Katarina (Tekken 7) |
---|
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 entered with f+4. HAR can also be entered from several strings by holding F. The strings are 1,1,F, 4,4,4,F, 3,3,3,F, d/f+1,1,F, d+2,F, b,1,F and ws1,1,F. HAR can be cancelled into full crouch (FC) by holding D or DB during the first 10 frames of its animation. The animation at the end of the stance is indistinguishable from her FC. This allows you to ambiguously mix FC lows with delayed HAR inputs.
HAR for mixups
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 HAR 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+2,F and b+1,F 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 (+3). Entering HAR from any other moves results in entering at minus frames (-3) and allows all HAR options to be beaten with SSR or with a 12f mid.
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, a high CH KND and a safe mid wallbounce.
HAR for string safety
The strings from which Kat can enter HAR are useful. Of note are 3,3,3 and 4,4,4. 3,3,3 is a mid check which can be easily hit-confirmed from the first 3 hits to net 38 dmg, making it a great move to use. The downside is it is jab-punishable at -10. However, since we can enter HAR from it, we can evade a jab punish attempt and instead CH our opponent for 51 dmg with HAR 1. This makes it scary for them to punish, making the string 'safe'.
This is also true of 4,4,4, Kat's magic 4 string with an easy combo conversion. It is similarly jab-punishable, and everything we talked about regarding 3,3,3 applies here as well.
b+1 HAR cancel loops for pressure
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 SSR duck.
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. Alternatively, Kat can use the mental frame advantage to mix them with standing pokes.
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 with a 13f mid)
- FC mix is still somewhat risky (low is launch-punishable; mid needs to be hit-confirmed for safety)