KC H0oKsw0rds
iK A B A L
Hey Catwoman forums. iKabal here. I've never really posted anything big or this detailed before, so I'm a little nervous, but after listening to @AK Pig Of The Hut 's last solo Kryptonite Council Podcast in which he basically says: go for it and post, even if you think it's a stupid question or are unsure about something, I've decided to give it a go and share what I've been working on.
So I noticed there wasnt a real definitive section in the Catwoman forums about her corner combos, setups, and okies, so I wanted to share what I use and what I believe to be a more optimal corner combo formula. And while not "undiscovered", it is still worth bringing forward again and it uses @Under_The_Mayo 's CS1 launcher but with a slight tweak.
Why 12>112
Nine times out of ten I see people (including me up until yesterday) use 112 (regardless of 3 or 4 hit version) after f2UpWhip into CDmb. Then they follow up with either f3 OR 1f2 and then that's it. There appears to be an opportunity after a f3 ender to maybe get a d1 something, and indeed I have seen @GGA 16 Bit end his combos with f3 d1CD for example. But that leaves you in the corner and the timing for the d1 is quite strict. However, if we use 12 before the CD, the gravity is scaled much less, enough so that you can get a much easier st1 string, d1 trait, or d2. My new corner combo ends with f3 d2xxCS3 for a clean looking 1 bar 50%. Lastly and most importantly, 12 allows you to end with a f3 AND a HKD.
So basically using 12 in your corner combos will increase total damage output overall. Here are examples:
My New Corner BnB (non HKD): ji2 b12d3xxCS1 f2xxUpWhip 12xxCDmb f3 d2xxCS3=50%
-Leaves them in the corner
-Optimum range for ji2, low whip, or b3
Corpse Hop Out (techable): ji2 b12d3xxCS1 f2xxUpWhip 12xxCDmb f3 d1xxCD, dash out=48%+Oki
-Opponent can tech roll
-Use caution against option select wakeups
1F2 HKD: ji2 b12d3xxCS1 f2xxUpWhip 12xxCDmb f3 1f2=50%+j1/3 setup
-Useful with Krayzie's ambiguous j3 setup
-Use jb2 to bait WU's
12B3 HKD + Corpse Hop In: ji2 b12d3xxCS1 f2xxUpWhip 12xxCDmb f3 12b3=49%+Oki
-Use caution against option select wakeups
-Opponent must respect a virtual 25/25/25/25 (side switch or not+overhead/low) situation not including neutral jumps
-Dirty, dirty, and more dirty
-RUTHLESS MAYHEM-
@Ninj
@KH StarCharger
@AK/RM GamerBlake
So I noticed there wasnt a real definitive section in the Catwoman forums about her corner combos, setups, and okies, so I wanted to share what I use and what I believe to be a more optimal corner combo formula. And while not "undiscovered", it is still worth bringing forward again and it uses @Under_The_Mayo 's CS1 launcher but with a slight tweak.
Why 12>112
Nine times out of ten I see people (including me up until yesterday) use 112 (regardless of 3 or 4 hit version) after f2UpWhip into CDmb. Then they follow up with either f3 OR 1f2 and then that's it. There appears to be an opportunity after a f3 ender to maybe get a d1 something, and indeed I have seen @GGA 16 Bit end his combos with f3 d1CD for example. But that leaves you in the corner and the timing for the d1 is quite strict. However, if we use 12 before the CD, the gravity is scaled much less, enough so that you can get a much easier st1 string, d1 trait, or d2. My new corner combo ends with f3 d2xxCS3 for a clean looking 1 bar 50%. Lastly and most importantly, 12 allows you to end with a f3 AND a HKD.
So basically using 12 in your corner combos will increase total damage output overall. Here are examples:
My New Corner BnB (non HKD): ji2 b12d3xxCS1 f2xxUpWhip 12xxCDmb f3 d2xxCS3=50%
-Leaves them in the corner
-Optimum range for ji2, low whip, or b3
Corpse Hop Out (techable): ji2 b12d3xxCS1 f2xxUpWhip 12xxCDmb f3 d1xxCD, dash out=48%+Oki
-Opponent can tech roll
-Use caution against option select wakeups
1F2 HKD: ji2 b12d3xxCS1 f2xxUpWhip 12xxCDmb f3 1f2=50%+j1/3 setup
-Useful with Krayzie's ambiguous j3 setup
-Use jb2 to bait WU's
12B3 HKD + Corpse Hop In: ji2 b12d3xxCS1 f2xxUpWhip 12xxCDmb f3 12b3=49%+Oki
-Use caution against option select wakeups
-Opponent must respect a virtual 25/25/25/25 (side switch or not+overhead/low) situation not including neutral jumps
-Dirty, dirty, and more dirty
-RUTHLESS MAYHEM-
@Ninj
@KH StarCharger
@AK/RM GamerBlake