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Guide The Complete Combo Guide to Catwoman

Reborn

Noob
Not yet no but I'm still working stuff out with her.

EDIT:

Anything better?
d2, j1, 112~pounce 19%
d2, f2~dash MB, b3, f3, 1f2 30%
If you use d2 as an anti-air you can combo into b3, f3, 1f2 for 24% meterless. Correct me if I am wrong but her d2 is just as bad after the update as it was before. Unless my timing is completely wrong, there is no reason to mess with CW's d2.
 

CRUM

Noob
If you use d2 as an anti-air you can combo into b3, f3, 1f2 for 24% meterless. Correct me if I am wrong but her d2 is just as bad after the update as it was before. Unless my timing is completely wrong, there is no reason to mess with CW's d2.
I've anti aired with it fairly consistently, but yeah it isn't very good.
 

BenGmanUk

Get staffed bro
d2 seems better if its spaced further away than most peoples AA, which kind of suits since she tends to space further away than usual anyway due to the range of her j2.
 

CRUM

Noob
I don't know if this was already found, but I discovered a cool 47% one bar combo with Catwoman with full trait.

Ji2 b1 2 d3 catdash, b3 f3 (whiffing the second hit) 3 3 MB Catdash. Max Trait.
 

Zorreke

Omae wa mo shindeiru!
I found this one. Corner combo. switch position.
ji2 33 CD, j3 11 MBCD, b3 F3 for 42% or after b3, F2 trait for 46%.
I can´t hit F3 F2 trait, maybe a faster player...
 

16 Bit

Mash d+1~Cat Claws
Premium Supporter
NetherRealm Studios
What do you guys do when you're near the corner but not near enough to do a dedicated corner combo? It's a situation that comes up a lot. I don't want to use b+3 after claws because that'll wall bounce them and I'd lose damage and they wouldn't be stuck cornered after the combo.
 

Saboteur-6

Filthy Casual
What do you guys do when you're near the corner but not near enough to do a dedicated corner combo? It's a situation that comes up a lot. I don't want to use b+3 after claws because that'll wall bounce them and I'd lose damage and they wouldn't be stuck cornered after the combo.
Do you mean at neutral near the corner or on hit?
 

16 Bit

Mash d+1~Cat Claws
Premium Supporter
NetherRealm Studios
Like say you're not quite mid screen. You're on the way to the corner and you hit b+1,2,d+3, cat claws. From there if you did a b+3 it'd bounce them off the wall and over her head or transition and you do not want that to happen. You want to continue to do a big combo and it would leave them cornered. However you're not close enough to the corner to do a f+2~up whip corner combo.

For example as of now I would do b+1,2,d+3~cat claws, f+3, walk up a bit, 1,1,2~straight whip for 35% meterless.
 

Saboteur-6

Filthy Casual
Like say you're not quite mid screen. You're on the way to the corner and you hit b+1,2,d+3, cat claws. From there if you did a b+3 it'd bounce them off the wall and over her head or transition and you do not want that to happen. You want to continue to do a big combo and it would leave them cornered. However you're not close enough to the corner to do a f+2~up whip corner combo.

For example as of now I would do b+1,2,d+3~cat claws, f+3, walk up a bit, 1,1,2~straight whip for 35% meterless.
Sorry man dont have anything better meterless. In that situation b+1,2,d+3~cat claws, f+3, 3~cat stance, 3. 34%
 

Reborn

Noob
What do you guys do when you're near the corner but not near enough to do a dedicated corner combo? It's a situation that comes up a lot. I don't want to use b+3 after claws because that'll wall bounce them and I'd lose damage and they wouldn't be stuck cornered after the combo.
Meterless -
* starter xx claws, ji1, 1f2 ~ 24-29% (leaving this here because f3 is super wonky up against wall)
starter xx claws, f3, 1f2 ~ 29-33%
* starter xx claws, f3, f3 ~ 29-33%
starter xx claws, d2 xx AA whip, 1f2 ~ 26-31%
starter xx claws, f3, d2 xx AA whip, 1f2 ~ 31-36%

1 bar -
starter xx claws, ji1, 12 MB dash, f3, 1f2 ~ 34-39%

I'm sure there are more optimized options but these are simple and on some maps (like Atlantis), ending with any of these options give you enough time to jump on the other side of the opponent and MB the valve interactable for another 16%. As an extra bonus, if you end with 1f2 in the corner then jump over your opponent. The timing makes your opponent's wakeup wiff so you can avoid their wakeup attacks in an attempt to do damage before getting hit with interactables.

EDIT: starred combos do maximum carry distance (not sure how far from the corner you are talking)
 

chemist4hire

I Got Guiled
What combo do you guys do when you get an empty MB catdash on a projectile? I have not gotten anything over 30%. I do MB cat dash, b3, f3, 1,1,2 catstance scratch.
 

webreg

Noob
F3, 1F2 for further pressure

Edit: Nevermind, if you are already close to the corner the F3,112,whip is better with the same result. However, you can do F3,F2,Ex Whiff Dash,F3 if you want to spend a meter.
 

chemist4hire

I Got Guiled
Like say you're not quite mid screen. You're on the way to the corner and you hit b+1,2,d+3, cat claws. From there if you did a b+3 it'd bounce them off the wall and over her head or transition and you do not want that to happen. You want to continue to do a big combo and it would leave them cornered. However you're not close enough to the corner to do a f+2~up whip corner combo.

For example as of now I would do b+1,2,d+3~cat claws, f+3, walk up a bit, 1,1,2~straight whip for 35% meterless.
In that case, I don't go for claws. I go for b1,2, d3, cat dash, b3, f3, f2 MB Catdash, f3 (41% 1 bar). They get pushed into the corner this way and if you do an empty catdash you will be up in their face before they wake up.
 

ELC

Scrublord McGee
I've been experimenting with Catwoman and found a tech for ending combos: D3.

Example combo: 112xxCat Dash B3 F3 (2nd hit whiff) D3

I mean it's nice for a hard knockdown that leaves the opponent at Catwoman's feet, but the damage from what I can tell isn't up to par, and Cat Dash itself can mitigate the distance off of other hard knockdowns.

Thoughts?
 

RunwayMafia

Shoot them. Shoot them all.
I've been experimenting with Catwoman and found a tech for ending combos: D3.

Example combo: 112xxCat Dash B3 F3 (2nd hit whiff) D3

I mean it's nice for a hard knockdown that leaves the opponent at Catwoman's feet, but the damage from what I can tell isn't up to par, and Cat Dash itself can mitigate the distance off of other hard knockdowns.

Thoughts?
I played a Cat the other night that kept ending combos with D3 and it did throw me off at first. Even though there are better options, I love random, seemingly odd mix ups such as these if for nothing else to throw off the opponent visually. Plus it's a hard knock down...so why not?
 

CommonNick

Europe, PSN: "CommonNick"
Can anyone test how much the following combo deals? (It should work, I can get parts of it, but I'm not used to CW)
J2,B12D3xxBF1,B3,F3(wiff),F2xxBF2(wiff, MB),B12D3xx4 (full trait, Done immediately so B1 wiffs)

I wonder how much it does, it might even go over 56%
So plz, can anyone check and tell me?
 

BoukenJIma

Wait, what?
Bumped up to 48% by changing the 11 to 12.

Was something patched so that this combo doesn't work anymore?

Because I'm trying to do it right now and even without the B12D3 at the beginning, the fall scaling seems to be so high that when I do the 1F2 at the end the F2 (that spinwheel kick) won't even connect anymore. Is this combo outdated then?


Edit: Okay nevermind, I got it to work now. I think the timing in the end is just really really strict.
 
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Venus Marz

Bad boy!
Can anyone test how much the following combo deals? (It should work, I can get parts of it, but I'm not used to CW)
J2,B12D3xxBF1,B3,F3(wiff),F2xxBF2(wiff, MB),B12D3xx4 (full trait, Done immediately so B1 wiffs)

I wonder how much it does, it might even go over 56%
So plz, can anyone check and tell me?
51%
 

ggyppt

Noob
I found a slightly more damaging version of the meterless midscreen combo.
J2, B12D3xx BF1, B3, F3 (wiff), 33xx stance 3
It comes out to 41% damage, which puts it at a little higher damage output than the one in the guide right now. If you want, you can use trait instead of stance 3, but it only brings the damage up to 45%, so I don't think it's quiet worth it.
 

Under_The_Mayo

Master of Quanculations
I found a slightly more damaging version of the meterless midscreen combo.
J2, B12D3xx BF1, B3, F3 (wiff), 33xx stance 3
It comes out to 41% damage, which puts it at a little higher damage output than the one in the guide right now. If you want, you can use trait instead of stance 3, but it only brings the damage up to 45%, so I don't think it's quiet worth it.
How strict is the 33 CS3?