Katarina movelist: Difference between revisions

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(→‎u/b: Add move stubs)
(→‎u: Add move stubs)
Line 1,351: Line 1,351:
== u ==
== u ==


 
{{MoveData
|id=u+1
|name=Jumping Knuckle
|inputLead=
|input=
|targetLead=
|target=
|damageLead=
|damage=
|range=
|tracksLeft=
|tracksRight=
|startupRoot=
|startup=
|recv=
|block=
|hit=
|ch=
|notes=
}}
{{MoveData
|id=u+2
|name=Hook
|inputLead=
|input=
|targetLead=
|target=
|damageLead=
|damage=
|range=
|tracksLeft=
|tracksRight=
|startupRoot=
|startup=
|recv=
|block=
|hit=
|ch=
|notes=
}}
{{MoveData
|id=u+3
|name=Flying Bird
|inputLead=
|input=
|targetLead=
|target=
|damageLead=
|damage=
|range=
|tracksLeft=
|tracksRight=
|startupRoot=
|startup=
|recv=
|block=
|hit=
|ch=
|notes=
}}
{{MoveData
|id=u+4
|name=Wing Cutter (1)
|inputLead=
|input=
|targetLead=
|target=
|damageLead=
|damage=
|range=
|tracksLeft=
|tracksRight=
|startupRoot=
|startup=
|recv=
|block=
|hit=
|ch=
|notes=
}}


== u/f ==
== u/f ==

Revision as of 06:29, 18 January 2021

R!

Name
Alt

Input

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

3+4

m
55-82
-22
i20
pc8~19
Damage increases with lower health
Rage Drive

HAR 1+2

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

WIP below

n

Jab

1

h
7
+1
+8
i10
Double Slap

1,1

h,​h
7,​10
-2
+4
i10
,i12
  • Combo from 1st NH

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

Goose Punch Combo

Wing Slap Combo

Needle Kick Combo

Feather Fury (1)

Feather Fury

Crane Kick Combo (1)

Crane Kick Combo (2)

Crane Kick Combo (3)

Crane Kick Combo (3) to Harrier

Crane Kick Combo (4)

Crane Kick Combo

Wild Canary

High Kick

Nimble Cutter (2)

Nimble Cutter (3)

Nimble Cutter (3) to Harrier

Nimble Cutter (4)

Nimble Cutter

f

Heel Hook

Drumming

Fledgeling Foot

d/f

Peck

Peck and Slap

Peck and Slap to Harrier

Nest Crasher (1)

Nest Crasher

Nest Wrecker

Wagtail (1)

Wagtail

Wagtail to Cancel

Greater Rhea

Tucano Tail

d

Feather Chop

Paineira

Paineira to Harrier

Tarsus Body Blow (1)

Tarsus Body Blow

Tarsus Neck Blow

Crouch Shin Kick

d/b

Crouch Jab

Crouch Straight

Sliding Kick

Slipping Tail

Eclipse Plumage

b

Inside Peck

Inside Peck to Harrier

Peck Upper

Piercing Peck

Vulture Claw

Cuckoo Thrust

Woodpecker (1)

Woodpecker

Peacock

Fractured Flock

u/b

Jumping Knuckle

Hook

Flying Bird

Lower Axis

u

Jumping Knuckle

Hook

Flying Bird

Wing Cutter (1)

u/f

Motion input

Pulse Blast

f,F+3

m
26
3.10
-11
+10a (+1a)
i14~15
r35
Can't be buffered
Deadly Edge

f,F+4

h
22
2.41
-5
i16~17
cs5~15
r23
Can't be buffered
Lee Cutter

b,B+4

h
23
2.67
+2
i19~21
r26
  • Homing
  • Tailspin
  • Transition to r23 HMS with 3
  • Can't be buffered
Blazing Kick

d,D/B+4

M
24
3.23
-17
i22~24
r38
Can't be buffered

f,f,F+3

m
14
2.49
-9
+17a (+7a)
i14~15
js9~
r33
  • Alternate input wr3
  • Can't be buffered
Waxing Crescent

f,​f,​F+3,4

m,​m
14,​26
4.27
+3
+24d (-11d)
i14~15
,i20~22
,js1~
r29
  • Alternate input wr3,4
  • Floor break
  • Jail from 1st hit
  • Transition to r26 HMS with 3
Back Handspring to Hitman

u/b,b

r66 HMS

Throw

Knee Drive

f,F+3+4

t
30
1.96
-4
i12
r27
Throw break 1+2

SS

Lee Screw Right

SSL 3+4

h
25
-2
+19a (+10a)
i17~20
r28
  • Tailspin
  • Transition to r31 HMS with 3
Lee Screw Left

SSR 3+4

m
28
-9
i20~23
r34
  • Tailspin
  • Transition to r37 HMS with 4

WS

ws1

m
13
1.98
-2
+7
i13~14
r20
Wonderful Combo

ws1,4

m,​h
13,​17
3.17
-5
+4
i13~14
,i20
r28
  • Combo from 1st hit
  • Transition to r28 HMS with 3

ws2

m
12
2.33
-8
+3
i14~16
r25
Rocket Heel

ws2,3

m,​m
12,​24
3.78
-13
i14~16
,i20~21
r33
Combo from 1st hit
Twister Heel

ws2,4

m,​h
12,​23
3.71
-6
+18g
i14~16
,i27~28
r24
  • Tailspin
  • Combo from 1st hit

ws3

M
16
2.20
-21
-10
i10~12
r38
Tsunami Kicks

ws3,3

M,​m
16,​11
2.65
-15
-4c
i10
,i15~16
r33
  • Jail from 1st attack
  • Transition to r33 HMS with 4
  • Transition input can be delayed 2f

ws3,​3,d/f+3

M,​m,​m
16,​11,​10
-19
-8
i10
,i26
r38
Combo from 2nd CH
Infinite Kicks Mid Chain

ws3,​3,​d/f+3,3

M,​m,​m,​h
16,​11,​10,​10
-16
-5
i10
,i24
r35
  • Connect to INF
  • Combo from 3rd hit
  • Hit vs BT +3a

ws3,​3,d+3

M,​m,​l
16,​11,​8
-19
-8
i10
,i26
r38
Combo from 2nd CH

ws3,​3,​d+3,3

M,​m,​l,​m
16,​11,​8,​10
-19
-8
i10
,i24
r38
Combo from 3rd hit
Infinite Kicks Low Chain

ws3,​3,​d+3,​3,3

M,​m,​l,​m,​h
16,​11,​8,​10,​10
-16
-5
i10
,i24
r35
  • Connect to INF
  • Combo from 4th CH
  • Hit vs BT +3a

INF 3

m
10
-19
-8
,i24
r38
Infinite Kicks Mid Variation

INF 3,3

m,​h
10,​10
-16
-5
,i24
r35
  • Connect to INF
  • Combo from 1st hit
  • Hit vs BT +3a

INF d+3

l
10
-19
-8
,i24
r38

INF d+3,3

l,​m
10,​10
-19
-8
,i24
r38
Combo from 1st hit
Infinite Kicks Low Variation

INF d+3,​3,3

l,​m,​h
10,​10,​10
-16
-5
,i24
r35
  • Connect to INF
  • Combo from 2nd CH
  • Hit vs BT +3a

INF u+3

m
15
-19
+1a
,i19
r39

INF u+3,3

m,​m
15,​10
-19
-8
,i26
r38
Infinite Kicks Axe Variation

INF u+3,​3,3

m,​m,​h
15,​10,​10
-16
-5
,i24
r35
  • Connect to INF
  • Combo from 2nd hit
  • Hit vs BT +3a
Toe Smash

ws4

m
16
2.22
-6
+5
i11~12
r24
  • Transition to r27 HMS with 3
  • Transition input can be delayed 2f

FC

FC d+1

s
5
1.57
-5
+6
i10
cs1~
r24 FC
  • Alternate input
    • FC d/b+1
    • FC d/f+1
  • Transition to r24 with f
  • Transition input can be delayed 16f

FC d+2

s
8
1.77
-4
+7
i11
cs1~
r23 FC
  • Alternate input
    • FC d/b+2
    • FC d/f+2

FC d+3

l
12
-17
-3
i13
cs1~
r33 FC
Alternate input FC d/b+3

FC d/f+3

L
12
-17
-3
i16
cs1~
r33 FC

FC d+4

l
10
-15
-4
i12
cs1~
r34 FC
Alternate input FC d/b+4
Silver Tail

FC d/f+4

L
17
2.76
-14
-3c
i16~17
r32 FC
Transition to r30 HMS with 3
Sliding

FC d/f,d,D/F+3

L
22
3.54
-23
i16~20
cs1~15
r39 FU
Can't be buffered

FC u/b+4

m
15
-17
-6
i18~28
js9~
r26 FC
  • Transition to r26 HMS with 3
  • Transition input can be delayed 17f

FC u+4

m
22
-17
i18~28
js9~
r26 FC
  • Transition to r26 HMS with 3
  • Transition input can be delayed 17f
Catapult Flip

FC u/f+4

m
25
-17
i18~28
js9~
r26 FC
  • Transition to r26 HMS with 3
  • Transition input can be delayed 17f

FC U/B+4

m
25
-31
-20
i14~17
js9~
r47
Transition to r34 FC with D

FC U+4

m
28
-31
+0a (-10a)
i14~17
js9~
r47
Transition to r34 FC with D
Catapult Assault

FC U/F+4

m
30
-31
+0a (-10a)
i14~17
js9~
r47
Transition to r34 FC with D
Catapult Drop

FC u/f+3+4

m,​M
30,​20
-4
+17a (+7a)
  • i46~49
  • i56~58
js9~45
r31 FU
  • Alternate input
    • FC u+3+4
    • FC u/b+3+4

HMS

Hitman Stance

3+4

r10 HMS
Hitman Sidestep

HMS u~n

r29 HMS
  • Alternate input HMS d~n
  • Can cancel to any HMS attack
Hitman to Mist Step

HMS f~n

r22 MS
Hitman Cancel

HMS D

r1 FC
  • Alternate input
    • HMS D/B
    • HMS D/F
Hitman Guard

HMS b

r1
Can only be done in "full" Hitman, with Lee's left hand performing the "come on" gesture
Freaker Jab

HMS 1

h
10
2.28
+0
+7
i12
r21 HMS
  • Cancel to HMS 3 with 3
  • Cancel to r19 MS with f~n

HMS 1,1

h,​h
10,​10
-1
+7
i12
,i10
r22 HMS
  • Jail from 1st attack
  • Input can be delayed 6f
  • Cancel to r22 MS with f~n

HMS 1,​1,1

h,​h,​h
10,​10,​10
-1
+7
i12
,i10
r22 HMS
  • Jail from 1st attack
  • Input can be delayed 8f
  • Cancel to r24 MS with f~n
Freaker Jab Combo

HMS 1,​1,​1,1

h,​h,​h,​h
10,​10,​10,​10
-1
+7
i12
,i10
r22 HMS
  • Jail from 1st attack
  • Input can be delayed 8f
  • Cancel to r24 MS with f~n
Excellent Combo

HMS 1,4

h,​m
10,​17
-8
+2
i12
,i15
r32
  • Input can be delayed 10f
  • Move can be delayed 9f
  • Jail from 1st attack with 6f delay
  • Combo from 1st hit
  • Transition to r32 HMS with 3
  • Transition input can be delayed 1f
Scatter Blow

HMS 2

m
23
2.47
-13
i19~20
r33
Scatter Kick

HMS 3

h,​t
21,​20
2.58
-4
+0d
i17~19
pc8~16
r30
  • Homing
  • Tailspin
  • Hit vs BT +21a
  • Hit without throw +7a (max range or from side)
Shin Slicer

HMS 4

L
20
2.64
-26
i24~26
cs6~
r29 FC
Poison Touch

HMS 1+2

m,​m
10,​15
2.38
-7
+6
  • i15~16
  • i26~27
r25
Jail from 1st hit
Silver Slash

HMS u/f+3

m
24
2.80
-9
+12a (+3a)
i20~22
js9~
r30
  • Wall bounce
  • Transition to r30 FC with D
Silver Circle

HMS u/f+4

M
20
3.69
-8c
i25~29
js16~
r32

MS

Mist Step

f~n

r1 MS
  • MS lasts 22 frames
  • MS is in crouching state on frames 6~19
  • Can't be buffered

MS 3

m
10
2.25
-12
-1
i15~16
js9~
r30
Inverted Axle

MS 3,4

m,​m
10,​10
3.44
-13
i15~16
,i15~16
,js1~
r31
Combo from 1st hit
Lee Sliding

MS 3+4

L
17
3.98
-35
+10a
i29~33
js6~23
r47 FU
Can't buffer moves during recovery
Sway

MS b,n

r1 Sway
  • Sway lasts 29 frames
  • Can only be done when MS is in crouching state
  • Gives access to ws moves for 4 frames
Spinning Axe Kick

Sway 4

L
18
3.40
-13
+3
i21~22
cs1~
r31

10 String

10 Hit Combo (2)

d/f+1,2

m,​h
10,​5
2.97
-10
+1
i13~14
,i20
r29
  • Combo from 1st hit
  • Input can be delayed 1f
10 Hit Combo (3)

d/f+1,​2,2

m,​h,​h
10,​5,​6
3.84
-18
-7
i13~14
,i22
r37
  • Combo from 1st hit
  • Hit vs BT +13a (+3a)
10 Hit Combo (4)

d/f+1,​2,​2,1

m,​h,​h,​h
10,​5,​6,​5
4.50
-10
+1
i13~14
,i13
r29
  • Jail from 3rd block
  • Combo from 3rd CH
  • Can't buffer attacks during recovery
10 Hit Combo (5)

d/f+1,​2,​2,​1,3

m,​h,​h,​h,​h
10,​5,​6,​5,​7
5.15
-25
-14
i13~14
,i22~23
r44
  • Combo from 4th hit
  • Input can be delayed 1f
10 Hit Combo (6)

d/f+1,​2,​2,​1,​3,3

m,​h,​h,​h,​h,​L
10,​5,​6,​5,​7,​6
5.90
-25
-14
,i24
r44
Combo from 5th hit
10 Hit Combo (7)

d/f+1,​2,​2,​1,​3,​3,3

m,​h,​h,​h,​h,​L,​h
10,​5,​6,​5,​7,​6,​7
6.32
-25
-14
,i21
r44
10 Hit Combo (8)

d/f+1,​2,​2,​1,​3,​3,​3,4

m,​h,​h,​h,​h,​L,​h,​h
10,​5,​6,​5,​7,​6,​7,​7
6.81
-17
-6
,i20
r36
Combo from 7th hit
10 Hit Combo (9)

d/f+1,​2,​2,​1,​3,​3,​3,​4,3

m,​h,​h,​h,​h,​L,​h,​h,​h
10,​5,​6,​5,​7,​6,​7,​7,​10
7.55
-25
-5
,i18
r44
Jail from 8th attack
10 Hit Combo

d/f+1,​2,​2,​1,​3,​3,​3,​4,​3,4

m,​h,​h,​h,​h,​L,​h,​h,​h,​m
10,​5,​6,​5,​7,​6,​7,​7,​10,​25
7.91
-20
+12a (+2a)
i13~14
,i32~34
,js24~
r37
Combo from 9th hit

External Resources