Under_The_Mayo
Master of Quanculations
NEW!!!
I.C.K. Combos ("It Could Kill")
Combos using 4 bars to take 66% to 73% can be see here:
http://testyourmight.com/threads/catwoman-it-could-kill-combos-up-to-73.44542/
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(This guide does not show all combos. It presents formulas to follow from your commonly used combo starters midscreen. I'm trying to avoid a page full of 50 different combos.)
We have a lot of combos.
It's about time we did a breakdown of their damage, advantages, and disadvantages. F3 is provided as the ender, but you can use 1F2 or 122 if that's more comfortable, which also give different setups. All these combos can be performed from your fast punish 112, or your mixup strings B12D3, F112, and 2D2. **
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- Standard BnB (Double F3) - meterless
jp2, B12D3 Dash, B3, F3, F3 = 39%
I think we're all in agreement now that Double F3 is the way to go if you're not using meter. While Siren's Double F3 whiff combos (seen below) can be a real challenge, we know that we can reliably get the hard knockdown by just letting the second F3 hit them.
The execution is pretty standard, and the Double F3 knockdown grants a unique physical property allowing Catwoman to pass through the opponent's body with a F1, B2, etc, to appear on their other side for her mixup options. It also provides a hard-to-escape situation for planting a bomb on an interactable. You want this knockdown whenever you can get it. If you miss it often, you can end it 1F2 or 122.
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- Standard BnB (damage) - one bar
jp2, B12D3 Dash, B3, F3, F2 Dash MB, F3 = 44%
Catwoman's meter is really important, but sometimes you may want to spend a bar on some extra damage. You'll get about 4%-5% more. You still get a hard knockdown, but it requires a dash to continue your pressure.
Both "Standard" BnB's can use CatClaws instead of Dash to grant max wall carry, and they're great for hit confirming your combos into a stage measurement, to direct your opponent to the nearest interactable that you want to use. See "The Mad Science of Interactables" for ways to direct combos to interactables. http://www.testyourmight.com/threads/the-mad-science-of-interactables-controlling-combo-carry-distance-for-interactable-spacing.33245/
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- Siren's Double F3 whiff - one bar
jp2, B12D3 Dash, B3, F3, F3, F2 Dash MB, F3 = 48%
If you time the second F3 of the Standard Meterless BnB perfectly, it will whiff, allowing for a high damage combo ender. The combo is very flashy and hard hitting, but if you're already planning to spend a bar on high damage, you shouldn't be trying for it because it's easy to accidentally hit them with the 2nd F3, and you've lost your opportunity for damage. Which brings us to....
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- Ra Helios' Dash whiff - one bar
jp2, B12D3 Claws, F2 Dash MB whiff, B3, F3, F3 = 47%
By hitting someone with only the second hit of the meter-burn CatDash, you can reduce the damage scaling in your combos. The timing is easy to learn, and the combo is very reliable. It even makes the double F3 hard knockdown easier to hit. So you get virtually the same damage as the Siren combo, while preserving the knockdown. If you're planning to use the meter when you hit them, confirm into Claws and do this combo. This is particularly nice after a D1 Claws, granting a 38% combo.
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- Dash to Environmental Bounce - meterless/one bar
jp2, B12D3 Dash, B3, F3, 12 Bounce, F3, F3 = 45%
jp2, B12D3 Dash, B3, F3, 12 Bounce, F3, F2 Dash MB, F3 = 49%
As part of your habit of measuring stage positioning upon a dash, you can tell that you are in range to juggle into an Environmental Bounce. These combos are pretty easy to execute, but if you already know that you're near the bounce zone, there's a better option...
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- Environmental Bounce Confirm - one bar
jp2, B12D3 Bounce, F3, F2 Dash MB, B3, F3, F3 = 53%
jp2, B12D3 Bounce, F3, F2 Dash MB, B3, F3, F2 Trait = 58%
**Weird hurtboxes make B21D2 and F112 whiff on certain characters in certain
stances. Use 112 bounce if fighting one of those characters. See thread for explanation.. http://www.testyourmight.com/threads/character-specific-stance-changes-effect-environmental-bounces-ridiculous.33486/
Canceling any of your strings directly into the Bounce has huge benefits:
- damage is bumped up by another 4%
- execution is smooth once you get the timing of the first F3
- the F3 after the B3 is immediate and impossible to miss
- provides opportunity for Double F3 hard knockdown still with pass-through-body properties, or an easy 1F2/122 for the same damage
This combo takes very high damage and could warrant the spending of your Trait at the end. We're approaching the 60% zone with these combos, so 5-7% extra damage from your Trait could close out a round, or give you such a significant life lead that you can turtle for a bit and wait to capitalize on a mistake.
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- Helios-style Bounce Confirm - one bar
jp2, B12D3 Bounce, F3, F2 Dash MB whiff, B3, F3, F3 = 55%
jp2, B12D3 Bounce, F3, F2 Dash MB whiff, B3, F3, F2 Trait = 61%
**
Taking the theory of using whiffed meter-burn dashes to avoid damage scaling, a high placed F3 after the Bounce will allow you to hit a high F2 into a whiffed Dash. The same double F3 hard knockdown is given at the end, or F2 Trait will bring the combo to 61%, at this point the highest possible damage for Catwoman!
While a bit unpractical to go for, if you're doing the normal Environmental Bounce Confirm, and you notice that the F3 sent them very high, you can realize that and then go for this. You shouldn't be trying to do this combo from the start, because it requires a high-hitting F3, which could easily cause the entire combo to be dropped if it whiffs.
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- Back3 Environmental Bounce
B3, F3, 12 Bounce, F2 Dash MB, F3, = 48%
A normal B3 leads to anywhere from 29% to 39% damage depending on your meter usage. But a B3 near an Environmental Bounce raises it significantly to 48%. By now, you're seeing how crucial these bounces are.
_________________________________
I haven't included corner combos or AA or anything like that. Would anyone like to see those included here? This page is mostly here to serve as an analysis between midscreen BnB's, but I can expand it.
I.C.K. Combos ("It Could Kill")
Combos using 4 bars to take 66% to 73% can be see here:
http://testyourmight.com/threads/catwoman-it-could-kill-combos-up-to-73.44542/
_________________________________
(This guide does not show all combos. It presents formulas to follow from your commonly used combo starters midscreen. I'm trying to avoid a page full of 50 different combos.)
We have a lot of combos.
It's about time we did a breakdown of their damage, advantages, and disadvantages. F3 is provided as the ender, but you can use 1F2 or 122 if that's more comfortable, which also give different setups. All these combos can be performed from your fast punish 112, or your mixup strings B12D3, F112, and 2D2. **
_________________________________
- Standard BnB (Double F3) - meterless
jp2, B12D3 Dash, B3, F3, F3 = 39%
I think we're all in agreement now that Double F3 is the way to go if you're not using meter. While Siren's Double F3 whiff combos (seen below) can be a real challenge, we know that we can reliably get the hard knockdown by just letting the second F3 hit them.
The execution is pretty standard, and the Double F3 knockdown grants a unique physical property allowing Catwoman to pass through the opponent's body with a F1, B2, etc, to appear on their other side for her mixup options. It also provides a hard-to-escape situation for planting a bomb on an interactable. You want this knockdown whenever you can get it. If you miss it often, you can end it 1F2 or 122.
_________________________________
- Standard BnB (damage) - one bar
jp2, B12D3 Dash, B3, F3, F2 Dash MB, F3 = 44%
Both "Standard" BnB's can use CatClaws instead of Dash to grant max wall carry, and they're great for hit confirming your combos into a stage measurement, to direct your opponent to the nearest interactable that you want to use. See "The Mad Science of Interactables" for ways to direct combos to interactables. http://www.testyourmight.com/threads/the-mad-science-of-interactables-controlling-combo-carry-distance-for-interactable-spacing.33245/
_________________________________
- Siren's Double F3 whiff - one bar
jp2, B12D3 Dash, B3, F3, F3, F2 Dash MB, F3 = 48%
If you time the second F3 of the Standard Meterless BnB perfectly, it will whiff, allowing for a high damage combo ender. The combo is very flashy and hard hitting, but if you're already planning to spend a bar on high damage, you shouldn't be trying for it because it's easy to accidentally hit them with the 2nd F3, and you've lost your opportunity for damage. Which brings us to....
_________________________________
- Ra Helios' Dash whiff - one bar
jp2, B12D3 Claws, F2 Dash MB whiff, B3, F3, F3 = 47%
By hitting someone with only the second hit of the meter-burn CatDash, you can reduce the damage scaling in your combos. The timing is easy to learn, and the combo is very reliable. It even makes the double F3 hard knockdown easier to hit. So you get virtually the same damage as the Siren combo, while preserving the knockdown. If you're planning to use the meter when you hit them, confirm into Claws and do this combo. This is particularly nice after a D1 Claws, granting a 38% combo.
- Dash to Environmental Bounce - meterless/one bar
jp2, B12D3 Dash, B3, F3, 12 Bounce, F3, F3 = 45%
jp2, B12D3 Dash, B3, F3, 12 Bounce, F3, F2 Dash MB, F3 = 49%
As part of your habit of measuring stage positioning upon a dash, you can tell that you are in range to juggle into an Environmental Bounce. These combos are pretty easy to execute, but if you already know that you're near the bounce zone, there's a better option...
_________________________________
- Environmental Bounce Confirm - one bar
jp2, B12D3 Bounce, F3, F2 Dash MB, B3, F3, F3 = 53%
jp2, B12D3 Bounce, F3, F2 Dash MB, B3, F3, F2 Trait = 58%
**Weird hurtboxes make B21D2 and F112 whiff on certain characters in certain
stances. Use 112 bounce if fighting one of those characters. See thread for explanation.. http://www.testyourmight.com/threads/character-specific-stance-changes-effect-environmental-bounces-ridiculous.33486/
Canceling any of your strings directly into the Bounce has huge benefits:
- damage is bumped up by another 4%
- execution is smooth once you get the timing of the first F3
- the F3 after the B3 is immediate and impossible to miss
- provides opportunity for Double F3 hard knockdown still with pass-through-body properties, or an easy 1F2/122 for the same damage
This combo takes very high damage and could warrant the spending of your Trait at the end. We're approaching the 60% zone with these combos, so 5-7% extra damage from your Trait could close out a round, or give you such a significant life lead that you can turtle for a bit and wait to capitalize on a mistake.
_________________________________
- Helios-style Bounce Confirm - one bar
jp2, B12D3 Bounce, F3, F2 Dash MB whiff, B3, F3, F3 = 55%
jp2, B12D3 Bounce, F3, F2 Dash MB whiff, B3, F3, F2 Trait = 61%
**
Taking the theory of using whiffed meter-burn dashes to avoid damage scaling, a high placed F3 after the Bounce will allow you to hit a high F2 into a whiffed Dash. The same double F3 hard knockdown is given at the end, or F2 Trait will bring the combo to 61%, at this point the highest possible damage for Catwoman!
While a bit unpractical to go for, if you're doing the normal Environmental Bounce Confirm, and you notice that the F3 sent them very high, you can realize that and then go for this. You shouldn't be trying to do this combo from the start, because it requires a high-hitting F3, which could easily cause the entire combo to be dropped if it whiffs.
_________________________________
- Back3 Environmental Bounce
B3, F3, 12 Bounce, F2 Dash MB, F3, = 48%
A normal B3 leads to anywhere from 29% to 39% damage depending on your meter usage. But a B3 near an Environmental Bounce raises it significantly to 48%. By now, you're seeing how crucial these bounces are.
_________________________________
I haven't included corner combos or AA or anything like that. Would anyone like to see those included here? This page is mostly here to serve as an analysis between midscreen BnB's, but I can expand it.
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