Katarina punishers: Difference between revisions

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* microdash > uf+3, ...<ref name="uf3">Combo (79) upon landing, KND upon continuation</ref>
* microdash > uf+3, ...<ref name="uf3">Combo (79) upon landing, KND upon continuation</ref>
* f,F+4<ref>hits if she lands, CH screw if she continues</ref>}}
* f,F+4<ref>hits if she lands, CH screw if she continues</ref>}}
|alisa-b=df+2,4<ref>Screw float if she continues, 34 dmg if she doesn't</ref>
|alisa-b={{Plainlist|
* df+2,4<ref>Screw float if she continues, 34 dmg if she doesn't</ref>
* b+4,1+2 ub+4<ref>confirm ub+4 only if Alisa continues the string</ref>
* uf+4,4
|asuka-a=ub+4
|asuka-a=ub+4
|claudio-a=f,F+2,4, ... ''(deep dash)''
|claudio-a=f,F+2,4, ... ''(deep dash)''

Revision as of 20:10, 13 August 2022

{{Infobox tricky moves |slide=ws4, ... [1] |generic-a=2,2

|alisa-a=

  • microdash > uf+3, ...[2]
  • f,F+4[3]

|alisa-b=

  • df+2,4[4]
  • b+4,1+2 ub+4[5]
  • uf+4,4
Standing
Enemy Move Damage Frames
-10 1,1 17 +4
1,1,F 17 +5 HAR
-12 2,2 30 +10g
-14 3,3,3,3,3 38 +4c
Crouching
-11 ws4 15 +8
-13 ws1,1 25 +6
ws1,1,F 25 +10g HAR
-14 ws3,3,3,3,3 41 +4c
-15 ws2 20 (70) +27a (+17)
Both
-15 uf+4,4 20 (72) +46a (+38)
-19 uf+3 27 (79) +25a (+15)
Back-turned opponent
-10
1,1,3 ub+4 55 +8a (-9)
1,1,2 3,4[6] 63 +16a (+7)
1,1,2 3,3,3,3,3[7] 72 +4c
-11 4,4,4 42 Mixup[8]
-14 b+1,F HAR.df+1+2 65 +0d
Grounded opponent
-16 ub+4 18 +8a (-9)
d+3 9 +0a (-8)
-25 f,F+3 16 (32) +12d[9]
-26 OTG.d+3+4 22 -1a (-9)
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,1 i10 2.03 17 -2 High
4 i11 2.25 17 -12[10] High
ws4 i11 2.27 15 -3 Mid
2,2 i12 2.50 30 -12 High
df+1 i13 2.31 13 -2 Mid
df+1,1 i13 2.31 21 -5/-24[11] Mid
b+1,2 i14 2.36 23 -8 Mid
3,3,3,3,3 i14 2.41 38 -1 HAR[12]/-14 Mid
ws3,3,3,3,3 41
f,F+2,4 i12(~15) 2.46 27 (58) -9/-34[11] High
uf+4,4 i15 2.14 20 (72) -13 Mid
ws2 i15 2.49 20 (70) -13 Mid
ub+4 i16 2.92 23 -14 Mid
b+4,1+2 i17 2.48 37 (55) +1/-32[11] Mid
df+2,2 i17 2.61 38 -10 Mid
uf+3 i19 2.63 27 (79) -15 Mid
  1. ws4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4 (52)
  2. Combo (79) upon landing, KND upon continuation
  3. hits if she lands, CH screw if she continues
  4. Screw float if she continues, 34 dmg if she doesn't
  5. confirm ub+4 only if Alisa continues the string
  6. Xiaoyu can evade by holding DB
  7. can be mitigated by not pressing anything - causes 3rd and 5th hit to whiff (for a total of 51 dmg) and allowing for a BT.3_4 punish
  8. 4,4,4 in the back gives a 50/50 between 4,4,4,4,4 and 4,4,4,F~4 (or ~df+2,3). This doesn't work directly at the wall since the first 4 turns them around. Useful near the wall since every option splats or bounces. 4,4,4,4,4 always bounces, but HAR.4 doesn't bounce if they're BT. If you get a reverse splat, then f,F+3 OTG.d+3+4 is good damage.
  9. f,F+3 (and HAR.uf+3) only spikes face-up opponents. Face-down opponents can tech roll to avoid any guaranteed hits.
  10. 4 is hard to punish because of its extensions, and many chars can't block punish it at tip range.
  11. 11.0 11.1 11.2 Duckable high.
  12. 3,3,3,3,3 (and ws3,3,3,3,3) can be hit confirmed to be safe by doing 3,3,3,F when the first hit is blocked.

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