m (→{{clr|3|c.H}}) |
(→Enchanted Lands: - Updated for 2.85 changes, added note about 214H spacing for high wallbounce, minor formatting and grammar fixes) |
||
Line 207: | Line 207: | ||
---- | ---- | ||
;L Version | ;L Version | ||
* Basic knockdown | * 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. The opponent recovers in the air rather than being knocked down. This is important to be able to hitconfirm. | |||
---- | ---- | ||
;M Version | ;M Version | ||
* 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|2|5M}}/{{clr|2|2M}}. This can | The backthrust is useful for whiff punishing, as it can dodge and punish pokes like Ferry's {{clr|2|5M}}/{{clr|2|2M}}. This can be used instead of {{clr|L|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 {{clr|L|214L}}'s thrust and it can actually end up being -4 or better if it connects at max range. | ||
---- | ---- | ||
;H Version | ;H Version | ||
* | * Causes a hard knockdown on hit and wallbounces in the corner. | ||
* Can be charged | * 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 {{clr|M|c.M}} after the wall bounce. Linking {{clr|H|c.H}} is possible when the opponent is hit when spaced a bit away from the corner, resulting in a slightly higher wallbounce. | |||
}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> |
Revision as of 07:48, 25 January 2023
This can be due to patches to the game, or developments in the metagame. You can help by updating it.
Overview
Katalina is a well-rounded character who plays footsies at a slightly longer range with her far-reaching attacks.
- 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 |
Kat's c.M is a filler used to frame trap/confirm off of c.L/2L. It's also used to continue her corner combo after most 214H wallbounces.
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 or to cancel into 236H to remain safe if the opponent blocks.
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 | 6 | +1 | +5 |
f.L is 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. It is +1 on block, allowing for a longer range frame trap by linking into 2M. On counter hit it combos into 214L at all ranges. Counter hits in closer ranges allow you to link into 2M or another f.L.
Level | Attribute |
---|---|
1 |
f.M
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 |
---|---|
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
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
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
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. The opponent recovers in the air rather than being knocked down. 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 |
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