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.
Katalina is a well-rounded character who plays footsies at a slightly longer range with her far-reaching attacks.
- Simple and Strong: Katalina has all the tools she needs to win and is incredibly well-rounded.
- Anti-Airs: Between 2H
GuardMidStartup10Recovery23Advantage-12, 623H
GuardMidStartup9Recovery35Advantage-28, and f.H
GuardMidStartup9Recovery23Advantage-10, Katalina can intercept jumping opponents quite easily at any range.
- Powerful Pokes: All of Kat's far buttons, as well as her 2M
GuardMidStartup7Recovery15Advantage-5, are top-of-the-line pokes and whiff punishing tools. They're either faster or longer reaching than any other character's comparative normal.
- Damage Access: Katalina can force wallbounces from farther distances than other characters using 214H
GuardMidStartup16 [17-76]Recovery19Advantage-8 (at worst) [+4], and it can be increased even further with Rush.
- Above-Average Damage: Exactly what it says on the tin. Kat's pokes all convert into okizeme at any range and extended combos with resources hit particularly hard.
- Average Fireball: Katalina lacks the ability to change her fireball timing via charging like other characters can. They're also more negative on block than other character's comparative moves and 214L
GuardMidStartup16Recovery18Advantage-7 (at worst), for some reason.
- Cooldown Cycling: Katalina only has three special moves, making committing to an EX move more impactful than the rest of the cast. Cycling her corner pressure requires either two cooldowns or 50 meter.
- Hurtboxes: All of Katalina's best pokes (even 2M
GuardMidStartup7Recovery15Advantage-5) and even her fireballs have extended low hurtboxes, making them quite weak to being counterpoked by lows. She has no real way to deal with this and is usually forced to trade. 214L
GuardMidStartup16Recovery18Advantage-7 (at worst) is also prone to getting low-profiled.
Normal Moves
c.L
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | Mid | 5 | 2 | 6 | +2 | +6 |
c.L is as strong as jabs come. It's plus on block, cancels into her other L buttons, and comes with strong linking options. Along with 2L, it has fast enough recovery that it can be used as a reversal-safe meaty in certain setups. Katalina's focus in pressure is around conditioning opponents to throw, and c.L is an excellent tick throw button to do just that. Should they bite, it frame traps into most of Katalina's other pressure buttons (including itself) for good reward.
Level | Attribute |
---|---|
0 |
c.M
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | Mid | 6 | 3 | 13 | -1 | +3 |
c.M is almost exclusively combo filler. It links after her c.L and 2L for more damage after a jump in. Unfortunately, due to its frame advantage, it functionally ends her turn on block.
Level | Attribute |
---|---|
2 |
c.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1200 | Mid | 9 | 6 | 21 | -8 | -4 |
c.H is very damaging and very unsafe on block. Consequently, its usually used to start punishes or as combo filler. Like c.M, it ends her turn on block.
Level | Attribute |
---|---|
4 |
Auto Combo
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
c.XX | 350 | Mid | 9 | 3 | 15 | -3 | +1 | |
c.XXX | 350 | Mid | 12 | 3 | 18 | -4 | 0 |
Katalina's autocombo is primarily used to add corner carry to midscreen combos. She does not have any resourceless ways to safely disengage afterwards aside from simply blocking after c.XXX, but the autocombo does keep her close to her opponent for Emerald SwordGuardMid→AllStartup9Recovery30Advantage-23 to connect. The last hit also has enough hitstun to combo into M Enchanted Lands
GuardMidStartup20Recovery21Advantage-8 (at worst).
- Mildly useful for extensions if c.XXX is kara-cancelled into 236H
GuardMidStartup20Recovery21Advantage-8 (at worst) as it keeps Katalina closer than usual.
Version | Level | Attribute |
---|---|---|
c.XX | 2 | |
c.XXX | 3 |
c.XX:
c.XXX:
f.L
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | Mid | 6 | 6 | 6 | +1 | +5 |
f.L stops people from running at Katalina. f.L extends Katalina's pressure. f.L is Katalina's pressure. f.L helps Katalina hitconfirm her other L buttons. f.L combos into 2M on counterhit. f.L can be up to +6 on block if it hits late. f.L does your taxes.
Jokes aside, the only thing f.L doesn't do is consistently combo into 214L. At max f.L range, Kat is forced to spend a cooldown on 214H to get a knockdown.
Level | Attribute |
---|---|
1 |
f.M
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | Mid | 8 | 3 | 18 | -6 | -2 |
f.M is arguably Katalina's best normal. It has amazing speed and range, which makes it quite difficult to get around. The higher hurtbox means that most characters need to use their slower standing normals as opposed to faster crouching ones in order to whiff punish, making it pretty safe to throw out. It combos into 236M on counter hit.
Level | Attribute |
---|---|
2 |
f.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1000 | Mid | 9 | 4 | 23 | -10 | -6 |
f.H's hitstun, speed, reach and the fact it is a heavy button make it a strong choice for counter poking, even more than f.M in some cases. Since its a heavy button, it will crush anything of a lower strength that it clashes with. It is also a good anti air from farther ranges and is one of our best corner combo starter. It is important to be able to single hit confirm this as a Katalina player.
Level | Attribute |
---|---|
3 |
2L
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | Low | 6 | 3 | 6 | +2 | +6 |
2L is a low hitting jab that is plus on block. Linking to 2M is possible, but only on a crouching opponent. The range is pretty abysmal.
Level | Attribute |
---|---|
0 |
2M
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | Mid | 7 | 5 | 15 | -5 | -1 |
2M has an amazing combination of range, speed and safety. Its speed makes it strong for punishing moves that f.M wouldn't. It confirms into 214H from any range which makes it an incredibly strong whiff punish tool. It also has a hitbox low to the ground, making it great for beating crossovers once opponents are frustrated with neutral.
Level | Attribute |
---|---|
2 |
2H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1000 | Mid | 10 | 6 | 23 | -12 | -8 |
2H is a great anti-air. Cancelling into level 1 or 2 5U 66 gives consistent punishes for non-counter hit AND counter hit anti-airs. On aerial non-counter hit, a well timed delayed 214L / 214M cancel leads to insane damage for only 1 or 2 EX cooldowns.
Level | Attribute |
---|---|
3 |
2U
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | Low | 8 | 5 | 21 | -11 | HKD |
2U is Katalina’s only other low. The range and speed are solid for a move that grants a hard knockdown on hit and access to safejump setups. It’s unsafe on block so be sure to space it well so you can reap the benefit of that hard knockdown if you don’t plan on cancelling into 4G or 236H, or 236L/M at larger distances to make it safe.
Level | Attribute |
---|---|
2 |
j.L
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | High/Air | 5 | Until L | 0 |
This is a standard j.L that is active until you touch the ground. Useful if you want a hitbox covering you as you are falling. Its range is short so make sure you’re going to land on the opponent when you do this.
Level | Attribute |
---|---|
1 |
j.M
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
600 | High/Air | 6 | 7 | Until L |
j.M is a good jump in from farther ranges due to its slightly downward angle and reach. It can also be used as an air to air.
Level | Attribute |
---|---|
2 |
j.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
800 | High/Air | 7 | 6 | Until L |
j.H reaches far ahead of Katalina but is mostly a horizontal hitbox. It’s decent to use as part of a neutral jump to control the space in front of you.
Level | Attribute |
---|---|
2 |
j.U
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | High/Air | 13 | 12 | Until L |
j.U is Katalina’s most useful jump in. It swings low beneath Katalina, which will beat some late anti air attempts, and it can also crossup. As such, this is the standard move to use when safejumping
Level | Attribute |
---|---|
2 |
Unique Action
Light Wall
5U
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
5U Lv1 | 700 | Mid | 14~??+9 | 6 | 24 | -15 | KD | |
5U Lv2 | 1000 | Mid | 14~??+9 | 6 | 24 | -13 | KD | |
5U Lv3 | 1200 | Mid | 14~??+9 | 6 | 24 | -11 | Crumple | |
5U > 66 | 19 | -5/-3/-1 | KD/KD(+7)/Crumple | |||||
5U > 44 | 22 | -8/-6/-4 | KD/KD/Crumple |
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. With the buff granting her knockdowns on hit, it is a decent option to punish fireballs or single-hit forward advancing moves. It has also opened up a more damaging combo route if opting for a 623L air reset combo ender.
Holding 5U powers up the attack:
- Releasing immediately does a forward advancing slash with the lowest level reward. On aerial hit, it is possible to connect a c.L after a frontstep.
- Charged halfway the screen will shake, and will grant combos by canceling into frontstep (such as a linked c.M/2M).
- Charged to maximum the attack will release itself and crumple the opponent on hit granting you a very damaging combo.
- If your opponent connects an attack with the shield they can cancel normally.
Version | Level | Attribute |
---|---|---|
5U Lv1 | 2 | |
5U Lv2 | 3 | |
5U Lv3 | 4 | |
5U > 66 | ||
5U > 44 |
5U Lv1:
- Can cancel into frontstep or backstep before attacking or on hit/block
5U Lv2:
- Can cancel into frontstep or backstep before attacking or on hit/block
5U Lv3:
- Can cancel into frontstep or backstep before attacking or on hit/block
5U > 66:
5U > 44:
Universal Mechanics
Ground Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1500 | Throw | 7 | 3 | 31 | HKD | HKD |
Level | Attribute |
---|---|
0, 4 | Throw |
Air Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1500 | Throw | 5 | 5 | Until L+6 | HKD |
Level | Attribute |
---|---|
0, 4 | Airthrow |
Overhead Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1000 | High | 26 | 5 | 18 | -4 | +1 | 4-31 Throw 13-27 Low 12-26 Airborne |
The universal overhead. On CH she can link c.H for huge damage. Other than that the range on this move is about as bad as 2L. Use it here and there to apply some chip damage or to punish throw techs for massive reward.
Level | Attribute |
---|---|
4 |
Special Moves
Frozen Blade
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
236L | 800 | All | 16 | Total 45 | -9 | -5 | ||
236M | 800 | All | 16 | Total 45 | -9 | -5 | ||
236H | 350×3 | All | 16 | Total 48 | +2 | +6 |
Shoots an ice sword projectile. Very traditional fireball. This move is absolutely vital to Katalina's gameplan, as it makes her pokes safe at max range as well as giving her a somewhat reliable fullscreen presence. It does not come without drawbacks, however. It's the least safe fireball in the game at close range, often easily punishable on block if used after autocomboGuardMidStartup12Recovery18Advantage-4. It's also easily rolled or dodged on reaction at farther ranges which will give it a longer cooldown.
- L Fireball
- The slow one.
Forces approaches and starts being plus at max poke range. It's also somewhat safe to roll of cancelled into at max f.MGuardMidStartup8Recovery18Advantage-6 range. Excellent to test how people respond to Kat's fireballs.
- M Fireball
- The fast one.
Better at countering opponent's zoning attempts and changes jump timings. Typically slightly negative at max poke range. The speed is so fast that the opponent cannot jump out of strings utilizing this instead of the L version. Since it is not that easy to react to from poking range, the opponent has to do something risky to deal with it.
- H Fireball
- Hits three times.
- Hard knockdown on air hit.
High risk/low reward neutral tool. Typically reserved for corner combos after 214HGuardMidStartup16 [17-76]Recovery19Advantage-8 (at worst) [+4] as it doesn't launch on its own. Can be useful as a combo extender midscreen, but is much better against crouching opponents due to the limited range of her L buttons (and their tendency to drop a 214L ender at max range).
Version | Level | Attribute |
---|---|---|
236L | 2 | |
236M | 2 | |
236H | 2 |
236L:
- Cooldown: 33-104F (Technical) 53-124F (Easy)
236M:
- Cooldown: 33-104F (Technical) 33-104F (Easy)
236H:
- Cooldown: 517-574F (Technical) 517-574F (Easy)
Emerald Sword
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
623L | 1000→500 | Mid→All | 9 | 2(2)6 | 30 | -23 | KD | 1~12 All |
623M | 800, 500 | Mid, All | 9 | 2(2)12 | 34 | -27 | KD | 1~14 All |
623H | 800, 150×4~5 | Mid | 9 | 15 | 35 | -28 | HKD | 1~23 All |
Rising rapier swing with invulnerability. Katalina's anti-air DP. 623L and 623M are only air unblockable on the first 2 of their active frames, while 623H is air unblockable for all of its active frames. 623H causes a hard knockdown that you can perform a safejump off of. It also gains a lot of meter on hit so it's good to end combos with it early in a round.
Version | Level | Attribute |
---|---|---|
623L | 3 | |
623M | 4 | |
623H | 4 |
623L:
- Cooldown: 20F (Technical) 200F (Easy)
- Clash Level 14 (Technical) 10 (Easy)
623M:
- Cooldown: 20F (Technical) 200F (Easy)
- Clash Level 16 (Technical) 10 (Easy)
623H:
- Cooldown: 480F (Technical) 600F (Easy)
- Clash Level 18 (Technical) 10 (Easy)
Enchanted Lands
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
214L | 1000 | Mid | 16 | 6 | 18 | -7 (at worst) | KD | |
214M | 1400 | Mid | 20 | 6 | 21 | -8 (at worst) | KD | |
214H | 1200 [1800] | Mid | 16 [17-76] | 8 | 19 | -8 (at worst) [+4] | HKD |
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. All versions are relatively unpunishable at max range but carry a high amount of recovery should they whiff.
- L Version
- Basic damage/corner push ender.
- Causes an air tech on normal hit and a soft knockdown on counterhit.
Unsafe on block up close, but vital for corner carry and great for a quick punish. This is important to be able to hitconfirm.
- M Version
- Does a backstep first before advancing.
- Wallbounces on counterhit.
The backthrust is useful for whiff punishing, as it can dodge and punish pokes like Ferry's 5M/2M. This can be used instead of 214L in autocombos for some extra damage. If this counterhits someone in the corner, they can kiss their lifebar goodbye. The thrust has slightly longer range than 214L's thrust and it can actually end up being -4 or better if it connects at max range.
- H Version
- Causes a hard knockdown on hit and wallbounces in the corner.
- Can be charged to delay thrust, guard crushes at maximum charge.
It's powerful when near the corner, since it can convert any hit into lots of damage. Katalina's main meterless launcher, which links into c.M after the wall bounce. Linking c.H is possible when the opponent is hit when spaced a bit away from the corner, resulting in a slightly higher wallbounce.
Version | Level | Attribute |
---|---|---|
214L | 3 | |
214M | 4 | |
214H | 4 |
214L:
- Cooldown: 20F (Technical) 200F (Easy)
- Clash Level 2
214M:
- Cooldown: 20F (Technical) 200F (Easy)
- Clash Level 2
214H:
- Cooldown: 480F (Technical) 600F (Easy)
- Clash Level 3
Skybound Art
Blades of Frost
236236H or 236S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
3500→2500 | Mid | 8+5 | 3(15)6(24)9 | 24 | -10 | HKD | 1~15 All |
Invulnerable super. Performs a three-hit combo. Connecting at close range will enhance the damage of the third strike.
Minimum damage: Shortcut: 525, Technical: 875.
Level | Attribute |
---|---|
4 |
- Clash Level 25 (Technical) 20 (Easy)
Super Skybound Art
Realm of Ice
236236U or 236S+U
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
4475→3500 | Mid | 6+6 | 6(12)3×5,6 | 55 | -54 | HKD | 1~17 All |
Invulnerable super. Slashes upward. Will be followed by a finishing move by the summoned Ares after a successful close-range hit.
Minimum damage: Shortcut: 785, Technical: 1161
Level | Attribute |
---|---|
4 |
- Clash Level 35 (Technical) 30 (Easy)
Colors
