GBVSR/Katalina/Frame Data

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 Katalina

Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Frame Data Glossary  
Guard How this attack can be guarded.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

OnHit After getting hit by this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.


Attack Level Values
Attack Level Table
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Clash level 0 1 2 3 4
  • Crouching hit adds 1F additional hitstun
  • Air attacks from levels 0-2 inflict 14F of hitstun, levels 3 and 4 inflict 18F.
  • Air counter hit doubles the amount of untechable time
  • Additional hitstop on counter hit only applies to opponent.
  • Most Dash H have an attack value of 4, but will only give +4 on counter hit.
For more values, see GBVSR/Frame Data


System Data

name health prejump backdash Unique Movement Options
Katalina 16,000 4f 18f

Normal Moves

Input Damage Guard Startup Active Recovery On-Block On-Hit Counterhit Level Invuln SBG Gain
Input Damage Guard Startup Active Recovery On-Block On-Hit Counterhit Level Invuln SBG Gain
c.L 600 Mid 5 3 6 +4 +8 0
c.M 1100 Mid 6 3 13 -1 +3 2
c.H 1600 Mid 9 6 21 -8 -4 4
c.XX 700 Mid 9 3 15 -3 +1 2
c.XXX 1000 Mid 12 3 18 -4 0 3
c.XX6M 1000 Low 12 3 16 -4 KD 3
c.XX6H 1000 High 18 3 22 -4 +1 3
f.L 600 Mid 6 6 6 +1 +5 1
f.M 900 Mid 8 3 18 -6 -2 2
f.H 1300 Mid 9 4 23 -10 -6 3
2L 400 Low 6 3 10 -2 +2 0
2M 900 Mid 7 5 15 -5 -1 2
2H 1300 Mid 11 6 23 -12 -8 3
2U 1000 Low 8 5 21 -11 HKD(+44) 2
66L 600 Mid 8 3 10 +2 +6 2
66M 1100 Low 12 4 21 -8 KD 2
66H 1200 Mid 15 4 19 -4 KD 2
j.L 600 High/Air 5 Until L 0 1
j.M 800 High/Air 6 7 Until L 2
j.H 1000 High/Air 7 6 Until L 2
j.U 900 High/Air 13 12 Until L 2

Unique Action

Input Name Damage Guard Startup Active Recovery On-Block On-Hit Counterhit Level Invuln SBG Gain
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Counterhit Level Invuln SBG Gain
5U Lv0 Light Wall 1300 Mid 14~30+8 6 24 -15 KD 2 3~29 Armor All
5U Lv1 Light Wall 1400 Mid 31~60+8 6 24 -13 KD 3 3~59 Armor All
5U Lv2 Light Wall 1500 Mid 69 6 24 -11 Crumple 4 3-60 Armor All
5U > 66 Frontstep 19 -5/-3/-1 KD/KD/Crumple
5U > 44 Backstep 22 -8/-6/-4 KD/KD/Crumple

Universal Mechanics

Name Damage Guard Startup Active Recovery On-Block On-Hit Counterhit Level Invuln SBG Gain
Name Damage Guard Startup Active Recovery On-Block On-Hit Counterhit Level Invuln SBG Gain
Ground Throw 2500 Throw 4 3 26 HKD(+44) HKD(+44) 0, 4
Air Throw 2500 Throw 5 5 Until L+5 HKD HKD 0, 4
Raging Strike 1500 Guard Crush 45 [52] 28 1 37 +8 [+15] +15 0
Raging Chain 1000 Mid 13~31 6 16 +4 +15 4
Brave Counter 500 Mid 10 [18] 3 19 [Total 54] +6 [+5] KD +21 [0] HKD 4 1-20 [1-?] Full

Skills

Input Name Damage Guard Startup Active Recovery On-Block On-Hit Counterhit Level Invuln Cooldown SBG Gain
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Counterhit Level Invuln Cooldown SBG Gain
236L L Frozen Blade 800 All 16 Total 45 -9 -5 2 10F after contact or disappear
236M M Frozen Blade 800 All 16 Total 45 -9 -5 2 10F after contact or disappear
236H H Frozen Blade 400×3 All 16 Total 48 +2 +6 2 420F after contact or disappear
214L L Enchanted Lands 1000 Mid 16 6 18 -7 KD 3 20F starting 3F
214M M Enchanted Lands 1400 Mid 20 6 21 -8 KD 4 20F starting 3F
214H H Enchanted Lands 1500 [1800] Mid [Guard Crush 30] 16-75 [76] 6 21 -8[+4] KD 4 420F starting 3F
623L L Emerald Sword 1000→500 Mid→All 6 2(2)6 27 -20 KD 3 20F starting 3F
623M M Emerald Sword 600, 500 Mid, All 9 2(2)12 34 -27 KD 4 1~14 All 240F starting 3F
623H H Emerald Sword 700, 400x2 Mid 11 2(1)12 35 -22 KD 4 1~23 All 600F starting 3F
236U Ultimate Frozen Blade 2000 All 16 10 17 -2 Crumple 2 180F starting 3F
623U Ultimate Emerald Sword 700, 300x2, 700 [700, 400] All 8 8 42 [32] -28 HKD(+44) 2 300F starting 3F
214U Ultimate Enchanted Lands 700, 1800 All 9 2(7)7 24 -6 HKD(+46) 2 7-10 Armor Mid/High 180F starting 3F

Skybound Arts

  • All Skybound Arts have the following properties unless otherwise stated:
    • Cost 100% Skybound Gauge
    • Skybound Gauge Cooldown 300F after recovery
  • Damage values of SSBA with cinematics are written before the brackets [] and assumes 1.2× damage
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Counterhit Level Invuln SBG Gain
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Counterhit Level Invuln SBG Gain
236236H Blades of Frost 1000x2, 2500 [1000x2, 1500] Mid 8+5 3(15)6(24)9 24 -10 HKD(+45)[+35] 4 1~15 All
236236U Realm of Ice 1200, 480x5, 240x3, 480, 1200 [1000, 400x5, 1000] Mid 6+6 6(12)3×5,6 55 -48 HKD(+47)[+44] 4 1~17 All

Combo point Table

  • Unless otherwise stated, all multi-hitting moves only add the points at first hit, and none afterwards.
Combo point Table
Command/Version L M H U
236 2 2 2 3
623 3 3 3 3
214 2 2 1 3
Move Points
5U (any level) 2

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