High, high, high, mid, high, low, mid, mid, mid, mid Low - A far reaching low attack that can be difficult to punish on block. Mid, high, Harrier - Hold forward after ws+1,1 to enter Harrier. Mid, high - This move jails, can't be interrupted and is safe on block. Mid - Quick homing attack and used in combos. Mid - Knocksdown on hit and it also hits grounded. Mid, mid, mid, high, high, mid - The complete string. Can be used to enter Harrier by holding forward and use your own combo after stopping at the 2nd hit. Mid, mid, mid, high, Harrier - Her up/forward, right kick series. Mid - Knocksdown and is good to use at the wall for Okizeme. Mid, mid - knocksdown on hit and tracks to her right. Mid - Weak tracking to both sides but safe on block. Mid, mid - Natural combo and is safe on block. Mid, mid - Safe on block and used in combos as wall carry. Mid - Quick mid that's mainly used in combos. Low - Launching low move, can also be difficult to punish on block due to the range. Low - Can be difficult to punish on block if hit from the tip. Low, mid - You can stop after the first hit to maintain advantage. Mid - Safe on block but weak tracking to both sides. Mid - This is a mid knee that launches on counter hit and is safe on block. Mid, low - 2nd hit is minus -17f on block but you can cancel it by holding down. Mid, high - Screw attack from her d/f+2, the 2nd hit trades with jabs but catches any sidestepping/sidewalking. Mid, mid - This is -10f on block and the 2nd hit can be easily sidestepped to the right. Mid, high - Hold forward after the d/f+1,1 to enter Harrier stance. Mid - Armors through attacks and tracks to her right. High - Headbutt, poor tracking to both sides and -11f on block. From up close, this can be avoided with sidestep/sidewalks but not in middle distance. On block, it's -14f and leaves the opponent in crouch. Mid - Used in combos, this move spikes down so it's used to cause floorbreak. High - Used in combos and has good tracking to her left. Stance - This is the quickest way to get into the stance out in the open. High, mid, high, high, mid - The complete right kick series, the 4th hit trades with 10f moves. You can enter Harrier after the 3rd hit by holding forward. High, mid, high - Her Right kick has it's own combo series. Doesn't really track well to either sides for Katarina so it can be easily sidestepped and punished. If you use the entire string, the opponent can punish the last hit on block so use up to the 3rd hit if you want to play it safe. Mid, mid, mid, high, mid - Her beginner friendly combo from her left kick. This also makes for a good whiff punisher. It's her 12f punisher since it starts up in 12 frames and has good tracking to her left. Has good tracking so it will catch sidesteppers but this move is at least -17 frames on block. High, high, mid - Finally, another mid from her 1,1, a launching mid attack. This can be sidestepped and also interrupted by 10f moves. High, high, mid - Another mid from her 1,1 but this mid knocksdown on hit. High, high, high - Another high attack from her 1,1. High, high, mid - A mid out of her 1,1, this mid follow-up catches sidesteppers.
High, high - 1,1 series of jabs but Katarina has a lot of derivations from here. The movelist video rundown featuring Katarina staple combos are once again, courtesy of Game Plaza Gao arcade's YouTube channel. She is one of the newer characters so we don't really have absolutely all the info in general to her move properties but the movelist video and reports from Mesa-chan's blog will help familiarize yourself with the character. The Tekken development team have described this character as a good beginner character since she has effective combo strings which can be done by repeatedly pushing a button. Hailing from Brazil, her fighting style is officially Savate so she sports a bunch of weird looking kicking attacks as well as a 'Harrier' stance in her arsenal. Katarina Alves is the other new character that was revealed in Tekken 7 alongside Claudio Serafino. Looks like this is going to be an on-going series.