Yes, it did have to be a Cyrax player. Now that we have that out of the way... Shall we?
1. Catwoman is able to use her 1 F+2 string to cause an untechable knockdown in the corner, followed by a second well timed 1 F+2 to mess with the opponents wake-up options. What happens here is that either the opponent will get hit for pressing buttons, the opponent will block the 1 F+3 because they blocked, or the wake up will come out, but be reversed and be open for a full punish.(This is similar to my Cyrax backwards wake-up tech.)
2. Catwomans 12 B+3 string hits high, mid, low. Its only -4 on block, and it causes an untechable knockdown. This is good because it opens up a great oki game. You are standing next to your opponent and either go for an overhead B2, F1, or cross them up with a MB CatDash, or even regular dash if timed correctly.
3. Catwomans Tom Cat string(1 F+2) has incorrect frame data at +2 frames on block. I'm pretty sure its at least +5. The string is an infinite, and if executed by the frame, you cannot escape it, unless you are mid-screen and you decide to backdash out, after the 1. In the corner the cartwheel catches the backdash and causes an untechable knockdown, which you can then use the backwards hitbox tech to cause an infinite loop, even if the overhead hits. The only way out is by pushblock.
A. Even characters with a 6 frame D1 cannot poke out, unless the Catwoman player mistimed the infinite.(Example: Kabal)
B. 1 hits high, however, you are so plus on the cartwheel that your opponent will be stunned enough for 1 to lock them in place.
C. You can execute the infinite, and as your opponent tries to poke out, you can hit D1xxBF2(Cat Dash) and start your combo.(Again... Kabal dash, but a bit safer.) You can always end a combo with 1 F+2(an untechable knockdown) and repeat the process.
4. Keep in mind, if you are going to use the infinite, your opponent will be stand blocking due to the second hit of this hitting as an overhead. This allows you to use 12 B+3, which I mentioned ended as a low. If this string hits and knocks your opponent down, you will have an untechable knock down mix-up. This is similar to ares in a way because now your opponent has two choices.
A. Wake-Up, which can be interrupted with an ambigous cross-up cat dash. Or your opponent can just simply block and punish.
B. Block and take the infinite. You cannot duck right after this and avoid the standing 1. You will have to block it and take the infinite loop again. You can pushblock out, or you can try and dash before the cartwheel, unless Catwoman jabs, and dashes to catch the backdash.
5. Catwoman is a very low tier character. You should all drop her.
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TEST: Set Superman's Kryptonian Crush as a reversal, and execute the 1 F+2 string to get better at executing it. Have fun.
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1. Catwoman is able to use her 1 F+2 string to cause an untechable knockdown in the corner, followed by a second well timed 1 F+2 to mess with the opponents wake-up options. What happens here is that either the opponent will get hit for pressing buttons, the opponent will block the 1 F+3 because they blocked, or the wake up will come out, but be reversed and be open for a full punish.(This is similar to my Cyrax backwards wake-up tech.)
2. Catwomans 12 B+3 string hits high, mid, low. Its only -4 on block, and it causes an untechable knockdown. This is good because it opens up a great oki game. You are standing next to your opponent and either go for an overhead B2, F1, or cross them up with a MB CatDash, or even regular dash if timed correctly.
3. Catwomans Tom Cat string(1 F+2) has incorrect frame data at +2 frames on block. I'm pretty sure its at least +5. The string is an infinite, and if executed by the frame, you cannot escape it, unless you are mid-screen and you decide to backdash out, after the 1. In the corner the cartwheel catches the backdash and causes an untechable knockdown, which you can then use the backwards hitbox tech to cause an infinite loop, even if the overhead hits. The only way out is by pushblock.
A. Even characters with a 6 frame D1 cannot poke out, unless the Catwoman player mistimed the infinite.(Example: Kabal)
B. 1 hits high, however, you are so plus on the cartwheel that your opponent will be stunned enough for 1 to lock them in place.
C. You can execute the infinite, and as your opponent tries to poke out, you can hit D1xxBF2(Cat Dash) and start your combo.(Again... Kabal dash, but a bit safer.) You can always end a combo with 1 F+2(an untechable knockdown) and repeat the process.
4. Keep in mind, if you are going to use the infinite, your opponent will be stand blocking due to the second hit of this hitting as an overhead. This allows you to use 12 B+3, which I mentioned ended as a low. If this string hits and knocks your opponent down, you will have an untechable knock down mix-up. This is similar to ares in a way because now your opponent has two choices.
A. Wake-Up, which can be interrupted with an ambigous cross-up cat dash. Or your opponent can just simply block and punish.
B. Block and take the infinite. You cannot duck right after this and avoid the standing 1. You will have to block it and take the infinite loop again. You can pushblock out, or you can try and dash before the cartwheel, unless Catwoman jabs, and dashes to catch the backdash.
5. Catwoman is a very low tier character. You should all drop her.
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TEST: Set Superman's Kryptonian Crush as a reversal, and execute the 1 F+2 string to get better at executing it. Have fun.
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