Katarina tech

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Tech broadly covers anything that doesn't fit elsewhere, such as:

  • Notable tricks or niche uses for a string/move
  • Execution tips for a particular technique

If a section gets too long, it might be sensible to move it to its own page.

3-string Hit-confirm

Katarina's Crane Kick Combo (3,3,3,3,3) can be hit-confirmed after the first 2 hits (3,3). Doing so consistently gives you access to a safe, i14 mid-poke with good range and good damage, making it a very useful tool.

Confirming after 3,3,3

This confirm is easier to do. Even if not confirmed, it is only -10 and can additionally be cancelled into HAR to evade a potential i10 punish.

Confirming after 3,3

Opening beats from the Terminator 2: Judgement Day theme by Brad Fiedel. The interval between the 2nd and 3rd beats is how much time you have to confirm the hit.

The best way to hit-confirm the 3-string after two hits is to use the theme from Terminator 2: Judgement Day as a reference. You have enough time between the 2nd and 3rd beats to confirm a hit. You can do this by looking at the health bar (to check for decrease) or by looking for the hit sparks.

Jump-over Tech

This was written prior to Version 5.01 and needs to be updated.

Use W! df+1 UF BT.d+1 ws4 3,4 for 54 damage into a KND and potential re-wall splat[1]. Master Raven can use her BT parries to escape this.

CH Low Wall-only Follow-ups

Katarina can get better follow-ups from her CH lows when she lands them at the wall. These are higher damage follow-ups and can allow her to balcony break or floor break as well. These are body-type specific, and can be dependent on the axis.

[24] CH HAR.df+3
[+33] d+2,F R.HAR.1+2[1]
[+28] df+1 W! 3,3,3,3,3[1][2]
[+24] d+2,F HAR.4[1][3]
[+21] 3,3,3,3,3[1]
[+20] b+4,1+2[1][4][5]
[+17] b+4,3+4[1][5]
[+16] uf+3+4[1][5][6][7]
[+16] 3,4[1][3]
[28] CH FC.df+4
[25] CH df+3+4
[+54] ws1,1,F R.HAR.1+2[1][2]
[+29] ws4 3,3,3,3,3[1][8]
[+22] ws4 b+1,2[1]
[+21] ws3,4[1][3][9]
[+21] cc b+1,F HAR.4[1][3][4][10]
  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 only at the wall
  2. 2.0 2.1 off-axis to the left only
  3. 3.0 3.1 3.2 3.3 balcony break
  4. 4.0 4.1 only works on Bears, Bob, Dragunov, Gigas, Heihachi, Jack-7, King, Miguel, Marduk, Armor King or Fahkumram
  5. 5.0 5.1 5.2 floor break
  6. does not work on Bears, Bob, Dragunov, Gigas, Heihachi, Jack-7, King, Miguel, Marduk, Armor King or Fahkumram
  7. more consistent on small body types than b+4,3+4
  8. does not work on Bears, Gigas or Marduk
  9. does not work on Bears, Bob, Dragunov, Gigas, Jack-7, King, Miguel, Marduk, Armor King or Fahkumram
  10. easy on Jack-7, Bears and Fahkumram; difficult for everyone else