GBVS/Katalina

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Overview

Overview

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.
Playstyle
Katalina is a well-rounded character who plays footsies at a slightly longer range with her far-reaching attacks.
Pros Cons
  • Powerful pokes: Her pokes are fast, long-reaching, recover quickly and can be confirmed or buffered into Enchanted Lands from any range.
  • Excellent anti-airs: Between 2H, f.H and Emerald Sword, Katalina can reliably anti-air any air approach and get high damage out of it.
  • Versatile specials: Frozen Blade projectile, Emerald Sword Anti-Air and reversal, along with Enchanted Lands advancing stab let her control neutral effectively and convert hits into damage in the corner.
  • High corner damage: Any hit close to the corner can be converted into H Enchanted Lands for strong reward.
  • Linear: She has one effective game plan, playing some variation of footsies. Against characters that don't need to play that sort of game with her she's in trouble.
  • Reliance on Enchanted Lands: Relies heavily on hit-confirming Enchanted Lands from pokes. If Enchanted Lands is on cooldown, her damage potential and neutral threat go down greatly.
  • Can't cook: Do not let her if you still value your life.

Normal Moves

c.L

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. At +2 the majority of Katalina's normals will frame trap the opponent afterward. Along with 2L, it has a fast enough recovery so that it will hit meaty and be safe from DPs at the same time. On hit you can link into 2L, c.M or another 5L. It is possible to link into 2M on crouchers.

Level Attribute
0

c.M

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

Post nerf, Kat's c.M is a filler used to frame trap/confirm off of c.L/2L. It is no longer the pressure tool it once was, it can no longer link into itself and is not plus on block anymore. The changes to proximity detection mean that three hit block strings ending in c.M are no longer possible.

Level Attribute
2

c.H

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

c.H is very damaging, but unsafe on block. Consequently, its usually used to start punishes or as combo filler. You can use it to frame trap but doing so forces you to either go into autocombo to remain safe or to cancel into 236H.

Level Attribute
4

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 doesn't put her airborne on the second hit like some other characters, which is useful for hitconfirming on the second, rather than the third hit, for better damage. It also moves her forward a bit during the startup of the second hit, creating some midscreen fireball link options. By inputting two hits of an autocombo, then canceling the second hit into a special just as it begins to start up, you will move forward a bit in addition to the special attack.

Version Level Attribute
c.XX 2
c.XXX 3

c.XX:
c.XXX:

f.L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Mid 6 6 10 -3 +1

f.L is mainly used as a fast poke to cover the space in front of you or to hitconfirm when you cannot link into c.M. It has great reach and is one of the most consistent 6f punishes in the game, allowing her to cancel into 214H for huge corner damage or directly into either super midscreen.

Level Attribute
1

f.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Mid 9 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
2

f.H

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
3

2L

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
0

2M

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
2

2H

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
3

2U

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
2

j.L

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
1

j.M

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
2

j.H

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
2

j.U

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
2


Unique Action

Light Wall

5U

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.
  • Charged to maximum the attack will release itself and crumple the opponent on hit.
  • 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
4


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. Your traditional fireball. This move is absolutely vital to your gameplan, and you will be cancelling most of your pokes into this to make them safe and even plus in some situations.


L Fireball
  • The slow one.

M Fireball
  • The fast one.

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

The extra two hits will extend blockstun and corner combos, but usually only after the opponent has been launched by Enchanted Lands. 236H can link into 2M on crouching opponents but will not lead to anything midscreen due to Kat's 6 frame or faster normals being very short.

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

236L:

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


236M:

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


236H:

  • 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. Anti-air DP. L and M versions only air unblockable on startup, EX Version all hits air unblockable.

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

623L:

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


623M:

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


623H:

  • 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 21 -10 (at worst) KD
214M 1400 Mid 21 6 21 -8 (at worst) KD
214H 1200 [1800] Mid 16 [17-76] 8 21 -10 (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 knockdown ender.

Highly unsafe on block up close, but vital for securing knockdowns. Learn how to hitconfirm this or die trying.


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 also be used as a crouch confirm from Katalina's autocombo for an extra 300 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
  • Wallbounces in the corner.
  • Can be charged for a guard crush.

Its powerful when near the corner, since it can convert any hit into lots of damage. Katalina's main launcher which links into c.M, thanks to her fireball not launching opponents on hit.

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

214L:

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


214M:

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


214H:

  • 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
4
  • 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
4
  • Clash Level 35 (Technical) 30 (Easy)


Colors

Colors
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
Weapons
01
02
03
04
GBVS Katalina Weapon 01.png
GBVS Katalina Weapon 02.png
GBVS Katalina Weapon 03.png
GBVS Katalina Weapon 04.png
05
06
07
08
GBVS Katalina Weapon 05.png
GBVS Katalina Weapon 06.png
GBVS Katalina Weapon 07.png
GBVS Katalina Weapon 08.png


External References

Katalina Combo Theory: DP Juggles by cococolaco

GBVS Katalina Primer by Tenryuga

GRANBLUE FANTASY VERSUS - Katalina 101 by LordKnight

KATALINA - Character Guide, Basic Combos, Neutral: Granblue Versus by jtails

GBVS Katalina safe jump & safe jab setup カタリナ詐欺飛び集

Navigation

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