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{{Combolist|columns=1| | {{Combolist|columns=1| | ||
; Regular launch (e.g. uf+4,4) | ; Regular launch (e.g. uf+4,4) | ||
: df+1 d+2,F HAR.df+2,3 S! dash d+2,F | : 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) | ; 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.1 > b+1,F > HAR.df+2,3 S! > dash > d+2,F HAR.4 | ||
; Instant screw (e.g. f,F+2,4) | ; Instant screw (e.g. f,F+2,4) | ||
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; Crouching recovery (1) (e.g. CH FUFT.3) | ; Crouching recovery (1) (e.g. CH FUFT.3) | ||
: ws4 | : ws4 d+2,F HAR.df+2,3 S! dash d+2,F HAR.4 | ||
; Crouching recovery (2) (e.g. CH FUFA.3) | ; Crouching recovery (2) (e.g. CH FUFA.3) | ||
: cc d+3,4 | : cc d+3,4 b+1,F HAR.df+2,3 S! dash d+2,F HAR.4 | ||
}} | }} | ||
Revision as of 18:40, 8 August 2022
Katarina (Tekken 7) |
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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
- [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
- [20] HAR.3
- [+22] dash > OTG.d+3+4
- [+18] ub+4
- ↑ d+3+4 does not connect on Jack and Bears, and is unreliable against Miguel. Alisa can evade it with her special getup.
- ↑ follow-up is more consistent with a micro-SSL after f,F+3
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 only at the wall
- ↑ ub+4 needs to be done quickly; only adds +16 dmg
- ↑ 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 | |
|
> 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 |
|
> 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]
- ↑ 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.
- ↑ 2.0 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.
- ↑ Only works vs Armor King, Bears, Bob, Gigas, Jack-7, King, and Marduk.
- ↑ 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 |