Katarina movelist: Difference between revisions

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** Feng ([[Feng_movelist#Feng-b.2B1.2B2|b+1+2]])
** Feng ([[Feng_movelist#Feng-b.2B1.2B2|b+1+2]])
** Josie ([[Josie_movelist#Josie-u.2Ff.2B3.2B4|uf+3+4]])
** Josie ([[Josie_movelist#Josie-u.2Ff.2B3.2B4|uf+3+4]])
** King ([[King_movelist#King-b.2B1.2C2|b+1,2]])
** Bears ([[Kuma_movelist#Kuma-d.2Fb.2B1.2C2|db+1,2]])
** Bears ([[Kuma_movelist#Kuma-d.2Fb.2B1.2C2|db+1,2]])
** Kunimitsu ([[Kunimitsu_movelist#Kunimitsu-f.2CF.2B4.2C2|f,F+4,2]])
** Kunimitsu ([[Kunimitsu_movelist#Kunimitsu-f.2CF.2B4.2C2|f,F+4,2]])

Revision as of 19:32, 13 February 2023

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
Damage increases with lower health
Rage Drive

R.HAR.1+2

m
55
+5
Throw (KND)
i15~16
Floor Break
  • Unscaled damage against wall

n

Jab

1

h
7
+1
+8
i10
Double Slap

1,1

h,​h
7,​10
-2
+4
i10
i12
  • Combo from 1st NH
  • jails
Double Slap to Harrier

1,​1,F

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

1,​1,1

h,​h,​m
7,​10,​23
-5
-1
i10
  • Combo from 2nd CH
Rush Punch Combo

1,​1,2

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

1,​1,3

h,​h,​m
7,​10,​20
0c
i10
js1
  • Can be stepped right
Goose Punch Combo

1,​1,4

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

1,2

h,​h
7,​10
-3
+3
+3
i10
  • Combo from 1st NH
Needle Kick Combo

1,4

h,​l
7,​10
-12
+1
+1
i10
  • Combo from 1st NH
Feather Fury (1)

2

h
10
-3
+8
+8
i12
Feather Fury

2,2

h,​h
10,​20
-12
+10Sp
+10Sp
i12
  • Combo from 1st NH
Tailspin
Crane Kick Combo (1)

3

m
9
-5
+6
+6
i14
Easily evaded by low-profile moves/stances
Crane Kick Combo (2)

3,3

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

3,​3,3

m,​m,​m
9,​4,​4
-10
+1
+1
i14
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
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
Wild Canary

3,4

m,​h
9,​20
-8
KND
i14
Tailspin
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,ā€‹b,ā€‹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