GBVS/Katalina: Difference between revisions

From Dustloop Wiki
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{{clr|1|c.L}} is as strong as jabs come. At +2 the majority of Katalina's normals will frame trap the opponent afterward. Along with {{clr|1|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 {{clr|1|2L}}, {{clr|3|c.M}} or another {{clr|1|5L}}. It is possible to link into {{clr|3|2M}} on crouchers.
{{clr|1|c.L}} is as strong as jabs come. At +2 the majority of Katalina's normals will frame trap the opponent afterward. Along with {{clr|1|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 {{clr|1|2L}}, {{clr|2|c.M}} or another {{clr|1|5L}}. It is possible to link into {{clr|2|2M}} on crouchers.
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===<big>{{clr|3|c.M}}</big>===
===<big>{{clr|2|c.M}}</big>===
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GBVS_Katalina_cM.png|caption = RIP {{clr|3|c.M}} 1.12 - 1.21|
GBVS_Katalina_cM.png|caption = RIP {{clr|2|c.M}} 1.12 - 1.21|
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Post nerf, Kat's {{clr|3|c.M}} is a filler used to frame trap/confirm off of {{clr|1|c.L}}/{{clr|1|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 {{clr|3|c.M}} are no longer possible.
Post nerf, Kat's {{clr|2|c.M}} is a filler used to frame trap/confirm off of {{clr|1|c.L}}/{{clr|1|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 {{clr|2|c.M}} are no longer possible.
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===<big>{{clr|4|c.H}}</big>===
===<big>{{clr|3|c.H}}</big>===
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{{clr|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 {{clr|4|236H}}.  
{{clr|3|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 {{clr|3|236H}}.  
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{{clr|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 {{clr|3|c.M}}. It has great reach and is one of the most consistent 6f punishes in the game, allowing her to cancel into {{clr|4|214H}} for huge corner damage or directly into either super midscreen.
{{clr|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 {{clr|2|c.M}}. It has great reach and is one of the most consistent 6f punishes in the game, allowing her to cancel into {{clr|3|214H}} for huge corner damage or directly into either super midscreen.
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===<big>{{clr|3|f.M}}</big>===
===<big>{{clr|2|f.M}}</big>===
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{{clr|3|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 {{clr|3|236M}} on counter hit.
{{clr|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 {{clr|2|236M}} on counter hit.
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===<big>{{clr|4|f.H}}</big>===
===<big>{{clr|3|f.H}}</big>===
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{{clr|4|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 {{clr|3|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.
{{clr|3|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 {{clr|2|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.
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{{clr|1|2L}} is a low hitting jab that is plus on block. Linking to {{clr|3|2M}} is possible, but only on a crouching opponent. The range is pretty abysmal.
{{clr|1|2L}} is a low hitting jab that is plus on block. Linking to {{clr|2|2M}} is possible, but only on a crouching opponent. The range is pretty abysmal.
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===<big>{{clr|3|2M}}</big>===
===<big>{{clr|2|2M}}</big>===
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{{clr|3|2M}} has an amazing combination of range, speed and safety. Its speed makes it strong for punishing moves that {{clr|3|f.M}} wouldn't. It confirms into {{clr|4|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.
{{clr|2|2M}} has an amazing combination of range, speed and safety. Its speed makes it strong for punishing moves that {{clr|2|f.M}} wouldn't. It confirms into {{clr|3|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.
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===<big>{{clr|4|2H}}</big>===
===<big>{{clr|3|2H}}</big>===
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{{clr|4|2H}} is a great anti-air. Cancelling into level 1 or 2 {{clr|2|5U 66}} gives consistent punishes for non-counter hit AND counter hit anti-airs. On aerial non-counter hit, a well timed delayed {{clr|1|214L}} / {{clr|3|214M}} cancel leads to insane damage for only 1 or 2 EX cooldowns.
{{clr|3|2H}} is a great anti-air. Cancelling into level 1 or 2 {{clr|4|5U 66}} gives consistent punishes for non-counter hit AND counter hit anti-airs. On aerial non-counter hit, a well timed delayed {{clr|1|214L}} / {{clr|2|214M}} cancel leads to insane damage for only 1 or 2 EX cooldowns.
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===<big>{{clr|2|2U}}</big>===
===<big>{{clr|4|2U}}</big>===
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{{clr|2|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 {{clr|4|236H}}, or 236{{clr|1|L}}/{{clr|3|M}} at larger distances to make it safe.
{{clr|4|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 {{clr|3|236H}}, or 236{{clr|1|L}}/{{clr|2|M}} at larger distances to make it safe.
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===<big>{{clr|3|j.M}}</big>===
===<big>{{clr|2|j.M}}</big>===
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{{clr|3|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.
{{clr|2|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.
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===<big>{{clr|4|j.H}}</big>===
===<big>{{clr|3|j.H}}</big>===
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{{clr|4|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.
{{clr|3|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.
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===<big>{{clr|2|j.U}}</big>===
===<big>{{clr|4|j.U}}</big>===
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{{clr|2|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
{{clr|4|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
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==Unique Action==
==Unique Action==
===<big>Light Wall</big>===
===<big>Light Wall</big>===
<span class="input-badge">'''{{clr|2|5U}}'''</span>
<span class="input-badge">'''{{clr|4|5U}}'''</span>
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}}
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{{AttackVersion|name=Frontstep|subtitle={{clr|2|5U}} > 66}}
{{AttackVersion|name=Frontstep|subtitle={{clr|4|5U}} > 66}}
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
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{{AttackVersion|name=Backstep|subtitle={{clr|2|5U}} > 44}}
{{AttackVersion|name=Backstep|subtitle={{clr|4|5U}} > 44}}
{{#cargo_query:tables=MoveData_GBVS
{{#cargo_query:tables=MoveData_GBVS
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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 {{clr|1|623L}} air reset combo ender.
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 {{clr|1|623L}} air reset combo ender.


Holding {{clr|2|5U}} powers up the attack:  
Holding {{clr|4|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 {{clr|1|c.L}} after a frontstep.
*Releasing immediately does a forward advancing slash with the lowest level reward. On aerial hit, it is possible to connect a {{clr|1|c.L}} after a frontstep.
*Charged halfway the screen will shake, and will grant combos by canceling into frontstep.
*Charged halfway the screen will shake, and will grant combos by canceling into frontstep.
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The universal overhead. On CH she can link {{clr|4|c.H}} for huge damage. Other than that the range on this move is about as bad as {{clr|1|2L}}. Use it here and there to apply some chip damage or to punish throw techs for massive reward.
The universal overhead. On CH she can link {{clr|3|c.H}} for huge damage. Other than that the range on this move is about as bad as {{clr|1|2L}}. Use it here and there to apply some chip damage or to punish throw techs for massive reward.
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* Does a backstep first before advancing.  
* Does a backstep first before advancing.  
* Wallbounces on counterhit.
* Wallbounces on counterhit.
The backthrust is useful for whiff punishing, as it can dodge and punish pokes like Ferry's {{clr|3|5M}}/{{clr|3|2M}}.  
The backthrust is useful for whiff punishing, as it can dodge and punish pokes like Ferry's {{clr|2|5M}}/{{clr|2|2M}}.  
----
----
;H Version
;H Version
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==Skybound Art==
==Skybound Art==
===<big>Blades of Frost</big>===
===<big>Blades of Frost</big>===
<span class="input-badge">'''{{clr|4|236236H}}'''</span> or <span class="input-badge">'''236S'''</span>
<span class="input-badge">'''{{clr|3|236236H}}'''</span> or <span class="input-badge">'''236S'''</span>
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==Super Skybound Art==
==Super Skybound Art==
===<big>Realm of Ice</big>===
===<big>Realm of Ice</big>===
<span class="input-badge">'''{{clr|2|236236U}}'''</span> or <span class="input-badge">'''236S+U'''</span>
<span class="input-badge">'''{{clr|4|236236U}}'''</span> or <span class="input-badge">'''236S+U'''</span>
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Revision as of 05:39, 7 April 2022

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.

 Katalina  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.
GBVS Katalina Nameplate.png
GBVS Katalina Portrait.png
Health
10000
Prejump
4f
Backdash
22f
Backshift
High Recovery (30f)

Normal Moves

c.L

c.M

c.H

Auto Combo

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. 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.

File:GBVS Katalina 5XXX.gif Example using 5L string.

f.L

f.M

f.H

2L

2M

2H

2U

j.L

j.M

j.H

j.U

Unique Action

Light Wall

5U

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
Slash
Level 1
700 Mid 14~??+9 6 24 -15 KD
Slash
Level 2
1000 Mid 14~??+9 6 24 -13 KD
Slash
Level 3
1200 Mid 14~??+9 6 24 -11 Crumple
Frontstep
5U > 66

No results

Backstep
5U > 44

No results

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.

Universal Mechanics

Ground Throw

Air Throw

Overhead Attack

Special Moves

Frozen Blade

GBVS Fireball.png 236X or 5S

Emerald Sword

GBVS Parry.png 623X or 6S

Enchanted Lands

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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. 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.


L Version
  • Basic knockdown ender.

Highly unsafe on block, but vital for securing knockdowns. You will learn how to hitconfirm this or you will 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.


H Version
  • Wallbounces in the corner.
  • Can be charged for a guard crush.

Its powerful when near the corner, since you can convert any hit into lots of damage.

Skybound Art

Blades of Frost

236236H or 236S

Super Skybound Art

Realm of Ice

236236U or 236S+U

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