Please feel free to make edits, but include edit summaries and sources where applicable.
Overview
"A blade master with a skill set capable of maneuvering through any situation."
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. Contrary to Gran and Djeeta, Katalina excels at a longer range due to the length of her rapier-based attacks. Her tools are designed to hold space and reward strong neutral play more than forcing herself in with frame advantage. Once she reaches the corner, Katalina's kit truly comes alive. Her long-reaching pokes and advancing confirm tools are second to none when the opponent's back is to the wall, and her damage output skyrockets to match.
To compensate for this, Katalina has one major weakness thoughout her moveset: low attacks. While her strike/throw game is quite potent, using lows to keep her opponents sitting still is quite difficult due to how short ranged her lows are. On top of this, many of her main pokes extend a hurtbox around her feet, giving a relatively straight-forward way for her opponent to fight back. These weaknesses can be mitigated with careful spacing, but they cannot be ignored.
If what you seek is a well-rounded character with good range that rewards a patient mind, Katalina will be gladly reporting in.Katalina is a well-rounded character who has strong midrange 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 2HGuardMidStartup11Recovery23Advantage-12, 623HGuardMidStartup11Recovery35Advantage-22, and f.HGuardMidStartup9Recovery23Advantage-10, Katalina can intercept jumping opponents quite easily at any range.
- Powerful Pokes: All of Kat's far buttons, as well as her 2MGuardMidStartup7Recovery15Advantage-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.
- Corner Control: Katalina's absurd corner damage and anti-airs synergize together to make escaping the corner against her incredibly dangerous. Any wrong move can easily convert into 50% damage or more with meter.
- Below-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 projectiles and her own 214LGuardMidStartup16Recovery18Advantage-7. This, combined with the range she wants to use her normals at, makes her very vulnerable to losing turns to 66L.
- Struggles against Lows: All of Katalina's best pokes (even 2MGuardMidStartup7Recovery15Advantage-5) and even her fireballs have extended low hurtboxes, making them quite weak to being counterpoked by lows. She has no easy way to deal with this and is usually forced to trade. 214LGuardMidStartup16Recovery18Advantage-7 is also prone to getting low-profiled.
- Subpar Ultimate Skills: Unlike other characters, Katalina does not have an easily abusable Ultimate Skill as each has a significant downside attached to it. Ultimate Frozen BladeGuardAllStartup16Recovery17Advantage-2 extends a hurtbox before it becomes active and can be dodged on reaction, and Ultimate Enchanted LandsGuardAllStartup9Recovery24Advantage-6 has very few armor frames and the armor loses to lows. None of her U skills allow for a midscreen combo outside poking range either.
Normal Moves
Grounded Normals
c.L
- GBVSR Katalina cL Hitbox.png
A standard Granblue c.L, perfect for a very standard Granblue character. Comes with excellent advantage on hit and block, along with fast enough recovery to safely meaty against H reversals and Skybound arts. The cornerstone of Katalina's pressure. Frame traps into f.L, all M normals, c.H, f.H and 2U.
Links into:
Standing: c.L, f.L, 2L, c.M, f.M, 2M, 2U, c.H[ch], f.H[ch]
Crouching: c.H, f.H, 2H[ch]
c.M
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1100 | Mid | 6 | 3 | 13 | -1 | +3 |
Katalina's c.M is almost exclusively combo filler. Because it's -1 on block at close range, c.M is difficult to use in pressure. Katalina also has difficulty building space safely after an autocombo which further limits c.M's utility in blockstrings.
Links into (all require a counter hit):
Standing: c.L, f.L, 2L, c.M, 2M
Crouching: f.M, 2U
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
c.H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1600 | Mid | 9 | 6 | 21 | -8 | -4 |
c.H is very damaging and very unsafe on block. Ends her pressure in a very similar way to c.M. Katalina's high corner damage comes almost entirely from this move, as her goal is to land it as many times as possible before the combo ends. Learning how to route around this normal is key to playing Katalina.
Links into (all require a counter hit):
Standing: f.L, c.M, f.M, 2M, 2U
Crouching: 2L, c.H, f.H
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 |
Triple Attack
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
c.XX | 700 | Mid | 9 | 3 | 15 | -3 | +1 | |
c.XXX | 1000 | Mid | 12 | 3 | 18 | -4 | 0 | |
c.XX6M | 1000 | Low | 12 | 3 | 16 | -4 | KD | |
c.XX6H | 1000 | High | 18 | 3 | 22 | -4 | +1 |
c.XX
- Second hit of a Triple Attack.
Pulls Katalina close to the opponent which is great for combos, but less so on block.
c.XXX
- Safe, special cancelable ender.
This is one of Katalina's main ways of comboing into 214M for corner carry and a knockdown when no other options are available. Aside from that, it leaves Katalina too close to safely disengage with a special cancel like c.XX. She can try to disengage with 5U, but this is RPS that is not in her favor. It's best to avoid either of these normals in pressure whenever possible.
c.XX6M
- Low Triple Attack ender.
Not very useful. Outclassed by 5U as an ender when no cooldowns/resources are available and autocombo mixups are not very strong either.
c.XX6H
- Overhead Triple Attack ender.
Can be useful as a round closer or securing a knockdown in certain juggle routes, but situational at best. Causes hard knockdown on counter hit.
Version | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
c.XX | 2 | ||||||||||||||||||||||||||||||||||||||||||||||||||
c.XXX | 3 | ||||||||||||||||||||||||||||||||||||||||||||||||||
c.XX6M | 3 | ||||||||||||||||||||||||||||||||||||||||||||||||||
c.XX6H | 3 |
c.XX:
c.XXX:
c.XX6M:
c.XX6H:
f.L
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
600 | Mid | 6 | 6 | 6 | +1 | +5 |
f.L is an excellent normal both in pressure and in neutral. It has one downside that cannot be overstated: Katalina must use resources to convert it into a knockdown at max range. Aside from that, the frame advantage on block and hit give this normal fantastic utility. Coupled with its respectable reach and active frames, f.L is an excellent check against approaches with special moves. When spaced out, f.L 2M will frame trap 6f buttons due to clash priority.
Links into (all require a counter hit):
Standing: f.L, 2M
Crouching: f.M, 2U
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 |
f.M
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
900 | Mid | 8 | 3 | 18 | -6 | -2 |
Katalina's farthest reaching normal and main poke. Its combination speed and range are unparalleled. It's somewhat vulnerable to low profiles, but that's a recurring issue with Katalina's toolkit. Learning how to confirm this normal into damage is an important tool for a Katalina player.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
f.H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1300 | Mid | 9 | 4 | 23 | -10 | -6 |
f.H's hitstun, speed, reach and clash priority as a heavy button make it a strong choice for counter poking and whiff punishing. f.H also makes for an excellent anti-air from farther ranges and leads to particularly nasty damage on counterhit.
- Hit confirmable into 214L and 214H.
- Combos into 214M on counterhit.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 |
2L
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | Low | 6 | 3 | 10 | -2 | +2 |
The range on this button is pretty abysmal, as is the frame advantage for a pressure button. However, it is Katalina's fastest low, and it will catch opponents trying to walk out of her pressure at point blank range. Chain into c.L or f.L to make sure it doesn't whiff.
Links into: c.L, f.L, 2L
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 |
2M
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
900 | Mid | 7 | 5 | 15 | -5 | -1 |
2M has an amazing combination of range, speed and safety. Its quick startup and low hitbox makes it strong for checking rolls and whiff punishing moves that f.M wouldn't at the cost of slightly less range. Always combos into L or H Enchanted Lands, similarly to f.M. An exceptional normal overall. Unfortunately, like the rest of Katalina's main pokes, this normal extends a low hurtbox that makes it oddly weaker against other lows.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
2H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1300 | Mid | 11 | 6 | 23 | -12 | -8 |
2H is a fantastic anti-air. It covers a good amount of space above Katalina's head and converts into high damage regardless of if it counterhits or not. Make sure to use it early, as like other normal attack anti-airs, it has no invulnerability.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 |
2U
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1000 | Low | 8 | 5 | 21 | -11 | HKD(+44) |
2U is Katalina’s only other low. The range and speed are solid for a move that grants a hard knockdown on hit. It’s unsafe on block at most ranges without being cancelled.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
Dash Normals
66L
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
600 | Mid | 8 | 3 | 10 | +2 | +6 |
An advancing shoulder tackle that's slightly plus on block. Synergizes well with Katalina's excellent normals, fireballs, and pressure normals like c.L and f.L. A relatively standard pressure string using this normal is 66L, f.L, 2M. This sequence contains two frame traps and retains special cancels after the 2M, making it very safe to go for. If you have a solid read that the opponent will mash after, c.M will confirm into more damage on counter hit at the cost of giving up Katalina's turn.
Links into:
Standing: f.L, 2L, c.M, f.M[ch], 2U[ch]
Crouching: 2M, c.H[ch], f.H[ch]
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
66M
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1100 | Low | 12 | 4 | 21 | -8 | KD |
A quick and far reaching low, good for catching opponents trying to walk away.
- Inflicts hard knockdown on counter hit.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
66H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1200 | Mid | 15 | 4 | 19 | -4 | KD |
Big, slow bulldozer of a normal. Completely safe on block (even to throw) due to the pushback. High clash priority and high damage makes this a rewarding CH callout tool, and it's much safer to use as one over M Enchanted Lands. Also very strong in combos after 236UGuardAllStartup16Recovery17Advantage-2's crumple due to its high damage and corner linking options (such as c.H).
Links into (all require a counter hit): f.L, 2L, f.M, 2M, f.H, 2H, 2U
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
Air Normals
j.L
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
600 | High/Air | 5 | Until L | 0 |
Standard Granblue j.L that is active until you touch the ground. Short range, but useful in a pinch when a falling hitbox is needed.
- Active until landing.
- Can hit crossup.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 |
j.M
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
800 | High/Air | 6 | 7 | Until L |
Incredible air-to-air and far jump normal. Katalina can use this with empty jumps to throw off an opponent's anti-air game.
- Tall hitbox, difficult to hit crouching opponents with.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
j.H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1000 | 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 her. j.H is also her hardest hitting normal when punishing a bad fireball with a jump.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
j.U
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
900 | High/Air | 13 | 12 | Until L |
j.U is Katalina’s most useful jump in. It's a little slow for a jump normal, but compensates by having a massive hitbox that covers all around Katalina.
- Vicious crossup normal.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 |
Unique Action
Light Wall
5U
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
5U Lv0 | 1300 | Mid | 14~30+8 | 6 | 24 | -15 | KD | 3~29 Armor All |
5U Lv1 | 1400 | Mid | 31~60+8 | 6 | 24 | -13 | KD | 3~59 Armor All |
5U Lv2 | 1500 | Mid | 69 | 6 | 24 | -11 | Crumple | 3-60 Armor All |
5U > 66 | 19 | -5/-3/-1 | KD/KD/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. It's a decent option to punish fireballs or single-hit forward advancing moves.
Holding 5U powers up the attack:
- Releasing immediately does a forward advancing slash with relatively low reward. On aerial hit, it is possible to connect a c.L after a forward dash.
- Charged halfway the screen will shake and (upon release) will grant combos by canceling into a forward dash (such as a linked c.M/2M).
- Charged to maximum, the attack will release itself and crumple the opponent on hit granting a very damaging combo.
- If an attack connects with the shield, the opponent can cancel normally.
Version | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5U Lv0 | 2 | ||||||||||||||||||||||||||||||||||||||||||||||||||
5U Lv1 | 3 | ||||||||||||||||||||||||||||||||||||||||||||||||||
5U Lv2 | 4 | ||||||||||||||||||||||||||||||||||||||||||||||||||
5U > 66 | |||||||||||||||||||||||||||||||||||||||||||||||||||
5U > 44 |
5U Lv0:
- Can be charged. Can cancel into frontstep or backstep before attacking or on hit/block. It can only armor one hit. The attack itself is not armored.
5U Lv1:
- Can be charged. Can cancel into frontstep or backstep before attacking or on hit/block. It can only armor one hit. The attack itself is not armored.
5U Lv2:
- Can cancel into frontstep or backstep before attacking or on hit/block. It can only armor one hit. The attack itself is not armored.
5U > 66:
- Can cancel into frontstep starting from frame 14.
5U > 44:
- Can cancel into backstep starting from frame 14.
Universal Mechanics
Ground Throw
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
2500 | Throw | 4 | 3 | 26 | HKD(+44) | HKD(+44) |
- Forward Throw
- Katalina can safejump in the corner with a regular jump.
- Katalina can autotime a safejab c.L in the corner with a whiffed 2H.
- Back throw
- Katalina can safejump midscreen or when throwing the opponent into the corner with a super jump.
- If throwing the opponent out of the corner, a regular forward jump j.U will be a safejump and switch sides, keeping the corner advantage.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0, 4 |
Air Throw
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
2500 | Throw | 5 | 5 | Until L+5 | HKD | HKD |
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0, 4 |
Raging Strike
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|
- Requires a Bravery Point.
- Guard Crush when hitting an opponent's block, launches on hit.
- Won't Guard Crush when connecting with an opponent already in blockstun.
Raging Strike helps Katalina's resource cycling ability in the corner and boost her already potent damage output. It's also essentially "free" damage when comboing into SBA/SSBA, as the BP cost is negated. All of Katalina's grounded normals convert nicely into Raging Strike > Raging Chain, except for max range f.M. It's particularly useful for converting off of max range f.L, which Katalina struggles to do without resources.
Level
|
Counter Hit | Skybound Gauge gain |
---|
Raging Chain
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|
- Requires 25% meter.
- Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.
Only useful for Katalina midscreen, as in the corner she can link off it and the meter cost/penalty locks her out of being able to use SBA/SSBA as an ender.
Level
|
Counter Hit | Skybound Gauge gain |
---|
Brave Counter
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
500 | Mid | 10 [18] | 3 | 19 [Total 54] | +6 [+5] | KD +21 [0] | 1-20 [1-?] Full |
- Requires a Bravery Point
- Requires to be in blockstun.
Same animation as c.H.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | HKD |
- Data in [] refers to the situation when countering the Raging Strike
- Hard knockdown on Counter Hit.
- Clash level 50.
Special Moves
Frozen Blade
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
236L | 800 | All | 16 | Total 45 | -9 | -5 | ||
236M | 800 | All | 16 | Total 45 | -9 | -5 | ||
236H | 400×3 | 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 easily rolled or dodged on reaction at farther ranges. It's also relatively slow and extends Katalina's hurtbox upon startup, making it very vulnerable to 66L approaches (especially combined with its long recovery).
- 236L
L fireball is better as a cancel in most cases than the M version when the opponent is conditioned to sit still. At max f.M range, it can be slightly plus (between +1 or +2). This is very important for Katalina as she's otherwise very vulnerable to reversal 66L.
- 236M
M fireball is better at countering opponent's zoning attempts. Compared to L fireball, it's typically slightly negative at max poke range. The speed is so fast that the opponent cannot jump out of strings ending in this version. It's a lot more difficult to deal with on reaction, but gives up frame advantage in exchange. Katalina can run a pseudo fireball trap by throwing M fireballs and switching to the L version once the opponent starts trying to dodge to catch its recovery.
- 236H
H fireball is typically reserved for pressure and combos where Katalina can leverage its increased blockstun and hitstun. It's her only safe cancel from her Triple Attack enderGuardMidStartup12Recovery18Advantage-4 and allows her to continue pressure with f.L after. The launch is high enough for Katalina to confirm a c.H up close or a f.H from farther away.
- Hits three times.
- First hit launches grounded opponents.
- Clashing with a single hit projectile will remove the launch property.
- Knocks down against airborne opponents.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236L | 10F after contact or disappear | 2 | ||||||||||||||||||||||||||||||||||||||||||||||||||
236M | 10F after contact or disappear | 2 | ||||||||||||||||||||||||||||||||||||||||||||||||||
236H | 420F after contact or disappear | 2 |
236L:
- 1-40F counterhit state
236M:
- 1-40F counterhit state
236H:
- 1-40F counterhit state
Emerald Sword
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
623L | 1000→500 | Mid→All | 6 | 2(2)6 | 27 | -20 | KD | |
623M | 600, 500 | Mid, All | 9 | 2(2)12 | 34 | -27 | KD | 1~14 All |
623H | 700, 400x2 | Mid | 11 | 2(1)12 | 35 | -22 | KD | 1~23 All |
Rising rapier swing with invulnerability on the M and H versions. Katalina's lowest risk anti-airs and least expensive reversal.
623L has no invulnerability but comes with the fastest cooldown timer and by far the most hitstun out of any move in Katalina's kit.
623M invulnerable on startup but is only air unblockable on the first 2 active frames, while 623H is air unblockable for all of its active frames.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
623L | 20F starting 3F | 3 | ||||||||||||||||||||||||||||||||||||||||||||||||||
623M | 240F starting 3F | 4 | ||||||||||||||||||||||||||||||||||||||||||||||||||
623H | 600F starting 3F | 4 |
623L:
623M:
623H:
Enchanted Lands
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
214L | 1000 | Mid | 16 | 6 | 18 | -7 | KD | |
214M | 1400 | Mid | 20 | 6 | 21 | -8 | KD | |
214H | 1500 [1800] | Mid [Guard Crush 30] | 16-75 [76] | 6 | 21 | -8[+4] | KD |
A quickly-advancing rapier thrust. This is unsafe on block up close, 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. In matchups where Katalina can't comfortably lean on her normals, she relies on Enchanted Lands as a poke. It's also useful as a way to enforce her frame advantage after her opponent blocks a spaced Frozen BladeGuardAllStartup16RecoveryTotal 45Advantage-9 due to their range.
- 214L
Unsafe on block up close, but vital for corner carry and great for a quick punish. Katalina's main combo ender.
- Forces air tech on hit.
- Soft knockdown on counterhit.
- 2S input uses this version.
- 214M
Always combos after Katalina's Triple AttackGuardMidStartup12Recovery18Advantage-4, after f.H against crouching opponents or on counter hit for some extra damage. Katalina does a backstep before advancing forwards, which can help it dodge some farther pokes. Similarly useful to 214L after a blocked fireball against farther-reaching normals.
- Does a backstep first before advancing.
- Soft knockdown on hit.
- Wallbounces on counterhit.
- 4S input uses this version.
- 214H (Hold OK)
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. Travels faster than 214L and has a bigger hitbox on its first active frame which lets it combo from f.L at any range. The H input can be held to delay the thrust, and guard crushes at maximum charge.
- Wallbounces in the corner.
- Frame data in brackets refers to maximum charge.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214L | 20F starting 3F | 3 | ||||||||||||||||||||||||||||||||||||||||||||||||||
214M | 20F starting 3F | 4 | ||||||||||||||||||||||||||||||||||||||||||||||||||
214H | 420F starting 3F | 4 |
214L:
214M:
214H:
- Data in [] refers to the fully charged data
Ultimate Skills
- All Ultimate Skills require and cost 50% Skybound Gauge to use, and refund 25% Skybound Gauge on hit or 12.5% on block if the Ultimate Skill was not cancel To bypass the remaining time or frames in an action by proceeding directly into another action.led into from a normal (with the exception of 623UGuardAllStartup8Recovery42 [32]Advantage-28, which never refunds gauge).
Ultimate Frozen Blade
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
236U | 2000 | All | 16 | 10 | 17 | -2 | Crumple |
A long-reaching stab with projectile properties. Works as a confirm tool, as Katalina has enough time to link a 66L from the crumple when buffered from pokes. Up close, she gets more damage with c.H. Ares extends a hurtbox before the move is active, making it difficult to use as a reaction projectile counter.
- Crumples on hit.
- Prone to trading with projectiles.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236U | 180F starting 3F | 2 |
236U:
- R
Ultimate Emerald Sword
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
623U | 700, 300x2, 700 [700, 400] | All | 8 | 8 | 42 [32] | -28 | HKD(+44) |
Reversal that beats safejabs. Not very useful outside of being a reversal that beats safe jab setups. Katalina wants to either conserve meter for using her SBA/SSBA at the end of a corner combo or for frontloading damage with her other ult skills.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
623U | 300F starting 3F | 2 |
623U:
- Clean hit possible on frame 8 only in which damage is refered in []
- Recovery is shortened when whiffed
Ultimate Enchanted Lands
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
214U | 700, 1800 | All | 9 | 2(7)7 | 24 | -6 | HKD(+46) | 7-10 Armor Mid/High |
A version of Enchanted Lands that uses Ares' Light Wall to tank through hits on startup. Deals very high damage if both hits connect raw, making it extraordinary as a DP punish or after a stray 66H hit in the corner.
- Armor loses to lows.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214U | 180F starting 3F | 2 |
214U:
- Clash Level 4
Skybound Art
Blades of Frost
236236H or 236S
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1000x2, 2500 [1000x2, 1500] | Mid | 8+5 | 3(15)6(24)9 | 24 | -10 | HKD(+45)[+35] | 1~15 All |
Katalina's ideal corner combo ender as it gives her a safejump if she superjumps after the cinematic. Has surprising reach, hitting about two character lengths away, but is relatively lacking in invulnerability if the cinematic doesn't trigger. There is a gap between the second and third hits which may catch unaware opponents.
- Data in brackets refers to non-cinematic far hit.
- Recovers 1 Bravery Point for Katalina during superflash.
- Removes 1 Bravery Point from the opponent on close hit only.
- 50% minimum damage (1750 when in further ranges, 2250 when in close range)
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 |
- Clash Level 25. Damage and on-hit in [] is for non-cinematic version.
Super Skybound Art
Realm of Ice
236236U or 236S+U
- GBVSR Katalina 236236U Hitbox1.png
Frame 13~15
- GBVSR Katalina 236236U Hitbox2.png
Frame 16~18
- GBVSR Katalina 236236U Hitbox3.png
Frame 31~33
- GBVSR Katalina 236236U Hitbox4.png
Frame 34~36
- GBVSR Katalina 236236U Hitbox5.png
Frame 37~39
- GBVSR Katalina 236236U Hitbox6.png
Frame 40~42
- GBVSR Katalina 236236U Hitbox7.png
Frame 43~45
- GBVSR Katalina 236236U Hitbox8.png
Frame 46~51
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1200, 480x5, 240x3, 480, 1200 [1000, 400x5, 1000] | Mid | 6+6 | 6(12)3×5,6 | 55 | -48 | HKD(+47)[+44] | 1~17 All |
Katalina's other corner combo ender if she's below 30% HP. Also grants a safejump. More consistent at leading into the cinematic than her SBA due to how the first hit vacuums opponents on hit.
- Recovers 1 Bravery Point for Katalina during superflash.
- Removes 2 Bravery Points from the opponent on close hit only. The listed damage assumes a 20% increase due to Bravery Penalty.
- 50% minimum damage (3000 dmg)
- In practice it deals 1.2 times the damage as it removes 2 BPs, raising the minimum damage to (3000)
Level
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Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
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4 |
- Clash Level 35. Damage and on-hit in [] is for non-cinematic version.
Colors
50% complete | ||
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Page | Completed | To-do | Score |
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Overview |
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18/20 |
Combos |
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8/10 |
Strategy | 20/20 | ||
Matchups | 4/20 | ||
Frame Data | ?/30 |
Click here for the scoring criteria to assess character page completion.