GBVS/Katalina

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Overview[edit]
Overview

Katalina is a well-rounded character based on the ShotoShort for "shotokan"A character archetype defined by being similar in some way to Ryu or Ken Masters from Street Fighter. Shotos usually have a horizontal fireball, an invincible reversal, and a forward moving special move. archetype. While her play style is similar to Gran's, she excels at a longer range due to many of her rapier-based attacks and dash follow-up from her Light Wall; this means Katalina can afford to fight more defensively, while effectively complimenting her offense.


"I wield this sword to protect those dear to me."
Lore:A former knight of the Erste Empire.

Her strong sense of justice led her to betray the empire and free Lyria, the very prisoner she was charged with guarding.
Now, having become a pillar of strength for the entire crew, she is both Gran and Lyria's greatest supporter —and Vyrn's greatest admirer.
She employs skillful swordplay and a magic blade in her fighting style, utilizing techniques that are peerless in both beauty and strength.

When it comes to battle, there are few situations she can't handle.
Voice:English: Erica Lindbeck/Japanese: Miyuki Sawashiro
Playstyle
GBVS Katalina Icon.png Katalina is a well-rounded character who plays footsies at a slightly longer range with her far-reaching attacks.
Pros Cons
  • Far-reaching normals: Her normal attacks are excellent for neutral.
  • Versatile specials: Frozen Blade projectile, Emerald Sword Anti-Air and reversal, along with Enchanted Lands advancing stab let her control neutral effectively and convert hits into damage in the corner, even if any of them is on cooldown.
  • Light Wall pressure: Light Wall allows her to mix up her pressure and approaches in unpredictable ways.
  • Incredibly high corner damage
  • Unsafe Light Wall pressure: Light Wall's follow-up attack is unsafe on block and can be unrewarding on hit at lower level charges.
  • Parry trades hitpoints: Light Wall loses its defensive usefulness at dangerously low health, due to the fact that you can still be KO'd even on a successful hit absorption due to the fact damage is taken & reduced.
  • Reliance on Enchanted Lands: Relies heavily on hit-confirming Enchanted Lands from pokes to get pressure, which is punishable if blocked.
  • Can't cook: Do not let her if you still value your life.

Normal Moves[edit]

c.L[edit]

c.M[edit]

c.H[edit]

Auto Combo[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
XX 350 Mid - - - -3 +1
XXX 350 Mid - - - -4 0

[edit]

Katalina's autocombo doesn't put her airborne on the second hit like some other characters, which is useful for hitconfirming on the second, rather than the third hit, for better damage. It also moves her forward a bit during the startup of the second hit, creating strong DP loop kara cancel combos. By inputting two hits of an autocombo, then canceling the second hit into a special just as it begins to start up, you will move forward a bit in addition to the special attack.

GBVS Katalina 5XXX.gif Example using 5L string.

f.L[edit]

f.M[edit]

f.H[edit]

2L[edit]

2M[edit]

2H[edit]

2U[edit]

j.L[edit]

j.M[edit]

j.H[edit]

j.U[edit]

Unique Action[edit]

Light Wall[edit]

5U

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
Slash
Level 1
700 Mid 14~??+9 6 24 -15 -11
Slash
Level 2
1000 Mid 14~??+9 6 24 -13 -9
Slash
Level 3
1200 Mid 14~??+9 6 24 -11 Crumple
Frontstep
5U > 66
- - - - 19 -5/-3/-1 -1/+1/Crumple
Backstep
5U > 44
- - - - 22 -8/-6/-4 -4/-2/Crumple

[edit]

Gives Katalina armor for one hit and reduces the damage by 40%. Follows up with a slash when the button is released or when charged to maximum, but the attack has no armor. Both the barrier and the slash are forward and backdash cancellable.

Holding 5U powers up the attack:

  • Releasing immediately does a forward advancing slash with the lowest level reward.
  • Charged halfway the screen will shake, and will grant combos on CH by canceling into frontstep.
  • Charged to maximum the attack will release itself and crumple the opponent on hit.
  • If your opponent connects an attack with the shield they can cancel normally.

Universal Mechanics[edit]

Ground Throw[edit]

Air Throw[edit]

Overhead Attack[edit]

Special Moves[edit]

Frozen Blade GBVS Fireball.png[edit]

236X or 5S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L 800 All 16 - Total 42 -10 -6
M 800 All 16 - Total 42 -10 -6
H 350*3 All 16 - Total 42 +4 KD

[edit]

Shoots an ice sword projectile. Your traditional fireball. This move is absolutely vital to your gameplan, and you will be cancelling most of your pokes into this to make them safe and even plus in some situations.

  • L version flies slower
  • M version flies faster
  • H version hits three times and knocks down. The extra 2 hits will extend blockstun and corner combos.

Emerald Sword GBVS Parry.png[edit]

623X or 6S

Enchanted Lands GBVS Charge.png GBVS SpecialCharge.png[edit]

214X or 2/4S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L 1000 Mid 18 6 21 -10 (at worst) KD
M 1400 Mid 21 6 21 -8 (at worst) KD
H 1200 [1800] Mid 16 [17-76] 8 21 -10 (at worst) [+2] HKD

[edit]

A quickly advancing rapier thrust. This is unsafe on block at most ranges, so it's important to properly hitconfirm into it or space it correctly.

  • L version is a quick thrust.
  • M version does a backstep first before advancing. The backthrust is useful for whiff punishing, as it can dodge and punish pokes like Ferry's 5M/2M. Wallbounces on CH.
  • H version causes a wallbounce in the corner, and can be charged for higher damage and a guard crush on block. Its powerful when near the corner, since you can convert any hit into lots of damage.

Skybound Art[edit]

Blades of Frost[edit]

236236H or 236S

Super Skybound Art[edit]

Realm of Ice[edit]

236236U or 236S+U

External References[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in GBVS/Katalina/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
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