GBVSR/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.
RS = Raging Strike
RC = Raging Chain
AB = Avatar Belial
AN = Anila
BB = Beelzebub
BL = Belial
CA = Cagliostro
CL = Charlotta
DJ = Djeeta
EU = Eustace
FR = Ferry
FT = Ladiva
GM = Grimnir
GR = Gran
KT = Katalina
LN = Lancelot
LW = Lowain
MT = Metera
NI = Nier
NM = Narmaya
PC = Percival
SF = Siegfried
SO = Soriz
SX = Seox
UN = Anre
VS = Vaseraga
VI = Vira
YU = Yuel
ZO = Zooey
ZT = Zeta
2B = 2B

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

Close-Range

c.XXX > 214L/214M
c.XXX > 623L

Katalina can end close combos with either 214L, 214M, or her DP. Enchanted Lands has better damage and corner carry, but may not always be available due to it also being her main corner combo extender.

Poke Conversions

Poke Conversions

f.M/2M/f.H > 214L
Katalina's most common combo. Confirming into Enchanted Lands is a core skill to playing Katalina, and she can do so more easily with 2S. f.L also combos into 214L when close which is useful for pressure, but will drop close to max f.L range. You will learn this range and you will hate it.

Linking Options

Links

c.L > c.M/f.M/2M/2U
66L > f.L/c.M

Katalina's main damage links. 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.

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

Counterhit-Specific

Counterhit Links

CH c.L, c.H
CH c.M, 2M
CH 66L, f.M/2M/2U

Every one of these combos are a link, meaning they're consistent confirms if practiced. Learning these will help discourage mashing and give Katalina more consistent conversions at longer ranges.

Combos/Difficult Confirms


CH f.M/2M > 5U
CH f.H > 214M

Because these are cancels and not links, they're much harder to do on reaction. Luckily, Katalina is typically far enough away to be safe (or in the case of 5U, have dash cancels as an option).

Corner Combos (Using Cooldowns and Resources)

H Enchanted LandsWhere it all begins.

... > in corner 214H, c.M/2M > ...
... > close to corner/air connect 214H, c.H/f.H > ...
max range f.L > 214H, ...

Katalina's main combo extender and the key to her high damage. Depending on spacing, she can link either M normals or H normals. Both will allow her to extend the combo further but recognizing when she can use H normals will boost her already high corner damage to absurd levels. Using 214H first is always preferred over 236H, as she can route into c.H much more easily. See the "Putting it all together" secion for more details.

f.L at max range will only combo into 214H, 236U, or Raging Strike. Recognizing this range is important, as the combo drop is close enough for 214L to be punished by most c.M buttons.

Keeping juggles going


launch > c.M > 236H/Raging Strike, c.H > ...
Raging Strike is an expensive option unless SBA is used to end the combo, which entirely offsets its cost. If the opponent was already hit by one juggle extender, Kat can use c.H instead of c.M for the second one.

Ultimate Enchanted LandsWelcome to Damage City

66H/CH AA 2H, 214U, c.H > ...
Katalina can always link a c.H after 214U in the corner due to the second hit of the move having an automatic delay that accounts for the opponent's height. It can also be used raw as a starter and leads to some of Katalina's highest damage when at 100 meter. Juggling into 214U is Katalina's best damage at 50 meter or when Skybound Arts aren't available, and juggling into it also gives her the meter refund. Starting a combo with it also eliminates the meter penalty, which can allow her to end the same combo with an SBA/SSBA.

RS (blocked), f.M/f.H > ...
2M/f.H > RS (hitconfirm), f.M

Raging Strike is an easy confirm from buttons in neutral due to its nearly instant startup when the opponent is in hitstun, which gives it some utility if Enchanted Lands is on cooldown. Unfortunately this won't work from max range f.M, but it will work from essentially everything else. This is especially useful in f.L's meterless cancel deadzone.

Skybound and Super Skybound ArtLay on the hurt for 100 meter.


juggle > c.H > SBA/SSBA
Due to her Skybound Arts both being uppercut-style on activation, it's very difficult for her to combo into them anywhere but the corner. However, having the meter to use them means she can use the aforementioned Raging Strike for an extension at essentially zero cost to her. Due to its meter gain, it may be directly beneficial to go for it anyway. c.H is the ideal button to use but her SBA/SSBA will combo from any close normal. Using far normals will leave her out of range for the cinematic and not remove BP from the opponent. Her Ultimate Skills are not very useful which means she'll usually have meter for Skybound Art anyway.

Removing BP in the corner is also great for Katalina, as the opponent must dodge the next Raging Strike or they will be entirely out of BP. The opponent being at 1 or 0 BP also boosts her damage, rewarding her for punishing bad habits and lazy play.

Full Corner BnB

... > 214H, c.M/2M > RS, c.H > 236H, c.HX > Ender
Learning this combo is key to playing Katalina, as her explosive corner damage is her main strength. After confirming into 214H, the combo can be cut short at any point to conserve resources by doing autocombo (Combo Limit dependant) into 623L. The combo itself is generally long enough to loop cooldowns, especially if the ender is 623L or SBA. 214H's 7-second cooldown means it'll typically be back up by the time Kat meaties with two buttons.

Anywhere Extensions

H Frozen Blade Ground Link

c.XXX > 236H > f.L (standing)/2M > 214L (crouching)
Katalina can link from 236H midscreen, but doing so requires a crouch confirm. In the corner, she can link into c.M instead (provided she's close enough) for a much more reliable route. If the opponent is standing, she usually has to use 214H or Raging Strike in order to get a knockdown as (surprise) the opponent will be in f.L's cancel deadzone.

Midscreen Raging Strike


... > Raging Strike > Raging Chain, c.HXX > 214L
Katalina can use other resources to get more corner carry but doing so locks her out of landing either of her Skybound Arts for the combo.

Counterhit Anti-Air

CH AA 2H

CH AA 2H > 5[U]~66, c.M/2M/f.M/c.H/f.H > ...
Katalina gets strong, consistent damage from CH anti-air 2H using 5U's dash cancel. The 5U cancel itself can be done on reaction to the counterhit. Depending on the opponent's height and spacing, Katalina will have to use a different normal to pick up afterwards. The normals listed have been ordered by startup speed.

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

Normal Hit Anti-Air

Non-CH AA 2H

AA 2H > 5[U]~66, c.L > ...
AA 2H > delay 214M, 2M > ...

Unlike the CH AA 2H, you want the 5U hit to connect and dash cancel that to link into c.L.

Linking off 214M is much more height and spacing specific, but the damage is a lot higher (and it looks cooler).

Ultimate Frozen Blade

Ultimate Frozen Blade


... > 236U, dash 66L, c.M > ... (close)
... > 236U, dash 66L, 2M > ... (medium)
... > 236U, dash f.H > 214M/214H > ... (medium, hard)
... > 236U, dash 66M/214L/214H (far)
... > 236U, 66H, c.H > ... (corner)

Katalina has a grand multitude of options out of Ultimate Frozen Blade, but which one she uses is incredibly distance dependent. She must link an attack within 37 frames. Cancelling into 236U at max f.M distance requires a frame perfect 66L to continue a combo (can be linked with a f.H). Otherwise, a more lenient 66M/214L can be used for extra meterless damage. At max f.H, the 66L will whiff due to extra pushback, and 66M/214L/214H must be used instead.

It's worth noting that Katalina can combo 236U into itself as many times as she has meter for as there is no limit to crumples in a combo. Dashing up between U skills can give her enough advantage to get something more meaningful.

Corner Safejab Setups

Corner Meaty c.L for +27


... > 214H, c.M > (Raging Strike, c.H >) 236H, c.HXX, c.Mw, c.L
... > Raging Strike > Raging Chain, c.HXX > 214L, c.Mw, c.L
... > 214H, c.MX > 236H, delay c.HXX > 623Lw, c.L

Both combos leave Katalina at +27 on hit for the air flipout. The setup is autotimed by the c.M framekill. Gives something for Kat to do aside from spend more meter or resources in case she doesn't have enough for super. The Raging Strike portion of the first combo is entirely optional and ends with the same frame advantage regardless. The third combo uses the recovery from the canceled 623L whiff to auto-time a meaty c.L.

Corner Meaty c.L for +29


... > 214H, c.M > 236H, 2H, 5U, 66, c.L > 623L, 2Lw, c.Lw, c.L
... > Raging Strike > 2M > 214H, c.H > 236H c.H, 623L, 2Lw, c.Lw, c.L

This routing accomplishes the same safejab setup (assuming the opponent does an immediate recovery) off of combos that leave Katalina +29 on hit. For combos that leave Kat at +28 (eg. grounded 214M enders), do c.Lw, c.Lw, c.L instead.

Corner Safejump Setups

Corner Safejump Setups
Hard/Medium

... > 214H, c.MXX > 236H, 66H, Ender
... > 214H, c.M > 236H, c.HXX > RS~RC

Katalina has two ender options for getting a safejump off the first route: 214U 2L2 and c.H > RS~RC c.Mw. Getting the framekill for the safejump requires getting Combo Limit, which will make this route finicky from anti-airs. The 214U routing is typically worse for cooldowns but doesn't leave Katalina at a BP deficit. She'll usually have to spend the BP on the next touch if the safe jump connects in order to get cooldowns back. The second route can use 214U, but it's far more expensive as it isn't linked into (and thus gives no meter refund). It also doesn't loop as effectively as the first setup as the fireball cooldown is slightly too long.

Combo List

Combo Position Damage SBA Gain Difficulty Notes Video Ver
c.XXX > 214U > f.H , 66L , c.MX > 623M Midscreen 4790-5790 -31% [3] Medium Wallbounce confirm. Works from a bit past roundstart position. For 220 less damage 623M can be replaced for 623L if you want to save your reversal.
(Minimum 39%-35% meter at start.)
1.12
c.H(XX) > 214H, c.M > RS, c.H > 236H, c.HX > 236S+U Corner 9670(9230) -100% [3] Medium Resource dump for max damage. Can use SBA instead of SSBA for 8920(8480) damage. 1.0
c.HXX > 236U > dash, c.MXX > 236U > dash, 66L, c.MXX > 214H, c.H > RS, c.H > 236H, c.HX > 623H Back to Corner 8010 -93% [4] Hard 623H can be replaced with 623L for 100 less damage to preserve a cooldown. Can start the combo with 84% SBA gauge. 1.0
Combo Position Damage SBA Gain Difficulty Notes Video Ver
??
Combo Position Damage SBA Gain Difficulty Notes Video Ver
236U, c.HXX > 214H, c.M > RS, c.H > 236H, c.HX > 236S+U Corner 10350 -100% [3] Medium High damage resource dump. Must start with 98% SBA gauge. 1.0

Video Examples

External Resources

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