Harrier: Difference between revisions

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'''Harrier (HAR)''' is a stance that acts as a quick dash forward that covers roughly 3 character lengths
'''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.
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, df+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 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.
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.df+2 with SSR, and even then it is possible to step HAR.df+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.
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.


SSR duck in response to an anticipated HAR transition will beat all moves done immediately out of HAR except d/f+2,3. In practice, it is difficult to maximally punish HAR 1 after SSR duck. If you use d/f+2,3 to catch stepping, your opponent could SSR guard or simply stand block to duck the string and launch punish. In this case, delaying your HAR moves will re-align you with your opponent to keep the mix alive.
SSR duck in response to an anticipated HAR transition will beat all moves done immediately out of HAR except df+2,3. In practice, it is difficult to maximally punish HAR.1 after SSR duck. If you use df+2,3 to catch stepping, your opponent could SSR guard or simply stand block to duck the string and launch punish. In this case, delaying your HAR moves will re-align you with your opponent to keep the mix alive.


== HAR for string safety ==
== HAR for string safety ==


A couple of strings from which Kat can enter HAR are useful, but punishable. These 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. 4,4,4 is Kat's magic 4 string with an easy combo conversion. The downside of both is that they're jab-punishable at -10. However, since we can enter HAR from them, 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 strings "safe".
A couple of strings from which Kat can enter HAR are useful, but punishable. These 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. 4,4,4 is Kat's magic 4 string with an easy combo conversion. The downside of both is that they're jab-punishable at -10. However, since we can enter HAR from them, 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 strings "safe".


== HAR for approach ==
== HAR for approach ==
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== b+1 HAR cancel loops for pressure ==
== 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 48 dmg (CH HAR 1 > f,F+3 > u/b+4), 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.
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 48 dmg (CH HAR.1 > f,F+3 > ub+4), making it dangerous for them to swing. Ducking or using high-crushes also run the risk of eating a HAR.uf+3 > ub+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.
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.
If they choose to stand guard, Kat can ambiguously enter FC from HAR and mix between FC df+4 and ws3,3,3,3,3. HAR.df+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 -
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
* 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.uf+3
* allow Kat to use her more rewarding FC mix without worrying about the opponent hitting you out of FC
* 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
* make it scary for the opponent to press buttons or step


Weaknesses in this gameplan are -
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
* 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)
* If the opponent guesses right, they could duck the HAR.1 for a launch or float HAR.uf+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)
* FC mix is still somewhat risky (low is launch-punishable; mid needs to be hit-confirmed for safety)

Revision as of 17:25, 20 May 2022

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, df+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.df+2 with SSR, and even then it is possible to step HAR.df+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.

SSR duck in response to an anticipated HAR transition will beat all moves done immediately out of HAR except df+2,3. In practice, it is difficult to maximally punish HAR.1 after SSR duck. If you use df+2,3 to catch stepping, your opponent could SSR guard or simply stand block to duck the string and launch punish. In this case, delaying your HAR moves will re-align you with your opponent to keep the mix alive.

HAR for string safety

A couple of strings from which Kat can enter HAR are useful, but punishable. These 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. 4,4,4 is Kat's magic 4 string with an easy combo conversion. The downside of both is that they're jab-punishable at -10. However, since we can enter HAR from them, 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 strings "safe".

HAR for approach

HAR can be used to approach from range > 1.5, in a manner similar to a Mishima crouch dash. Since it crushes highs, it can be useful against opponents who use high keep-out moves. Successive HAR dashes can be used to intimidate an opponent who is turtling and pressure them into pressing a button. It can also be used to set up a HAR or FC mixup upon approach. Katarina is vulnerable to mids and lows during HAR's duration, so don't be careless.

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 48 dmg (CH HAR.1 > f,F+3 > ub+4), making it dangerous for them to swing. Ducking or using high-crushes also run the risk of eating a HAR.uf+3 > ub+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 df+4 and ws3,3,3,3,3. HAR.df+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.uf+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.uf+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)