GBVS/Katalina/Strategy: Difference between revisions

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== Neutral ==
== Neutral ==


'''236x - The Fireball'''
'''236x - The Ice blade'''


Light version is a slow moving projectile, medium is a faster version, H is the fastest and multihit. H grants also frame advantage on block.
Light version is a slow moving projectile, medium is a faster version, H is the fastest and multihit. H grants also frame advantage on block.

Revision as of 17:37, 14 March 2020


General Tactics

Katalina's gameplan is to control the midrange neutral and push her opponent to the corner where they will have no choice but to take substantial risks to deal with her fireball, pokes and 2H anti air in order to escape.

Neutral

236x - The Ice blade

Light version is a slow moving projectile, medium is a faster version, H is the fastest and multihit. H grants also frame advantage on block.

The light version is good to use as a way to test people and cover some real estate. Chances are if they block this you have frame advantage due to spacing. You can use this to position yourself better and react to how the opponent responds. It's also a nice way to set yourself up for spaced 214x.

The medium version is a fast projectile that is suited to be used as a poke in neutral as well as a cancel option off your far pokes. The speed is so fast that the opponent cannot jump out of strings utilizing this. Since it is not that easy to react to from your poke range the opponent has to do something risky to deal with it.

The heavy version is a high damage combo starter in the corner and is an excellent pressure tool.


Far 5M

Katalina's farthest reaching poke. Due to its reach and safety on block it is one of the go to pokes in neutral. It can be low profiled near tip range however so be careful using it too often.


2M

The other go to poke. It is extremely fast for the range it covers and will likely out prioritize opposing normals. It is also great to defend the space in front of you when people are dashing at you or attempting to use crossover. This move is also good at whiff punishing certain normals that far 5H


Far 5H

This move can crush other normals due to being a heavy attack. The speed and the range it covers make it a great counter poke and whiff punisher alongside 2M.

Blockstrings

POINT BLANK - CLOSE RANGE

2L x1-2 – Leaves you at +2.


2L > cl.5L – +3. This will leave Kat at the most frame advantage and is excellent for staggers.


Cl.5M > cl.5M – +2. This is an excellent string to use against people that like to jump. Cl.5M will actually tag them on jump startup.


Cl.5H > 236H – This is a true blockstring that leaves you at +4. It's a highly damaging frame trap option after cl.5L.


2L > cl.5M – +2. This string is nice to use when you have dashing momentum or just a step outside of point blank range.


2L > Far 5L – Leaves you at -5. This string whiffs on block at 2Ls tip range.


5L > 2M - This is good to use off a blocked J.U.


cl.5M > 2M – -5. 2M despite its animation can tag jumps.

Okizeme

Matchup Information

Further Resources

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