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| == Akuma == | | == Akuma == |
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| * u/f+4 > d/f+1 anti-airs Demon Flip
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| * Sidestep or use 4 when Akuma does Demon Flip
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| * Pressure when Akuma has no meter
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| * Escape when cornered at wall (play keep-out)
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| * Punish shoryuken heavily (use u/f+3)
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| * Use b+4 to punish d+2 and d+3 on whiff
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| * u/f+4 and u/f+4,4 OS ws2 even if Akuma cancels into DFLIP
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| * Be careful when throwing out 4,4,4 since shoryuken OSes it and its extensions
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| == Alisa == | | == Alisa == |
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| * Alisa can evade CH HAR 1 > f,F+3 > d+3+4 using her special getup. Use u/b+4 instead of d+3+4.
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| == Anna == | | == Anna == |
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| * Abuse FC d/f+4 since Anna cannot launch it
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| == Armor King == | | == Armor King == |
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| * AK can punish b+3+4 and f,F+4 with f+1+4 (i13, 28 dmg)
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| * AK can evade and punish all HAR moves with b+1+4 > f+1+4, making it a poor tool to use without proper conditioning. Options to beat the b+1+4 from AK are listed below. A video demonstration can be found [https://www.youtube.com/watch?v=_cu6WI8CR9s&ab_channel=MiZhou here].
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| ** HAR cancel into block and punish, since b+1+4 is -13 on block
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| ** HAR cancel > ws1,1 will counterhit AK out of b+1+4
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| ** HAR cancel > FC d/f+4 will evade and punish b+1+4
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| ** HAR cancel > 4 will CH for a full launch
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| ** HAR cancel > SS whiff punish
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| == Asuka == | | == Asuka == |
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| * u/f+3+4 has good risk/reward against Asuka since it is only -10, giving Asuka a 7 dmg punish, but gives Kat ~40 dmg with the guaranteed u/b+4 follow-up. Asuka can parry the second hit of u/f+3+4, so chickening it is recommended.
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| * d/b+1,2 beats ''every'' move from a minus ob transition to HAR (4,4,4F, 3,3,3F). You cannot even crouch cancel into block fast enough to block the d/b+1. The move crushes and punishes HAR 1, and is faster than any other standing HAR move (you'll get CH). It can't be low-crushed using HAR u/f+3/d/f+3 since it is a true mid (you'll get floated). Of course, if the Asuka knows and is using this frequently, simply bait it out by not transitioning to HAR. You will either get +7 if you block the d/b+1, and if they're sharp enough to hit-confirm and not do the follow-up, or duck and launch if they commit to the follow-up.
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| * d/b_1,2 loses only to HAR 4 from a plus ob transition to HAR (d+2,F, b+1,F). You ''can'' crouch cancel into block in this situation.
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| == Bob == | | == Bob == |
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| == Bryan == | | == Bryan == |
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| * Kat's FC.df+3 will low profile Bryan's orbital, especially after d+4
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| * 2,2 always punishes df+2,3
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| * Katarina lacks a very good punisher for qcb+3, so try to low parry it if you expect it instead of blocking
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| * Katarina's FC.df+4 consistently goes under Bryan's f+3
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| == Claudio == | | == Claudio == |
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| * b+1,2 is a good tool in this match-up - closes distance against his push-back moves, and he doesn't get a strong mixup even at +8.
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| == Devil Jin == | | == Devil Jin == |
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| * Devil Jin's u+4 evades Katarina's d/f+4 at >= +5. Be cautious when using it after getting frame advantage a frame advantage of +5 or better (e.g., after HAR d/f+3 on hit, 1,1,2 on block).
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| * When Devil Jin is not in rage, use b+1,F to check u+4 usage. Confirm the float, and pickup with ws4 into float combo. If Devil Jin is in rage, this will get beaten by RA
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| * It will not evade at +4 (e.g. after d/f+4 on hit)
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| * Use u/f+3 (not u/f+4; whiffs if there's no flight transition) to option select Devil Jin's u+4 if he goes into flight transition or not (no combo on the latter though).
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| * Devil Jin can punish Katarina's f,F+4 with df+4,4
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| == Dragunov == | | == Dragunov == |
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| == Eddy == | | == Eddy == |
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| Your main strategy against Eddy is poking with d/f+1. He has a really hard time dealing with that move; he can't step it, and it tracks his auto sidestep punch that Eddy uses instead of step. It'll also float handstand very consistently, and can float RLX, but is not consistent in S2.
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| Probably the two most important things in this match-up are not giving him breathing room and knowing your punishes. 4,4,4/1,1/f,F+2,4 have limited utility in this match because of how often Eddy high crushes, but d/f+1 is much faster than most of what Eddy wants to throw at you. Once you teach him to respect it, you can play a more normal game against him, but you've got to keep it on the table to keep him honest.
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| You can also backdash out of RLX mixups on HIT. :-P
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| == Eliza == | | == Eliza == |
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| == Fahkumram == | | == Fahkumram == |
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| * Fahk can punish b+3+4 with b+1 (i14, 49 dmg including follow-up)
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| == Feng == | | == Feng == |
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| * Feng can punish b+3+4 and f,F+4 with b+1+2 (i13, 30 dmg)
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| * Feng can OS -1 transitions into HAR using b+4 or uf+2
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| * Some common Kat+Feng scenarios analyzed -
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| {{Combolist|
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| ; Kat df+1 on hit, Feng answers with uf+2
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| : interrupts: d+4, df+1, 1 jab, 4
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| : doesn't: b+1, df+2, b+3+4, d+3
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| : in short, anything i13 or faster will interrupt.
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| ; Feng df+2,2 on block into 1+2
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| : wins: ssr, any kicks faster than snake edge, df+2
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| : loses: ssl, punches faster than i16 (maybe i15?)
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| ; Feng df+2,2 on block into uf+2
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| : wins: ssl, everything i13 or faster, df+4 (no CH, why?), uf+4,4
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| : loses: ssr, 3-string, b+4, df+2, b+1
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| }}
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| SS.4 is a weird one to lab because he can get it either direction and he can either cancel the SS with it, or do it after the SS
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| In general, all your fast lows beat it, mids beat it but are subject to regular tracking (b+1, df+2, b+3+4 seem to track no matter what).
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| == Ganryu == | | == Ganryu == |
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| * Max damage punish for Ganryu's spring roll is ws4 > d+3,4 > u/b+4 (48 dmg)
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| == Geese == | | == Geese == |
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| == Gigas == | | == Gigas == |
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| * Gigas cannot use SSR as an option against the HAR mixup.
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| == Heihachi == | | == Heihachi == |
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| * After d+4, Kat's FC.df+4 will evade Heihachi's df+1. However, Heihachi's f+3 will counter it.
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| == Hwoarang == | | == Hwoarang == |
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| Because Kat has a generic d+4, she can OS after a blocked RFS f+4, including if they finish the string. it will hit him if he does anything other than RFS 3, in which case he low crushes and you high crush, he gets frame advantage in LFS.
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| == Jack-7 == | | == Jack-7 == |
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| * use 1,1 ub+4 as a punish on a blocked df+1,2,1. If Jack-7 does the 2-extension, it will jail, so your 1,1 input will be eaten and you'll get an ub+4 punish. If Jack-7 stops at df+1,2,1, you'll get a 1,1 punish.
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| == Jin == | | == Jin == |
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| * Remember to be conservative with your attacks due to parry. It's almost impossible to punish it on reaction, don't even put energy into it. Use a lot more moves which are safe even after parry - df+1 and d+4 are your best friends here. 4 is also good
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| * be ready to use d+4 and df+1 after Jin does f+4~ZEN on block. Only press upon reaction to the stance transition. Otherwise, our df+1 will whiff and can be punished by electric or rage art.
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| * Avoid usage of df+3+4 - it is seeable and launch punishable. Ditto for FC.3.
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| * Use FC.df+4 to beat 2,1,4, we will pass under 2,1 and if they press 4 we CH them. Specially useful after a situation we might duck (df+4 ob, df+1 ob)
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| * After df+1 many situations to face -
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| ** If he does 2,1, he beats us - we need to duck into FC.df+4, or SWL.
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| ** If he does 4, he loses to our 4,4,4 but wins vs step. Sometimes, I (Ghirlanda) like to do df+1 df+1 in order to bait the 4 (I did it vs Book too, I think), because 4 beats our second df+1, duck the 4 and launch them. But this requires a very strong mindgame. Too much, perhaps.
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| ** d+4 is a great option after df+1, beats a lot of stuff.
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| * If he does b,f+2,3 always do df+1
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| == Josie == | | == Josie == |
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| * Josie can punish b+3+4 with u/f+3+4 (i13, 34 dmg)
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| == Julia == | | == Julia == |
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| == Katarina == | | == Katarina == |
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| * Use b+3 to OS 4,4,4,F (or 3,3,3,F, 1,1,F and df+1,1,F) transitions into HAR moves
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| == Kazumi == | | == Kazumi == |
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| == Kazuya == | | == Kazuya == |
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| * 2,2 connects on Kaz f3 as a consistent punish at almost all ranges except tip range (~3.0).
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| == King == | | == King == |
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| == Kuma == | | == Kuma == |
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| * Bears can punish b+3+4 and f,F+4 with d/b+1,2 (i13, 34 dmg)
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| * Bear ws2 can evade Katarina's d+3,4 for a launch punish. They will get CH if Kat delays the string.
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| * punish HBS.1+2 with 3,3,3,3,3 or f,F+2,4 (hard). Even though the move is -15, Kat's uf+4,4 only connects on its second active frame at i16, missing the punish window. Blocking it off-axis seems to allow it to be punished by uf+4,4 so SSR if the Bear goes into HBS
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| == Kunimitsu == | | == Kunimitsu == |
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| * Kuni can punish b+3+4 and f,F+4 with f,F+4,2 (i13, 34 dmg)
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| * f+3 is a decent tool against Kuni's options from df+3. If she presses df+3,2 (no cancel, or cancel into buttons), it will either punish the former, or CH-launch the latter. The Kuni could do df+3,2 cancel into block, or just bait out the f+3 with df+3 alone for a float (df+3 1) or sidestep-launch (df+3 SSR~df+2).
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| == Lars == | | == Lars == |
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| * Lars' d+2 (and SEN.df+1) into 1,1,1 can be evaded and launched with Katarina's ws2 even on hit
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| == Law == | | == Law == |
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| * Law can punish Katarina's b+3+4 with 3+4,4 (i14, [[Law_combos|launch]])
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| * Use b+4,1+2 ub+4 instead of uf+4,4 to punish Law's f,F+3. The latter might not reach due to pushback.
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| == Lee == | | == Lee == |
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| * Punish Lee's b+3+4 using 3,3,3,3,3 or 2,2 for more consistency since uf+4,4 can whiff at tip ranges
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| * Lee's f,F+4 goes under Katarina's b+3 and 3-string
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| == Lei == | | == Lei == |
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| == Leo == | | == Leo == |
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| * Leo can punish b+3+4 with f+2,2 (i14, 35 dmg)
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| * b+2 punishes Leo's b+1,4 (evades the 4 and launches before Leo can recover). Leo can bait this out with just a b+1
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| == Leroy == | | == Leroy == |
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| * 3,3,3,3,3 is a good string to use against Leroy's parry since he would need to consciously continue the parry if he wants to stop the string
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| * magic 4 is a good OS against Leroy's uf+3+4. It punishes if he doesn't do the extension, and CH launches if he does.
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| == Lidia == | | == Lidia == |
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| * Lidia's db+4 into ws2 can be beaten with Katarina's b+3+4
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| == Lili == | | == Lili == |
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| * Lili can punish b+3+4 and f,F+4 with f+2,3 (i12, 32 dmg)
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| == Lucky Chloe == | | == Lucky Chloe == |
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| == Master Raven == | | == Master Raven == |
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| * qcf+4 can be punished on block with b+1,F HAR.df+1+2 for 63 dmg.
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| == Miguel == | | == Miguel == |
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| * Miguel's db+3 is an important low to recognize an optimally punish with ws3,3,3,3,3
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| == Negan == | | == Negan == |
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| * Negan can punish b+3+4 with qcf+1 (i14, 48 dmg including follow-up)
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| == Nina == | | == Nina == |
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| == Noctis == | | == Noctis == |
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| * Katarina's ws2 will launch-punish Noctis' d+2 with or without the extension - there's no need to guess
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| == Paul == | | == Paul == |
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| * Paul can generally OS 4 and its extensions using d+1+2 on reaction (d+1+2 is i12 and punishes 4, which is -12; it also crushes the follow-ups)
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| * This OS can be beaten by Kat by slightly delaying (??) the second 4<ref>[https://www.youtube.com/watch?v=zZJGMFfxhB8 HIT THE LAB! ep 5 Kata anti option select (no more free shoulders for Paul!)]</ref>
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| == Shaheen == | | == Shaheen == |
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| == Steve == | | == Steve == |
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| * Abuse FC.df+4 and df+3+4 against Steve, he cannot launch them. Steve is also known for his troublesome -12 and -13 moves that have pushback that many characters cannot reach. Katarinaโs 2,2 12f punisher can reach them all. He also wants to be in close, so constantly make him whiff and hopkick or f,F+2,4 him.
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| * Steve can punish b+3+4 with df+1+2 (i14, 28 dmg)
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| * FC.df+4 into FC.df+4 is beaten by Steve sway. d+4 into FC.df+4 or Steve ws1,2 on hit into FC.df+4 by Kat is beaten by Steve b+3+4. So you need to remember this. Make him fear FC.df+4 and then play accordingly knowing he got these tools
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| * as a read, you can f,F+2,4 Steve during his b+3+4 after d+4. He shouldn't be able to block. But it's hard and it is even harder as to replicate the situation. In p.mode, it is almost impossible
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| * Kat can punish Steve's PKB.f+2 (-13 with pushback) using df+1 (not df+1,1 since the high whiffs, 13 dmg, does not connect at tip range), or d+4 (7 dmg, connects at all ranges)
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| == Xiaoyu == | | == Xiaoyu == |
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| * u/f+3+4 will hit Xiaoyu out of AOP (but not AOP down)
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| * b3+4 (not b2!) OSes ff2,1 and ff2,1b > BT, but can be baited with just ff2 and launched with standing 3. The 3 occasionally seems to whiff, but only occasionally.
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| * bait her moves and whiff punish
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| * SSL her wr3
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| * don't d+1 her since AOP+SSR beats you hard
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| * abuse generic d+4 and its range to hit Xiaoyu out of AOP and evasion shenanigans
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| * FC d/f+4 is also good vs. her so use it consciously
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| == Yoshimitsu == | | == Yoshimitsu == |
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| * Options after Yoshi's f,F+4 on block -
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| ** 1,1 will beat holding back and b3/b4 (any # of spins, can transition to Harrier to escape to safety)
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| ** 2,2 will beat holding back and b3/b4 (single spin), but loses to db and b3/b4 (multiple spins)
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| ** b3 will beat holding back and holding db, but loses to b3/b4
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| ** b1~f HAR df1+2 will beat holding db and b3/b4 single spin (max reward option to cover these), but loses to holding back then ducking/flashing or multiple b4 spins
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| ** b1~f HAR 4 will beat holding db and b3/b4 (any # of spins), but loses to holding back then flashing
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| ** b1~f HAR 1 will beat holding db and b3/b4 (any # of spins), but loses to holding back then ducking (BEATS FLASH)
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| == Zafina == | | == Zafina == |
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| * Avoid df+4 in this matchup as d3 and a lot of other moves will low profile it. Use b+4 to fish for mid CHs. She can't get a launch punish and it hits MNT, even hits grounded.
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| * d+1 is fantastic in this matchup as well as it can't be low profiled, is safe, and CH's for 45ish
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| * After you block SCR.3,3, you get a guaranteed u+4,4 launch punish every time. SCR.3,3 is -9 on block so u+4,4 will counterhit all her SCR moves. If she does the 4 extension, you'll crush it (but it will evade the first hit) and come down with the second hit for a punish. Only u+4,4 works here; uf+4,4 will move too far and have you hop over Zafina.
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| * FC.df+4 is abusable in this match-up since Zafina only gets ws4 as a punish, or cc 1,3 if they have the execution for it
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