Katarina combos: Difference between revisions

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Line 38: Line 38:


; [28] CH FC df+4
; [28] CH FC df+4
: [+29] ws1,1,F HAR.4 <ref name="wall-only" />
: [+29] ws1,1,F W! HAR.4 <ref name="wall-only" />
: [+22] ws4 b+1,2 <ref name="wall-only" />
: [+22] ws4 W! b+1,2 <ref name="wall-only" />
: [+22] dash OTG.d+3+4
: [+22] dash OTG.d+3+4
: [+18] ub+4
: [+18] ub+4
Line 45: Line 45:
; [25] CH df+3+4
; [25] CH df+3+4
: [+23] ws3,3,3,3,3 <ref name="wall-only" />
: [+23] ws3,3,3,3,3 <ref name="wall-only" />
: [+22] ws4 b+1,2 <ref name="wall-only" />
: [+22] ws4 W! b+1,2 <ref name="wall-only" />
: [+22] dash OTG.d+3+4
: [+22] dash OTG.d+3+4
: [+18] ub+4
: [+18] ub+4

Revision as of 18:49, 17 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.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
[28] CH FC df+4
[+29] ws1,1,F W! HAR.4 [5]
[+22] ws4 W! b+1,2 [5]
[+22] dash OTG.d+3+4
[+18] ub+4
[25] CH df+3+4
[+23] ws3,3,3,3,3 [5]
[+22] ws4 W! b+1,2 [5]
[+22] dash OTG.d+3+4
[+18] ub+4
[20] HAR.3
[+22] dash OTG.d+3+4
[+18] ub+4
[37] b+4, 1+2
[24] CH d+1
[24] db+3 [5]
[24] df+3,3 [5]
[21] CH (d+3),4
[20] CH (1,1),1
[20] CH 4 [6]
[20] f,F+3
[20] HAR.uf+3
[20] 1,1,3
[20] f+1+2
[20] CH (3,3,3,3),3
[+18] ub+4
[30] uf+3+4
[+18] dash ub+4 [7]
[+16] f,F+3 [8]
  1. โ†‘ only on bears
  2. โ†‘ only with the wall on the left side
  3. 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.
  4. โ†‘ follow-up is more consistent with a micro-SSL after f,F+3
  5. โ†‘ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 only at the wall
  6. โ†‘ ub+4 needs to be done quickly; only adds +16 dmg
  7. โ†‘ dash timing is strict; doesn't connect at tip ranges
  8. โ†‘ only works on Bears

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
  1. โ†‘ 1.0 1.1 1.2 1.3 1.4 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
[21] df+1 1 1,1,1 [3]
[20] (4),4,4,F HAR.4[5]
[20] ws1,1,F HAR.4
[18] df+1,1,F HAR.4
[16] 1 df+1 ub+4[6]
[10] b+4,3+4[6]
[7] uf+3+4[6]
  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†‘ 3.0 3.1 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.
  5. โ†‘ requires spacing out the first 4 to whiff
  6. 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
  1. 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
FB! after W![1]
4 W! df+1,1,F R.HAR.1+2
4 W! SS[2] f,F+3 ub+4
4 W! df+1 4 3,3,3,3,3[3]
4 W! dash 1 df+1 3,3,3,3,3[4]
4 W! dash df+1,1,F HAR.4[4]
  1. โ†‘ 1,2 can also be used instead of 4 for a re-wall splat (and +1 dmg), but it is less consistent
  2. โ†‘ SS direction should be that which re-aligns with the opponent
  3. โ†‘ Only works vs Armor King, Bears, Bob, Gigas, Jack-7, King, and Marduk.
  4. โ†‘ 4.0 4.1 combo will whiff without the initial dash

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

External links