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Katalina is a well-rounded character based on the ShotoShort for "shotokan"A character archetype defined by being similar in some way to Ryu or Ken Masters from Street Fighter. Shotos usually have a horizontal fireball, an invincible reversal, and a forward moving special move. archetype. While her play style is similar to Gran's, she excels at a longer range due to many of her rapier-based attacks and dash follow-up from her Light Wall; this means Katalina can afford to fight more defensively, while effectively complimenting her offense.
|"I wield this sword to protect those dear to me."|
|Lore:||A former knight of the Erste Empire.|
Her strong sense of justice led her to betray the empire and free Lyria, the very prisoner she was charged with guarding.
|Voice:||English: Erica Lindbeck/Japanese: Miyuki Sawashiro|
|Katalina is a well-rounded character who plays footsies at a slightly longer range with her far-reaching attacks.|
c.L is as strong as jabs come. At +2 the majority of Katalina's normals will frame trap the opponent afterward. Along with 2L, it has a fast enough recovery so that it will hit meaty and be safe from DPs 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.
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 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.
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 some midscreen fireball link options. 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 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. It has great reach and is one of the most consistent 6f punishes in the game, allowing her to cancel into 214H for huge corner damage or directly into either super midscreen.
f.M is arguably Katalina's best normal. It has amazing speed and range, which makes it quite difficult to get around. The higher hurtbox means that most characters need to use their slower standing normals as opposed to faster crouching ones in order to whiff punish, making it pretty safe to throw out. It combos into 236M on counter hit.
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 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 has an amazing combination of range, speed and safety. Its speed makes it strong for punishing moves that f.M wouldn't. It confirms into 214H from any range which makes it an incredibly strong whiff punish tool. It also has a hitbox low to the ground, making it great for beating crossovers once opponents are frustrated with neutral.
2H is a great anti-air. Cancelling into level 1 or 2 5U 66 gives consistent punishes for non-counter hit AND counter hit anti-airs. On aerial non-counter hit, a well timed delayed 214L / 214M cancel leads to insane damage for only 1 or 2 EX cooldowns.
2U is Katalina’s only other low. The range and speed are solid for a move that grants a hard knockdown on hit and access to safejump setups. It’s unsafe on block so be sure to space it well so you can reap the benefit of that hard knockdown if you don’t plan on cancelling into 4G or 236H, or 236L/M at larger distances to make it safe.
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 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 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 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
Gives Katalina armor for one hit and reduces the damage by 40%. Follows up with a slash when the button is released or when charged to maximum, but the attack has no armor. Both the barrier and the slash are forward and backdash cancellable. With the buff granting her knockdowns on hit, it is a decent option to punish fireballs or single-hit forward advancing moves. It has also opened up a more damaging combo route if opting for a 623L air reset combo ender.
Holding 5U powers up the attack:
- Releasing immediately does a forward advancing slash with the lowest level reward. On aerial hit, it is possible to connect a c.L after a frontstep.
- Charged halfway the screen will shake, and will grant combos by canceling into frontstep.
- 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.
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.
236X or 5S
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 Fireball
- The slow one.
- M Fireball
- The fast one.
- H Fireball
- Hits three times.
- Hard knockdown on air hit.
The extra 2 hits will extend blockstun and corner combos.
623X or 6S
Rising rapier swing with invulnerability. Anti-air DP. L and M versions only air unblockable on startup, EX Version all hits air unblockable.
214X or 2/4S
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
- Basic knockdown ender.
Highly unsafe on block, but vital for securing knockdowns. You will learn how to hitconfirm this or you will die trying.
- M Version
- Does a backstep first before advancing.
- Wallbounces on counterhit.
The backthrust is useful for whiff punishing, as it can dodge and punish pokes like Ferry's 5M/2M.
- H Version
- Wallbounces in the corner.
- Can be charged for a guard crush.
Its powerful when near the corner, since you can convert any hit into lots of damage.
Blades of Frost
236236H or 236S
Invulnerable super. Performs a three-hit combo. Connecting at close range will enhance the damage of the third strike.
Minimum damage: Shortcut: 525, Technical: 875.
Super Skybound Art
Realm of Ice
236236U or 236S+U
Invulnerable super. Slashes upward. Will be followed by a finishing move by the summoned Ares after a successful close-range hit.
Minimum damage: Shortcut: 785, Technical: 1161
|To edit frame data, edit values in GBVS/Katalina/Data.|
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