Power Rangers: Battle for the Grid/Kat Manx: Difference between revisions
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Rekka type move. Can cancel first and second hits into 4S or 6S. Can plink 6S~L to cancel first or second hit into EX. Very little blockstun on all three rekkas | Rekka-type move. Can cancel first and second hits into 4S or 6S. Can plink 4S~L or 6S~L to cancel first or second hit into EX. Very little blockstun on all three rekkas which means on block it is possible to be jabbed out between each rekka. Third rekka launches grounded opponents. | ||
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|description=This wheel kick is safe on block, links to light attacks on hit | |description= | ||
* OTG, uses OTG bounce. | |||
* Projectile-immune from frames 7-24. | |||
* Can be cancelled into 4S on block/hit. | |||
* Can be cancelled into a plink EX with 4S~L on block or hit. | |||
This wheel kick is safe on block, links to light attacks on hit and is an excellent approach against zoning characters. | |||
Two excellent uses in pressure: the first is that you can cancel a pressure string into this move if you think your opponent will pushblock, and get right back in. 6S also crosses the opponent up without hitting when you are close enough: call an assist or Zord and then do 6S to hit from the back. Tag to your assist to hit from the front after all! Good in juggles for corner carry. | |||
Be wary of using this in juggles while in the corner as it will passthrough female bodies and Eric. | |||
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|description= Divekick. Being able to alter your air trajectory is a great thing to be able to do. You can combo off this divekick on grounded hit if it hits low enough (around most characters' stomachs). Causes a comboable spiral knockdown on air hit. Safe on block. Can cross up even in the corner: if you divekick someone who is completely cornered, it will hit in front and then Kat will land behind the opponent. You can use this to set up some tricky left/rights with assists or Zord. Hits OTG. You have to wait until you reach about head height after a jump before you can hit the button: it will not come out if you hit S too early. | |description= | ||
* OTG, uses OTG bounce. | |||
Divekick. Being able to alter your air trajectory is a great thing to be able to do. You can combo off this divekick on grounded hit if it hits low enough (around most characters' stomachs). Causes a comboable spiral knockdown on air hit. Safe on block. Can cross up even in the corner: if you divekick someone who is completely cornered, it will hit in front and then Kat will land behind the opponent. You can use this to set up some tricky left/rights with assists or Zord. Hits OTG. You have to wait until you reach about head height after a jump before you can hit the button: it will not come out if you hit S too early. | |||
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Revision as of 07:16, 2 May 2021
Introduction
Health: 1000
Walk Speed: 1050 Forward, 580 Back
Chain Rules: Magic Series
Kat Manx is the tech support for the Earth branch of the Space Patrol Delta. She got fed up with SPD constantly kicking the ethernet out of the wall and calling her so she became the SPD Kat Ranger.
Overview
Kat is a rushdown character with some of the best mobility in the game. Sporting a rekka for extended blockstrings, a cartwheel attack for establishing pressure (and even setting up tricky cross-up situations), and a divekick to help mix up her approach, Kat is a very sticky character that can be hard to keep away, but she can also be very slippery, weaving in and out of the opponent's range with her mobility and her backflip special move, which can be used similarly to Slayer's Dandy Step in Guilty Gear. Combined with great combo potential from any starter, simplicity and an excellent lockdown assist, Kat is sure to justify any spot on your team.
Normal Moves
5L
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5LL
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2L Low #1: A New Low Low #1: A New Low
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5M
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5MM
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2M Low #2: The Lows Strike Back Low #2: The Lows Strike Back
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4M
Sky High |
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5H
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5HH
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2H Low #3: Revenge of the Lows Low #3: Revenge of the Lows
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6H Pulling double duty Pulling double duty
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j.L
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j.M
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j.H
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Special Moves
5S
Kat Scratch 5S Shades of Wolf Fang Fist Shades of Wolf Fang Fist
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4S
Backflip
4S |
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6S
Catwheel
6S |
30x2 |
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j.S
Kat Dive
j.S |
60 |
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EX Attack
Kat Frenzy
5S+L |
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Throws
Forward Throw
Forward Throw
5M+H/6M+H |
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Back Throw
Back Throw
4M+H |
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Super
Kat Stunners
H+S |
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Tag Actions
Assist
Assist
Kat Scratch A1/A2 |
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Swap Strike
Swap Strike
A1/A2+S |
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Strategy
In neutral, you want to play patiently and wait for an opening to start your offense. Kat is most effective at close range, so you want to stay outside of your opponent's effective range and use movement to trick your opponent into creating an opening, and then move in to start your pressure. Kat has a good wavedash ([M~L]xN or [L+M > down]xN), but if you are not comfortable wavedashing then her run is also quite fast. Pretend to move in and then back out with backdash or 4S. This may bait your opponent to use a slow move or put their assist on cooldown: being patient in your approach will give you openings. Similarly, you can pretend to back away with 4S or jump back, and then come back forward with 4SS or divekick. Kat is a very mobile character, so you want to take advantage of that to become unpredictable and make it hard for your opponent to know how to attack you.
When you see an opening and are ready to make your approach, you can move in with a plain run or dash, 6S, j.M, j.H, j.S, 4SS, or a dash quickly cancelled into 2M. When you do decide to approach, you can strike from several different angles and timings, so be sure to vary your approach and it will be difficult to keep you out, even for dedicated zoning characters. Some characters have difficulty dealing with j.S, and projectile characters have an extremely difficult time dealing with 6S. You may favor one approach or another depending on your opponent. Some assists, like Cenozoic Blue and Jen, can help to lock your opponent down and allow you to run in without fear of running into a big button. If your opponent is jumping a lot, you can either try to challenge them air to air with j.M or j.S, or you can run up to them on the ground and try to tag them with an air unblockable 4M (risky) or a grounded string when they land. If you are feeling fancy, you can use 2M to cross under them and make them block wrong. Some characters are difficult to challenge in the air, but almost nobody can challenge Kat divekick from the air if you can get above them. It is also difficult to stop Kat from getting very close ("almost in") on the ground while they are stuck in their jump arc.
As soon as you make your opponent block something on the ground, you want to call an assist to keep them locked in place. Most good players will pushblock you immediately, so get right back in with 6S, another approach tool listed earlier, or tagging to your assist that you already called in their face. You want to stick on top of the opponent and then open them up with staggered pressure, a throw, or a crossup. If you leave small gaps in your pressure strings, you may catch opponents trying to jab out, jump out, or use an unsafe invincible move. Kat's crossup tools are 6S + assist, j.M, j.S, and 2M on an airborne opponent. Ideally, you want to make the opponent worried about defending one option and then hit them with another. If they are hitting buttons trying to stop a throw attempt, you can use small gaps to counterhit them. If they are scared of staggers and are blocking everything, you can throw them or set up a crossup. Good pushblocking will force you to get back in all over again, if you fail to keep them locked down or re-approach immediately, but that's alright.
When you get a hit, it will either be death or good damage into corner pressure. On a knockdown or on the opponent's incoming, you can use your crossup tools and assists to make setups that are very difficult to block and will let you continue pressuring if they are blocked. If your combo will not kill and you want to be tricky, you can 5L the opponent to flip them out and perform a mixup on them when they are not expecting it: you have just enough time to dash 2M to the other side, or you can do same side, or throw.
On defense, you can sometimes use 4S to get out of weak pressure, but you should rely on good blocking and pushblock. Like most characters, EX is a high reward reversal: Swap Strike is lower reward but is safe. On your incoming, you can use divekick to call out bad setups, but it's generally better to block and then pushblock. When you have space, you can reset to neutral.
If Kat is bleeding, you want to tag her out so she can recover life. Her assist is only good if you are already close to the opponent or have them in a combo, but it is great in those cases. Just be aware that you will need to cover the gaps in her rekkas if you want your pressure to be airtight, but with some labbing you can use these gaps to trap your opponent, or set up crossups with things like Jen airdash or Blue/Quantum teleports.
Team Synergy
Kat can be played in any team position, but she does not have a strong round start. She has a great assist that works with almost any other character, great solo damage, and easy zord routes that make her ideal the second or third slots on a team. These tools combined with her incoming 50/50s make her great for solo comebacks. Kat as the active character likes to have neutral or lockdown assists to help her close the gap, or damage engines to make TODs even easier.
Combos
Solo
2L > 2M > 2H > 5S > 2L > [5M > 6S]x3 > 5M > 5H > 6H > j.S > [5M > 6S]x3 > 5SSS > super
Easy bnb. Builds 2 bars. Does 500 damage meterlessly and about 650 with super. Do fewer reps of 5M > 6S at the beginning if you are close to the opponent's corner or started with a longer confirm. Can replace [5M > 6S]x3 with [5M > 5H > 6S]x2. Do super a little late to avoid the weak hit.
5L > 2M > 2H > 5S > 2L > [5M > 5H > 6S]x2 > 5M > 5H > 6H > j.S > [5M > 5H > 6S]x2 > 4M > j.H > j.S > 4M > 4SS > j.H > 5M > 6S > 5L > 2L > 5M > 6S > 5L > 2L > 5M > 2M > 2H > 5SS > 6S~A > super
Optimized touch of death combo. Builds 3 bars. As above, do fewer loops if you start close to the opponent's corner or have a long confirm. Works as of patch 1.6.1 video example
Forward throw > j.M > j.H > j.S > walk > 5M > 2M > 5H > 6S > 5M > 5H > 6S > 5M > 2M > [2L > 5M > 2M]x3 > 5H > 6H > j.S > walk > 5M > 2M > 5H > 6S > 4M > 6S > 4M > 4SS > j.H > 5M > 6S > 5L > 2L > 5M > 2M > 2H > 5SS > 6S~A > super
Optimized touch of death combo off throw. Works as of patch 1.6.1 video example
Assist combos
5L > 5M > 5H > assist name > 5L > 5M > 5H
Example combo
Videos
Colors
External Links
- Twitter hashtag: #BFTG_KAT