The Crazy Cat Lady: Catwoman Thread


#1

1: Intro
I’ve made this thread so that Catwoman players can share tech, strategies, tips and just a general place for discussion. I will try to keep this thread up to date and will add and credit anything you guys give me to add into the OP, especially on MU strategies as I’m a nub and there will be better players out there who know way more than I do! :slight_smile:

Catwoman summary:

Intractable Type: Gadget

She likes whips and leather. (to be expanded)

Notation:
(Shamelessly taken from the Nightwing Thread)

1= Light Attack
2 = Medium Attack
3 = Hard Attack
4 = Character Trait
MB = Meter Burn
j = jump
b = back
f= forward
d = down
u = up
db = down to back (quarter circle back in SF inputs/Alt Controls)
df = down to forward (quarter circle forward in alt)
bf = back to forward (half circle forward in alt)
fb = forward to back (half circle back in alt)
dd = down down
xx = special cancel
~ = Trait Cancel
High = High attack, hits standing, whiffs on crouchers.
Mid = Mid attack, hits both standing and crouching opponents
Low = Low attack, Hits Standing and crouching, must be blocked low.
Overhead/OH = Overhead Attack, hits standing and crouching, must be blocked standing

2. Moveset

Details

[details=Spoiler]Discussion of Normals, Strings and Specials. WIP

Normals:

Quick Claw: Inputs = 1

Hits High, 2% Damage

Start Up: 6 Recovery: 20
On Hit: +15 On Block: -2

Forward Paw: Inputs = 2

Hits Mid, 5% Damage

Start Up: 15 Recovery: 24
On Hit: +8 On Block: -3

Kashmir Kick: Inputs = 3

Hits Mid, 5.85% Damage

Start Up: 13 Recovery: 39
On Hit: +1 On Block: -9

Tabby Tap: Inputs = b1

Hits Low, 2% Damage

Start Up: 14 Recovery: 18
On Hit: +5 On Block: -2

Balinese Boot: Inputs = b2

Hits Overhead, 9% Damage

Start Up: 23 Recovery: 23
On Hit: +46 On Block: 0

Notes: Causes ground bounce.

Tail Spin: Inputs = b3

Hits Mid, 11% Damage

Start Up: 23 Recovery: 34
On Hit: +46 On Block: -3
*
Notes: Hold 3 to charge, can burn meter for armor, can be cancelled by dashing.
Causes wall bounce, transitions and can be chained into f3*

Calico Cut: Inputs = f1

Hits Overhead, 3% Damage

Start Up: 16 Recovery: 14
On Hit: +19 On Block: +2

Pole Cat: Inputs = f2

Hits Mid, 7% Damage

Start Up: 15 Recovery: 24
On Hit: +8 On Block: -6

Siamese Slam: Inputs = f3

Hits Overhead 13.85% Damage (Two hits)

Start Up: 16 Recovery: 34
On Hit: +59 On Block: -1

Notes: Hold 3 to charge, can burn meter for armor, can be cancelled by dashing.
Causes ground bounce, can chain into itself or a juggle.

Whip Trip: Inputs = df3

Hits Low, 7% Damage

Start Up: 25 Recovery: 42
On Hit: +16 On Block: -33
*
Notes: Sweep with huge range, can hit from straight whip range.*

Sphynx Slice: Inputs = d1

Hits Mid, 2% Damage

Start Up: 7 Recovery: 13
On Hit: +13 On Block: +1

Mad Manx: Inputs = d2

Hits Mid, 5% Damage

Start Up: 14 Recovery: 24
On Hit: +54 On Block: -9

Notes: Knocks up, can anti-air and punish with a combo

Persian Pounce: Inputs = d3

Hits low, 7% Damage

Start Up: 10 Recovery: 27
On Hit: +7 On Block: -11

Kitty Kicker: Inputs = j1

Hits Overhead, 5% Damage

Start Up: 5 Recovery: 10
On Hit: +5 On Block: +21(What???)

Air Whip: Inputs = j2

Hits Overhead, 7% Damage

Start Up: 11 Recovery: 26
On Hit: +13 On Block: -8
*
Notes: Ranged air attack*

Kill Claws: Inputs = j3

Hits Overhead, 11% Damage

Start Up: 10 Recovery: 26
On Hit: +51 On Block: -4

Power:

Catwoman’s power is essentially a second meter that she can burn, it gives her a free combo that’s best used as an ender to her combos:

All of her attacks have a chance to grant her one scratch, up to a max of 5 which do the following damage (value in brackets is the damage each additional one gives on the previous value):

1 scratch: 5%

2 scratch 13% (+8%)

3 scratch: 17% (+4%)

4 scratch: 21% (+4%)

5 scratch: 23% (+2%)

[/details]

3. Combos

Details

Spoiler

Right now I’m using the following strings to hit-confirm into combos:

f112: 3 hits, 8% damage, overhead and causes knockdown if not cancelled
b12 d3: 3 hits, 11% hits low
j/jf 1, 33: 3 hits, 14% hits overhead and jf1 can crossup
f2 d3 1: 3 hits, 14% hits low, knocks up

From my time in the lab, the best way (most damage) that I know of to combo out of the first three strings without meter or power is:

any of the first 3 strings xx bf2 -> b3 -> f3 -> 33 xx dd3 (cat stance cancel) 3

The hardest part of this string is hitting the f3 after the b3, you need the opponent to be hit by your back so that f3 only gets one hit and doesn’t knock down so you can continue the 33 juggle (will record a combo video that illustrates this)

Also b3 cannot be used in the corner as it will either transition or wallbounce too early, in this situation I just cut the b3 out so we get:

any of the first 3 strings xx bf2 -> f3 -> 33 xx dd3 (cat stance cancel) 3

This gives us the following combos:

F 112 xx BF 2 -> F3 -> 33 xx DD3 -> 3 = 31%
F 112 xx BF 2 -> B3 -> F3 -> 33 xx DD3 -> 3 = 34%

B 12 D 3 xx BF 2 -> F3 -> 33 xx DD3 -> 3 = 34%
B 12 D 3 xx BF 2 -> B3 -> F3 -> 33 xx DD3 -> A = 38%

J1, 33 xx BF 2 -> F3 -> 33 xx DD3 -> 3 = 35%
J1, 33 xx BF Y -> BA -> FA -> AA xx DDA -> A = 38%

FY DA X -> FA -> AA xx DDA -> A = 34%

Metered combos:

1 Bar:

F 112 xx BF 2 -> BF 2 (burn) -> F3 -> 3 -xx DDA -> 3 = 33%

(More to be added)

Super Combos:

F XXY xx BF Y -> FA -> AA xx Super = 39%
F XXY xx BF Y -> BA -> FA -> AA xx Super = 43%

B XY D A xx BF Y -> FA -> AA xx Super = 43%
B XY D A xx BF Y -> -> BA -> FA -> AA xx Super = 46%

JX, A, A xx BF Y -> FA -> AA xx Super = 43%
JX, A, A xx BF Y -> -> BA -> FA -> AA xx Super = 46%

FY DA X -> FA -> AA xx Super = 44%

Interactable Combos:

(to be added)

[spoiler=Details]A note on combo enders:[/details]

I tested the values for ending combos after the F3 -> AA and got:
(these are the values for just these strings, these values will be scaled down at the end of a combo)

F3 -> 333 = 23%

F3 -> 33 xx BF 1 = 24% (Meter Burn for 27%)

F3 -> 33 xx DDA 3 = 28%

F3 -> 33 xx 3 Point power = 30%

F3 -> 33 xx 4 Point = 33%

F3 -> 33 xx 5 Point = 34%

F3 -> 33 xx Super = 41%

4. Match-ups

Details

Spoiler

To be Added.

5. Videos & Channels

Details

Spoiler

http://www.youtube.com/watch?v=NAWcPLRAwso

balinese boot tech by ArkticDark
http://www.youtube.com/watch?v=GazMjdZpQRA
Will add videos and channels as they are given to me

6. Contributors & Revision History

Thanks to the following members:

will add as people post

Details

Spoiler

(dates are in Euro format)

10/06/2013: Thread created
13/06/2013: Added normals


#2

reserved


#3

One thing to note: You can (I think) always do BF1 > B3 instead of BF2 > B3 for 1-2% extra damage in her BnBs. It’s a slightly tougher link, but worth it IMO.


#4

**Here is a piece of tech that I found early on about week one or two. It just took me awhile to get the video made because I’m so busy. I don’t see this tech in any combo videos or online, so I made a video about it because I do it all the time. It is in all of my BnBs. I call it the Balinese Cancel. Check it out.


#5

Nice, added your video to OP and normals. Does anyone know what the actual frame data for kitty kicker on a grounded opponent is? Somehow being +5 on hit and +21 on block doesn’t make much sense to me.

In addition to the BF1 instead of BF2, is it true you can add an extra f3 after b3 -> f3? I can land the second f3 but the character gets stuck in my legs and the combo drops.


#6

Frame data for jump normals is always incorrect, since the recovery is dependent on how soon you hit the ground. I’d guess it’s something closer to like +5 on block, +16 on hit assuming full recovery, but it’s hard to know for sure. J2 frame data is also way off.

Yes, you can use double F3 in combos, most of them are something like:

Stuff xx BF2, B3, F3(1), F3(1), 1F2

If either of your F3s connect with both hits, the combo is over, so it’s pretty difficult to do consistently. This is still one of her most important combo paths because it leads to hard knockdown, and she has a myriad of good oki options from that, like meaty B1/F1 mixup, throw, 1F2 or bounce cancel option select to beat wakeups, BF2 into crossup, she has a million setups and I’m not sure what all of them are.


#7

I’m going to start adding matchups to the OP tonight and it would be good if I can get some input on what people think about them.

I made a copy of the google docs spreadsheet and I’ve filled it out for her on how I feel her matchups are, my opinion is based on online and from the few Catwoman games I’ve seen streamed:

https://docs.google.com/spreadsheet/ccc?key=0AgvkG0YP8ejxdGdzZ0E1cU1KTGRLNmFIbGJMTHVOSVE#gid=0

I have left Raven, Shazam, BA, Wonder Woman and Killer Frost at 5-5 because I have barely played them online, I’m also unsure about Lex and Ares but I have the feeling that Catwoman has the advantage in those.

CW v Nightwing is also bordering 6-4 for me due to him being pretty easy to keep where you want him.


#8

Probably because half the time NightWang is looking to be at midrange. Honestly I think Wonder Woman and Raven give Catwoman more problems than Shazam or Killer Frost. I have torn asunder to many a Shazam bunghole.


#9

Nice vid bro!


#10

Hey thanks I have a few more in production right now. Combo videos that use this stuff.