m (โโPickup) |
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; [37] b+4, 1+2 | ; [37] b+4, 1+2 | ||
; [24] CH d+1 | ; [24] CH d+1 | ||
; [24] db+3 <ref name="wall-only" /> | ; [24] db+3 <ref name="wall-only" /> | ||
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; [20] CH (3,3,3,3),3 | ; [20] CH (3,3,3,3),3 | ||
: [+18] ub+4 | : [+18] ub+4 | ||
; [30] uf+3+4 | |||
: [+18] dash ub+4 <ref>dash timing is strict; doesn't connect at tip ranges</ref> | |||
: [+16] f,F+3 <ref name="bear-only"></ref> | |||
}} | }} | ||
Revision as of 20:12, 16 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 ยง Staples.
- Regular launch (e.g. uf+4,4)
- df+1 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! 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! d+2,F HAR.4
- Instant screw (e.g. f,F+2,4)
- dash d+2,F HAR.1 4,4,4,F HAR.df+3
- Crouching recovery (1) (e.g. CH FUFT.3)
- ws4 d+2,F HAR.df+2,3 S! 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! d+2,F HAR.4
Mini-combos
- [14] CH HAR.1
- [+41] dash b+1,F HAR.1 b+1,F HAR.df+2,3 S! d+2,F HAR.4[1]
- [~+40] d+3,4 ... [2]
- [+38] f,F+3 dash d+3+4 [3]
- [+34] f,F+3 ub+4 [4]
- [24] CH HAR.df+3
- [+28] df+1 W! 3,3,3,3,3 [5]
- [+22] dash OTG.d+3+4
- [+18] ub+4
- [20] HAR.3
- [+22] dash OTG.d+3+4
- [+18] ub+4
- โ only on bears
- โ only with the wall on the left side
- โ OTG.d+3+4 can be evaded by bigs if they hold B. Allows a mixup between OTG.d+3+4 and b+2 (launch) or uf+3 (+21 dmg) if they hold B. Alisa can evade it with her special getup. Bears can avoid this mixup entirely by using their OTG.1+2 after getting hit by Kat's CH HAR.1, which causes the f,F+3 to CH and push them too far away for follow-ups to connect. See here for more details.
- โ follow-up is more consistent with a micro-SSL after f,F+3
- โ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 only at the wall
- โ ub+4 needs to be done quickly; only adds +16 dmg
- โ dash timing is strict; doesn't connect at tip ranges
- โ Cite error: Invalid
<ref>
tag; no text was provided for refs namedbear-only
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]
- (1,1),4
- [73] 4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4[1]
- [71] b+1,F HAR.D ws4 4,4,4,F HAR.df+2,3 S! d+2,F HAR.4
- [68] b+1,F HAR.D ws4 df+1 d+2,F HAR.df+2,3 S! d+2,F HAR.4
- 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
- [12] CH FUFA.3
- [8] CH FDFT.3
- [+43] cc d+3,4 b+1,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4
- โ 1.0 1.1 1.2 1.3 1.4 Does not work against bears
- โ dash is not visible, but necessary for 4 to connect
- โ can skip the dash for Bears and Miguel (and ??)
- โ b+2 requires an initial microdash for 4 to connect on bears
- โ good for wall carry
- โ only works on big-body types
- โ magic 4 must CH at point-blank range
Wall
- Wall slump
- [37] R.HAR.1+2
- [28] f,F+3 ub+4[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.
- 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.
- โ 3.0 3.1 Only works vs Armor King, Bears, Bob, Gigas, Jack-7, King, and Marduk.
- โ 4.0 4.1 Skip the jab when you can't get to the wall in time.
- โ requires spacing out the first 4 to whiff
- โ 6.0 6.1 6.2 leads to a mixup situation if the opponent techrolls
Balcony Break
If a balcony is broken with a wall break move, follow-ups will hit at 50% scaling. Any combo that works for CH f,F+3 will work in this situation.
- tailspin not used (24% scaling)
- [+12] df+2,4 wr3
- [+11] 2,2 wr3
- tailspin used (24% scaling)
- [+4] f+3[1]
- [+5] uf+3
- [+5] f+4 HAR.4
- [+6] wr3
- [+8] dash d+2,F HAR.4
- โ a frequent mis-input for wr3
Floor Break
- 1+3 throw
- [58] d+2 b+1,F HAR.df+2,3 S! f,F+4
- [58] d+2 b+1,F HAR.df+2,3 S! f+4 HAR.4
- [57] d+2 b+1,F HAR.df+2,3 S! f+4 HAR.df+3
- [57] df+2,4 S! df+1 b+1,F HAR.4
- [54] df+2,4 S! f,F+4
- FB! after 0 filler
- [+22] d+2 b+1,F HAR.df+2,3 S! d+2,F HAR.4
- [+14] df+2,4 S! f,F+4
- FB! after 1 filler
- [+12] df+2,4 S! f,F+4
- [+12] df+2,4 S! f+4 HAR.4
- [+11] df+2,4 S! f+4 HAR.df+3
- FB! after 2 filler
- [+11] df+2,4 S! f+4 HAR.4
- [+10] df+2,4 S! f+4 HAR.df+3
- FB! after 3 filler
- [+10] df+2,4 S! f+4 HAR.df+3
- FB! after 4 filler or after tailspin
- [+7] b+1,F HAR.4
- [+6] b+1,F HAR.df+3
- [+5] uf+3
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 use a non-launching BT punisher.
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 |
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
- [20] CH df+4
- [20] CH (1,1),2
- [+50] 1+2+3 d+3,4 b+1,F HAR.D ws4 b+1,F HAR.df+2,3 S! d+2,F HAR.4
- [+49] 1+2+3 d+3,4 b+1,F HAR.1 b+1,F HAR.df+2,3 S! d+2,F HAR.4[1]
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 and when the opponent is low to the ground; 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 |
4 | highest damage; very finicky off-axis, on non-standard body types and on non-favourable juggle states; sometimes requires a microdash to pick up; highest damage |
Filler
Move | Notes |
---|---|
df+1 | |
b+1,F | |
4,4,4,F | |
d+2,F | |
ws4 | |
HAR.1 |
Tailspin
Move | Notes |
---|---|
2,2 | fast, very consistent screw option; least carry; least damage |
3,4 | |
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 |
f,F+4 | must be done before any filler hits, since it cannot be input fast enough otherwise; highest damage tailspin option; good for when you want shorter wall carry to get a wall splat |
Ender
These moves are used after a tailspin.
Move | Notes |
---|---|
d+2,F > HAR.4 | highest damage; balcony break; decent carry; can delay HAR.4 for more carry |
b+1,1 | good damage; high wall splat; longest carry |
HAR.4 | below average damage; consistent ender option for faraway screws |
HAR.df+3 | least damage; very consistent, long-range ender option for faraway screws |
d+2,F > HAR.2 | floor break |
d+2,F > R.HAR.1+2 | rage ender; less damage than doing rage art after tailspin |