NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe hit level of the move.Capital letters mean it hits grounded.For strings, the hit level of the previous moves in the string is shown but washed out.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe maximum range recorded of the move hitting Lars on-axis. (For Tekken 7, it's vs Heihachi.) Assume an error of about ±0.03.For strings, this is the range of the whole string.This measurement shouldn't on its own be used to compare characters: larger characters get more "range" by this measure, but their opponents do too.
Left TrackingThe tracking score to the attacker's left.Roughly speaking, when up close, if the defender sidesteps or sidewalks right for no more than this many frames, the move still connects.
Right TrackingThe tracking score to the attacker's right.Roughly speaking, when up close, if the defender sidesteps or sidewalks left for no more than this many frames, the move still connects.
BlockThe frame advantage on block.Blank if the move can't be blocked (e.g., an unblockable or an aerial attack).For breakable throws, this is the frame advantage when the throw is broken.
HitThe frame advantage on hit.Blank if the move is not an attack, e.g. is a stance transition only.For throws, this is the frame advantage after the throw.
CHThe frame advantage on counter hit.Blank if this is the same as on normal hit, i.e. there is no special behavior on counter hit.
StartupThe active frames of the attack. The "i" stands for "impact", i.e. impact frame.If there is more than one hit, a comma indicates that frame 1 is now the frame after the last active frame of the previous hit.For strings, therefore, this usually has a leading comma.
RecoveryThe total number of frames, the recovery frames, and what stance the move recovers in, if any.The "t" stands for total and "r" for recovery. If no stance is listed, the move recovers in the default, standing position.For strings, the total frame count is from the start of the string with no delays.
NotesAnything that doesn't fit elsewhere.Many common move properties, such as whether a string can be delayed, go here.See Movelist#Notes for standard wording of common properties.
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.
Good old jab. Kat's seems to have slightly shorter range than most characters, allowing them to quickly backdash out of jab pressure. Can't really use jabs to pressure opponents with Kat unlike Feng, Bryan or Lidia.
Jab string ending in -1 on block with extensions. Much better to stick to an opponent compared to single jab, so probably better to use in poking situations. Generally a bad idea to challenge it on block due to 1,1,1 and 1,1,2 (or even HAR transitions) that will CH you. Obviously need to condition them with it a bit. Tracks SS~move well, but can still be stepped or walked fairly easily.
Option to use to either mixup if opponent is respecting 1,1, or to evade high challenges on 1,1 if they're challenging it. Avoid going into HAR too often from it, and prefer to keep the mindgame restricted to 1,1 and 1,1,1_2.
Mid mixup option from 1,1. Used to catch them if they're ducking or challenging after 1,1. The "sensible" option to use since it is less favourable on block and less rewarding on CH than 1,1,2, but safer.
The high mixup option to use from 1,1 and generally the more rewarding but also more risky option. Launch-punishable if ducked, but gives a full launch if opponents challenge 1,1. Also gives a whopping +7 if blocked, but the on block situation doesn't allow Kat to do much in neutral. The scrub-killer frame trap df+4 can be stepped, and most poking options can be backdashed. d+2 is a decent option, which CH-launches a lot of stuff such as backswing blows, and careless challenges. i10 CH moves might such as Ganryu's headbutt can win against it though, so maybe d+1 or df+2 is better. Can be pretty oppressive at the wall though.
A more rewarding mid option to use from 1,1 since the on block situation is better (on hit is the same). Can be used to condition stand blocking to open up more 1,1,2. I'm not sure if that's worth it since 1,1,2 doesn't really lead to good mixups anyways (d3 can be backdashed, I think). If you use it more, opponent will think about stepping right to avoid it, instead of just trying to guess between duck or not, which adds to the mental stack and can get them hit by both 1,1,1 and 1,1,2 (they hit steppers), so it is a necessary option to use.
Generally used as a really high-risk high-reward option to catch stepping or ducking. Haven't really explored how it is used much since it is "risky". Technically launch-punishable, but I doubt most people will be ready to launch-punish at first usage it since it is seldom seen in my experience. Ghirlanda apparently has some tech for using it against Zaf but I don't know what it is.
Normal 1,2 jab string. Starts Kat's 10-hit if you're so inclined. Not entirely sure about the tracking usage of it, but I believe it does track SSL specifically.
Excellent high-low non-jailing jab string which gives +1 on hit. The low has pretty good range too, although it's likely to be parried by a sharp opponent if they're seeing the jab into the start of the low. Good for creating momentum and pressuring the opponent up close. Anecdotally seems to be tough to parry, since I've seen Joonya 20z almost spam this without really getting punished for it. Follow-up situation is weird in that a df+1 seems to track better than normal. Almost no one can step it unless they SW (Zaf is an exception).
First hit of i12 punisher. Not much reason to use the first hit by itself, since the two-hit jails, so you can't use it for mental frame advantage either.
Kat's i12 punisher. Has excellent range, wallsplats, tailspins and does good damage. Could have been the best i12 punisher in the game if not for the sub-par situation on hit. Due to the ballerina spin, it gives almost no mixup opportunity on hit in the neutral. Most pokes can be backdashed or backswing blowed, dashing into a poke opens you up to getting magic 4-ed or hopkicked, and doing a long-range low option like df3+4 or db3 is highly risky (especially if the matchup makes the former also launch-punishable). Still need to explore how to better take advantage of this situation.
The start of Kat's 3-string. Has really good range, and can be used to harass an opponent by teasing them with just the first hit while they sit there blocking and waiting for the full string. It's really annoying being on the receiving end of a Kat just waggling her leg at you doing 3, then 3,3, then 3, then 3,3,3,F ad nauseam. Can be good for getting mental frames for a poke mixup. Further mental frames if they are conditioned to wait for 3,4, which can CH tailspin if they attempt to challenge standing 3.
Has mental frames since the string jails upto this point, but not the 5th hit. So they can be CH by the last hit if they attempt to punish. Will need to test if they do punish after 4 hits to make it worthwhile to do the 5th, since you jump from -11 to -14.
The FB on aerial opponents happens rarely, and can't be reproduced at will. If it could, it would make Kat's the most damaging wall combo in the game, probably.
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.
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe hit level of the move.Capital letters mean it hits grounded.For strings, the hit level of the previous moves in the string is shown but washed out.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe maximum range recorded of the move hitting Lars on-axis. (For Tekken 7, it's vs Heihachi.) Assume an error of about ±0.03.For strings, this is the range of the whole string.This measurement shouldn't on its own be used to compare characters: larger characters get more "range" by this measure, but their opponents do too.
Left TrackingThe tracking score to the attacker's left.Roughly speaking, when up close, if the defender sidesteps or sidewalks right for no more than this many frames, the move still connects.
Right TrackingThe tracking score to the attacker's right.Roughly speaking, when up close, if the defender sidesteps or sidewalks left for no more than this many frames, the move still connects.
BlockThe frame advantage on block.Blank if the move can't be blocked (e.g., an unblockable or an aerial attack).For breakable throws, this is the frame advantage when the throw is broken.
HitThe frame advantage on hit.Blank if the move is not an attack, e.g. is a stance transition only.For throws, this is the frame advantage after the throw.
CHThe frame advantage on counter hit.Blank if this is the same as on normal hit, i.e. there is no special behavior on counter hit.
StartupThe active frames of the attack. The "i" stands for "impact", i.e. impact frame.If there is more than one hit, a comma indicates that frame 1 is now the frame after the last active frame of the previous hit.For strings, therefore, this usually has a leading comma.
RecoveryThe total number of frames, the recovery frames, and what stance the move recovers in, if any.The "t" stands for total and "r" for recovery. If no stance is listed, the move recovers in the default, standing position.For strings, the total frame count is from the start of the string with no delays.
NotesAnything that doesn't fit elsewhere.Many common move properties, such as whether a string can be delayed, go here.See Movelist#Notes for standard wording of common properties.