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End a combo after screwing with d/f+1 and immediately press d/b+3+4 for the unblockable. This catches opponents who try any wakeup option including tech roll (left/right), quick back roll and quick recovery. You gain ~40 dmg from cutting the combo (~50 dmg vs. ~70 if finished) but landing the unblockable (60 dmg). It is beaten by staying grounded and whiff punishing after wakeup. If the opponent stays grounded, you can do u/b+4 to hit grounded. | End a combo after screwing with d/f+1 and immediately press d/b+3+4 for the unblockable. This catches opponents who try any wakeup option including tech roll (left/right), quick back roll and quick recovery. You gain ~40 dmg from cutting the combo (~50 dmg vs. ~70 if finished) but landing the unblockable (60 dmg). It is beaten by staying grounded and whiff punishing after wakeup. If the opponent stays grounded, you can do u/b+4 to hit grounded. | ||
Video link: [https://www.youtube.com/watch?v=RrHyZz06wB4&list=PL-LE-31gu6q8G93SAFoWOrcnF6EM2Ubs6&index=13&ab_channel=BAT (jump to 2:41)] |
Revision as of 03:41, 28 December 2021
Katarina (Tekken 7) |
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Flowcharts
- d+4 into hopkick will crush jabs
- d3 into b2 will crush jabs for a launch. b2 is a decent anti-jab string tool in general
- 1,1,2 into d/f+4 is a good CH-fishing flowchart at low levels. The follow-up d/f+4 can be stepped right by every character.
CH HAR 1 backroll catch
If opponents backroll after getting hit by CH HAR 1 > f,F+3, you can launch them with b+2 instead of the guaranteed u/b+4 or d+3+4 for more damage. The Kat player can confirm the opponent behaviour by observing if they stand up during the d+3+4. The opponent can avoid this by staying on the ground.
Unblockable setup
End a combo after screwing with d/f+1 and immediately press d/b+3+4 for the unblockable. This catches opponents who try any wakeup option including tech roll (left/right), quick back roll and quick recovery. You gain ~40 dmg from cutting the combo (~50 dmg vs. ~70 if finished) but landing the unblockable (60 dmg). It is beaten by staying grounded and whiff punishing after wakeup. If the opponent stays grounded, you can do u/b+4 to hit grounded.
Video link: (jump to 2:41)