Zoidberg747
My blades will find your heart
So does cat claws dude. Cat claws is essentially the same thing with a better hitbox and easier to input.Cartwheel on hit leads to a free b3 or f1 unless Catwomen is at max d1 range
So does cat claws dude. Cat claws is essentially the same thing with a better hitbox and easier to input.Cartwheel on hit leads to a free b3 or f1 unless Catwomen is at max d1 range
You said it is +3? I mean you could maybe poke after it but anything else is still easily beat out by other moves.But Cartwheel is adv. on block so you can go into pressure strings after it is blocked...
If he MBs, you can MB F3. If it is just regular, dash forward and punish.Whats the best way to avoid doomsdays move where he jumps off screen then lands on you?
You can forward dash his MB supernova and punish but the timing is slightly strictly. Just another option if you don't have the health to armor through his attack.If he MBs, you can MB F3. If it is just regular, dash forward and punish.
I always thought it trackedYou can forward dash his MB supernova and punish but the timing is slightly strictly. Just another option if you don't have the health to armor through his attack.
It does but you have some time after he leaves the screen to start your forward dash and it will wiff for a full combo punish.I always thought it tracked
Offline I can foreward dash it 95% of the time. Online. ......Whats the best way to avoid doomsdays move where he jumps off screen then lands on you?
Question for those fellow feline mains, are we so sure we should be Clawing after every blocked string? Lately I've been trying to train myself to end a blocked starter (b1 or f1, respectively) with her CS 1. Not only does this combo on hit, but unlike Claws, it's at advantage on block, meaning you can go for a d1 into claws or armored b3, etc.
On hit I'll still go into Claws, but I feel like it's a strategy worth putting time into. Once you get used to "seeing" the animations as they're happening, hit-confirming into either shouldn't be much of a problem
When you do CS 1, you're still close enough to connect with a D1? I didn't think that was the case - otherwise couldn't you just D1-CS1, D1-CS1 until you hit?
Hey guys F1~Cat stance~1 has been working wonders for me... Since if it hits it will connect and guves a full combo, if it's blocked you are at +3 so you can continue with another F1~Cat stance~1, you can do a B1, or... You can also do F1 and you will still be at +2 so it gives a free D1~cat claws or d1~cat stance 1
I think f1 is something ridiculous like 18 frames, regardless, the distance it covers is a lot larger than your opponent may suspect and using the f1 may land you a combo or allow you to hit-confirm into CS1 again to set up the same situation. It's probably best used sparingly, reading how your opponent reacts to it.
However, I would use the entire string (f112 into CS1 or Claws) in this situation, I'm not sure why you'd just use f1 into CS by itself.
F1 is a good wiff punisher.B1 is 14 frames F1 is 16. Just correcting myself.
I can't imagine you would just use F1 in any situation ever. Still, 16 frames is a long time for your opponent to get something off or get away. I'd be interested to see what it can stuff.
Well you are roght... I've only been using it because F1~CS(1) is the only move that links, and if it hits i will get a combo... And yes... I soetimes to for a B1 as well... But i almost always go for more F1~CS(1) of course once people start to figura out that they can back dash a +3 move... They will start back dashing, and there is when cat dash on reaction will comeI'm not sure I understand. If you're +3, and F1 is what, 14 frames? 14 or 16, I always mix them up between B1 and F1...but anyway, either way your opponent has 11-13 frames to hit you first and you're at distance. I'd be curious to know what specials this setup beats out, if any. I say "if any" because I'm assuming specials have priority over normals, so any special done by the opponent would beat you out. And of course there's backdashing to get out easily. Or neutral jump. Thoughts?
Why don't you just use F112 xx claws? F1~CS(1) isn't even a true blockstring and opponents can just do something in between the moves.Well you are roght... I've only been using it because F1~CS(1) is the only move that links, and if it hits i will get a combo... And yes... I soetimes to for a B1 as well... But i almost always go for more F1~CS(1) of course once people start to figura out that they can back dash a +3 move... They will start back dashing, and there is when cat dash on reaction will come
Well i only use F1~CS(1) because if it hits it will connects, also... I must test that thing you said... If they can poke between F1 & DS(1) then it's useless.. But otherwise it could be good because i will be at +3 on block! And yes! I almost always end strings like F1,1,2 & B1,2,D3 with cat clows, it's safe but it doesn't give me advantage, that's why i am trying to implement CS(1) on my pressureWhy don't you just use F112 xx claws? F1~CS(1) isn't even a true blockstring and opponents can just do something in between the moves.
I really like cancelling blocked strings into CS(1) in the corner to bait them into pressing something. Some good strings to do this with is F112~CS(1), 33~CS(1), B12~CS(1), 11~CS(1) and probably more but I usually don't use too many other strings. Just testing it I can see a lot more potential in it than I originally though. These beat out GL's latern might, DS's sword flip, KF's slide, ect. It gives them just enough time to want to press a button and from my very little testing they can't do anything. Even some specific strings like 11~CS(1) blow up Hawkgirl's mace charge. This tech also blows up MB F3/B3 since CS(1) is two hits. If you do get them to press something and get a hit, you can continue with your normal corner combo for either 30% meterless or 42% with 1 meter. If they do decide to block everything... well you are still +3.