knuckle

BT.d+1 or BT.d+2

sm
10
-2
+9
+9
i10
Returns to crouching
Crouch Spin Kick

BT.d+3 or BT.d+4

l
12
-11
+3
+3
i10
Returns to crouching

HAR

Harrier

f+4

sp
t46
Cost 15f
Harrier to Crouching

HAR.D

sp
t26
  • Returns to crouching
  • Cost 10f
Alula Slice

HAR.1

h
12
-3
+17g
i12
cs
Alula Slam

HAR.2

m
20
-6c
-2c
i18
Forced to crouching upon block or NH
Palmate Spin

HAR.3

l
20
-25
i26
js6~
Snipe's Knee

HAR.4

m
27
-9
KND
KND
i15
  • Wall bounce
Egret Rush (1)

HAR.df+2

m
13
-13
-2
-2
i16
Egret Rush

HAR.df+2,​3

m,​h
13,​18
-3
+14Sp
+14Sp
i16
  • Tail spin
  • Combo from 1st hit
Swooping Swallow

HAR.df+3

l
20
-12
+5c
i23
js9~
Aerial Glide

HAR.uf+3

m
20
-9c
i27
js9~
  • Forced to crouch upon blocking
  • Disable Ukemi on face-up down hit

10 Strings

10 Hit Combo 1
Input Hit level Damage Startup Block Hit Combo
1 h 7 i10 +1 +8
2 h 10 ?? -3 +3 ??
4 h 8 ?? -18 -4 ??
4 m 5 ?? -19 -8 ??
4 h 6 ?? -12 -6 ??
3 l 10 ?? -30 KND ??
3 m 9 ?? -26 -15 ??
3 m 5 ?? -16 -5 ??
3 m 5 ?? -17 -6 ??
3 m 22 ?? -21 KND ??

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