GBVS/Katalina

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overview[edit]
Overview

Katalina is a well-rounded character based on the "shoto" (See: Street Fighter series) 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.


GBVS Katalina Icon.png Katalina
"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
  • Her normals are excellent for neutral.
  • Frozen Blade is a stellar projectile, allowing her to zone effectively and apply pressure safely.
  • Emerald Sword is both an anti-air and an invulnerable defensive option.
  • Light Wall allows her to mix up her pressure and approaches in unpredictable ways.
  • Enchanted Lands enables her to convert neutral hits into significant corner carry.
  • Versatile specials that can be used to win neutral and convert to high damage in the corner even if one is on cooldown
  • Incredibly high corner damage
  • Light Wall's follow-up attack is unsafe on block and can be unrewarding on hit at lower level charges.
  • 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.
  • Relies heavily on hitconfirming Enchanted Lands from pokes to get pressure, which is punishable if blocked.
GBVS Katalina Nameplate.png
GBVS Katalina Portrait.png
Health:10000
Jump Startup:4f
Backdash:22f

Normal Moves[edit]

c.L[edit]
c.L
GBVS Katalina cL.png
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.
400 Mid 5 4 5 +2 +6

c.L is strong as far as jabs come. At +2 the majority of Katalina's normals will frame trap the opponent afterward. It also has such a fast recovery that it can be used meaty on the opponents wakeup and bait reversals at the same time. On hit you can link into 2L, c.M or another 5L. It is possible to link into 2M on crouchers.

c.M[edit]
c.M
GBVS Katalina cM.png
RIP c.M 1.12 - 1.21
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.
700 Mid 6 3 13 -1 +3

Post nerf, Kat's c.M is a filler used to frame trap/confirm off of c.L/2L. It is no longer the pressure tool it once was, it can no longer link into itself and is not plus on block anymore. The changes to proximity detection mean that three hit block strings ending in c.M are no longer possible.

c.H[edit]
c.H
GBVS Katalina cH.png
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.
1200 Mid 8 5 22 -8 -4

c.H is very damaging, but unsafe on block. Consequently, its usually used to start punishes or as combo filler. You can use it to frame trap but doing so forces you to either go into autocombo to remain safe or to cancel into 236H.

Auto Combo[edit]
Auto Combo
GBVS Katalina cXX.png
GBVS Katalina cXXX.png
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

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.

f.L[edit]
f.L
GBVS Katalina fL.png
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.
400 Mid 6 6 12 -5 -1

f.L is mainly used as a fast poke to cover the space in front of you or to hitconfirm when you cannot link into c.M. The reach is decent and if you cancel into 214H you can reap massive reward off a low risk poke especially in the corner.

f.M[edit]
f.M
GBVS Katalina fM.png
Footsies!
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.
700 Mid 9 4 17 -6 -2

f.M is arguably Katalina's best normal. It has amazing speed and range, which makes it quite difficult to get around. It combos into 236M on counter hit.

f.H[edit]
f.H
GBVS Katalina fH.png
Shouldn't have gotten hit.
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.
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.

2L[edit]
2L
GBVS Katalina 2L.png
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.
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.

2M[edit]
2M
GBVS Katalina 2M.png
Just press it.
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.
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 also has a hitbox low to the ground, making it great for beating crossovers once opponents are frustrated with neutral. Its utility is nearly unparalleled, as such it's a great normal to use when you aren't sure what to do.

2H[edit]
2H
GBVS Katalina 2H.png
More like no-air for you.
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.
1000 Mid 9 6 20 -9 -5

2H is a great anti-air. It even hits slightly behind you to cover crossups. On a Counter Hit you can microdash or cancel into 5U 66 for some big damage. It doesn’t grant much reward on a non Counter Hit but Katalina can still run in to continue pressure or cancel into 623H to net additional damage and hard knockdown.

2U[edit]
2U
GBVS Katalina 2U.png
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.
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 236L/ M to make it safe.

j.L[edit]
j.L
GBVS Katalina jL.png
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.
400 High/Air 5 Until Landing - - -

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.

j.M[edit]
j.M
GBVS Katalina jM.png
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.
600 High/Air 6 - - - -

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.

j.H[edit]
j.H
GBVS Katalina jH.png
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.
800 High/Air 7 - - - -

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.

j.U[edit]
j.U
GBVS Katalina jU.png
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.
700 High/Air 13 - - - -

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


Unique Action[edit]

Light Wall[edit]
Light Wall
5U
GBVS Katalina LightWall.png
"Will, purest Will, pristine and crystaline"
GBVS Katalina LightWall2.png
The wall that carried many Granblue newbies.
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

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]
Ground Throw
GBVS Katalina Throw.png
Neutral/Forward
GBVS Katalina BackThrow.png
Back
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.
1500 Throw 8 - Whiff: 40 HKD HKD

Air Throw[edit]
Air Throw
GBVS Katalina AirThrow.png
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.
1500 Throw - - - - HKD

Overhead Attack[edit]
Overhead Attack
GBVS Katalina OverheadAttack.png
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.
1000 High 26 2 21 -4 +1

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.


Special Moves[edit]

Frozen Blade[edit]
Frozen Blade GBVS Fireball.png
236X or 5S
GBVS Katalina FrozenBlade.png
"Am I winning the neutral yet?"
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

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[edit]
Emerald Sword GBVS Parry.png
623X or 6S
GBVS Katalina EmeraldSword.png
*Orie flashbacks intensify*
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→500 Mid→All 7 - - -17 KD
M 800, 500 Mid, All 7, 11 - - -22 KD
H 800, 150*4~5 Mid 7, 10 - - -17 HKD

Rising rapier swing with invulnerability. Anti-air DP. L and M versions only air unblockable on startup, EX Version all hits air unblockable.

Enchanted Lands[edit]
Enchanted Lands GBVS Charge.png GBVS SpecialCharge.png
214X or 2/4S
GBVS Katalina EnchantedLands.png
*Orie flashbacks continue to intensify*
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

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]
Blades of Frost
236236H or 236S
GBVS Katalina BladesOfFrost2.png
GBVS Katalina BladesOfFrost.png
Putting the cool in 'cool big sis'
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.
3500→2500 Mid 8+5 - - -10 HKD

Invulnerable super. Performs a three-hit combo. Connecting at close range will enhance the damage of the third strike.

Minimum damage: Shortcut: 498, Technical: 831.


Super Skybound Art[edit]

Realm of Ice[edit]
Realm of Ice
236236U or 236S+U
GBVS Katalina RealmOfIce2.png
GBVS Katalina RealmOfIce.png
ゴゴゴゴゴゴゴゴゴゴゴ
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.
4500→3500 Mid 6+6 - - -51 HKD

Invulnerable super. Slashes upward. Will be followed by a finishing move by the summoned Ares after a successful close-range hit.

Minimum damage: Shortcut: 782, Technical: 1200


Navigation[edit]


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System Explanations

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