GBVS/Katalina/Combos

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 Katalina
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
AB =  Avatar Belial
BB =  Beelzebub
BL =  Belial
CA =  Cagliostro
CL =  Charlotta
DJ =  Djeeta
EU =  Eustace
FR =  Ferry
FT =  Ladiva
GR =  Gran
KT =  Katalina
LN =  Lancelot
LW =  Lowain
MT =  Metera
NM =  Narmaya
PC =  Percival
SO =  Soriz
SX =  Seox
UN =  Anre
VS =  Vaseraga
VI =  Vira
YU =  Yuel
ZO =  Zooey
ZT =  Zeta

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Close-Range


c.XXX > 214L
c.XXX > 623M
c.XX > 5U~44

Katalina can end close combos with either 214L or her DP. DP generally does more damage, while Enchanted Lands has better corner carry. Cancelling a slightly charged 5U into backdash will safely build Katalina some space if she has no special moves available.


Poke Conversions


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.


Hard Knockdowns


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.


Links


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

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Crouching Links


2L/c.L > 2M
236H > 2M
c.XXX > 214M

Katalina's pressure generally incentivizes opponents to crouch block, making crouch confirms somewhat common. 236H should only be used to extend combos when the opponent is crouching, as 2M > 214L is much more consistent than the equivalent combo from f.L.


Close-Range Low Confirm


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.


Corner Extensions


... > 214H > 2U
... > 214H > c.MX > Ender
... > 214H > c.M > 236H > 2H > 5U~66 > c.L > Ender

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. Ending the 2H > 5U combo with 623L lets Kat setup a safe c.L meaty with a c.M framekill, whereas 623H deals more damage and builds more meter while guaranteeing a traditional safejump.

Enders:

  1. 623L (okizeme)
  2. 623M (damage)
  3. 623H (okizeme/meter gain)
  4. 236236H/236236U (closing rounds)

Corner Cooldown Cycling


Anything > 6MH > 623L
Katalina will generally use two cooldowns on most corner combos, 214H and 623H. She can generally keep momentum afterwards using the safe jab setup with 623L, but not having those cooldowns means she can struggle for knockdowns if she gets pushed out of close normal range. 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.

Midscreen Confirms


Anything > 6MH > 236H
While her normal ender options generally work off of Rush, 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 214H wallbounce range from pretty much anywhere.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

Double DPLooks cool and deals good damage? Satisfactory.




Far 214H Wallbounce



Anti-Air 2H



Counterhit Anti-Air 2HHit them with the Twitter combos.




Counterhit 214MYou will never hit this in a match, but you can dream.



Combo Table (outdated)

Combo Position Damage Works on: Difficulty Notes Link
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.

Video Examples

External Resources

My Kat is Fuckin Nice by BGCallisto

Katalina combo doc

Katalina S2 DP Juggles by cococolaco

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