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Katalina is a well-rounded character based on the shotoShort for "shotokan"A character archetype defined by being similar in some way to Ryu or Ken Masters from Street Fighter. Shotos usually have a horizontal fireball, an invincible reversal, and a forward moving special move. archetype. While her play style is similar to Gran's, she excels at a longer range due to many of her rapier-based attacks and dash follow-up from her Light Wall; this means Katalina can afford to fight more defensively, while effectively complimenting her offense.
GBVS Katalina Nameplate.png
GBVS Katalina Portrait.png
High Recovery (30f)

 Katalina is a well-rounded character who plays footsies at a slightly longer range with her far-reaching attacks.

  • Simple and Strong: Katalina has all the tools she needs to win and is incredibly well-rounded.
  • Anti-Airs: Between 2HGBVS Katalina 2H.pngGuardMidStartup10Recovery23Advantage-12, 623HGBVS Katalina 623X.pngGuardMidStartup9Recovery35Advantage-28, and f.HGBVS Katalina fH.pngGuardMidStartup9Recovery23Advantage-10, Katalina can intercept jumping opponents quite easily at any range.
  • Powerful Pokes: All of Kat's far buttons, as well as her 2MGBVS Katalina 2M.pngGuardMidStartup7Recovery15Advantage-5, are top-of-the-line pokes and whiff punishing tools. They're either faster or longer reaching than any other character's comparative normal.
  • Damage Access: Katalina can force wallbounces from farther distances than other characters using 214HGBVS Katalina 214X.pngGuardMidStartup16 [17-76]Recovery19Advantage-8 (at worst) [+4], and it can be increased even further with Rush.
  • Above-Average Damage: Exactly what it says on the tin. Kat's pokes all convert into okizeme at any range and extended combos with resources hit particularly hard.
  • Average Fireball: Katalina lacks the ability to change her fireball timing via charging like other characters can. They're also more negative on block than other character's comparative moves and 214LGBVS Katalina 214X.pngGuardMidStartup16Recovery18Advantage-7 (at worst), for some reason.
  • Cooldown Cycling: Katalina only has three special moves, making committing to an EX move more impactful than the rest of the cast. Cycling her corner pressure requires either two cooldowns or 50 meter.
  • Hurtboxes: All of Katalina's best pokes (even 2MGBVS Katalina 2M.pngGuardMidStartup7Recovery15Advantage-5) and even her fireballs have extended low hurtboxes, making them quite weak to being counterpoked by lows. She has no real way to deal with this and is usually forced to trade. 214LGBVS Katalina 214X.pngGuardMidStartup16Recovery18Advantage-7 (at worst) is also prone to getting low-profiled.

Normal Moves


Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Mid 5 2 6 +2 +6

c.L is as strong as jabs come. It's plus on block, cancels into her other L buttons, and comes with strong linking options. Along with 2L, it has fast enough recovery that it can be used as a reversal-safe meaty in certain setups. Katalina's focus in pressure is around conditioning opponents to throw, and c.L is an excellent tick throw button to do just that. Should they bite, it frame traps into most of Katalina's other pressure buttons (including itself) for good reward.

Level Attribute


Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Mid 6 3 13 -1 +3

c.M is almost exclusively combo filler. It links after her c.L and 2L for more damage after a jump in. Unfortunately, due to its frame advantage, it functionally ends her turn on block.

Level Attribute


Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1200 Mid 9 6 21 -8 -4

c.H is very damaging and very unsafe on block. Consequently, its usually used to start punishes or as combo filler. Like c.M, it ends her turn on block.

Level Attribute

Auto Combo

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
c.XX 350 Mid 9 3 15 -3 +1
c.XXX 350 Mid 12 3 18 -4 0

Katalina's autocombo is primarily used to add corner carry to midscreen combos. She does not have any resourceless ways to safely disengage afterwards aside from simply blocking after c.XXX, but the autocombo does keep her close to her opponent for Emerald SwordGBVS Katalina 623X.pngGuardMid→AllStartup9Recovery30Advantage-23 to connect. The last hit also has enough hitstun to combo into M Enchanted LandsGBVS Katalina 214X.pngGuardMidStartup20Recovery21Advantage-8 (at worst).

  • Mildly useful for extensions if c.XXX is kara-cancelled into 236HGBVS Katalina 214X.pngGuardMidStartup20Recovery21Advantage-8 (at worst) as it keeps Katalina closer than usual.
Version Level Attribute
c.XX 2
c.XXX 3



Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Mid 6 6 6 +1 +5

f.L stops people from running at Katalina. f.L extends Katalina's pressure. f.L is Katalina's pressure. f.L helps Katalina hitconfirm her other L buttons. f.L combos into 2M on counterhit. f.L can be up to +6 on block if it hits late. f.L does your taxes.

Jokes aside, the only thing f.L doesn't do is consistently combo into 214L. At max f.L range, Kat is forced to spend a cooldown on 214H to get a knockdown.

Level Attribute


Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Mid 8 3 18 -6 -2

f.M is arguably Katalina's best normal. It has amazing speed and range, which makes it quite difficult to get around. The higher hurtbox means that most characters need to use their slower standing normals as opposed to faster crouching ones in order to whiff punish, making it pretty safe to throw out. It combos into 236M on counter hit.

Level Attribute


Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 Mid 9 4 23 -10 -6

f.H's hitstun, speed, reach and the fact it is a heavy button make it a strong choice for counter poking, even more than f.M in some cases. Since its a heavy button, it will crush anything of a lower strength that it clashes with. It is also a good anti air from farther ranges and is one of our best corner combo starter. It is important to be able to single hit confirm this as a Katalina player.

Level Attribute


Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Low 6 3 6 +2 +6

2L is a low hitting jab that is plus on block. Linking to 2M is possible, but only on a crouching opponent. The range is pretty abysmal.

Level Attribute


Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Mid 7 5 15 -5 -1

2M has an amazing combination of range, speed and safety. Its speed makes it strong for punishing moves that f.M wouldn't. It confirms into 214H from any range which makes it an incredibly strong whiff punish tool. It also has a hitbox low to the ground, making it great for beating crossovers once opponents are frustrated with neutral.

Level Attribute


Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 Mid 10 6 23 -12 -8

2H is a great anti-air. Cancelling into level 1 or 2 5U 66 gives consistent punishes for non-counter hit AND counter hit anti-airs. On aerial non-counter hit, a well timed delayed 214L / 214M cancel leads to insane damage for only 1 or 2 EX cooldowns.

Level Attribute


Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Low 8 5 21 -11 HKD

2U is Katalina’s only other low. The range and speed are solid for a move that grants a hard knockdown on hit and access to safejump setups. It’s unsafe on block so be sure to space it well so you can reap the benefit of that hard knockdown if you don’t plan on cancelling into 4G or 236H, or 236L/M at larger distances to make it safe.

Level Attribute


Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 High/Air 5 Until L 0

This is a standard j.L that is active until you touch the ground. Useful if you want a hitbox covering you as you are falling. Its range is short so make sure you’re going to land on the opponent when you do this.

Level Attribute


Damage Guard Startup Active Recovery On-Block On-Hit Invuln
600 High/Air 6 7 Until L

j.M is a good jump in from farther ranges due to its slightly downward angle and reach. It can also be used as an air to air.

Level Attribute


Damage Guard Startup Active Recovery On-Block On-Hit Invuln
800 High/Air 7 6 Until L

j.H reaches far ahead of Katalina but is mostly a horizontal hitbox. It’s decent to use as part of a neutral jump to control the space in front of you.

Level Attribute


Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 High/Air 13 12 Until L

j.U is Katalina’s most useful jump in. It swings low beneath Katalina, which will beat some late anti air attempts, and it can also crossup. As such, this is the standard move to use when safejumping

Level Attribute

Unique Action

Light Wall


Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5U Lv1 700 Mid 14~??+9 6 24 -15 KD
5U Lv2 1000 Mid 14~??+9 6 24 -13 KD
5U Lv3 1200 Mid 14~??+9 6 24 -11 Crumple
5U > 66 19 -5/-3/-1 KD/KD(+7)/Crumple
5U > 44 22 -8/-6/-4 KD/KD/Crumple

Gives Katalina armor for one hit and reduces the damage by 40%. Follows up with a slash when the button is released or when charged to maximum, but the attack has no armor. Both the barrier and the slash are forward and backdash cancellable. With the buff granting her knockdowns on hit, it is a decent option to punish fireballs or single-hit forward advancing moves. It has also opened up a more damaging combo route if opting for a 623L air reset combo ender.

Holding 5U powers up the attack:

  • Releasing immediately does a forward advancing slash with the lowest level reward. On aerial hit, it is possible to connect a c.L after a frontstep.
  • Charged halfway the screen will shake, and will grant combos by canceling into frontstep (such as a linked c.M/2M).
  • Charged to maximum the attack will release itself and crumple the opponent on hit granting you a very damaging combo.
  • If your opponent connects an attack with the shield they can cancel normally.
Version Level Attribute
5U Lv1 2
5U Lv2 3
5U Lv3 4
5U > 66
5U > 44

5U Lv1:

  • Can cancel into frontstep or backstep before attacking or on hit/block

5U Lv2:

  • Can cancel into frontstep or backstep before attacking or on hit/block

5U Lv3:

  • Can cancel into frontstep or backstep before attacking or on hit/block

5U > 66:
5U > 44:

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1500 Throw 7 3 31 HKD HKD
Level Attribute
0, 4 Throw

Air Throw

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1500 Throw 5 5 Until L+6 HKD
Level Attribute
0, 4 Airthrow

Overhead Attack

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 High 26 5 18 -4 +1 4-31 Throw
13-27 Low
12-26 Airborne

The universal overhead. On CH she can link c.H for huge damage. Other than that the range on this move is about as bad as 2L. Use it here and there to apply some chip damage or to punish throw techs for massive reward.

Level Attribute

Special Moves

Frozen Blade

GBVS Fireball.png 236X or 5S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
236L 800 All 16 Total 45 -9 -5
236M 800 All 16 Total 45 -9 -5
236H 350×3 All 16 Total 48 +2 +6

Shoots an ice sword projectile. Very traditional fireball. This move is absolutely vital to Katalina's gameplan, as it makes her pokes safe at max range as well as giving her a somewhat reliable fullscreen presence. It does not come without drawbacks, however. It's the least safe fireball in the game at close range, often easily punishable on block if used after autocomboGBVS Katalina cXXX.pngGuardMidStartup12Recovery18Advantage-4. It's also easily rolled or dodged on reaction at farther ranges which will give it a longer cooldown.

L Fireball
  • The slow one.

Forces approaches and starts being plus at max poke range. It's also somewhat safe to roll of cancelled into at max f.MGBVS Katalina fM.pngGuardMidStartup8Recovery18Advantage-6 range. Excellent to test how people respond to Kat's fireballs.

M Fireball
  • The fast one.

Better at countering opponent's zoning attempts and changes jump timings. Typically slightly negative at max poke range. The speed is so fast that the opponent cannot jump out of strings utilizing this instead of the L version. Since it is not that easy to react to from poking range, the opponent has to do something risky to deal with it.

H Fireball
  • Hits three times.
  • Hard knockdown on air hit.

High risk/low reward neutral tool. Typically reserved for corner combos after 214HGBVS Katalina 214X.pngGuardMidStartup16 [17-76]Recovery19Advantage-8 (at worst) [+4] as it doesn't launch on its own. Can be useful as a combo extender midscreen, but is much better against crouching opponents due to the limited range of her L buttons (and their tendency to drop a 214L ender at max range).

Version Level Attribute
236L 2
236M 2
236H 2


  • Cooldown: 33-104F (Technical) 53-124F (Easy)


  • Cooldown: 33-104F (Technical) 33-104F (Easy)


  • Cooldown: 517-574F (Technical) 517-574F (Easy)

Emerald Sword

GBVS Parry.png 623X or 6S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
623L 1000→500 Mid→All 9 2(2)6 30 -23 KD 1~12 All
623M 800, 500 Mid, All 9 2(2)12 34 -27 KD 1~14 All
623H 800, 150×4~5 Mid 9 15 35 -28 HKD 1~23 All

Rising rapier swing with invulnerability. Katalina's anti-air DP. 623L and 623M are only air unblockable on the first 2 of their active frames, while 623H is air unblockable for all of its active frames. 623H causes a hard knockdown that you can perform a safejump off of. It also gains a lot of meter on hit so it's good to end combos with it early in a round.

Version Level Attribute
623L 3
623M 4
623H 4


  • Cooldown: 20F (Technical) 200F (Easy)
  • Clash Level 14 (Technical) 10 (Easy)


  • Cooldown: 20F (Technical) 200F (Easy)
  • Clash Level 16 (Technical) 10 (Easy)


  • Cooldown: 480F (Technical) 600F (Easy)
  • Clash Level 18 (Technical) 10 (Easy)

Enchanted Lands

GBVS Charge.png GBVS SpecialCharge.png 214X or 2/4S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
214L 1000 Mid 16 6 18 -7 (at worst) KD
214M 1400 Mid 20 6 21 -8 (at worst) KD
214H 1200 [1800] Mid 16 [17-76] 8 19 -8 (at worst) [+4] HKD

A quickly advancing rapier thrust. This is unsafe on block at most ranges, so it's important to properly hitconfirm into it or space it correctly. All versions are relatively unpunishable at max range but carry a high amount of recovery should they whiff.

L Version
  • Basic damage/corner push ender.
  • Causes an air tech on normal hit and a soft knockdown on counterhit.

Unsafe on block up close, but vital for corner carry and great for a quick punish. This is important to be able to hitconfirm.

M Version
  • Does a backstep first before advancing.
  • Wallbounces on counterhit.

The backthrust is useful for whiff punishing, as it can dodge and punish pokes like Ferry's 5M/2M. This can be used instead of 214L in autocombos for some extra damage. If this counterhits someone in the corner, they can kiss their lifebar goodbye. The thrust has slightly longer range than 214L's thrust and it can actually end up being -4 or better if it connects at max range.

H Version
  • Causes a hard knockdown on hit and wallbounces in the corner.
  • Can be charged to delay thrust, guard crushes at maximum charge.

It's powerful when near the corner, since it can convert any hit into lots of damage. Katalina's main meterless launcher, which links into c.M after the wall bounce. Linking c.H is possible when the opponent is hit when spaced a bit away from the corner, resulting in a slightly higher wallbounce.

Version Level Attribute
214L 3
214M 4
214H 4


  • Cooldown: 20F (Technical) 200F (Easy)
  • Clash Level 2


  • Cooldown: 20F (Technical) 200F (Easy)
  • Clash Level 2


  • Cooldown: 480F (Technical) 600F (Easy)
  • Clash Level 3

Skybound Art

Blades of Frost

236236H or 236S

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
3500→2500 Mid 8+5 3(15)6(24)9 24 -10 HKD 1~15 All

Invulnerable super. Performs a three-hit combo. Connecting at close range will enhance the damage of the third strike.

Minimum damage: Shortcut: 525, Technical: 875.

Level Attribute
  • Clash Level 25 (Technical) 20 (Easy)

Super Skybound Art

Realm of Ice

236236U or 236S+U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
4475→3500 Mid 6+6 6(12)3×5,6 55 -54 HKD 1~17 All

Invulnerable super. Slashes upward. Will be followed by a finishing move by the summoned Ares after a successful close-range hit.

Minimum damage: Shortcut: 785, Technical: 1161

Level Attribute
  • Clash Level 35 (Technical) 30 (Easy)


Color 1
Color 2
Color 3
Color 4
GBVS Katalina Color 01.png
GBVS Katalina Color 02.png
GBVS Katalina Color 03.png
GBVS Katalina Color 04.png
Color 5
Color 6
Color 7
Color 8
GBVS Katalina Color 05.png
GBVS Katalina Color 06.png
GBVS Katalina Color 07.png
GBVS Katalina Color 08.png
Color 9
Color 10
Color 11
Color 12
GBVS Katalina Color 09.png
GBVS Katalina Color 10.png
GBVS Katalina Color 11.png
GBVS Katalina Color 12.png
Color 13
Color 14
Color 15
Color 16
GBVS Katalina Color 13.png
GBVS Katalina Color 14.png
GBVS Katalina Color 15.png
GBVS Katalina Color 16.png
Color 17
Color 18
Color 19
Color EX
GBVS Katalina Color 17.png
GBVS Katalina Color 18.png
GBVS Katalina Color 19.png
GBVS Katalina Color EX.png
GBVS Katalina Weapon 01.png
GBVS Katalina Weapon 02.png
GBVS Katalina Weapon 03.png
GBVS Katalina Weapon 04.png
GBVS Katalina Weapon 05.png
GBVS Katalina Weapon 06.png
GBVS Katalina Weapon 07.png
GBVS Katalina Weapon 08.png


To edit frame data, edit values in GBVS/Katalina/Data.

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