GBVS/Katalina/Strategy

From Dustloop Wiki
Katalina


General Tactics

Katalina's strongest spacing is at the tip range of her excellent f.MGBVS Katalina fM.pngGuardMidStartup8Recovery18Advantage-6, as she can also poke with 2MGBVS Katalina 2M.pngGuardMidStartup7Recovery15Advantage-5 at that range to stop rolls and use f.HGBVS Katalina fH.pngGuardMidStartup9Recovery23Advantage-10 to really wall people out. At farther ranges, she can use Frozen BladeGBVS Katalina 236X.pngGuardAllStartup16RecoveryTotal 45Advantage-9 to control space safely, but her projectile zoning is typically worse than average. Her goal is to slowly chip away at the opponent and push them to the corner, where she can use the threat of her increased damage output to assert her turn. In order to get in on Katalina, opponents will have to deal with both her excellent pokes and her fireball.

Neutral

Being an all-rounder, Katalina's approach to neutral varies heavily on the opponent. There are some characters she can zone out somewhat easily, some characters she is forced to fight exclusively in the midrange, and some characters that she has to be the aggressor against.

General Approaches to Neutral

Fighting Common Approaches Against Katalina

Against characters who lack range or speed on their pokes, she can harass them from midrange with her own pokes and projectiles. Unless the opponent has a reliable way to deal with these tools they must take a risk to approach Katalina.

Dashing

The most straight-forward approach, and also (usually) the easiest to deal with. Naturally loses to Katalina's pokes and fireballs as no one can block immediately from a dash.

  • f.MGBVS Katalina fM.pngGuardMidStartup8Recovery18Advantage-6, f.HGBVS Katalina fH.pngGuardMidStartup9Recovery23Advantage-10, and 2MGBVS Katalina 2M.pngGuardMidStartup7Recovery15Advantage-5 are Katalina's main midrange pokes (ordered by reach).
  • f.LGBVS Katalina fL.pngGuardMidStartup6Recovery6Advantage+1 is Katalina's last line of defense against opponents who like to run at her.
  • 236LGBVS Katalina 236X.pngGuardAllStartup16RecoveryTotal 45Advantage-9 and 236MGBVS Katalina 236X.pngGuardAllStartup16RecoveryTotal 45Advantage-9 are standard fireballs. They control space well but are somewhat easy to roll. Throw a couple M fireballs to establish a dodge timing and then an L version to start playing with their expectations.
  • 214LGBVS Katalina 214X.pngGuardMidStartup16Recovery18Advantage-7 (at worst) deserves special mention as it travels surprisingly far and can be safe on block if spaced (typically max f.M range).
Jumping

Loses to her anti-airs, of which Katalina has a great deal.

  • 2HGBVS Katalina 2H.pngGuardMidStartup10Recovery23Advantage-12 is a highly rewarding option against close jump-ins, but must be timed correctly as it only beats air normals through clash priority.
  • f.HGBVS Katalina fH.pngGuardMidStartup9Recovery23Advantage-10 is excellent against farther jumps but shares the same drawbacks as her 2H.
  • 623LGBVS Katalina 623X.pngGuardMid→AllStartup9Recovery30Advantage-23 or 623MGBVS Katalina 623X.pngGuardMid, AllStartup9Recovery34Advantage-27 are invulnerable options, but are only air unblockable for a short time. However, they are easily accessable with the Skill button input.
  • 623HGBVS Katalina 623X.pngGuardMidStartup9Recovery35Advantage-28 is entirely air unblockable, invulnerable, and grants a hard knockdown at the cost of a cooldown. Highly reliable.

Throwing a predictable fireball will let opponents jump in easily, make sure to vary between the L and M versions as well as simply walking to increase the risk of jumping.

Crossover/Roll

After trying the first two options, opponents may try to fight Katalina using system mechanics. She is well-equipped to fight these, but they typically require more conscious counterplay.

  • Doing nothing is an easy answer.
  • 2MGBVS Katalina 2M.pngGuardMidStartup7Recovery15Advantage-5 counterhits opponents out of Crossover.
  • 236LGBVS Katalina 236X.pngGuardAllStartup16RecoveryTotal 45Advantage-9 cancels at max range are safe to Crossover.
Low Profiles
This is character specific, but you as a Katalina player will know these options and hate them. All of her far pokes and fireballs (even 2M) have extended foot hurtboxes that lose to low pokes and especially low profile moves. Her only real option against them is to hard bait or whiff punish them.


Fighting Characters with Better Pokes

Against characters that can match or slightly exceed her poking range your footsies and whiff punishment become more important. Thankfully, her far normals make for excellent whiff punish tools and they convert into okizeme with 214LGBVS Katalina 214X.pngGuardMidStartup16Recovery18Advantage-7 (at worst).

236MGBVS Katalina 236X.pngGuardAllStartup16RecoveryTotal 45Advantage-9 is great to poke with just outside of the range of the opponents farthest reaching normal. Projectiles have to be well placed because their startup puts her at risk of getting counterpoked by the opponent's far normals. If all else fails, Katalina's walkspeed can move her in and out of the opponent's optimal range to fish for a greedy whiff.


Fighting Characters with Better Neutral

Against characters that outrange entirely, Katalina she must find a way to get into close quarters. Katalina’s tools are at their weakest when she is a full screen away.

Approach Tools
  • 5[U]GBVS Katalina 5U.pngGuardMidStartup14~??+9Recovery24Advantage-15 is a risky option when midscreen or closer, but it's excellent against stray pokes or projectiles as it can be dash cancelled whether it absorbs a hit or not.
  • 236LGBVS Katalina 236X.pngGuardAllStartup16RecoveryTotal 45Advantage-9 and 236MGBVS Katalina 236X.pngGuardAllStartup16RecoveryTotal 45Advantage-9 deserve mention again as they cancel out single fireballs and Katalina can approach behind the L version.
  • 214LGBVS Katalina 214X.pngGuardMidStartup16Recovery18Advantage-7 (at worst) can be used to cover a lot of space relatively quickly.
  • 214MGBVS Katalina 214X.pngGuardMidStartup20Recovery21Advantage-8 (at worst) is relatively safe to use at around 3/4ths of the screen. Even though it is somewhat slow, it is Katalina's farthest reaching move outside her fireballs and the backstep before the stab can dodge some far pokes.

Using Katalina's Tools

Normals (f.LGBVS Katalina fL.pngGuardMidStartup6Recovery6Advantage+1, f.MGBVS Katalina fM.pngGuardMidStartup8Recovery18Advantage-6, 2MGBVS Katalina 2M.pngGuardMidStartup7Recovery15Advantage-5, and f.HGBVS Katalina fH.pngGuardMidStartup9Recovery23Advantage-10)

Katalina's normals are excellent, especially how they synergize with the rest of her kit. Most commonly, you'll be relying on her quick M buttons for poking and counterpoking, but each listed normal has its own niche. f.M and f.H probably have the most overlap as they have similar reach, but there are very distinct differences between the two. If the opponent is relying on their own M buttons to poke, f.H will crush it with its priority where f.M would trade. f.L outshines them both when in range, as it leads to surprsing damage on counterhit while being extremely fast and plus on block. 2M is also notable as it is very fast and beats rolls where f.M and f.H lose. Unfortunately, as stated before, f.L, f.M, and f.H all lose to low pokes. Even 2M struggles against lows, which may force you do do weird things like pre-emptive Universal OverheadGBVS Katalina OverheadAttack.pngGuardHighStartup26Recovery18Advantage-4.


Light Wall (5UGBVS Katalina 5U.pngGuardMidStartup14~??+9Recovery24Advantage-15)


Frozen Blade (236LGBVS Katalina 236X.pngGuardAllStartup16RecoveryTotal 45Advantage-9 and 236MGBVS Katalina 236X.pngGuardAllStartup16RecoveryTotal 45Advantage-9)


Enchanted Lands 214LGBVS Katalina 214X.pngGuardMidStartup16Recovery18Advantage-7 (at worst) and 214MGBVS Katalina 214X.pngGuardMidStartup20Recovery21Advantage-8 (at worst))

Offense

Off a hard knockdown use a string like cl.5L > 2L > far 5L first. This will allow you to gauge your opponent since cl.5L is a safe meaty. It recovers so quickly that you can bait their reversal options with it. 2L hits low and will tag anyone that is trying to walk out of pressure.

Using blockstrings to create space is an excellent strategy to utilize with Katalina because she excels at midrange. She can easily cause the opponent to whiff normals which she can capitalize on using far 5H. If they choose to grant her respect she can walk or run back to close range and continue pressuring the opponent.

Once the opponent is conditioned to block you can enforce a throw mixup. It is key to take note of how the opponent techs throws in order to capitalize. Essentially throw techs lose to:


-Overhead

-Timed button presses (use cl.5M or cl.5H for this)

-Moving in and out of throw range to cause a whiff that Katalina can punish with cl.5M or cl.5H *Most effective against early techs.

-Jumping to cause the throw to whiff then coming down with a j.U as a punish.

Corner Offense

Katalina is dangerous when she has the opponent cornered. Due to the threat of her pokes like far 5H and 2M she can keep an opponent contained and apply good pressure. A good range for her to sit at is within her far 5M tip range. At this distance she can easily move in to poke or cause the opponent to whiff pokes she can punish with far 5H or 2M.

Alternatively she can stay around the tip of 2Ms range. Here she can harass with 2M and far 5M or use far 5H to hit jumps out of their startup and crush pokes. She can utilize the push back of 2M to create whiff punish scenarios as well.

Blockstrings

Cl.5L > 2L > far 5L – Leaves you at -5. This string is a strong sequence because it allows you to gather much information about your opponent. Cl.5L recovers so quickly that you can use it as a meaty and be safe from reversals. The rest of the string is designed to frame trap and stop people from walking away or jumping out of pressure.


cl.5H > 236H – Leaves you at +4. Cl.5H > 236H is a true blockstring. cl.5H is our most rewarding frame trap and will juggle the opponent when cancelled into 236H.


2L > cl.5L > 2M – -5. This string is one of Katalina’s best when dashing into point blank range.


2L x1-2 > Far 5L – -5. This string is consistent when dashing in on an opponent from close ranges.

Okizeme

Katalina is equipped with various safe jump J.U and safe meaty 2L/c.L setups. Here are some of the most common ones:

Forward Throw

Midscreen

66 j.H

High jump j.U

Corner

9 > 2L

9 > c.M (+1)

High jump j.U

Back Throw

6G > c.L


623H

Midscreen

66 j.U or j.H

9 > 2L


Corner

9 > 2L

9 > c.M (+1)

High jump j.U

623H and throw have the exact same knockdown in the corner

Matchup Information

General Information

Matchup Chart

Ferry
Gran
Lancelot
Percival
Katalina
Metera
Ladiva
Charlotta
Zeta
Vaseraga
Lowain
Beelzebub
Narmaya
Djeeta
Soriz
Zooey
Belial
Cagliostro
Yuel
Anre
Eustace
Seox

Further Resources

Navigation

Katalina
Systems Pages
Essentials
Mechanics
Application & Advanced Information
Archived Information