Katarina combos

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Bread n' butter

Bread n' butter combos are juggles that:

  • Work on as many different launchers as possible
  • Work on all body sizes

Launchers that require unique combos go straight to § Staples.

Regular launch (e.g. uf+4,4)
df+1 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4
Launcher to HAR (e.g. CH 4,4,4,F)
HAR.1 > b+1,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4
Instant screw (e.g. f,F+2,4)
f+4 > HAR.1 > 4,4,4,F > HAR.4
Crouching recovery (1) (e.g. CH FUFT.3)
ws4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4
Crouching recovery (2) (e.g. CH FUFA.3)
cc d+3,4 > b+1,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4
CH 4
f,F+2 > df+1 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4

Mini-combos


[14] CH HAR.1
[+34] f,F+3 > ub+4 [m 1]
[+38] f,F+3 > dash > d+3+4 [m 2]
[24] CH HAR.df+3
[+28] df+1 W! > 3,3,3,3,3 [m 3]
[+22] dash > OTG.d+3+4
[+18] ub+4
[28] CH FC df+4
[+29] ws1,1,F > HAR.4 [m 3]
[+22] dash > OTG.d+3+4
[+18] ub+4
[25] CH df+3+4
[+23] ws3,3,3,3,3 [m 3]
[+22] ws4 > b+1,2 [m 3]
[+22] dash > OTG.d+3+4
[+18] ub+4
[20] HAR.3
[+22] dash > OTG.d+3+4
[+18] ub+4
CH 1,1,(1)
CH 4
f,F+3
HAR.uf+3
uf+3+4 [m 4]
1,1,3
f+1+2
b+4, 1+2
CH d+1
CH d+3,4
CH 3,3,3,3,3
db+3 [m 3]
df+3,3 [m 3]
ub+4
  1. follow-up is more consistent with a micro-SSL after f,F+3
  2. d+3+4 does not connect on Jack and Bears, and is unreliable against Miguel. Alisa can evade it with her special getup.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 only at the wall
  4. requires a dash into ub+4 with slightly strict timing

Staples

Staple combos are juggles that:

  • Can be done consistently by a skilled player
  • Either work on all body sizes, or the characters it does work on are comprehensively listed
  • Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki
Launcher(s) Combo Damage Notes
uf+4,4 > dash > 4 > d+2,F,DB > ws4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 72 does not work on bears
ws2 > df+1 > d+2,F,DB > ws4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 70
> dash > 4 > d+2,F > ws4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 72 the dash is not visible, but is necessary for the 4 to connect
  • CH df+4
  • CH d+2
> 4 > d+2,F,DB > ws4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 72 does not work on bears
CH f,F+3 > 4 > d+2,F,DB > ws4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 76 does not work on bears
CH 1,1,2 > d+2,F,DB > ws4 > df+1 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 70 combo template is consistent across all body types and almost all launchers (except CH f+3)
CH f+3 > df+1 > d+2,F,DB > ws4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 77
b+2 > 4 > d+2,F,DB > ws4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 72 does not work on bears
  • uf+3
  • db+4
> 4 > d+2,F,DB > ws4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 79 max damage; does not work on bears
f,F+2,4 > dash > d+2,F > HAR.1 > 4,4,4,F > HAR.df+3 58 max damage
> dash > 4 > b+1,F,DB > ws4 > d+2,F > HAR.4 57 max wall carry
CH 4 > f,F+2 > df+1 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 63
> f,F+4 S! > dash > df+1 > d+2,F > HAR.1 > b+1,F > HAR.4 65 magic 4 must be from point-blank range
CH 4,4 > df+1 > 4,4,4,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 70
CH 4,4,4 > d+2,F > HAR.1 > b+1,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 69
CH 4,4,4,F > DB > ws4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 67
low parry > dash > 4 > d+2,F,DB > ws4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 52 does not work on bears, use ws4 for pickup instead (51 dmg)
CH FUFT.3 > ws4 > df1 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 56
CH FDFA.3 > ws4 > 4,4,4,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 60
CH FDFT.3 > cc d+3,4 > b+1,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 51
CH FUFA.3 > cc d+3,4 > b+1,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 55

Wall

Damage values are with max juggle scaling, without rage, and no breaks.


Regular splat
[24] df+1 > 3,3,3,3,3 [1]
[26] 1 > df+1 > 3,3,3,3,3
[30] f,F+3 > ub+4 [2]
[45] b+1,F > R! HAR.1+2 [3]
[47] df+1,1,F > R! HAR.1+2 [4]
vs. King, Armor King, Bears, Gigas, Jack-7, Bob, Marduk
[29] df+1 > 4 > 3,3,3,3,3
  1. works off of awkward splats
  2. tricky timing; does not work on reverse splats; inconsistent off-axis
  3. works off of lower splats than df+1,1
  4. works off of normal splats

Floor Break

Katarina's floor break tools are -

  • b+4, 3+4
  • HAR.2
  • uf+3+4
  • d+1

Upon a floor break at the wall, use 4 to re-wall splat into a wall combo.

Off-axis

Kat's combos are very unstable on off-axis opponents. It is recommended to quickly step to re-align if possible before picking up from a launcher (e.g., after a SSL hopkick whiff punish, quickly do a SSR before d+2). Otherwise, use f,F+4 to immediately screw, then do d+2,F > HAR.1 > b+1,F > HAR.4.

Back-turned opponent

uf+4,4 > d+2 > d+2 will flip the opponent the right way up to continue the combo. A better option is to simply do b+1,F > HAR.df+1+2 for 63 dmg. Another consistent BT option is 1,1,2 > 3,4 for 63 dmg into a KND on all characters except Xiaoyu, who can evade the 3,4 by holding db.

Character-specific

Bears
[every launcher except b+2, CH f+3] > d+2,F,DB > ws4 > df+1 > d+2,F > df+2,3 S! > dash > d+2,F > HAR.4
[b+2, CH f+3] > df+1 > d+2,F,DB > ws4 > d+2,F > df+2,3 S! > dash > d+2,F > HAR.4

Extras

Extra combos are juggles that are:

  • Strictly worse than one of the § Staples; or
  • Too inconsistent to be a staple; or
  • Joke combos for style points.

Max Damage

Launcher(s) Combo Damage Notes
uf+4,4 > d+2 > 4 > d+2,F > HAR.1 > b+1,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 74 post-screw dash has tight timing
uf+4,4 > dash > 4 > d+2 > 4,4,4,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 74 inconsistent at even a slight off-axis, need to adjust timing on both HAR instances
f,F+2,4 > dash > d+2,F > HAR.1 > 4,4,4,F > HAR.df+3 58 final HAR.df+3 has to be done without any delay
CH 4 > f,F+4 > f+4 > HAR.1 > df+1 > 4,4,4,F > HAR.df+3 67 inconsistent, timing the manual HAR.1 like a slide input (f4~1) may help
CH 4 > f,F+2 > df+1 > d+2,F > HAR.1 > b+1,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 69 do a deep HAR.dash before screwing with HAR.df+2,3, otherwise the 3 will whiff
CH 4 > f,F+4 > dash > d+2,F > HAR.1 > 4,4,4,F > HAR.df+3 69 dash timing after f,F+4's recovery is very strict

BM

Launcher(s) Combo Damage Notes
CH df+4 > 1+2+3 > d+3,4 > b+1,F > HAR.1 > b+1,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 69 video demonstration
CH df+4 > 1+2+3 > d+3,4 > b+1,F > HAR.d > ws+4 > d+2,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4 72 inconsistent against small characters and just in general, need to adjust HAR timings

Tools

Pickup

Move Notes
df+1 fastest, most consistent pickup tool; works on all body types; least damage
b+1,F good pickup tool that works better than df+1 for off-axis situations; HAR dash adds good carry
d+2 used in most staple combos; good damage; causes bears to move too far away for pickup
d+3,4 useful pickup tool for late pickup situations e.g. CH d+2,F > HAR.1+2; the throw will whiff, but you can still pickup with d+3,4
iws4 must be done rapidly; high damage
microdash 4 highest damage; very finicky off-axis, on non-standard body types and on non-favourable juggle states; highest damage

Filler

Move Notes
df+1
b+1,F > HAR.1
4,4,4,F
d+2,F

Screw

Move Notes
2,2 fast, very consistent screw option; least carry; least damage
df+2,4 slower screw option that can drop off-axis; medium carry; medium damage
HAR.df+2,3 need to be in HAR to perform (filler must transition to HAR); very finicky off-axis and on non-standard body types; generally requires a deep HAR dash; long carry; high damage

Ender

Move Notes
d+2,F > HAR.4 highest damage; balcony break; decent carry
b+1,1 good damage; high wall splat; longest carry
d+2,F > HAR.2 floor break

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