User:Kalki/kat-movelist-notes: Difference between revisions

From Wavu Wiki, the 🌊 wavy Tekken wiki
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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
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|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
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|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
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|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
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|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
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|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
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|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

Rage

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Rage Art

R.3+4

m
55-82
-22
i20
pc8~19
Standard mid rage art. Nothing special about it.
Rage Drive

R.HAR.1+2

m
55
+5
Throw (KND)
i15~16
Can only be used from HAR. Usable in neutral if your opponent is turtling by just going into raw HAR, but the situation isn't conducive to landing a heavy mixup afterwards anyway. Tracks right (Kat's "weak" side), but doesn't track left, so can be used to mix HAR.4 with it, which tracks the opposite way. Probably used best as a wall ender, since it does enormous unscaled damage there. So you want to save rage and use the extra poke damage in rage till you can land a wall splat or launcher into wall combo with RD.

n

Jab

1

h
7
+1
+8
i10
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.
Double Slap

1,1

h,​h
7,​10
-2
+4
i10
i12
  • 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.

Double Slap to Harrier

1,​1,F

h,​h,​sp
7,​10,​
-1
+5
i10
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.
Wing Punch Combo

1,​1,1

h,​h,​m
7,​10,​23
-5
-1
i10
  • 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.

Rush Punch Combo

1,​1,2

h,​h,​h
7,​10,​17
+7
+9
i10
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.
Albatross Punch Combo

1,​1,3

h,​h,​m
7,​10,​20
0c
i10
js1
  • 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.

Goose Punch Combo

1,​1,4

h,​h,​m
7,​10,​21
-19
i10
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.
Wing Slap Combo

1,2

h,​h
7,​10
-3
+3
+3
i10
  • 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.

Needle Kick Combo

1,4

h,​l
7,​10
-12
+1
+1
i10
  • 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).

Feather Fury (1)

2

h
10
-3
+8
+8
i12
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.
Feather Fury

2,2

h,​h
10,​20
-12
+10Sp
+10Sp
i12
  • Combo from 1st NH
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.

Crane Kick Combo (1)

3

m
9
-5
+6
+6
i14
  • 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.

Crane Kick Combo (2)

3,3

m,​m
9,​4
-9
+2
+2
i14
The first two hits of Kat's 3-string. Can be hit-confirmed from this point (but is tougher to do). Tracks SSR well.
Crane Kick Combo (3)

3,​3,3

m,​m,​m
9,​4,​4
-10
+1
+1
i14
Though punishable, can transition to HAR to evade the punish. Preferable to transition to HAR if you can't confidently hit confirm, I think.
Crane Kick Combo (3) to Harrier

3,​3,​3,F

m,​m,​m,​sp
9,​9,​4,​0
-1
+10
+10
i14
Crane Kick Combo (4)

3,​3,​3,3

m,​m,​m,​m
9,​4,​4,​4
-11
+0
+0
i14
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.
Crane Kick Combo

3,​3,​3,​3,3

m,​m,​m,​m,​m
9,​4,​4,​4,​17
-14
+1c
i14
Floor Break
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.

Wild Canary

3,4

m,​h
9,​20
-8
KND
i14
Tailspin

Seems tough to duck in practice, since I've rarely seen opponents attempt to duck it in tournament play.

High Kick

4

h
17
-12
+8
i11
Nimble Cutter (2)

4,4

h,​m
17,​15
-10
+4
+4
i11
Nimble Cutter (3)

4,​4,4

h,​m,​h
17,​15,​10
-10
+4
+4
i11
can SSR after 1st hit on block
Nimble Cutter (3) to Harrier

4,​4,​4,F

h,​m,​h,​sp
17,​15,​10,​0
-1
+8
+8
i11
can SSR~duck after 1st hit on block to evade the rest of the string
Nimble Cutter (4)

4,​4,​4,4

h,​m,​h,​h
17,​15,​10,​21
-6
+5
+5
i11
  • can SSR
Nimble Cutter

4,​4,​4,​4,4

h,​m,​h,​h,​m
17,​15,​10,​21,​25
-9
KND
KND
i11
Wall Bounce
Taunt

1+3+4

i45

f

Heel Hook

f+3

m
23
+1c
+5c
i24
Drumming

f+1+2

h
20
+1c
i23
Head
Fledgeling Foot

f+3+4

m
23
-13
KND
KND
i24
pc8~24
Balcony Break

df

Peck

df+1

m
13
-1
+5
+5
i13
Peck and Slap

df+1,1

m,​h
13,​8
-4
+7
+7
i13
  • Combo from 1st NH
Peck and Slap to Harrier

df+1,​1,F

m,​h,​sp
13,​8,​0
-1
+7
+7
i13
  • Combo from 1st NH
Nest Crasher (1)

df+2

m
17
-7
+4
+4
i17
df+2 has 2 active frames. 1st tracks SSL. 2nd tracks SSR. But if you input the extensions, she will transition right away, so you lose the 2nd active frame.
Nest Crasher

df+2,2

m,​m
17,​21
-10
KND
KND
i17
  • Combo from 1st NH
Balcony Break
  • can SSR if first hit connects off-axis to the right
Nest Wrecker

df+2,4

m,​h
17,​17
+1
+18Sp
+18Sp
i17
  • Combo from 1st NH
Tailspin
  • can SSR if first hit connects off-axis to the right
Wagtail (1)

df+3

m
15
-6
+2
+2
i15
Wagtail

df+3,3

m,​l
15,​24
-21
KND
KND
i15
cs~
  • Combo from 1st CH
Wagtail to Cancel

df+3,​3,D

m,​sp
15,​0
-17
-9
-9
i15
  • Returns to crouching
Greater Rhea

df+4

m
17
-9
+4
i15
Knee
  • easily evaded by low-profile moves/stances
Tucano Tail

df+3+4

l
21
-14
+1c
i25
cs6~
  • Returns to crouching
  • Forced to crouching upon NH

d

Feather Chop

d+1

m
20
-7c
+3c
i17
  • Forced to crouching upon block
Floor Break
Paineira

d+2

m
18
-11
+0
i20
Paineira to Harrier

d+2,F

m,​sp
18,​0
+3
+14g
i20
Tarsus Body Blow (1)

d+3

l
12
-11
+0
+0
i16
Tarsus Body Blow

d+3,3

l,​m
12,​18
-13
+0
+0
i16
  • Combo from 1st CH
Tarsus Neck Blow

d+3,4

l,​h
12,​18
-1
+6
i16
  • Combo from 1st CH
Crouch Shin Kick

d+4

l
7
-13
-2
-2
i12
cs4~
  • Returns to crouching

db

Crouch Jab

db+1

sm
5
-5
+6
+6
i10
cs4~
  • Returns to crouching
  • Input F to standing
Crouch Straight

db+2

sm
8
-4
+7
+7
i11
cs4~
  • Returns to crouching
Sliding Kick

db+3

l
24
-26
KND
KND
i23~24
cs6~
Slipping Tail

db+4

l
24
-26
i29
cs6~
Homing
Eclipse Plumage

db+3+4

ub(m)
60
KND
KND
KND
i68
js53~

b

Inside Peck

b+1

m
13
-9
+2
+2
i14
Inside Peck to Harrier

b+1,F

m,​sp
13,​0
+3
+14g
+14g
i14
Peck Upper

b+1,1

m,​m
13,​20
-12
KND
KND
i14
  • Combo from 1st CH
Piercing Peck

b+1,2

m,​m
13,​10
-8
+10g
+10g
i14
Vulture Claw

b+2

m
20
-14
i27
cs10~
Cuckoo Thrust

b+3

m
17
-9
+2
+27g
i12
Woodpecker (1)

b+4

m
17
-15
+8
i17
Woodpecker

b+4,1+2

m,​h
17,​20
+1c
KND
i17
  • Combo from 1st NH
  • Forced to crouch upon blocking
Peacock

b+4,3+4

m,​mm
17,​3,​17
-12c
KND
KND
i17
  • Forced to crouch upon blocking
Floor Break
Fractured Flock

b+3+4

mm
15,​20
-14
KND
KND
i23

ub

Lower Axis

ub+4

m
23
-14
KND
KND
i16~17

uf

Jumping Knuckle

uf+1

m
12
-12
-1
-1
i18
js9~
Alternate input u+1 or ub+1
Hook

uf+2

h
17
-12
+9
+9
i15
Alternate input u+2 or ub+2
Flying Bird

uf+3

m
27
-15
i19
Alternate input u+3 or ub+3
Wing Cutter (1)

uf+4

m
10
-15
-4
-4
i15
js9~
Alternate input u+4
Wing Cutter (2)

uf+4,4

m,​m
10,​10
-13
i15
Wing Cutter (3)

uf+4,​4,4

m,​m,​m
10,​10,​10
-10
+4
+4
i15
can interrupt with moves upto i13
Wing Cutter (4)

uf+4,​4,​4,4

m,​m,​m,​h
10,​10,​10,​10
-10
+4
+4
i15
Wing Cutter (4) to Harrier

uf+4,​4,​4,​4,F

m,​m,​m,​h,​sp
10,​10,​10,​10,​0
-1
+8
+8
i15
Wing Cutter (5)

uf+4,​4,​4,​4,4

m,​m,​m,​h,​h
10,​10,​10,​10,​21
-6
+5
+5
i21
Wing Cutter

uf+4,​4,​4,​4,​4,4

m,​m,​m,​h,​h,​m
10,​10,​10,​10,​21,​25
-9
KND
KND
i15
Wall Bounce
Hovering

uf+3+4

mm
10,​20
-10
i17
js9~
Floor Break
Delay Rising Toekick

uf,​n,3

m
15
-9
KND
KND
i25
js9~

Motion input

Bird Chaser (1)

f,F+2

h
13
-5
+6a
+6a
i12
Bird Chaser

f,​F+2,4

h,​h
13,​20
Tailspin
  • Combo from 1st hit
Aerial Glide

f,F+3

m
20
-9c
i24
js9~
  • Forced to crouching upon block
  • Disable ukemi on face-up down hit
Plover Kick

f,F+4

m
27
-13
KND
KND
i17
Homing
Tailspin
  • Not universally punishable due to pushback. Characters which can punish it are -
  • Punishable by all characters when used with the opponent's back to a wall
Pheasant Kick

f,f,F+3

m
30
+5
KND
KND
i26~28
js3~
  • Forced to crouching upon block

(Back to wall).b,​b,​UB

m
21
+2
KND
KND
i36
js5~ is8~24
  • Ends in BT
  • Cannot be buffered

Throw

Flying Catch

1+3

t
35
-3
i12
  • Long Range Throw
Floor Break
Flying Catch

f+1+3

t
35
-3
i15
  • Long Range Throw
Floor Break
  • Same throw as 1+3
Display of Force

2+4

t
35
-6
i12
  • Long Range Throw
Display of Force

f+2+4

t
35
-6
i15
  • Long Range Throw
  • Same throw as 2+4
Phoenix Kick Flurry

df+1+2

t
40
-6
i12
  • Damage() is wall hit
  • Wall splat
Osprey Sweep

Left throw

t
40
-3
Raptor's Wrath

Right throw

t
40
-3
Bird of Prey

Back throw

t
50
Floor Break

Grounded opponent

Crash Landing

OTG.d+3+4

l
28
-12
-1
-1
i26

WS

Rampage Wing (1)

ws1

m
15
-6
+5
+5
i13
Rampage Wing

ws1,1

m,​h
15,​10
-4
+7
+7
Rampage Wing to Harrier

ws1,1,F

m,​h,​sp
15,​10
-1
+10
+10
Kite Upper

ws2

m
20
-13
i15
Crane Kick Combo (1)

ws3

m
12
-5
+6
+6
i14
Easily evaded by low-profile moves/stances
Crane Kick Combo (2)

ws3,3

m,​m
12,​4
-9
+2
+2
i14
Crane Kick Combo (3)

ws3,​3,3

m,​m,​m
12,​4,​4
-10
+1
+1
i14
Crane Kick Combo (3) to Harrier

ws3,​3,​3,F

m,​m,​m,​sp
12,​9,​4,​0
-1
+10
+10
i14
Crane Kick Combo (4)

ws3,​3,​3,3

m,​m,​m,​m
12,​4,​4,​4
-11
+0
+0
i14
Crane Kick Combo

ws3,​3,​3,​3,3

m,​m,​m,​m,​m
12,​4,​4,​4,​17
-14
+1c
i14
Floor Break
if move hits on aerial opponent
Wild Canary

ws3,4

m,​h
12,​20
-8
KND
i14
Tailspin
Toe Smash

ws4

m
15
-3
+8
+8
i11

FC

Crouch Jab

FC.1

Crouch Straight

FC.2

Crouch Spin Kick

FC.3

Crouch Shin Kick

FC.d+4

24
-14
+3
Short Tail

FC.df+4

BT

Spin Knuckle Jab

BT.1 or BT.2

h
15
-8
+9
+9
i8
Spin Kick

BT.3 or BT.4

h
18
-8
KND
KND
i10
Crouch Spin Knuckle

BT.d+1 or BT.d+2

sm
10
-2
+9
+9
i10
Returns to crouching
Crouch Spin Kick

BT.d+3 or BT.d+4

l
12
-11
+3
+3
i10
Returns to crouching

HAR

Harrier

f+4

t46 r15 HAR
  • Lapses to standing after frame 46
  • Moves can be delayed until frame 38
Harrier to Crouching

HAR.d

r16 FC
  • Alternate input HAR.db
  • Can be done after frame 10 of HAR
  • Fastest f+4~d is 26 total
Alula Slice

HAR.1

h
12
-3
+17g
i12~13
cs1~
t38 r25
Alula Slam

HAR.2

m
20
-6c
-2c
i18
r39
Floor Break
Palmate Spin

HAR.3

L
20
-25
i26~27
js6~
r43
Snipe's Knee

HAR.4

m
27
-9
+10a (+1)
i15~16
t52 r36
Wall Bounce

HAR.df+2

m
13
-13
-2
i16~17
r31
Egret Rush

HAR.df+2,​3

m,​h
13,​18
-3
+14g
i16~17
i21~22
r28
Tailspin
  • Combo from 1st hit
  • Input can be delayed 4f
Swooping Swallow

HAR.df+3

L
20
-12
+5c
i23~24
js9~
r30
Aerial Glide

HAR.uf+3

M
20
-9c
i27~28
js9~
r33
  • Hit vs FUFT and FUFA +12a

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

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

HAR.df+3

l
20
-12~-11
+5~+4s
i23-24

External Resources