Katarina combos: Difference between revisions

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: [70] df+1 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
: [70] df+1 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4


; [??] CH f,F+3
; [27] CH f,F+3
; [??] CH HAR.uf+3
; [27] uf+3
; [??] CH HAR.2
; [24] db+4
; [??] uf+3
; [24] CH HAR.uf+3
; [??] b+4
; [24] CH HAR.2
; [??] b+2
; [20] b+2
; [??] CH (1,1),2
; [20] CH (1,1),2
; [0] low parry
; [0] low parry
: [+??] 4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4 <ref name="bear-b2-dash">b+2 requires an initial microdash for 4 to connect on bears</ref>
: [+52] 4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4 <ref name="bear-b2-dash">b+2 requires an initial microdash for 4 to connect on bears</ref>
: [+??] iws4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
: [+51] iws4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
: [+??] d+2,F HAR.D ws4 df+1 d+2,F HAR.df+2,3 S! d+2,F HAR.4
: [+50] d+2,F HAR.D ws4 df+1 d+2,F HAR.df+2,3 S! d+2,F HAR.4
: [+50] d+2 4,4,4,F HAR.df+2,3 S! d+2,F HAR.4 <ref name="no-bears"></ref>


; CH d+2,F
; CH d+2,F
: [??] HAR.D iws4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
: [72] HAR.D iws4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4


; [??] CH df+4
; [21] CH d+2
; [??] CH d+2
; [20] CH df+4
: [+??] 4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4<ref name="no-bears"></ref>
: [+52] 4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4<ref name="no-bears"></ref>
: [+??] iws4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
: [+51] iws4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4


; [??] f,F+2,4
; [27] f,F+2,4
; [??] CH (f,F+2),4
; [24] CH (f,F+2),4
; [??] CH (3),4
; [24] CH (3),4
: [+??] dash d+2,F HAR.1 4,4,4,F HAR.df+3
: [+31] dash d+2,F HAR.1 4,4,4,F HAR.df+3
: [+??] dash 4 b+1,F HAR.D ws4 d+2,F HAR.4 <ref name="wall-carry">good for wall carry</ref>
: [+30] dash 4 b+1,F HAR.D ws4 d+2,F HAR.4 <ref name="wall-carry">good for wall carry</ref>


; CH b+4
; CH b+4
: [??] 4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4<ref name="no-bears"></ref><ref name="bigs-only">only works on big-body types</ref>
: [72] 4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4<ref name="no-bears"></ref><ref name="bigs-only">only works on big-body types</ref>
: [??] d+2,F HAR.D ws4 df+1 d+2,F HAR.df+2,3 S! d+2,F HAR.4
: [70] d+2,F HAR.D ws4 df+1 d+2,F HAR.df+2,3 S! d+2,F HAR.4


; [??] CH f+3
; CH f+3
; [??] CH 4,4
: [77] df+1 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
: [+??] df+1 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
: [74] df+1 4,4,4,F HAR.df+2,3 S! d+2,F HAR.4
: [+??] df+1 4,4,4,F HAR.df+2,3 S! d+2,F HAR.4
ย 
; CH 4,4,4,F
: [67] HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
: [63] HAR.1 b+1,F HAR.df+2,3 S! d+2,F HAR.4


; CH 4,4,4
; CH 4,4,4
: [69] d+2,F HAR.1 b+1,F HAR.df+2,3 S! d+2,F HAR.4
: [69] d+2,F HAR.1 b+1,F HAR.df+2,3 S! d+2,F HAR.4
: [??] d+2,F HAR.df+2,3 S! d+2,F HAR.4
: [63] d+2,F HAR.df+2,3 S! d+2,F HAR.4


; CH 4,4,4,F
; CH 4,4
: [??] HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
: [64] df+1 d+2,F HAR.df+2,3 S! d+2,F HAR.4
: [??] HAR.1 b+1,F HAR.df+2,3 S! d+2,F HAR.4


; CH 4
; CH 4
Line 131: Line 134:
: [63] f,F+2 df+1 d+2,F HAR.df+2,3 S! d+2,F HAR.4
: [63] f,F+2 df+1 d+2,F HAR.df+2,3 S! d+2,F HAR.4


; CH FUFT.3
; [12] CH FUFT.3
: [56] ws4 df+1 d+2,F HAR.df+2,3 S! d+2,F HAR.4
; [12] CH FDFA.3
ย 
: [+48] ws4 b+1,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
; CH FDFA.3
: [60] ws4 4,4,4,F HAR.df+2,3 S! d+2,F HAR.4


; [??] CH FDFT.3
; [8] CH FDFT.3
; [??] CH FUFA.3
; [12] CH FUFA.3
: [+??] cc d+3,4 b+1,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4
: [+43] cc d+3,4 b+1,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4
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Revision as of 04:00, 11 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 ยง 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 [1]
[+34] f,F+3 ub+4 [2]
[24] CH HAR.df+3
[+28] df+1 W! 3,3,3,3,3 [3]
[+22] dash OTG.d+3+4
[+18] ub+4
[28] CH FC df+4
[+29] ws1,1,F HAR.4 [3]
[+22] dash OTG.d+3+4
[+18] ub+4
[25] CH df+3+4
[+23] ws3,3,3,3,3 [3]
[+22] ws4 b+1,2 [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 [4]
[20] f,F+3
[20] HAR.uf+3
[30] uf+3+4 [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 [3]
[24] df+3,3 [3]
[+18] 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†‘ follow-up is more consistent with a micro-SSL after f,F+3
  3. โ†‘ 3.0 3.1 3.2 3.3 3.4 3.5 only at the wall
  4. โ†‘ ub+4 needs to be done quickly; only adds +16 dmg
  5. โ†‘ 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


uf+4,4
[72] dash 4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
[71] iws4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
[70] d+2,F HAR.D ws4 df+1 d+2,F HAR.df+2,3 S! d+2,F HAR.4
[70] d+2 4,4,4,F HAR.df+2,3 S! d+2,F HAR.4 [1]
ws2
[72] dash 4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4 [2][3]
[70] df+1 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
[27] CH f,F+3
[27] uf+3
[24] db+4
[24] CH HAR.uf+3
[24] CH HAR.2
[20] b+2
[20] CH (1,1),2
[0] low parry
[+52] 4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4 [4]
[+51] iws4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
[+50] d+2,F HAR.D ws4 df+1 d+2,F HAR.df+2,3 S! d+2,F HAR.4
[+50] d+2 4,4,4,F HAR.df+2,3 S! d+2,F HAR.4 [1]
CH d+2,F
[72] HAR.D iws4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
[21] CH d+2
[20] CH df+4
[+52] 4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4[1]
[+51] iws4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
[27] f,F+2,4
[24] CH (f,F+2),4
[24] CH (3),4
[+31] dash d+2,F HAR.1 4,4,4,F HAR.df+3
[+30] dash 4 b+1,F HAR.D ws4 d+2,F HAR.4 [5]
CH b+4
[72] 4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4[1][6]
[70] d+2,F HAR.D ws4 df+1 d+2,F HAR.df+2,3 S! d+2,F HAR.4
CH f+3
[77] df+1 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
[74] df+1 4,4,4,F HAR.df+2,3 S! d+2,F HAR.4
CH 4,4,4,F
[67] HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
[63] HAR.1 b+1,F HAR.df+2,3 S! d+2,F HAR.4
CH 4,4,4
[69] d+2,F HAR.1 b+1,F HAR.df+2,3 S! d+2,F HAR.4
[63] d+2,F HAR.df+2,3 S! d+2,F HAR.4
CH 4,4
[64] df+1 d+2,F HAR.df+2,3 S! d+2,F HAR.4
CH 4
[65] f,F+4 S! df+1 d+2,F HAR.1 b+1,F > HAR.4[7]
[63] f,F+2 df+1 d+2,F HAR.df+2,3 S! d+2,F HAR.4
[12] CH FUFT.3
[12] CH FDFA.3
[+48] ws4 b+1,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
[8] CH FDFT.3
[12] CH FUFA.3
[+43] cc d+3,4 b+1,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4
  1. โ†‘ 1.0 1.1 1.2 1.3 Does not work against bears
  2. โ†‘ dash is not visible, but necessary for 4 to connect
  3. โ†‘ can skip the dash for Bears and Miguel (and ??)
  4. โ†‘ b+2 requires an initial microdash for 4 to connect on bears
  5. โ†‘ good for wall carry
  6. โ†‘ only works on big-body types
  7. โ†‘ magic 4 must CH at point-blank range

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. โ†‘ 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. โ†‘ 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. โ†‘ Only works vs Armor King, Bears, Bob, Gigas, Jack-7, King, and Marduk.
  4. โ†‘ 4.0 4.1 Skip the jab when you can't get to the wall in time.

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.

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
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