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| <center>{{Character Label|GBVS|Katalina|58px}}</center> | | <center>{{Character Label|GBVS|Katalina|size=58px}}</center> |
| {{#lst:{{BASEPAGENAME}}/Data|Links}} | | {{GBVS/CharacterLinks}} |
| <div style="float:left; margin-right:25px;"> | | <div style="float:left; margin-right:25px;"> |
| {{TOC limit|3}} | | {{TOC limit|3}} |
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| | Video = | | | Video = |
| | Size = | | | Size = |
| | Recipe = '''c.XXX''' > {{clr|L|214L}} <br> '''c.XXX > {{clr|M|623M}} <br> '''c.XX''' > {{clr|U|5U}}~44 | | | Recipe = '''c.XXX''' > {{clr|L|214L}}/{{clr|M|214M}} <br> '''c.XXX > {{clr|M|623M}} |
| | content = | | | content = |
| Katalina can end close combos with either {{clr|L|214L}} or her DP. DP generally does more damage, while Enchanted Lands has better corner carry. Cancelling a slightly charged {{clr|U|5U}} into backdash will safely build Katalina some space if she has no special moves available. | | Katalina can end close combos with either {{clr|L|214L}}, {{clr|M|214M}}, or her DP. DP generally does more damage, while Enchanted Lands has better corner carry. |
| }} | | }} |
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| {{CoreComboDef}} | | {{CoreComboDef}} |
| {{TheoryBox | | {{TheoryBox |
| | Title = Crouching Links | | | Title = Crouching Confirms |
| | Oneliner = | | | Oneliner = |
| | Difficulty = | | | Difficulty = |
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| | Video = | | | Video = |
| | Size = | | | Size = |
| | Recipe = {{clr|L|2L}}/{{clr|L|c.L}} > {{clr|M|2M}} <br> {{clr|H|236H}} > {{clr|M|2M}} <br> '''c.XXX''' > {{clr|M|214M}} | | | Recipe = {{clr|L|2L}}/{{clr|L|c.L}} > {{clr|M|2M}} <br> {{clr|H|236H}} > {{clr|M|2M}} <br> {{clr|H|f.H}} > {{clr|M|214M}} |
| | content = | | | content = |
| Katalina's pressure generally incentivizes opponents to crouch block, making crouch confirms somewhat common. {{clr|H|236H}} should only be used to extend combos when the opponent is crouching, as {{clr|M|2M}} > {{clr|L|214L}} is much more consistent than the equivalent combo from {{clr|L|f.L}}. | | Katalina's pressure generally incentivizes opponents to crouch block, making crouch confirms somewhat common. {{clr|H|236H}} should only be used to extend combos when the opponent is crouching, as {{clr|M|2M}} > {{clr|L|214L}} is much more consistent than the equivalent combo from {{clr|L|f.L}}. |
| | }} |
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| | {{TheoryBox |
| | | Title = Counterhit Confirms |
| | | Oneliner = |
| | | Difficulty = |
| | | Anchor = |
| | | Video = |
| | | Size = |
| | | Recipe = CH {{clr|L|2L}}/{{clr|L|c.L}} > {{clr|M|c.H}} <br> CH {{clr|L|f.L}} > {{clr|M|2M}} |
| | | content = |
| | Confirming into {{clr|H|c.H}} provides a good boost to damage but is not at all necessary to playing the character. However, {{clr|L|f.L}} > {{clr|M|2M}} is a common part of her blockstrings and the confirm is also a frame trap, making this incredibly easy to confirm into a special. |
| }} | | }} |
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| | Oneliner = | | | Oneliner = |
| | Difficulty = | | | Difficulty = |
| | Anchor = | | | Anchor = TwoCD |
| | Video = | | | Video = |
| | Size = | | | Size = |
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| }} | | }} |
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| <tabber> Main Rush Usage =
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| {{TheoryBox | | {{TheoryBox |
| | Title = Corner Cooldown Cycling | | | Title = Corner Cooldown Cycling |
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| Katalina will generally use two cooldowns on most corner combos, {{clr|H|214H}} and {{clr|H|623H}}. She can generally keep momentum afterwards using the safe jab setup with {{clr|L|623L}}, but not having those cooldowns means she can struggle for knockdowns if she gets pushed out of close normal range. {{clr|H|623H}} can be used at the end of this combo but only if the added damage is needed. Meter cooldown from Rush will heavily nerf the amount of meter she gets from using it. | | Katalina will generally use two cooldowns on most corner combos, {{clr|H|214H}} and {{clr|H|623H}}. She can generally keep momentum afterwards using the safe jab setup with {{clr|L|623L}}, but not having those cooldowns means she can struggle for knockdowns if she gets pushed out of close normal range. {{clr|H|623H}} can be used at the end of this combo but only if the added damage is needed. Meter cooldown from Rush will heavily nerf the amount of meter she gets from using it. |
| }} | | }} |
| |-| Other Rush Uses =
| | |
| | ==Specialized Combos== |
| | {{SpecializedComboDef}} |
| | <tabber> Non-Counterhit = |
| {{TheoryBox | | {{TheoryBox |
| | Title = Midscreen Confirms | | | Title = Anti-Air {{clr|H|2H}} |
| | Oneliner = | | | Oneliner = |
| | Difficulty = | | | Difficulty = |
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| | Video = | | | Video = |
| | Size = | | | Size = |
| | Recipe = Anything > 6{{clr|M|M}}{{clr|H|H}} > {{clr|H|236H}} | | | Recipe = AA {{clr|H|2H}} > {{clr|U|5U}}w~66 > 6[6] > {{clr|L|2L}} > {{clr|L|f.L}} <br> AA {{clr|H|2H}} > delay {{clr|M|214M}} > {{clr|M|2M}} > {{clr|L|214L}} <br> AA {{clr|H|2H}} > delay {{clr|M|214M}} > {{clr|M|2M}} > Rush > {{clr|H|214H}} > {{clr|H|c.H}}X > {{clr|L|623L}} |
| | content = | | | content = |
| While her normal ender options generally work off of Rush, {{clr|H|236H}} deserves special mention as it basically functions as it did in Season 1 of the game. It provides a ton of advantage on hit and allows Kat to dash and push opponents into {{clr|H|214H}} wallbounce range from pretty much anywhere.
| | The first combo can allow for a left/right mixup if your dash is fast enough. She can also opt to Roll instead of {{clr|L|f.L}} for a fake crossup. |
| | }} |
| | |-| Counterhit = |
| | {{TheoryBox |
| | | Title = Counterhit Anti-Air {{clr|H|2H}} |
| | | Oneliner = Hit them with the Twitter combos. |
| | | Difficulty = |
| | | Anchor = |
| | | Video = |
| | | Size = |
| | | Recipe = CH AA {{clr|H|2H}} > {{clr|U|5U}}~66 > {{clr|M|2M}} > {{clr|L|214L}}/{{clr|H|214H}} |
| | | content = |
| | On this combo it doesn't really matter if {{clr|U|5U}} actually hits or not, just keep in mind if it does hit it will negatively impact the combo limit. |
| }} | | }} |
| </tabber> | | </tabber> |
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| ==Specialized Combos== | | {{TheoryBox |
| {{SpecializedComboDef}} | | | Title = Miscellaneous Rush Uses |
| | | Oneliner = |
| | | Difficulty = |
| | | Anchor = |
| | | Video = |
| | | Size = |
| | | Recipe = Anything > 6{{clr|M|M}}{{clr|H|H}} > {{clr|H|236H}} <br> Anything > 6{{clr|M|M}}{{clr|H|H}} > {{clr|H|214H}} > {{clr|H|c.H}} > ... |
| | | content = |
| | While her normal ender options generally work off of Rush, {{clr|H|236H}} deserves special mention as it basically functions as it did in Season 1 of the game. It provides a ton of advantage on hit and allows Kat to dash and push opponents into {{clr|H|214H}} wallbounce range from pretty much anywhere. Works on every character except Charlotta, Lancelot, Metera, Soriz, Djeeta, Uno/Anre, and Seox. |
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| | The second combo provides a sizable damage boost to corner combos, as the added height from the Rush launch gives enough extra juggle time for {{clr|H|c.H}} to connect after {{clr|H|214H}} instead of the usual {{clr|M|c.M}}. |
| | }} |
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| | {{TheoryBox |
| | | Title = Corner Combo Meaty OD Ender |
| | | Oneliner = |
| | | Difficulty = |
| | | Anchor = |
| | | Video = |
| | | Size = |
| | | Recipe = ... > {{clr|3|214H}} > {{clr|M|c.M}} > {{clr|H|236H}} > {{clr|H|2H}} > {{clr|U|5U}}~44 > G+{{clr|M|M}}+{{clr|H|H}} |
| | | content = In the {{clr|H|236H}} > {{clr|H|2H}} > {{clr|U|5U}} corner combo extension, instead of going for {{clr|U|5U}}~66 you can use {{clr|U|5U}}~44 and immediately activate Overdrive. If timed correctly, the OD activation burst will land on the opponent's first frame out of recovery. OD locks out inputs during this time, so the opponent has no choice but to get hit or block. The OD burst can whiff on this setup if your spacing is off, so learn the spacing well! Don't activate OD if your backstep places you too far away. |
| | }} |
| | {{TheoryBox |
| | | Title = Rush Confirm into {{clr|H|623H}} Safejab |
| | | Oneliner = Fairly easy safejab, but doesn't work on the whole cast |
| | | Difficulty = |
| | | Anchor = |
| | | Video = |
| | | Size = |
| | | Recipe = ... > 6{{clr|M|M}}{{clr|H|H}} > {{clr|H|623H}} > 6G > 6G > {{clr|L|1L}} |
| | | content = |
| | Canceling Rush into {{clr|H|623H}} from round start position puts your opponent in the corner with both {{clr|H|236H}} and {{clr|3|214H}} ready for a corner combo. Following the {{clr|H|623H}}, you can get a safejab by rolling twice as soon as possible, then inputting {{clr|L|1L|}} and holding 1. |
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| | Works on all characters except Anre, Cagliostro, Charlotta, Ladiva, Narmaya, and Vaseraga. |
| | }} |
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| {{TheoryBox | | {{TheoryBox |
| | Title = Double DP | | | Title = Double DP |
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| | Video = | | | Video = |
| | Size = | | | Size = |
| | Recipe = | | | Recipe = ... > {{clr|3|214H}} > {{clr|2|2M}} > {{clr|3|236H}} > {{clr|3|c.H}} > delay {{clr|2|623M}} > {{clr|2|c.M}} > Ender |
| | content = | | | content = |
| | Lasts long enough to loop cooldowns if started with {{clr|L|2L}} > {{clr|L|2L}} > {{clr|L|f.L}} and ended with {{clr|H|623H}}, however any other aforementioned combo ender will work here. Ending with {{clr|H|623H}} also gives an easy safejump with {{clr|L|c.L}}w > 9{{clr|U|j.U}}, but that's only really helpful if meter is needed and Kat isn't in meter cooldown. |
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| | Works on all characters except Anre, Cagliostro, Charlotta, Ladiva, Narmaya, and Vaseraga. |
| }} | | }} |
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| {{TheoryBox | | {{TheoryBox |
| | Title = Far {{clr|H|214H}} Wallbounce | | | Title = CH UOH |
| | Oneliner = | | | Oneliner = Semi-practical starter, especially if your conditioning is strong. |
| | Difficulty = | | | Difficulty = |
| | Anchor = | | | Anchor = |
| | Video = | | | Video = |
| | Size = | | | Size = |
| | Recipe = | | | Recipe = CH UOH > {{clr|H|c.H}} > ... |
| | content = | | | content = |
| | Leads into any of Kat's combos with her highest frontloaded damage. |
| }} | | }} |
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| <tabber> Non-Counterhit =
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| {{TheoryBox | | {{TheoryBox |
| | Title = Anti-Air {{clr|H|2H}} | | | Title = Far {{clr|H|214H}} Wallbounce |
| | Oneliner = | | | Oneliner = |
| | Difficulty = | | | Difficulty = |
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| | Video = | | | Video = |
| | Size = | | | Size = |
| | Recipe = | | | Recipe = ... > {{clr|H|214H}} > {{clr|H|f.H}} > {{clr|H|236H}} > ... |
| | content = | | | content = |
| | Sometimes {{clr|H|214H}} will wallbounce later in its hitstun frames, allowing for higher damage extensions. This usually happens right at the edge of the range where it will wallbounce in the first place, requiring precise judgement. |
| }} | | }} |
| |-| Counterhit =
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| {{TheoryBox | | {{TheoryBox |
| | Title = Counterhit Anti-Air {{clr|H|2H}} | | | Title = {{clr|U|2U}} Extensions |
| | Oneliner = Hit them with the Twitter combos. | | | Oneliner = |
| | Difficulty = | | | Difficulty = |
| | Anchor = | | | Anchor = |
| | Video = | | | Video = |
| | Size = | | | Size = |
| | Recipe = | | | Recipe = {{clr|U|2U}} > {{clr|H|236H}} > {{clr|H|c.H}}/{{clr|H|f.H}} > ... |
| | content = | | | content = |
| | {{clr|U|2U}} is not a button Kat uses often, but it's always good to know how to squeeze a little more reward out of her hits. |
| }} | | }} |
| </tabber>
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| {{TheoryBox | | {{TheoryBox |
| | Title = Counterhit {{clr|M|214M}} | | | Title = Counterhit {{clr|M|214M}} |
| | Oneliner = You will never hit this in a match, but you can dream. | | | Oneliner = You won't get this counterhit often, so make it count when you do. |
| | Difficulty = | | | Difficulty = |
| | Anchor = | | | Anchor = |
| | Video = | | | Video = |
| | Size = | | | Size = |
| | Recipe = | | | Recipe = CH {{clr|M|214M}} > {{clr|M|c.M}}/{{clr|H|c.H}} > {{clr|H|214H}} > {{clr|H|c.H}} > {{clr|H|236H}} > {{clr|H|c.H}} > Ender |
| | content = | | | content = When you land counterhit {{clr|M|214M}} near the corner, it gains the same wallbounce property as {{clr|H|214H}}. From there, you just do the default Kat corner combo again. If your opponent is spaced slightly away from the corner, they bounce off of the wall high enough that you can use {{clr|H|c.H}} after {{clr|M|214M}} instead of {{clr|M|c.M}} for slightly more damage. Either way, having both {{clr|M|214M}} and {{clr|H|214H}} in the combo makes it deal massive damage. |
| }} | | }} |
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| ! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Link | | ! Combo !! Position !! Damage !! Works on: !! Difficulty !! Notes !! Link |
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| | {{clr|2|2M}} > {{clr|2|236M}} || All, range dependent|| 1500 || All || {{clr|6|Very Easy}} || Poke into Fireball. | | | {{clr|2|2M}} > {{clr|2|236M}} || All, range dependent|| 1500 || All || {{ComboDifficulty|Very Easy}} || Poke into Fireball. |
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| | {{clr|2|2M}} > {{clr|1|214L}} || All || 1700 || All || {{clr|6|Very Easy}} || Knockdown from poke confirm. | | | {{clr|2|2M}} > {{clr|1|214L}} || All || 1700 || All || {{ComboDifficulty|Very Easy}} || Knockdown from poke confirm. |
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| | {{clr|1|2L}} > {{clr|1|2L}} > {{clr|1|f.L}} > {{clr|2|236M}} || All || 1680 || All || {{clr|2|Easy}} || Low confirm. | | | {{clr|1|2L}} > {{clr|1|2L}} > {{clr|1|f.L}} > {{clr|2|236M}} || All || 1680 || All || {{ComboDifficulty|Easy}} || Low confirm. |
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| | {{clr|1|2L}} > {{clr|1|2L}} > {{clr|1|f.L}} > {{clr|3|214H}} || All || 1960 || All || {{clr|2|Easy}} || Knockdown from low confirm. | | | {{clr|1|2L}} > {{clr|1|2L}} > {{clr|1|f.L}} > {{clr|3|214H}} || All || 1960 || All || {{ComboDifficulty|Easy}} || Knockdown from low confirm. |
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| | {{clr|1|2L}} > {{clr|1|2L}} > {{clr|1|f.L}}/{{clr|2|2M}} > {{clr|1|214L}} || All || 1820/2060 || All || {{clr|2|Easy}} || Crouch-hit from low confirm. | | | {{clr|1|2L}} > {{clr|1|2L}} > {{clr|1|f.L}}/{{clr|2|2M}} > {{clr|1|214L}} || All || 1820/2060 || All || {{ComboDifficulty|Easy}} || Crouch-hit from low confirm. |
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| | {{clr|1|2L}} > {{clr|1|2L}} > {{clr|1|f.L}} > {{clr|3|214H}}} wb > {{clr|2|c.M}} > {{clr|2|623M}} || Corner || 3030 || All || {{clr|2|Easy}} || Corner wallbounce from low confirm. | | | {{clr|1|2L}} > {{clr|1|2L}} > {{clr|1|f.L}} > {{clr|3|214H}}} wb > {{clr|2|c.M}} > {{clr|2|623M}} || Corner || 3030 || All || {{ComboDifficulty|Easy}} || Corner wallbounce from low confirm. |
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| | {{clr|3|c.H}} > {{clr|3|236H}} > {{clr|1|f.L}} > {{clr|3|214H}} || All || 3360 || All || {{clr|2|Easy}} || Link from fireball. | | | {{clr|3|c.H}} > {{clr|3|236H}} > {{clr|1|f.L}} > {{clr|3|214H}} || All || 3360 || All || {{ComboDifficulty|Easy}} || Link from fireball. |
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| | c.XXX > {{clr|3|236H}} > {{clr|2|2M}} > {{clr|1|214L}} || All || 2650, 2950, 3450 || All || {{clr|2|Easy}} || Values are for {{clr|1|c.L}}XX, {{clr|2|c.M}}XX, {{clr|3|c.H}}XX. Crouch-hit link from fireball. | | | c.XXX > {{clr|3|236H}} > {{clr|2|2M}} > {{clr|1|214L}} || All || 2650, 2950, 3450 || All || {{ComboDifficulty|Easy}} || Values are for {{clr|1|c.L}}XX, {{clr|2|c.M}}XX, {{clr|3|c.H}}XX. Crouch-hit link from fireball. |
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| | {{clr|3|c.H}} > {{clr|3|214H}} > {{clr|2|c.M}} > {{clr|3|236H}} > {{clr|3|2H}} > {{clr|4|5U-66}} > {{clr|1|c.L}} > {{clr|3|623H}} || Corner || 5140 || All || {{clr|2|Easy}} || Maximized meter dump corner combo. | | | {{clr|3|c.H}} > {{clr|3|214H}} > {{clr|2|c.M}} > {{clr|3|236H}} > {{clr|3|2H}} > {{clr|4|5U-66}} > {{clr|1|c.L}} > {{clr|3|623H}} || Corner || 5140 || All || {{ComboDifficulty|Easy}} || Maximized meter dump corner combo. |
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| | c.XXX > {{clr|3|214H}} > {{clr|2|c.M}} > {{clr|2|623M}} || Near Corner || 2940, 3240, 3740 || All || {{clr|2|Easy}} || Values are for {{clr|1|c.L}}XX, {{clr|2|c.M}}XX, {{clr|3|c.H}}XX. Adjust number of c.XXX for corner carry. || https://streamable.com/g5wyzl | | | c.XXX > {{clr|3|214H}} > {{clr|2|c.M}} > {{clr|2|623M}} || Near Corner || 2940, 3240, 3740 || All || {{ComboDifficulty|Easy}} || Values are for {{clr|1|c.L}}XX, {{clr|2|c.M}}XX, {{clr|3|c.H}}XX. Adjust number of c.XXX for corner carry. || https://streamable.com/g5wyzl |
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| | CH {{clr|3|2H}} > {{clr|4|5U-66}} > dl {{clr|3|c.HHH}} > {{clr|3|214H}} wb > {{clr|3|c.H}} > {{clr|1|623L}} || Midscreen || 4425 || All || {{clr|7|Medium}} || Anti air counter hit || https://streamable.com/r8odte | | | CH {{clr|3|2H}} > {{clr|4|5U-66}} > dl {{clr|3|c.HHH}} > {{clr|3|214H}} wb > {{clr|3|c.H}} > {{clr|1|623L}} || Midscreen || 4425 || All || {{ComboDifficulty|Medium}} || Anti air counter hit || https://streamable.com/r8odte |
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| | CH {{clr|3|2H}} > lvl2 {{clr|4|5[U]-66}} > {{clr|2|c.M}} > {{clr|3|214H}} wb > {{clr|3|2H}} > {{clr|4|5U-66}} > {{clr|1|c.L}} > {{clr|4|SSBA}} || Near Corner || 5763 || All || {{clr|5|Medium}} || Midscreen to corner wallbounce route. Can replace {{clr|2|c.M}} with {{clr|2|2M}} for farther opponents. | | | CH {{clr|3|2H}} > lvl2 {{clr|4|5[U]-66}} > {{clr|2|c.M}} > {{clr|3|214H}} wb > {{clr|3|2H}} > {{clr|4|5U-66}} > {{clr|1|c.L}} > {{clr|4|SSBA}} || Near Corner || 5763 || All || {{ComboDifficulty|Medium}} || Midscreen to corner wallbounce route. Can replace {{clr|2|c.M}} with {{clr|2|2M}} for farther opponents. |
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| | {{clr|3|2H}} > {{clr|4|5U-66}} > {{clr|1|c.L}} > {{clr|2|623M}} || All || 2930 || All || {{clr|2|Easy}} || Close anti-air option. | | | {{clr|3|2H}} > {{clr|4|5U-66}} > {{clr|1|c.L}} > {{clr|2|623M}} || All || 2930 || All || {{ComboDifficulty|Easy}} || Close anti-air option. |
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| | {{clr|3|2H}} > {{clr|2|214M}} || All || 2400 || All || {{clr|6|Very Easy}} || Standard anti-air option | | | {{clr|3|2H}} > {{clr|2|214M}} || All || 2400 || All || {{ComboDifficulty|Very Easy}} || Standard anti-air option |
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| | CH {{clr|3|2H}} > {{clr|4|5U-66}} > {{clr|3|c.H}} > {{clr|2|214M}} || All || 3320 || All || {{clr|2|Easy}} || Standard counter hit anti-air option | | | CH {{clr|3|2H}} > {{clr|4|5U-66}} > {{clr|3|c.H}} > {{clr|2|214M}} || All || 3320 || All || {{ComboDifficulty|Easy}} || Standard counter hit anti-air option |
| |- | | |- |
| | CH {{clr|4|UOH}} > {{clr|3|c.H}} > {{clr|3|214H}} wb > {{clr|2|c.M}} > {{clr|3|236H}} > {{clr|3|c.H}} > {{clr|4|SSBA}} || Corner || 6488 || All || {{clr|5|Medium}} || Kill route off CH universal overhead. | | | CH {{clr|4|UOH}} > {{clr|3|c.H}} > {{clr|3|214H}} wb > {{clr|2|c.M}} > {{clr|3|236H}} > {{clr|3|c.H}} > {{clr|4|SSBA}} || Corner || 6488 || All || {{ComboDifficulty|Medium}} || Kill route off CH universal overhead. |
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| | CH {{clr|2|214M}} > {{clr|2|c.M}} > {{clr|3|214H}} > {{clr|2|c.M}} > {{clr|2|623M}} || Corner || 4315 || All || {{clr|2|Easy}} || CH 214M route. | | | CH {{clr|2|214M}} > {{clr|2|c.M}} > {{clr|3|214H}} > {{clr|2|c.M}} > {{clr|2|623M}} || Corner || 4315 || All || {{ComboDifficulty|Easy}} || CH 214M route. |
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| | {{clr|1|2L}} > {{clr|1|2L}} > {{clr|1|f.L}} > {{clr|3|214H}} wb > {{clr|2|2M}} > {{clr|3|236H}} > {{clr|3|c.H}} > delay {{clr|2|623M}} > {{clr|2|c.M}} > {{clr|3|623H}} || Corner || 4026 || Djeeta, Zooey, Gran, Lancelot, Percival, Katalina, Metera, Soriz, Seox, Yuel, Ladiva, Vaseraga, Lowain, Eustace, Beelzebub, Zeta || {{clr|3|Hard}} || Light confirm into DP juggle. Sets up a safejump with whiffed {{clr|1|c.L}} > forward jump {{clr|4|j.U}} and loops EX cooldowns. One of the best corner conversions to go for. || https://coco.s-ul.eu/Oa47PrWI | | | {{clr|1|2L}} > {{clr|1|2L}} > {{clr|1|f.L}} > {{clr|3|214H}} wb > {{clr|2|2M}} > {{clr|3|236H}} > {{clr|3|c.H}} > delay {{clr|2|623M}} > {{clr|2|c.M}} > {{clr|3|623H}} || Corner || 4026 || Djeeta, Zooey, Gran, Lancelot, Percival, Katalina, Metera, Soriz, Seox, Yuel, Ladiva, Vaseraga, Lowain, Eustace, Beelzebub, Zeta || {{ComboDifficulty|Hard}} || Light confirm into DP juggle. Sets up a safejump with whiffed {{clr|1|c.L}} > forward jump {{clr|4|j.U}} and loops EX cooldowns. One of the best corner conversions to go for. || https://coco.s-ul.eu/Oa47PrWI |
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| | f.X > {{clr|3|214H}} wb > {{clr|3|c.H/f.H}} > {{clr|3|236H}} > {{clr|3|2H}} > lvl1 {{clr|4|5U-66}} > {{clr|1|c.L}} > 623{{clr|1|L}}/{{clr|3|H}} || Near corner || 4487-5430 || All || {{clr|5|Medium}} || For when the opponent is too far away for you to get a clean {{clr|3|c.H}} followup after {{clr|3|236H}}. End in {{clr|1|623L}} for an air reset. | | | f.X > {{clr|3|214H}} wb > {{clr|3|c.H/f.H}} > {{clr|3|236H}} > {{clr|3|2H}} > lvl1 {{clr|4|5U-66}} > {{clr|1|c.L}} > 623{{clr|1|L}}/{{clr|3|H}} || Near corner || 4487-5430 || All || {{ComboDifficulty|Medium}} || For when the opponent is too far away for you to get a clean {{clr|3|c.H}} followup after {{clr|3|236H}}. End in {{clr|1|623L}} for an air reset. |
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| | (Air hit) {{clr|3|2H}} > 214{{clr|1|L}}/{{clr|2|M}} > {{clr|2|c.M}}/{{clr|3|c.H}} > {{clr|3|236H}}/{{clr|3|214H}} wb > {{clr|3|c.HH}} > 623{{clr|1|L}}/{{clr|3|H}} || Corner/Near corner || 5582 max || All || {{clr|3|Hard}} || DP punish/non-ch 2H conversion. Adjusting the delay of, and choosing whether to choose the {{clr|1|L}} or {{clr|2|M}} version of 214X is crucial. Has potential for huge damage at the cost of only 1 or 2 cooldowns. | | | (Air hit) {{clr|3|2H}} > 214{{clr|1|L}}/{{clr|2|M}} > {{clr|2|c.M}}/{{clr|3|c.H}} > {{clr|3|236H}}/{{clr|3|214H}} wb > {{clr|3|c.HH}} > 623{{clr|1|L}}/{{clr|3|H}} || Corner/Near corner || 5582 max || All || {{ComboDifficulty|Hard}} || DP punish/non-ch 2H conversion. Adjusting the delay of, and choosing whether to choose the {{clr|1|L}} or {{clr|2|M}} version of 214X is crucial. Has potential for huge damage at the cost of only 1 or 2 cooldowns. |
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| ==Navigation== | | ==Navigation== |
| <center>{{Character Label|GBVS|Katalina|58px}}</center> | | <center>{{Character Label|GBVS|Katalina|size=58px}}</center> |
| {{#lst:{{BASEPAGENAME}}/Data|Links}} | | {{GBVS/CharacterLinks}} |
| {{GBVS/Navigation}} | | {{GBVS/Navigation}} |