If you cross them up with a 1....what combo do you think is best at that point? I've just been doing crossup 1, 3,3, Cat Dash, b3, j2, 33, cat whip.
Crossup jump 1, b+1,2,d+3~cat claws, b+3, jump 3, 1,1,2~ender of choice.
If you cross them up with a 1....what combo do you think is best at that point? I've just been doing crossup 1, 3,3, Cat Dash, b3, j2, 33, cat whip.
Ok, let me give it a go again. Thanks.Both still work.
For the first why doesn't the f+3 land? It should be fine. You're allowed one regular Cat Dash and one MB Cat Dash crumple per combo.
For f+3, jump 2 it's a jump forward. Slight delay.
Ok, I'll practice that one. the 112 ender part is tough for me right now. I've only tried it like 5 times, but it seems hard at first.Crossup jump 1, b+1,2,d+3~cat claws, b+3, jump 3, 1,1,2~ender of choice.
Has anyone tried doing f3 after b3. If timed correctly, she does the upward hit without the additional bounce animation. Opponent is suspended a bit higher in the air to possibly do more damage.
Also, can substitute the 3, 3, df2 combo ender with 3, 3, cat stance, 3.
I found after this combo that if you end it with the trait combo you can do a b+1 after the meter burn catdash into the trait. I dont know if this scales it bad or something but it works.Crossup jump 1, b+1,2,d+3~cat claws, b+3, jump 3, 1,1,2~ender of choice.
3well well GGA 16 Bit looks like their aint room for two top Catwoman mains. We shall see at UFGT <3
I've gotten it a few times, but I figured out that my main problem is getting the MB cat dash. For some reason I just am having trouble with the MB in this game. I am so use to MK where you hit the meter and the attack at the same time. That little delay is messing me up. I guess I just need to practice it to get over it.You can get it if you practice. Trust me. I don't have the best execution in the world but everything I post is a reliable bnb with prsctice.
I've gotten it a few times, but I figured out that my main problem is getting the MB cat dash. For some reason I just am having trouble with the MB in this game. I am so use to MK where you hit the meter and the attack at the same time. That little delay is messing me up. I guess I just need to practice it to get over it.
Also Bit...is there a reason you don't like doing a j1 or j2 after the b3? I noticed in the strategy guide all the combos listed only show j1 or j2 after the b3.......what is so good/special about j3? I noticed that with j1 or j2 you get a lot more time than you do with j3. Maybe j3 is the only one that allows you to land 1,1,2 afterwards?
Thanks for the help.
What would be a solid anti air for Catwoman?
Ah, so it's useful against specials with alot of wiff recovery that would normally be safe on block, is what I'm gathering?There's moves that are long enough that when you evade you get a free combo. Try evading Bane's running barge lol
I've actually found that just walking forward and ducking works fine because most projectiles don't push you back on block and alot of them just go over your head if you duck. You can try to throw out the occasional forward jump to close the gap, but that's kinda risky. B3 actually works kinda good too to close alot of distance fast if the zoner is throwing air projectiles at you.It feels like she can't do shit against zoning.