TEKKEN 7

TEKKEN 7

49 ratings
K4T4RIN4 4LVES COMPLETE GUIDE
By deniz
So i was bored and learning Katarina,then i decided to create this guide for no reason
   
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Katarina Guide
Pros
Good high and mid pokes
Good sidestep
Good combo damage
Above Avarage CH launchers
Easy execution and gameplan

Cons
Slow and unsafe homing moves
Her fast lows pokes are bad,and slower ones are risky

Standing Punishers:
i10: 1,1 -2/+4/+4
i12: 2,2 -12/+10/+10
i13:ff2,4 -9/Launch/Launch (it is hard to punish with it because it has ff motion)
i14:3,3,3,3,3 -14/+1/+1
i15: uf4,4 -13/Launch/Launch
i16: ub4 -14/KND/KND for pushback moves

WS Punishers:
i11=ws4 -3/+8/+8
i13=ws1,1 -5/+6/+8
i14:ws3,3,3,3,3 -14/+1/+1
i15=ws2 -13/Launch/Launch

High and Mid Pokes:
1:i10 high jab +1/+8/+8
1,4:High,low -12/+1/+1
1,1:high,high -2/+4/+4,jails on block so you cant duck 2nd hit if you blocked first one,has follow-ups
1,1,2:high,high,high +7/+9/+9 good for free mixups and frame traps like df4,last hit is ch launcher now
1,1,1:high,high,mid -5/-1/-1 use for making people scared to duck last hit of 1,1,2,last hit gives free ub4 on ch
1,1,3:high,high,mid 0/KND/KND If it hits you get free ub4,it forces crouch on block.It can be interrupted or sidestepped but other followups makes that scary
1,1,4:high,high,mid -19 on block but last hit is launcher,only use if you are sure your opponent will duck,but 1,1,1 or 1,1,3 are safer for that

df1:i13 mid -1/+5/+5
df1,1:mid,high -7/+4/4,you can hold forward to go harrier stance but every option can be interrupted,but har1 is high crush now and it trades with i13 moves after df1,1 so most characters will trade with it if they do df1,but they can do highcrush move like downjab.It wont be interrupted if you arent too obvious with it though.

b1:i14 mid,it has bad frame data but it has followups or you can go to harrier by holding forward.Har1 is uninterruptable after it but it is a high so it can be lowcrushed by certain moves.
b1,2:mid mid,natural combo,-8/+5/+5

df2,4:i17 mid high natural combo +1/+17/+17 but you cant get followup move afterwards,it wallsplats
df2,2:i17 mid mid natural combo -10/KND/KND,wallsplats

b4:i17 mid -15/+8/Launch
b4,1+2:i17 mid,high natural combo +1/KND/KND forces crouch on block
b4,3+4:i17 mid,mid natural combo -12/KND/KND forces crouch on block

Some Extra Moves:
ff2,4:i13 high,high block and whiff punisher -9/Launch/Launch It jails on block so its completely safe
ff4:i17 mid homing -13/knd/knd
ub4:i16 mid -14/KND/KND long range whiff punisher
f3+4:i24 mid powercrush -13/KND/KND
df1+2:Command Throw.It wallsplats at some distances
b3+4:i23 mid -14/KND/KND It is evasive
df3,3:i15 mid,low -21/KND/KND It only comboes on counterhit.It might seem useless because it doesnt have mid extension,but you can hold d after df3,3 to enter full crouch.You can then do FC mixup(FC df4,ws2,uf4,4).If opponent is trying to interrupt that,you can complete the string
f1+2:i23 high +1/KND/KND gives free ub4 on hit,forces crouch on block.It has good range.

Counter Hit Moves:
4:i11 high ch launcher -9/+8/Launch Hard to get full combo from it,but you can do ub4 after it,i'll give hard combo in combo section
4,4:i11 high mid,CH launcher -10/+4/Launch
4,4,4:i11 high,mid,high but 3rd hit cant be ducked,CH launcher -10/+1/launch
*4,4... strings nerfed sadly.
df4:i15 mid CH launcher -9/-2/Launch
ff3:i24 long range mid -6/knd/Launch.On hit it gives free ub4.On CH you can get full combo.Forces crouch on block.
d1:i17 good range mid.-7/+3/knd.Free ub4 on CH.
f3:i24 good range mid 0/+4/Launch forces crouch on both hit on block


Lows:(Her fast lows sucks sadly)
d4:i12 high crush low with little damage, -13/-2/-2
d3:i16 low, -11/0/0 ,doesnt have crush properties,has followups
d3,3:low,mid on counterhit,2nd hit is guaranteed -13/0/0
d3,4:low,high on ch,2nd hit is guaranteed -4/+6/+6
db3:i25 low, -26/KND/KND if your opponent's back is close to wall,ub4 is guaranteed afterwards
df3+4:i25 low, -14/+2/KND it has tremendous range,it will hit even if there is 3 backdash range between you and opponent,on counterhit you get FC df4 guaranteed,it recovers on crouch so all you need to press is df4.
FC df4:i17 low,it has good range and damage,-16/0/KND it gives another FC df4 on counterhit
db4:i29 low homing launcher AKA snake edge, -26/Launch/Launch

Harrier Stance:
You can enter this stance by doing F4.Or holding f after df1,1/b1/d2/ws1,1/1,1
This stance is mostly useful for combos,but it can be used sometimes to hesitate your opponent.(Like after b1,or i10 and i13 ws punishes) It is now better with new patch so it can be solid mixup tool depends on how you used it.
It takes 15 frame to enter HAR stance if you are entering manually.
HAR1:i12 high. -3/+17/+17 nothing guaranteed on hit but wallsplats,highcrushes
HAR2:i18 mid, -6/-2/Launch,it is now good and fast mid to use from harries stance
HAR3:i26 low, -25/KND/KND on hit UB4 guaranteed
HAR4:i15 mid, -13/KND/KND fast mid and its WALL BOUNCE but punishable
HAR UF3:i27 mid, -6/KND/Launch.On hit UB4 guaranteed.
HAR1+2:Rage Drive,i15 mid, +5/throw/throw
HARdf1+2:Now you have access to your command throw from Harrier as well.It is 1+2 break.
HAR,d:You can cancel Harrier stance by holding down.It is now faster so its more useful too.You can go for fullcrouch mixup.You can do FC df4,ws2,other ws moves,uf4,4 etc. from FC.Katarina doesnt have fast and good low from standing but her FC df4 is strong low so this is one way to open up turtles with her.

Combos:
There is a lot of conversions you can do but i'll write the ones i am using most of the time.
uf4,4 d2 df1 df1 2,2 S! dash d2~f,HAR4
CH df4 d2 df1 df1 2,2 S! dash d2~f,HAR4
uf3 df1 df1 df1 2,2 S! dash d2~f,HAR4
ws2 df1 df1 df1 2,2 S! dash d2~f,HAR4
CH ff3 df1 df1 df1 2,2 S! dash d2~f,HAR4
db4 d2 df1 df1 2,2 S! dash d2~f,HAR4
1,1,(ch)2 d2 df1 df1 2,2 S! dash d2~f,HAR4
CH b4 d2 df1 df1 2,2 S! dash d2~f,HAR4
CH HAR2 d2 df1 df1 2,2 S! dash d2~f,HAR4
CH4 ub4
CH4 ff4 S! f4~f,HAR1 4,4,4~f,HAR4
CH 4,4 df1 2,2 S! dash d2~f,HAR4
CH 4,4 2,2 S! dash df1 d2~f,HAR4(More consistent but harder,can remove df1 for easier combo)
CH 4,4,4 df2,4 S! dash d2~f,HAR4
Low Parry d2~f,HAR1 df1 2,2 S! dash d2~f,HAR4
CH Wakeup3 ws4 df1 df2,4 S! dash d2~f,HAR4
CH f3 d3 df1 df1 2,2 S! dash d2~f,HAR4
ff2,4 S! f4~f,HAR1 df1 4,4,4~f,HAR4(Delay HAR1 a little so it will reach,you need to delay HAR 4 too.Or you can remove df1 and do without delaying HAR4,it does less damage but it wallsplats this way)

Combo Conversions
For little more wall carry,you can remove df1 before 2,2.Then use df2,4 for screw and for ender do df1 d2~f,HAR4.But it is harder to do.For example like this;
uf4,4 d2 df1 df2,4 S! df1 d2~f,HAR4

*If you have rage,after S! you can just dash and do rage art.

*b1,1 can be used as wall carry tool in any part of combo except after d2.So you can do uf4,4 b1,1 or uf4,4 d2 df1 df1 b1,1 or you can use it after screw too if wall is close.If it is too close do wall combo instead.

*If you are in forgotten realm,you can end your combos with d2~f,HAR2 instead of HAR 4.It will floor break.

Wall Combos:
df1,1~f,HAR4: Good damage,but it side switches sometimes.And bad okizeme.(It seems like it rarely side switches now)
1 df1 ub4:Lesser damage but better oki and no side switch
1 df1 3,3,3,3,3:Its a new wall combo in S2!
*You can remove 1 jab if it isnt clean wallsplat
d3+4 ub4:It only works when your opponent is clean wallsplatted.Also you need to time your stomp.It is best damage wall combo but it is situational so use 3rd wall combo most of the time.
df2,2:It wallbreaks,so use this if there is breakable wall.d2~f,HAR4 is inconsistent now for wallbreak so this is better option now.
uf3+4:If you got clean wallsplat on forgotten realm stage,you can use this for floorbreak.
df1,1~f,HAR1+2: If you have rage drive,this wall combo is your best option.

My recommandation after Wall,floor,balcony breaks;
If you didnt use S! yet,do: 2,2 S! d2~f,HAR4
If you used screw,do: d2~f,HAR4
34 Comments
U DON'T NEED TO KNOW MY NAME Jul 15, 2022 @ 9:22am 
all these talks went far above my head
Mezha Sep 13, 2020 @ 6:49pm 
just use 44444444444444444 when you're not yet at the wall and for wall enders use 333333333333 :steamfacepalm:
Lazaar Sep 6, 2020 @ 9:44pm 
liked just for the title
Garyee Aug 30, 2020 @ 3:46pm 
4
Joe Hendry Jul 16, 2019 @ 8:56pm 
Ain't ff 2+4 is just a whiff punisher? or i've been using that move wrong the entire time?
stinkfist Jul 16, 2019 @ 7:17pm 
can you put 'no respect from most people in the community' as a con?
BountyGamer™(私は最高だ) Feb 10, 2019 @ 1:12am 
WOW
Orion Feb 9, 2019 @ 2:42am 
Excellent!
deniz  [author] Sep 17, 2018 @ 11:00am 
Added new wall combo!
deniz  [author] Sep 7, 2018 @ 11:51am 
Yeah,it is nice.It probably wont work on higher levels because HAR stance only has command throw,you cant mix it up even with normal throws.But at online,it will work quite well i assume.