Katarina punishers

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Revision as of 14:49, 16 April 2022 by Kalki (talk | contribs)
Punishers for tricky moves
Various Slide ws4, ...
Generic FUFT.4 2,2
Alisa
  • b+4,4
  • b+4,4,3+4~1
  • microdash > u/f+3, ...[1]
  • f,F+4[2]
  • b+3+4
  • b+3+4,3+4
d/f+2,4[3]
db+4 u/b+4
Asuka b+3 ub+4
Claudio f+2,2 f,F+2,4, ... (deep dash)
Devil Jin
  • u+4
  • u+4,U~n_1_2_3
u/f+3[1]
R.f,n,d,df+4,3+4 {{{devil-jin-b}}}
Eddy 3~4 {{{eddy-a}}}
b+3,3 {{{eddy-b}}}
Heihachi f,F+2 u/b+4
Jack-7 R.b+1+2 {{{jack-7-a}}}
d+1+2 {{{jack-7-b}}}
Law db+3+4 {{{law-a}}}
Leroy db+1+2 {{{leroy-a}}}
Lucky Chloe
  • BT.f+3+4,3+4
  • BT.f+3+4,3+4,3+4
{{{lucky-chloe-a}}}
Paul
  • d+4,2:1+2
  • qcf+2
u/b+4
Xiaoyu BT.3 {{{xiaoyu-a}}}
BT.f+3+4,3+4 {{{xiaoyu-b}}}
AOP.4~3 {{{xiaoyu-c}}}
Standing
Enemy Move Damage Frames
-10 1,1 17 +4
1,1,F 17 +5 HAR
-12 2,2 30 +10g
-14 3,3,3,3,3 38 +4c
Crouching
-11 ws4 15 +8
-13 ws1,1 25 +6
ws1,1,F 25 +10g HAR
-14 ws3,3,3,3,3 41 +4c
-15 ws2 20 (70) +27a (+17)
Both
-15 uf+4,4 20 (72) +46a (+38)
-19 uf+3 27 (79) +25a (+15)
Back-turned opponent
-10 1,1,3 ub+4 55 +8a (-9)
-11 4,4,4 42 Mixup[4]
-14 b+1,F~df+1+2 65 +0d
Grounded opponent
-16 ub+4 18 +8a (-9)
d+3 9 +0a (-8)
-25 f,F+3 16 (32) +12d[5]
-26 OTG.d+3+4 22 -1a (-9)
Whiff punishers
Move Speed Range Damage Risk Hitbox
1,1 i10 2.03 17 -2 High
4 i11 2.25 17 -12[6] High
ws4 i11 2.27 15 -3 Mid
2,2 i12 2.50 30 -12 High
df+1 i13 2.31 13 -2 Mid
df+1,1 i13 2.31 21 -5/-24[7] Mid
b+1,2 i14 2.36 23 -8 Mid
3,3,3,3,3 i14 2.41 38 -1 HAR[8]/-14 Mid
ws3,3,3,3,3 41
f,F+2,4 i12(~15) 2.46 27 (58) -9/-34[7] High
uf+4,4 i15 2.14 20 (72) -13 Mid
ws2 i15 2.49 20 (70) -13 Mid
ub+4 i16 2.92 23 -14 Mid
b+4,1+2 i17 2.48 37 (55) +1/-32[7] Mid
df+2,2 i17 2.61 38 -10 Mid
uf+3 i19 2.63 27 (79) -15 Mid
  1. 1.0 1.1 Combo (79) upon landing, KND upon continuation
  2. hits if she lands, CH screw if she continues
  3. Screw float if she continues, 34 dmg if she doesn't
  4. 4,4,4 in the back gives a 50/50 between 4,4,4,4,4 and 4,4,4,F~4 (or ~df+2,3). This doesn't work directly at the wall since the first 4 turns them around. Useful near the wall since every option splats or bounces. 4,4,4,4,4 always bounces, but HAR.4 doesn't bounce if they're BT. If you get a reverse splat, then f,F+3 OTG.d+3+4 is good damage.
  5. f,F+3 (and HAR.uf+3) only spikes face-up opponents. Face-down opponents can tech roll to avoid any guaranteed hits.
  6. 4 is hard to punish because of its extensions, and many chars can't block punish it at tip range.
  7. 7.0 7.1 7.2 Duckable high.
  8. 3,3,3,3,3 (and ws3,3,3,3,3) can be hit confirmed to be safe by doing 3,3,3,F when the first hit is blocked.

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