GBVS/Katalina

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Overview

Template:CharaOverview

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
XX
XXX

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 strong DP loop kara cancel combos. 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
Slash
Level 2
Slash
Level 3
Frontstep
5U > 66
Backstep
5U > 44

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.

Holding 5U powers up the attack:

  • Releasing immediately does a forward advancing slash with the lowest level reward.
  • Charged halfway the screen will shake, and will grant combos on CH 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
L
M
H

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 is a quick thrust.
  • M version does a backstep first before advancing. The backthrust is useful for whiff punishing, as it can dodge and punish pokes like Ferry's 5M/2M. Wallbounces on CH.
  • H version causes a wallbounce in the corner, and can be charged for higher damage and a guard crush on block. 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

External References

Navigation

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