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Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236+U becomes 236U.
> = Proceed from the previous move to the following move.
land = Indicate that the player must land at a point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j = Jump
hj/sj = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
WS = Wall Stick/Wall Splat
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
AB = GBVS Avatar Belial Icon.png Avatar Belial
BB = GBVS Beelzebub Icon.png Beelzebub
BL = GBVS Belial Icon.png Belial
CA = GBVS Cagliostro Icon.png Cagliostro
CL = GBVS Charlotta Icon.png Charlotta
DJ = GBVS Djeeta Icon.png Djeeta
EU = GBVS Eustace Icon.png Eustace
FR = GBVS Ferry Icon.png Ferry
FT = GBVS Ladiva Icon.png Ladiva
GR = GBVS Gran Icon.png Gran
KT = GBVS Katalina Icon.png Katalina
LN = GBVS Lancelot Icon.png Lancelot
LW = GBVS Lowain Icon.png Lowain
MT = GBVS Metera Icon.png Metera
NM = GBVS Narmaya Icon.png Narmaya
PC = GBVS Percival Icon.png Percival
SO = GBVS Soriz Icon.png Soriz
VS = GBVS Vaseraga Icon.png Vaseraga
VI = GBVS Vira Icon.png Vira
ZT = GBVS Zeta Icon.png Zeta

Combo List

Combo Position Damage Works on: Difficulty Notes Link
2M > 236M All, range dependent 1500 All Very Easy Poke into Fireball.
2M > 214L All 1700 All Very Easy Knockdown from poke confirm.
2L > 2L > f.L > 236M All 1680 All Easy Low confirm.
2L > 2L > f.L > 214H All 1960 All Easy Knockdown from low confirm.
2L > 2L > f.L/2M > 214L All 1820/2060 All Easy Crouch-hit from low confirm.
2L > 2L > f.L > 214H} wb > c.M > 623M Corner 3030 All Easy Corner wallbounce from low confirm.
c.H > 236H > f.L > 214H All 3360 All Easy Link from fireball.
c.XXX > 236H > 2M > 214L All 2650, 2950, 3450 All Easy Values are for c.LXX, c.MXX, c.HXX. Crouch-hit link from fireball.
c.H > 214H > c.M > 236H > 2H > 5U-66 > c.L > 623H Corner 5140 All Easy Maximized meter dump corner combo.
c.XXX > 214H > c.M > 623M Near Corner 2940, 3240, 3740 All Easy Values are for c.LXX, c.MXX, c.HXX. Adjust number of c.XXX for corner carry.
CH 2H > 5U-66 > dl c.HHH > 214H wb > c.H > 623L Midscreen 4425 All Medium Anti air counter hit
CH 2H > lvl2 5[U]-66 > c.M > 214H wb > 2H > 5U-66 > c.L > SSBA Near Corner 5763 All Medium Midscreen to corner wallbounce route. Can replace c.M with 2M for farther opponents.
2H > 5U-66 > c.L > 623M All 2930 All Easy Close anti-air option.
2H > 214M All 2400 All Very Easy Standard anti-air option
CH 2H > 5U-66 > c.H > 214M All 3320 All Easy Standard counter hit anti-air option
CH UOH > c.H > 214H wb > c.M > 236H > c.H > SSBA Corner 6488 All Medium Kill route off CH universal overhead.
CH 214M > c.M > 214H > c.M > 623M Corner 4315 All Easy CH 214M route.
2L > 2L > f.L > 214H wb > 2M > 236H > c.H > delay 623M > c.M > 623H Corner 4026 Djeeta, Zooey, Gran, Lancelot, Percival, Katalina, Metera, Soriz, Seox, Yuel, Ladiva, Vaseraga, Lowain, Eustace, Beelzebub, Zeta Hard Light confirm into DP juggle. Sets up a safejump with whiffed c.L > forward jump j.U and loops EX cooldowns. One of the best corner conversions to go for.
f.X > 214H wb > c.H/f.H > 236H > 2H > lvl1 5U-66 > c.L > 623L/H Near corner 4487-5430 All Medium For when the opponent is too far away for you to get a clean c.H followup after 236H. End in 623L for an air reset.
(Air hit) 2H > 214L/M > c.M/c.H > 236H/214H wb > c.HH > 623L/H Corner/Near corner 5582 max All Hard DP punish/non-ch 2H conversion. Adjusting the delay of, and choosing whether to choose the L or M version of 214X is crucial. Has potential for huge damage at the cost of only 1 or 2 cooldowns.

Combo Theory

Midscreen all of Katalina's combos are confirms into cl.XXX > 214L/H or 623x where x is a button of any strength. 214M can be used to end combos on crouchers or if you counterhit with any medium or heavy normal.

In the corner you want to confirm into 236H or 214H in order to extend a combo preferably using links rather than autocombo. Autocombo as a confirm will drastically reduce your corner damage.

When confirming into super in the corner you want to completely omit autocombo from both confirms and juggles. This will allow for maximum damage.

Katalina S2 DP Juggles by cococolaco

Video Examples