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'''Harrier (HAR)''' is a stance that acts as a quick dash forward that covers roughly 3 character lengths | '''Harrier (HAR)''' is a stance that acts as a quick dash forward that covers roughly 3 character lengths | ||
during its active period. It can be manually inputted with f+4 and cancelled into FC with D. HAR can also be accessed from several strings by holding F. The strings are 1,1F, 4,4,4F, 3,3,3F, d/f+1,1F, | during its active period. It can be manually inputted with f+4 and cancelled into FC with D or DB. HAR can also be accessed from several strings by holding F. The strings are 1,1F, 4,4,4F, 3,3,3F, d/f+1,1F, | ||
d+2F, b,1F and ws1,1F. The time period that you are allowed to input a HAR stance move is very late and the animation at the end of the stance is indistinguishable from her full crouch. This allows you to ambiguously mix full crouch lows with delayed Harrier inputs. | d+2F, b,1F and ws1,1F. The time period that you are allowed to input a HAR stance move is very late and the animation at the end of the stance is indistinguishable from her full crouch. This allows you to ambiguously mix full crouch lows with delayed Harrier inputs. | ||
Revision as of 01:12, 18 November 2021
Katarina (Tekken 7) |
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Harrier (HAR) is a stance that acts as a quick dash forward that covers roughly 3 character lengths during its active period. It can be manually inputted with f+4 and cancelled into FC with D or DB. HAR can also be accessed from several strings by holding F. The strings are 1,1F, 4,4,4F, 3,3,3F, d/f+1,1F, d+2F, b,1F and ws1,1F. The time period that you are allowed to input a HAR stance move is very late and the animation at the end of the stance is indistinguishable from her full crouch. This allows you to ambiguously mix full crouch lows with delayed Harrier inputs.
HAR can be of great use to your offence and offers great mixup potential as long as you understand how much your opponent knows about the Katarina match-up. Using any move on block that allows you to transition into Harrier will allow the opponent to step EVERY option except HAR d/f+2 with SSR, and even then it is possible to step HAR d/f+2, just extremely rare. The only exceptions to this are d+2F and b+1F as HAR 1 will beat your opponent's SSR in most cases due to the fact that d+2 and b+1 are plus on block when entering HAR. Despite the abysmal tracking, HAR is pretty decent as a stance. It requires you to understand how much Kat your opponent knows and to use their extreme knowledge or lack of in your favour. Due to the ability to ambiguously cancel Harrier mid-stance you are able to get very creative with your offence. Remember - Katarina's goal is to get your opponent swinging. The stance has two safe mid CH launchers, high CH KND and a safe mid wallbounce.
b1 HAR cancel loops
Kat can enter HAR from b+1 (b+1,F) with +3 on block. Any standing move from an opponent will get counterhit by HAR 1 for 51 dmg, making it dangerous for them to swing. Ducking or using high-crushes also run the risk of eating a HAR u/f+3 > u/b+4 for ~40 dmg, again making this a risky proposition. Safe options for the opponent are to either stay still, or step right.
This is where Kat can confuse and pressure the opponent by transitioning into crouch, and again doing a b+1,F > HAR cancel, or an FC mixup. The opponent must decide whether to press a button to stop the repeated attacks, or step right to evade a HAR move. Since b+1 tracks against SSR, it will catch opponents who SSR, or even SSR-duck. This helps to lock the opponent down and condition them to stay still.
If they choose to stand guard, Kat can ambiguously enter FC from HAR and mix between FC d/f+4 and ws3,3,3,3,3. HAR d/f+3 is also a good low to use when the opponent is staying still.
In summary, b+1 HAR cancel loops can be used to -
- condition an opponent to respect the HAR mix by counter-hitting/crushing their attempts to hit you out of HAR with HAR 1 and HAR u/f+3
- allow Kat to use her more rewarding FC mix without worrying about the opponent hitting you out of FC
- make it scary for the opponent to press buttons or step
Weaknesses in this gameplan are -
- Opponents can land counterhits between successive b+1 HAR cancels. This opens them up to getting CH by HAR 1
- If the opponent guesses right, they could duck the HAR 1 for a launch or float HAR u/f+3 (or simply poke you out of HAR)
- FC mix is still somewhat risky (low is launch-punishable, mid needs to be hit-confirmed for safety)