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

Mini-combos


[14] CH HAR.1
[+38] f,F+3 dash d+3+4 [1]
[+34] f,F+3 ub+4 [m 1]
[24] CH HAR.df+3
[+28] df+1 W! 3,3,3,3,3 [2]
[+22] dash OTG.d+3+4
[+18] ub+4
[28] CH FC df+4
[+29] ws1,1,F HAR.4 [2]
[+22] dash OTG.d+3+4
[+18] ub+4
[25] CH df+3+4
[+23] ws3,3,3,3,3 [2]
[+22] ws4 b+1,2 [2]
[+22] dash OTG.d+3+4
[+18] ub+4
[20] HAR.3
[+22] dash OTG.d+3+4
[+18] ub+4
[20] CH (1,1),1
[20] CH 4 [3]
[20] f,F+3
[20] HAR.uf+3
[30] uf+3+4 [4]
[20] 1,1,3
[20] f+1+2
[37] b+4, 1+2
[24] CH d+1
[21] CH (d+3),4
[20] CH (3,3,3,3),3
[24] db+3 [2]
[24] df+3,3 [2]
[+18] ub+4
  1. d+3+4 does not connect on Jack and Bears, and is unreliable against Miguel. Alisa can evade it with her special getup.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 only at the wall
  3. ub+4 needs to be done quickly; only adds +16 dmg
  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


uf+4,4
[72] dash 4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
[71] iws4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
[70] d+2,F HAR.D ws4 df+1 d+2,F HAR.df+2,3 S! d+2,F HAR.4
[70] d+2 4,4,4,F HAR.df+2,3 S! d+2,F HAR.4 [1]
ws2
[72] dash 4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4 [2][3]
[70] df+1 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
[??] CH f,F+3
[??] CH HAR.uf+3
[??] CH HAR.2
[??] uf+3
[??] b+4
[??] b+2
[??] CH (1,1),2
[0] low parry
[+??] 4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4 [4]
[+??] iws4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
[+??] d+2,F HAR.D ws4 df+1 d+2,F HAR.df+2,3 S! d+2,F HAR.4
CH d+2,F
[??] HAR.D iws4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
[??] CH df+4
[??] CH d+2
[+??] 4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4[1]
[+??] iws4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
[??] f,F+2,4
[??] CH (f,F+2),4
[??] CH (3),4
[+??] dash d+2,F HAR.1 4,4,4,F HAR.df+3
[+??] dash 4 b+1,F HAR.D ws4 d+2,F HAR.4 [5]
CH b+4
[??] 4 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4[1][6]
[??] d+2,F HAR.D ws4 df+1 d+2,F HAR.df+2,3 S! d+2,F HAR.4
[??] CH f+3
[??] CH 4,4
[+??] df+1 d+2,F HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
[+??] df+1 4,4,4,F HAR.df+2,3 S! d+2,F HAR.4
CH 4,4,4
[69] d+2,F HAR.1 b+1,F HAR.df+2,3 S! d+2,F HAR.4
[??] d+2,F HAR.df+2,3 S! d+2,F HAR.4
CH 4,4,4,F
[??] HAR.D ws4 d+2,F HAR.df+2,3 S! d+2,F HAR.4
[??] HAR.1 b+1,F HAR.df+2,3 S! d+2,F HAR.4
CH 4
[65] f,F+4 S! df+1 d+2,F HAR.1 b+1,F > HAR.4[7]
[63] f,F+2 df+1 d+2,F HAR.df+2,3 S! d+2,F HAR.4
CH FUFT.3
[56] ws4 df+1 d+2,F HAR.df+2,3 S! d+2,F HAR.4
CH FDFA.3
[60] ws4 4,4,4,F HAR.df+2,3 S! d+2,F HAR.4
[??] CH FDFT.3
[??] CH FUFA.3
[+??] cc d+3,4 b+1,F > HAR.df+2,3 S! > dash > d+2,F > HAR.4
  1. 1.0 1.1 1.2 Does not work against bears
  2. dash is not visible, but necessary for 4 to connect
  3. can skip the dash for Bears and Miguel (and ??)
  4. b+2 requires an initial microdash for 4 to connect on bears
  5. good for wall carry
  6. only works on big-body types
  7. magic 4 must CH at point-blank range

Wall

Wall slump
[37] R.HAR.1+2
[28] f,F+3 ub+4[1]
Regular carry (30% scaling)
[43] df+1,1,F R.HAR.1+2[2]
[41] b+1,F <R.HAR.1+2[2]
[26] df+1 4[3] 3,3,3,3,3
[23] 1[4] df+1 3,3,3,3,3
[21] df+1[4] 3,3,3,3,3
  1. After wall slump f,F+3 when off-axis, ub+4 can whiff. You have a few frames to sidestep and realign but this may still whiff. Doesn't work on a reverse splat, since f,F+3 only spikes vs face-up opponent.
  2. 2.0 2.1 With a clean splat, b+1,F needs to delay rage drive slightly to hit the slump state. If the wall carry used up a wall hit by hitting the wall low, you need to do b+1,F~R.1+2 with no delays. Otherwise, df+1,1,F is more damage, but b+1,F is more range.
  3. Only works vs Armor King, Bears, Bob, Gigas, Jack-7, King, and Marduk.
  4. 4.0 4.1 Skip the jab when you can't get to the wall in time.

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.

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

External links


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