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Catwoman combo thread

[Sage's optimized list, as of right now]

Starters: 112 (6f), f112 (fwd adv mid), b12d3 (low), b2 (12f whiff punisher)
what is 6f?

what means (low)?
what means whiff punisher?
Launchers: b12u3 (low), 33b2 (double hitting mid)
(low)? (duble hitting mid)?

Midscreen (meterless):
launcher, b3, ji2, 112~Whip
ji?

starter~Whip

d2, ji1, 112~Whip
AAd2, ji3, 112~Whip

f3, ji3, 112~Whip

A2A, 11, 112~Whip

ji3, 112~Whip

Midscreen (1 bar):
starter~MBCat Dash, b3, ji2, 112~Whip

launcher, b3, ji3, 112~MBCat Dash, ender?
(help me out here; whiff 1st hit of 1f2? CS3?)

A2Aji2, MBCat Dash, b3, ji3, 1f2

ji3, 112~Mb Cat Dash, b3, 1f2

Corner (meterless):
starter~CS1, 1~Air Whip, 112~Whip
launcher, 1~Air Whip, 112~Whip


Corner (1 bar):
starter~CS1, 1~Air Whip, 112~MBCat Dash, f3, d2~Air Whip
starter~MBCat Dash, f3, 112~Whip

Can u please tell me something? :D highlighted it red.

sorry i dont know much about these shortcuts.

thanks! :) greetz chris
 
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Sage Leviathan

I'm platinum mad!
Can u please answer my questions? :D sorry i dont know much about these shortcuts.

thanks! :) greetz chris
No problem.

1. 6f. This means "6 frames".
On the 6th frame of the move's animation its hitbox is activated.
The move in this case is standing 1, or square (PS4) or X (Xbox).

If you need more knowledge about how frame data works, go here:
( https://testyourmight.com/threads/how-to-read-understand-and-calculate-frame-data-in-mkx.49708/ )

2. Low. The 1st hit (b1) must be blocked low by the opponent.

3. Whiff. A whiff is an attack that has missed. A whiff punisher, well, punishes the opponent for missing their attack. Catwoman's b2 is a good whiff punisher because of how fast it is and how far it travels.

4. Double hitting mid. Catwoman's heavy attack (s3) hits mid twice automatically. There are a few other moves like this in the game.

5. "Ji". Stands for "jump in". This means that you are performing your jump attack by jumping toward the opponent, rather than straight up or away from them.
 

champdee

Noob
You have the ballpark damage numbers for these two (with regards to varying starters)?



Yo wtf is the secret formula to mb clawryuken on block? I literally have only been able to do it once, maybe twice. Can MB on block only be done on wake-up?
It's only on hit it seems.. just labbed it :-/ but ending in cat stance 1 is like plus 1 or 2, and whip is -4, but it's a high... guess we'll be using those when things are blocked?
 

Sage Leviathan

I'm platinum mad!
It's only on hit it seems.. just labbed it :-/ but ending in cat stance 1 is like plus 1 or 2, and whip is -4, but it's a high... guess we'll be using those when things are blocked?
Well, Selina is safe on most things. At worst? -7 (from b12d3 I think). Excellent staggers, good mids, one of the faster b3s (that can duck some stuff to boot). If you wanted to cancel blockstrings into CS1 you can. Just don't be too liberal with it. Who knows, maybe the opponent will get hit while attempting a counterpoke.

I say we do things the old fashioned way and use throws to condition our opponents to stop blocking.
 
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Timing for reliably connecting f2d31 after juggle.

I use j2 after the b3. Press 2 right when you get in the air.

Input f2 right when you land.

Should make that easier.

Also b3 goes under deadshots low shots... and her cross ups. make no sense right now.
 

Minus

Sucks at fighting games
Got a pseudo cross-up set up in the corner. So far it seems this will cross up depending on whether they tech roll or not. If they tech roll, this will not cross up. But if they do not tech roll, this will cross up. Testing this shows this will not cross up big characters like Swamp Thing. Delay wake up, of course, is the best option for defense. Also, characters with a fast d2 (Batman and his phenomenal 6f d2) may be able to wake up and punish you for a combo but it seems a little tight even with batman's d2. A little match-up specific, a little niche, but it's tech.

(starter)~CS1, b2~db1, 112~bf2MB, f3, 1f2, fdash, j1

A little bit of execution needed. If you cant land the f3 after df2MB, you have enough time to walk forward slightly, but what I tend to do is meter burn it kind of late and it hits constantly for me.
 
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Got a pseudo cross-up set up. So far it seems this will cross up depending on whether they tech roll or not. If they tech roll, this will not cross up. But if they do not tech roll, this will cross up. Testing this shows this will not cross up big characters like Swamp Thing. Delay wake up, of course, is the best option for defense. Also, characters with a fast d2 (Batman and his phenomenal 6f d2) may be able to wake up and punish you for a combo but it seems a little tight even with batman's d2. A little match-up specific, a little niche, but it's tech.

(starter)~CS1, b2~db1, 112~bf2MB, f3, 1f2, fdash, j1

A little bit of execution needed. If you cant land the f3 after df2MB, you have enough time to walk forward slightly, but what I tend to do is meter burn it kind of late and it hits constantly for me.
Corner?
 

champdee

Noob
Well, Selina is safe on most things. At worst? -7 (from b12d3 I think). Excellent staggers, good mids, one of the faster b3s (that can duck some stuff to boot). If you wanted to cancel blockstrings into CS1 you can. Just don't be too liberal with it. Who knows, maybe the opponent will get hit while attempting a counterpoke.

I say we do things the old fashioned way and use throws to condition our opponents to stop blocking.
True, I had an idea and tried this... only on big big hitbox characters she can end strings into upwhip and be plus, your right though, I'm thinking more on a chip out/chip damage scenario.. damn some nice tech in here already, sick.. character is mad fun.
 

Just a combo vid I put together displaying some of the previously demonstrated tech. All combos are against another Catwoman with tournament mode on. Catwoman can do some crazy damage.

Tried to display some use of F2D31, you can pretty do this after any opener with the use of Tail Spin (B3) for some crazy damage.

Also contains D2 (Uppercut) and 2U21 starters, as well as displaying some finishers using hard knockdowns and some crossup tech.
 

scarsunseen

RIP TYM 6/11/2021
Optimized damage for 1 bar corner combo:
B12D3, DD3 1, F2 DB1, 12 BF2 MB, [walk forward] F3, B2 trait = about 660 damage
Btw, I found a funny whiff MB cat dash combo, but the usual way to do that combo still leads to more damage:
B12U3, 2 BF2 MB (whiff first hit), B3, jump 2, 122
B12U3, B3, jump 3, 112 whip
This is amazing. Thank you for sharing.

The BF2 whiff is useful in the Red Sun Prison "Power Core" stage on the right side. After a BF2 whiff, you can D2-interactable to freeze them.
 
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Reactions: jmt
feels like she has limitless combo/convert potential even more than mileena maybe i lab you today cat
 
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shura30

Shura
I'm having troubles being consistent with b3 after 33b2 so I decided to dumb down the combo to:

33b2 b2xxdash mb b3 j2 1f2

do I suck so bad?
 
I'm having troubles being consistent with b3 after 33b2 so I decided to dumb down the combo to:

33b2 b2xxdash mb b3 j2 1f2

do I suck so bad?
You can b3 after 33b2 almost right away. Timing it takes practice, but it does need to be input fairly quick and you can't let b3 be delayed at all. But even if you can't get it down, she has many options for good damage. You don't have to rely on one way to do a combo