Tekken 7

Katarina Alves Tekken 7 Guide

katarina-alves-tekken-7-guide

Style

Brawler / Rush Down character
Good frame adv on pokes / CH hunter

Punishers

1,1 – 10f / -2 block / +4 hit / (1,1~f HAR -1 block +5 hit)
2,2 – 12f / -12 block / +10 hit (on wall will cause W!)
uf+4,4 – 15f / -13 block
ws+4 – 11f / -3 block / +8 hit
ws+1,1, – 13f / -7 block / +4 hit / jails / (ws+1,1~f HAR -1 block +10 hit)
ws+2 – 15f / -13 block

i10- 1, 1- h, h, 17 dmg, +4-5, HAR cancellable.
i12- 2, 2- h, h, 30 dmg, +10-11kg, W!.
i13- df1, 1- m, h, 21 dmg, +6, HAR cancellable.
– ff2, 4 (just frame)- h, h, 33 dmg, S! (Launcher)
i14- 3, 3, 3, 3, 3- m, m, m, m, m, 38 dmg, +1 OC.
– 3, 4- 29 dmg, KND, W!
i15- uf4, 4- m, m, 20 dmg, B!. (Launcher)
i16- ub4- m, 25 dmg, KND. (Long range punish)
i19- uf3- m, 22 dmg, launch. (Long range launcher. Situational punish)

WS Punishers


i10- FC 1- sm, 5 dmg, +6. (Situational)
i11- ws4- m, 15 dmg, +8-9!
i13- ws1, 1- m, m, 25 dmg, +6, HAR cancellable.
– ff2, 4 (just frame)- h, h, 33 dmg, S! (Launcher)
i14- 3, 3, 3, 3, 3- m, m, m, m, m, 41 dmg, +1 OC.
– 3, 4- m, h, 32 dmg, KND, W!
i15- ws2- m, 20 dmg, launch. (Hopkick may be preferred)

Whiff Punishers


1, 1
2, 2
33333
Ff24 (EWTF)
Uf44

Top Moves

4,4,4 – 11f CH launcher / jails / (4,4,4~f HAR -1 block + 5 hit)
df+4 – 15f / CH launch / -9 block
1,1,2 – +7 block (2 is high opp can duck)
df+2,2 – 17f / 38D / W! / -10 block
df+2,4 – 17f / +1 block (high)
df+1 – 13f / great bully move / -1 block / +5 hit
d+3 – 16f / 0 hit / -11 block / can do d+3,3 (mid -13 block) or d+3,4 (high -4 block + 6 hit)
fc df+4 – 17f / -16 block / 0 hit
df+3+4 – 25f / long range low / -16 block / 0 hit (on CH ub+4 guaranteed)
db+3 – 25f / at wall guaranteed ub+4
db+4 – 29f / homing (look to low crush with only)
f,f+3 – 21~22f / on hit guaranteed ub+4 / on CH launcher / -6 block
b+1,2 – 14f / -8 block / +5 hit / natural combo
uf+4,4 – 15f / launcher / good range / whiff punisher

UB+4 Follow Up Moves

u/f+3+4
ch d/f+3+4
ch d+1
ff+3
f+3
d/b+3 (at wall only)
HAR 2 (if opp doesn’t roll back)
f+1+2
HAR 3
running 3 (at wall mainly)

Combos

uf+4,4 d+2 df+1 df+2,4 S! dash, df+1 d+2~f HAR 4 = 9H 65D
uf+4,4 ff+4 S! dash 4,4,4~F HAR 1 ub+4 = 8H 67D
ws+2 b+1~f HAR 1 df+1 df+2,4 S! dash d+2~f HAR 4 = 8H 63D
db+4 d+2 df+1 df+2,4 S! dash df+1 d+2~f HAR 4 = 8H 69D
CH 4,4,4 df+2,4 S! dash df+1 d+2~f HAR 4 = 8H 66D
W! ender d+3+4 (low wall hit) ub+4
W! ender df+1,1~F HAR 4
W! ender df+1,1~f HAR 1+2 (Rage Drive)

Wall combos

(Damage shown at max scaling)
– df1, 33333- 24 dmg, works off awkward splats.
– 1, df1, 33333- 26 dmg.
– df1, 4, 33333- 29 dmg. Works on King, A.King, Bob, Marduk, Jack, Gigas, and bears.
– d3+4, ub4- 38 dmg, tricky timing. Does not work on a forward falling splat.
– b1f1+2- 45 dmg, rage drive; works off lower splats than df11f1+2.
– df11f1+2- 47 dmg, rage drive; works off normal splats.

Guarantees an ub4

– ff3
– uf3+4
– 113
– f1+2
– B4,1+2 (Not on CH)
– 1+3 (Unless they hold back on wakeup)
– 2+4 (Inconsistent, they can hold back on wakeup)
– db3 (Only at wall)
– df33 (Only at wall)
– d3+4 (Only on face up opponent)
– CH d1
– CH 111
– CH d34
– CH 33333

Guarantees a cc stomp

(Ub4 may be used instead of stomp)
– HAR 3
– CH df3+4
– CH FC df4

*Combos that end in HAR 1 into ub4 need a slight delay on the 1 input to leave the opponent close enough for ub4.

BnB Combos

Combos that work off of Uf44, db4, CH df4, CH 112, CH b4, CH d2, and low parry-
(Damage shown off uf44)
– df1, df1, df1, df24, s! run 444f- 64 dmg, HAR oki, works off most launchers.
– d2, df1, df24, s! run df1, d2f4- 65 dmg, works on BT opponent.
– d2f1, df1, df24, s! run 444f- 67 dmg, huge wall carry and HAR oki.
– ff4, dash 4, d2f1, b1f1, ub4- 69 dmg, easy to adjust for splats.*

Combos that work off ws2, b2, uf3, CH ff3, and CH HAR 2-
(Damage shown off ws2)
– df1, df1, df1, df24, s! run 444f- 64 dmg, HAR oki, works off most launchers.
– b1f1, df1, df24, s! run 444f- 64 dmg, HAR oki, more consistent off CH ff3.

Combos off EWTF (ff24)-
– dash d2f1, b1f1, b1f1, ub4- 72 damage, easier to adjust wall carry.*
– dash d2f1, 444f1, ub4- 76 dmg, max damage?*

Combos off CH 4-
– ff2, 22, s! run 444f4- 64 dmg, tricky timing on HAR 4.
– ff4, s! HAR 1, 444f4- 67 dmg, consistent.
– ff4, s! run 4, d2f1, b1f1, ub4- 69 dmg, ff4 has to hit low.*

Combos off CH 44-
– df1, 22, s! run df1, d2f4- 66 dmg.
– 22, s! run 444f4- 69 dmg, tricky timing on HAR 4.

Combos off CH 444-
– df24, s! run df1, d2f4- 66 dmg.
– HAR db, ws4, df24, s! run 444f- 69 dmg, HAR oki, difficult timing. Can replace df24 with 22 to make the combo easier.

Combos off CH f3-
– d34, b1f1, b1f1, ub4- 65 dmg, works on everyone.*
– d3, df1, df1, df24, s! run 444f- 70 dmg, whiffs on smalls.

HAR stance

Hold down to cancel into FC mixups
HAR W! 1 tracks to left 12f
HAR 2 gives guaranteed ub+4
HAR 3 CH gives guaranteed ub+4
HAR uf+3 same as ff+3

Rage

3+4 Rage Art / 21f / – 22 block
HAR 1+2 Rage Drive / 15f / +5 block
HAR 1+2 best saved for when in rage
best used at wall
HAR 1+2 can be used in open for +5 on block