Combo Notation Guide | Character Name Abbreviations | |||||||||
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Basic combos are simple combos with the fewest requirements and conditions possible. They:
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c.XXX > 214L
c.XXX > 623M
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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f.M/2M/f.H > 214L
Katalina's most common combo. Confirming into Enchanted Lands is a core skill to playing Katalina. At the cost of a slower cooldown, she can do so much easier using 2S.
Anything > 214H
c.XXX > 623H
Spending a cooldown for a hard knockdown is a higher opportunity cost for Katalina than other characters due to how much she relies on Enchanted Lands for knockdowns. It's generally better to save Enchanted Lands' cooldown for the corner as it has higher reward or far f.L confirms where nothing else will work.
2L/c.L > c.M
236H > f.L
Katalina's main damage link. All her lights both link and chain into each other and themselves, but are not listed in the recipe for brevity. It's better to use L chains for pressure as c.M generally ends Katalina's turn.
The H Fireball link, while possible, mostly goes unused as the pushback makes it inconsistent.
Core combos balance potency with consistency. They:
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2L/c.L > 2M
236H > 2M
2L/c.L > 2L/c.L > f.L > 214H
Katalina relies on her light buttons for pressure as c.M's frame advantage and activation range leave a lot to be desired. Unfortunately, f.L generally fails to combo into 214L at max range, forcing her to spend a cooldown.
... > 214H > 2U
... > 214H > c.MX > 623M
... > 214H > 2M > 236H > c.H > Ender
... > 214H > c.M > 236H > 2H > 5U~66 > c.L > 623H
214H is Katalina's sole launcher and unfortunately cripples her ability to score knockdowns from afar while its on cooldown. However, when used in the corner, it gives her a great wallbounce to work with. Depending on how many cooldowns she wants to spend, she can cash out into ludicrous amounts of damage.
Enders:
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
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Combo | Position | Damage | Works on: | Difficulty | Notes | Link |
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2M > 236M | All, range dependent | 1500 | All | Very Easy | Poke into Fireball. | |
2M > 214L | All | 1700 | All | Very Easy | Knockdown from poke confirm. | |
2L > 2L > f.L > 236M | All | 1680 | All | Easy | Low confirm. | |
2L > 2L > f.L > 214H | All | 1960 | All | Easy | Knockdown from low confirm. | |
2L > 2L > f.L/2M > 214L | All | 1820/2060 | All | Easy | Crouch-hit from low confirm. | |
2L > 2L > f.L > 214H} wb > c.M > 623M | Corner | 3030 | All | Easy | Corner wallbounce from low confirm. | |
c.H > 236H > f.L > 214H | All | 3360 | All | Easy | Link from fireball. | |
c.XXX > 236H > 2M > 214L | All | 2650, 2950, 3450 | All | Easy | Values are for c.LXX, c.MXX, c.HXX. Crouch-hit link from fireball. | |
c.H > 214H > c.M > 236H > 2H > 5U-66 > c.L > 623H | Corner | 5140 | All | Easy | Maximized meter dump corner combo. | |
c.XXX > 214H > c.M > 623M | Near Corner | 2940, 3240, 3740 | All | Easy | Values are for c.LXX, c.MXX, c.HXX. Adjust number of c.XXX for corner carry. | https://streamable.com/g5wyzl |
CH 2H > 5U-66 > dl c.HHH > 214H wb > c.H > 623L | Midscreen | 4425 | All | Medium | Anti air counter hit | https://streamable.com/r8odte |
CH 2H > lvl2 5[U]-66 > c.M > 214H wb > 2H > 5U-66 > c.L > SSBA | Near Corner | 5763 | All | Medium | Midscreen to corner wallbounce route. Can replace c.M with 2M for farther opponents. | |
2H > 5U-66 > c.L > 623M | All | 2930 | All | Easy | Close anti-air option. | |
2H > 214M | All | 2400 | All | Very Easy | Standard anti-air option | |
CH 2H > 5U-66 > c.H > 214M | All | 3320 | All | Easy | Standard counter hit anti-air option | |
CH UOH > c.H > 214H wb > c.M > 236H > c.H > SSBA | Corner | 6488 | All | Medium | Kill route off CH universal overhead. | |
CH 214M > c.M > 214H > c.M > 623M | Corner | 4315 | All | Easy | CH 214M route. | |
2L > 2L > f.L > 214H wb > 2M > 236H > c.H > delay 623M > c.M > 623H | Corner | 4026 | Djeeta, Zooey, Gran, Lancelot, Percival, Katalina, Metera, Soriz, Seox, Yuel, Ladiva, Vaseraga, Lowain, Eustace, Beelzebub, Zeta | Hard | Light confirm into DP juggle. Sets up a safejump with whiffed c.L > forward jump j.U and loops EX cooldowns. One of the best corner conversions to go for. | https://coco.s-ul.eu/Oa47PrWI |
f.X > 214H wb > c.H/f.H > 236H > 2H > lvl1 5U-66 > c.L > 623L/H | Near corner | 4487-5430 | All | Medium | For when the opponent is too far away for you to get a clean c.H followup after 236H. End in 623L for an air reset. | |
(Air hit) 2H > 214L/M > c.M/c.H > 236H/214H wb > c.HH > 623L/H | Corner/Near corner | 5582 max | All | Hard | DP punish/non-ch 2H conversion. Adjusting the delay of, and choosing whether to choose the L or M version of 214X is crucial. Has potential for huge damage at the cost of only 1 or 2 cooldowns. |