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.
Kat's magic 4. Really good at i11 with a challenging but damaging combo on CH, but -12. In practice, you will almost never be punished for it if you're properly mixing up 4, 4,4, 4,4,4 and 4,4,4,F since they will clip the opponent if they attempt to punish earlier. This also means you shouldn't use the string as a crutch to initiate mixups, and should keep it purely for CH-fishing. Using it for mixups just gives the opponent more data to use to punish it properly, and the mixups from it aren't that powerful to begin with (i.e., the HAR mixups). So don't force it.
Another CH fishing string to use to mixup to keep the entire attempt safe. Can be stepped right, but in practice this is tough to do, and I haven't seen it done ever in tournament play. Might be done in deathmatches if the opponent is being predictable with it.
The most common CH fishing magic 4 string that Kat players use. Shouldn't be done always since the mixup is between i10 punish or -1 HAR transition. The latter is also bad in the long run for Kat. If you only use this (or mixup between it and the HAR transition), you will almost always lose momentum after a CH fish attempt. This would be bad against characters with strong mixups.
can SSR~duck after 1st hit on block to evade the rest of the string
Transition to evade a potential i10 punish on the 4,4,4 string (and land a CH of your own with HAR.1). Shouldn't be done always since forcing the HAR mix at -1 is a losing game for Kat.
Outside of using it as a mixup in the back, I'm not sure what this can be used for and how it fits into the 4-string mixup overall. Could probably be used if the opponent is not moving after 4,4,4, but why? Just mixup instead. I think this can be used as a harder callout on a jab punish on 4,4,4, but this is super-risky since the opponent could just step/duck and launch punish. Not sure if the follow-up 4 can be confirmed on CH or something either.
Wall bounce tool that's practically impossible to use to actually get a wallbounce with. Very unlikely you're going to see this unless you land it as a combo in the back or to cheese on unfamiliar opponents.
Orbital-like move that instead gives +1c on block, +5c on hit, and launches on CH. Tracks poorly, but has use in the neutral if you think your opponent is turtling up. The force crouch has a greater chance of inducing opponent retaliation, so a SS is good after. Still not sure how to CH-fish with it. Could possibly be used in oki situations (is used in a post-throw situation). Has decent range, but again - slow.
Slow, high headbutt that gives +1c on block and a mini-combo on hit and CH. Similar-ish to f+3, but doesn't high crush. I hardly use this move, and I'm not sure where it could be used other than to deal with reversals or to just increase the opponent's mental stack.
Standard mid power crush. Has some value being used at the wall since it wall splats/balcony breaks. I almost never use it for that purpose. In fact, I hardly use it at all.
One of the best df1s in the game. Excellent range, -1 on block, has a small, high extension to catch steppers, but seems to track abnormally well. Seriously, its tracking is somewhat of a mystery to me. Different characters step it different ways, Dragunov can SSR it very inconsistently, and SWL seems to be better against it rather than SSR. Picks up Eddy's RLX; just a very good move overall.
Standard df1 high extension to catch steppers, and now gives a lot more +frames on hit (can still step fairly well on block). Opponent could potentially do SS~duck to evade this, but it isn't easy to punish.
I rarely use this HAR transition. Not sure what it's good for, really. If you're using df1 as your mid check, with the occasional df1,1 to catch stepping, then this extension is not really necessary. Maybe just adds to the opponent's confusion if they're respecting your df1. You could potentially mix them up. Yes, if they're stepping or challenging, df1,1 would catch them, so they're conditioned to sit still. Then you could run HAR mixups. Have to use it sparingly though, compared to how much you'd use df1.
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.
Excellent mid-range tracking tool to use. Extra damage on CH. Mental frames from the extensions too. Good move overall.
First hit of the Kat green rank cheese string. Not sure what the move is good for. It tracks surprisingly well in oki situations. Good for mental frames sometimes since the opponent will usually flash duck after seeing it, but make sure you go for your mixup after.
The cheese KND string. Good and annoying against opponents who don't know how to deal with it, but virtually impossible to land against decent opponents. Better to just use df3 for the mental frames. Could possibly use it against a good opponent after using df3 a lot for the mental frames, and they start to challenge it. Could also use it against opponents who've been conditioned with df3,3,D usage and start challenging or checking it. Overall a risky move to use, so condition well.
Decent way to setup a FC mix. Can be ducked and ws4-ed by a sharp opponent, or straight hopkicked. Opponents usually default to ducking it at first unless you've used it enough to where they're thinking about the optimal response. I wonder if you have to commit to the duck~ws4 to beat all options, or if just df3 into CH-move will punish it. Edit: It does not punish it; a duck into ws4 or even a hopkick with good timing will beat all' these options. Overall unrewarding to use if the opponent can defend, so use with caution.
Fairly good i15 mid, safe CH fishing tool. Unparryable knee too, so can almost be used as a poke against parry-happy opponents. Has shit tracking (everyone can step it at even -7), so use with caution against good steppers. Has 'not bad' range.
The low which makes everyone (i.e., TMM) hate Kat. Has full-screen range, and sets up her FC mix at +1 (which is exactly as rewarding as FC.df+4 on hit). Good to use as an approach tool, or as a timing switch, but borderline reactable due to its speed, range (it is likely the only move that'll hit from afar) and somewhat unique animation.
An underrated move. Good range, and the forced crouch is very annoying to be on the receiving end of, even at negative frames (unless your opponent has a powerful FC mix). Good for keepout, and hits most low-profile moves.
The slowest CH launcher Kat has. Discount version of Jin's f+4, without the same disjoint hitbox or frames. The situation on block if you transition to HAR is good, and the move can be used as an approach tool to get into poke range from anywhere on screen using the HAR cancel. The slow speed makes it obviously not the best choice in fast, poking situations, but it's very good to catch step into move, or when your opponent is staggering their offense.
Makes d+2 "safe". Pretty good way to approach and start poke offense by transitioning to FC since the move hits from a long range, and the opponent will typically SSR or stand block if they're defending "correctly" against HAR.
Standard low poke. You really have to spam this with Kat since there's no other poke low other than FC.df+4 to get damage or to get opponents ducking. Tracks both ways and has extensions, so condition opponents until they're less likely to punish single d+3.
Mid extension to d+3. No special properties, just use to catch them ducking d+3,4. Slightly delayable, but you get no other reward from catching them mashing a punish.
Safe high extension to d+3. Use as the less risky mixup option, but of course it can be ducked and launched. Can slightly delay the string to possibly get a CH into ub+4 follow-up. Has good pushback on block.
Kat's power low. Barely reactable, and tough to do with a loaded mental stack from HAR mixups, cancels and FC mixups. Gives a dash ub+4 follow-up, but only use it if you're practiced since whiffing it is very risky. Can be mixed up somewhat with b+3+4 if your opponent can't punish the latter.
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.