User:Kalki/kat-movelist-notes

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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
Standard mid rage art. Nothing special about it.
Rage Drive

R.HAR.1+2

m
55
+5
Throw (KND)
i15~16
Can only be used from HAR. Usable in neutral if your opponent is turtling by just going into raw HAR, but the situation isn't conducive to landing a heavy mixup afterwards anyway. Tracks right (Kat's "weak" side), but doesn't track left, so can be used to mix HAR.4 with it, which tracks the opposite way. Probably used best as a wall ender, since it does enormous unscaled damage there. So you want to save rage and use the extra poke damage in rage till you can land a wall splat or launcher into wall combo with RD.

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,​b,​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