(→Rage) |
(→n) |
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|block=+1 | |block=+1 | ||
|hit=+8 | |hit=+8 | ||
|notes= | |notes=Good old jab. Kat's seems to have slightly shorter range than most characters, allowing them to quickly backdash out of jab pressure. Can't really use jabs to pressure opponents with Kat unlike Feng, Bryan or Lidia. | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
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* Combo from 1st NH | * Combo from 1st NH | ||
* jails}} | * jails}} | ||
Jab string ending in -1 on block with extensions. Much better to stick to an opponent compared to single jab, so probably better to use in poking situations. Generally a bad idea to challenge it on block due to 1,1,1 and 1,1,2 (or even HAR transitions) that will CH you. Obviously need to condition them with it a bit. Tracks SS~move well, but can still be stepped or walked fairly easily. | |||
}} | }} | ||
{{MoveData | {{MoveData | ||
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|block=-1 | |block=-1 | ||
|hit=+5 | |hit=+5 | ||
|notes= | |notes=Option to use to either mixup if opponent is respecting 1,1, or to evade high challenges on 1,1 if they're challenging it. Avoid going into HAR too often from it, and prefer to keep the mindgame restricted to 1,1 and 1,1,1_2. | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
Line 118: | Line 119: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* Combo from 2nd CH}} | * Combo from 2nd CH}} | ||
Mid mixup option from 1,1. Used to catch them if they're ducking or challenging after 1,1. The "sensible" option to use since it is less favourable on block and less rewarding on CH than 1,1,2, but safer. | |||
}} | }} | ||
{{MoveData | {{MoveData | ||
Line 135: | Line 137: | ||
|hit=+9 | |hit=+9 | ||
|ch=[[Katarina combos#Staples|crumple]] | |ch=[[Katarina combos#Staples|crumple]] | ||
|notes= | |notes=The high mixup option to use from 1,1 and generally the more rewarding but also more risky option. Launch-punishable if ducked, but gives a full launch if opponents challenge 1,1. Also gives a whopping +7 if blocked, but the on block situation doesn't allow Kat to do much in neutral. The scrub-killer frame trap df+4 can be stepped, and most poking options can be backdashed. d+2 is a decent option, which CH-launches a lot of stuff such as backswing blows, and careless challenges. i10 CH moves might such as Ganryu's headbutt can win against it though, so maybe d+1 or df+2 is better. Can be pretty oppressive at the wall though. | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
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|notes={{Plainlist| | |notes={{Plainlist| | ||
* Can be stepped right}} | * Can be stepped right}} | ||
A more rewarding mid option to use from 1,1 since the on block situation is better (on hit is the same). Can be used to condition stand blocking to open up more 1,1,2. I'm not sure if that's worth it since 1,1,2 doesn't really lead to good mixups anyways (d3 can be backdashed, I think). If you use it more, opponent will think about stepping right to avoid it, instead of just trying to guess between duck or not, which adds to the mental stack and can get them hit by both 1,1,1 and 1,1,2 (they hit steppers), so it is a necessary option to use. | |||
}} | }} | ||
{{MoveData | {{MoveData | ||
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|hit=[[Katarina combos#Staples|LNC]] | |hit=[[Katarina combos#Staples|LNC]] | ||
|ch=[[Katarina combos#Staples|LNC]] | |ch=[[Katarina combos#Staples|LNC]] | ||
|notes= | |notes=Generally used as a really high-risk high-reward option to catch stepping or ducking. Haven't really explored how it is used much since it is "risky". Technically launch-punishable, but I doubt most people will be ready to launch-punish at first usage it since it is seldom seen in my experience. Ghirlanda apparently has some tech for using it against Zaf but I don't know what it is. | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
Line 202: | Line 205: | ||
|notes={{Plainlist| | |notes={{Plainlist| | ||
* Combo from 1st NH}} | * Combo from 1st NH}} | ||
Normal 1,2 jab string. Starts Kat's 10-hit if you're so inclined. Not entirely sure about the tracking usage of it, but I believe it does track SSL specifically. | |||
}} | }} | ||
{{MoveData | {{MoveData | ||
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|notes={{Plainlist| | |notes={{Plainlist| | ||
* Combo from 1st NH}} | * Combo from 1st NH}} | ||
Excellent high-low non-jailing jab string which gives +1 on hit. The low has pretty good range too, although it's likely to be parried by a sharp opponent if they're seeing the jab into the start of the low. Good for creating momentum and pressuring the opponent up close. Anecdotally seems to be tough to parry, since I've seen Joonya 20z almost spam this without really getting punished for it. Follow-up situation is weird in that a df+1 seems to track ''better'' than normal. Almost no one can step it unless they SW (Zaf is an exception). | |||
}} | }} | ||
{{MoveData | {{MoveData | ||
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|hit=+8 | |hit=+8 | ||
|ch=+8 | |ch=+8 | ||
|notes= | |notes=First hit of i12 punisher. Not much reason to use the first hit by itself, since the two-hit jails, so you can't use it for mental frame advantage either. | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
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* Combo from 1st NH | * Combo from 1st NH | ||
* {{Tailspin}}}} | * {{Tailspin}}}} | ||
Kat's i12 punisher. Has excellent range, wallsplats, tailspins and does good damage. Could have been the best i12 punisher in the game if not for the sub-par situation on hit. Due to the ballerina spin, it gives almost no mixup opportunity on hit in the neutral. Most pokes can be backdashed or backswing blowed, dashing into a poke opens you up to getting magic 4-ed or hopkicked, and doing a long-range low option like df3+4 or db3 is highly risky (especially if the matchup makes the former also launch-punishable). Still need to explore how to better take advantage of this situation. | |||
}} | }} | ||
{{MoveData | {{MoveData | ||
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|hit=+6 | |hit=+6 | ||
|ch=+6 | |ch=+6 | ||
|notes=Easily evaded by low-profile moves/stances | |notes={{Plainlist| | ||
* Easily evaded by low-profile moves/stances}} | |||
The start of Kat's 3-string. Has really good range, and can be used to harass an opponent by teasing them with just the first hit while they sit there blocking and waiting for the full string. It's really annoying being on the receiving end of a Kat just waggling her leg at you doing 3, then 3,3, then 3, then 3,3,3,F ad nauseam. Can be good for getting mental frames for a poke mixup. Further mental frames if they are conditioned to wait for 3,4, which can CH tailspin if they attempt to challenge standing 3. | |||
}} | }} | ||
{{MoveData | {{MoveData | ||
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|hit=+2 | |hit=+2 | ||
|ch=+2 | |ch=+2 | ||
|notes= | |notes=The first two hits of Kat's 3-string. Can be hit-confirmed from this point (but is tougher to do). Tracks SSR well. | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
Line 328: | Line 336: | ||
|hit=+1 | |hit=+1 | ||
|ch=+1 | |ch=+1 | ||
|notes= | |notes=Though punishable, can transition to HAR to evade the punish. Preferable to transition to HAR if you can't confidently hit confirm, I think. | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
Line 370: | Line 378: | ||
|hit=+0 | |hit=+0 | ||
|ch=+0 | |ch=+0 | ||
|notes= | |notes=Has mental frames since the string jails upto this point, but not the 5th hit. So they can be CH by the last hit if they attempt to punish. Will need to test if they do punish after 4 hits to make it worthwhile to do the 5th, since you jump from -11 to -14. | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
Line 392: | Line 400: | ||
|ch=[[Katarina combos#Staples|KND]] | |ch=[[Katarina combos#Staples|KND]] | ||
|notes={{FB}} if move hits on aerial opponent | |notes={{FB}} if move hits on aerial opponent | ||
The FB on aerial opponents happens rarely, and can't be reproduced at will. If it could, it would make Kat's the most damaging wall combo in the game, probably. | |||
}} | }} | ||
{{MoveData | {{MoveData | ||
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|notes={{Plainlist| | |notes={{Plainlist| | ||
* {{Tailspin}}}} | * {{Tailspin}}}} | ||
Seems tough to duck in practice, since I've rarely seen opponents attempt to duck it in tournament play. | |||
}} | }} | ||
{{MoveData | {{MoveData |
Revision as of 20:02, 22 October 2022
Katarina (Tekken 7) |
---|
Rage
Input
R.3+4
R.HAR.1+2
n
1
1,1
- Combo from 1st NH
- jails
Jab string ending in -1 on block with extensions. Much better to stick to an opponent compared to single jab, so probably better to use in poking situations. Generally a bad idea to challenge it on block due to 1,1,1 and 1,1,2 (or even HAR transitions) that will CH you. Obviously need to condition them with it a bit. Tracks SS~move well, but can still be stepped or walked fairly easily.
1,1,F
1,1,1
- Combo from 2nd CH
Mid mixup option from 1,1. Used to catch them if they're ducking or challenging after 1,1. The "sensible" option to use since it is less favourable on block and less rewarding on CH than 1,1,2, but safer.
1,1,2
1,1,3
- Can be stepped right
A more rewarding mid option to use from 1,1 since the on block situation is better (on hit is the same). Can be used to condition stand blocking to open up more 1,1,2. I'm not sure if that's worth it since 1,1,2 doesn't really lead to good mixups anyways (d3 can be backdashed, I think). If you use it more, opponent will think about stepping right to avoid it, instead of just trying to guess between duck or not, which adds to the mental stack and can get them hit by both 1,1,1 and 1,1,2 (they hit steppers), so it is a necessary option to use.
1,1,4
1,2
- Combo from 1st NH
Normal 1,2 jab string. Starts Kat's 10-hit if you're so inclined. Not entirely sure about the tracking usage of it, but I believe it does track SSL specifically.
1,4
- Combo from 1st NH
Excellent high-low non-jailing jab string which gives +1 on hit. The low has pretty good range too, although it's likely to be parried by a sharp opponent if they're seeing the jab into the start of the low. Good for creating momentum and pressuring the opponent up close. Anecdotally seems to be tough to parry, since I've seen Joonya 20z almost spam this without really getting punished for it. Follow-up situation is weird in that a df+1 seems to track better than normal. Almost no one can step it unless they SW (Zaf is an exception).
2
2,2
- Combo from 1st NH
Kat's i12 punisher. Has excellent range, wallsplats, tailspins and does good damage. Could have been the best i12 punisher in the game if not for the sub-par situation on hit. Due to the ballerina spin, it gives almost no mixup opportunity on hit in the neutral. Most pokes can be backdashed or backswing blowed, dashing into a poke opens you up to getting magic 4-ed or hopkicked, and doing a long-range low option like df3+4 or db3 is highly risky (especially if the matchup makes the former also launch-punishable). Still need to explore how to better take advantage of this situation.
3
- Easily evaded by low-profile moves/stances
The start of Kat's 3-string. Has really good range, and can be used to harass an opponent by teasing them with just the first hit while they sit there blocking and waiting for the full string. It's really annoying being on the receiving end of a Kat just waggling her leg at you doing 3, then 3,3, then 3, then 3,3,3,F ad nauseam. Can be good for getting mental frames for a poke mixup. Further mental frames if they are conditioned to wait for 3,4, which can CH tailspin if they attempt to challenge standing 3.
3,3
3,3,3
3,3,3,3
3,3,3,3,3
The FB on aerial opponents happens rarely, and can't be reproduced at will. If it could, it would make Kat's the most damaging wall combo in the game, probably.
3,4
Seems tough to duck in practice, since I've rarely seen opponents attempt to duck it in tournament play.
4,4,4
4,4,4,F
f
df
df+1,1,F
- Combo from 1st NH
df+2
df+2,2
- Combo from 1st NH
- can SSR if first hit connects off-axis to the right
df+2,4
- Combo from 1st NH
- can SSR if first hit connects off-axis to the right
df+3+4
- Returns to crouching
- Forced to crouching upon NH
d
db
b
b+4,1+2
- Combo from 1st NH
- Forced to crouch upon blocking
b+3+4
ub
uf
uf+4,4,4
uf+4,4,4,4,F
uf+4,4,4,4,4
uf+4,4,4,4,4,4
Motion input
f,F+3
- Forced to crouching upon block
- Disable ukemi on face-up down hit
f,F+4
(Back to wall).b,b,UB
- Ends in BT
- Cannot be buffered
Throw
Grounded opponent
WS
ws3,3,3,F
ws3,3,3,3,3
FC
BT
HAR
f+4
- Lapses to standing after frame 46
- Moves can be delayed until frame 38
HAR.d
- Alternate input HAR.db
- Can be done after frame 10 of HAR
- Fastest f+4~d is 26 total
HAR.df+2,3
- Combo from 1st hit
- Input can be delayed 4f
10 Strings
10 Hit Combo 1 | ||||||
Input | Hit level | Damage | Startup | Block | Hit | Combo |
---|---|---|---|---|---|---|
1 | h | 7 | i10 | +1 | +8 | |
2 | h | 10 | ?? | -3 | +3 | ?? |
4 | h | 8 | ?? | -18 | -4 | ?? |
4 | m | 5 | ?? | -19 | -8 | ?? |
4 | h | 6 | ?? | -12 | -6 | ?? |
3 | l | 10 | ?? | -30 | KND | ?? |
3 | m | 9 | ?? | -26 | -15 | ?? |
3 | m | 5 | ?? | -16 | -5 | ?? |
3 | m | 5 | ?? | -17 | -6 | ?? |
3 | m | 22 | ?? | -21 | KND | ?? |
New move
Input