Katarina combos: Difference between revisions

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; [37] b+4, 1+2
; [37] b+4, 1+2
; [24] CH d+1
; [24] CH d+1
; [21] CH d+3,(4)
; [21] CH (d+3),4
; [20] CH (3,3,3,3),3
; [20] CH (3,3,3,3),3
; [24] db+3 <ref group="m" name="wall-only" />
; [24] db+3 <ref group="m" name="wall-only" />

Revision as of 19:52, 6 August 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 § Staples.

Regular launch (e.g. uf+4,4)
df+1 d+2,F HAR.df+2,3 S! dash d+2,F > HAR.4
Launcher to HAR (e.g. CH 4,4,4,F)
HAR.1 > b+1,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4
Instant screw (e.g. f,F+2,4)
f+4 > HAR.1 > 4,4,4,F > HAR.4
Crouching recovery (1) (e.g. CH FUFT.3)
ws4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4
Crouching recovery (2) (e.g. CH FUFA.3)
cc d+3,4 > b+1,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4

Mini-combos


[14] CH HAR.1
[+38] f,F+3 > dash > d+3+4 [m 1]
[+34] f,F+3 > ub+4 [m 2]
[24] CH HAR.df+3
[+28] df+1 W! > 3,3,3,3,3 [m 3]
[+22] dash > OTG.d+3+4
[+18] ub+4
[28] CH FC df+4
[+29] ws1,1,F > HAR.4 [m 3]
[+22] dash > OTG.d+3+4
[+18] ub+4
[25] CH df+3+4
[+23] ws3,3,3,3,3 [m 3]
[+22] ws4 > b+1,2 [m 3]
[+22] dash > OTG.d+3+4
[+18] ub+4
[20] HAR.3
[+22] dash > OTG.d+3+4
[+18] ub+4
[20] CH (1,1),1
[20] CH 4 [m 4]
[20] f,F+3
[20] HAR.uf+3
[30] uf+3+4 [m 5]
[20] 1,1,3
[20] f+1+2
[37] b+4, 1+2
[24] CH d+1
[21] CH (d+3),4
[20] CH (3,3,3,3),3
[24] db+3 [m 3]
[24] df+3,3 [m 3]
[+18] ub+4
  1. d+3+4 does not connect on Jack and Bears, and is unreliable against Miguel. Alisa can evade it with her special getup.
  2. follow-up is more consistent with a micro-SSL after f,F+3
  3. 3.0 3.1 3.2 3.3 3.4 3.5 only at the wall
  4. ub+4 needs to be done quickly; only adds +16 dmg
  5. requires a dash into ub+4 with slightly strict timing

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)
CH FUFT.3 > ws4 > df1 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 56
CH FDFA.3 > ws4 > 4,4,4,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 60
CH FDFT.3 > cc d+3,4 > b+1,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 51
CH FUFA.3 > cc d+3,4 > b+1,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 55

Wall

Wall slump
[37] R.HAR.1+2
[28] f,F+3 ub+4[1]
Regular carry (30% scaling)
[43] df+1,1,F R.HAR.1+2[2]
[41] b+1,F <R.HAR.1+2[2]
[26] df+1 4[3] 3,3,3,3,3
[23] 1[4] df+1 3,3,3,3,3
[21] df+1[4] 3,3,3,3,3
  1. After wall slump f,F+3 when off-axis, ub+4 can whiff. You have a few frames to sidestep and realign but this may still whiff. Doesn't work on a reverse splat, since f,F+3 only spikes vs face-up opponent.
  2. 2.0 2.1 With a clean splat, b+1,F needs to delay rage drive slightly to hit the slump state. If the wall carry used up a wall hit by hitting the wall low, you need to do b+1,F~R.1+2 with no delays. Otherwise, df+1,1,F is more damage, but b+1,F is more range.
  3. Only works vs Armor King, Bears, Bob, Gigas, Jack-7, King, and Marduk.
  4. 4.0 4.1 Skip the jab when you can't get to the wall in time.

Floor Break

Katarina's floor break tools are -

  • b+4, 3+4
  • HAR.2
  • uf+3+4
  • d+1

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 § 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
uf+4,4 > dash > 4 > d+2 > 4,4,4,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 74 inconsistent at even a slight off-axis, need to adjust timing on both HAR instances
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+4 > f+4 > HAR.1 > df+1 > 4,4,4,F > HAR.df+3 67 inconsistent, timing the manual HAR.1 like a slide input (f4~1) may help
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
CH 4 > f,F+4 > dash > d+2,F > HAR.1 > 4,4,4,F > HAR.df+3 69 dash timing after f,F+4's recovery is very strict

BM

Launcher(s) Combo Damage Notes
CH df+4 > 1+2+3 > 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
CH df+4 > 1+2+3 > d+3,4 > b+1,F > HAR.d > ws+4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 72 inconsistent against small characters and just in general, need to adjust HAR timings

Tools

Pickup

Move Notes
df+1 fastest, most consistent pickup tool; works on all body types; least damage
b+1,F good pickup tool that works better than df+1 for off-axis situations; HAR dash adds good carry
d+2 used in most staple combos; good damage; causes bears to move too far away for pickup
d+3,4 useful pickup tool for late pickup situations e.g. CH d+2,F > HAR.1+2; the throw will whiff, but you can still pickup with d+3,4
iws4 must be done rapidly; high damage
microdash 4 highest damage; very finicky off-axis, on non-standard body types and on non-favourable juggle states; highest damage

Filler

Move Notes
df+1
b+1,F > HAR.1
4,4,4,F
d+2,F

Screw

Move Notes
2,2 fast, very consistent screw option; least carry; least damage
df+2,4 slower screw option that can drop off-axis; medium carry; medium damage
HAR.df+2,3 need to be in HAR to perform (filler must transition to HAR); very finicky off-axis and on non-standard body types; generally requires a deep HAR dash; long carry; high damage

Ender

Move Notes
d+2,F > HAR.4 highest damage; balcony break; decent carry
b+1,1 good damage; high wall splat; longest carry
d+2,F > HAR.2 floor break

External links