NEKOGAMI
|
|
Health |
550
|
Forward Walk Speed |
1.40
|
Backward Walk Speed |
1.30
|
Forward Dash Speed |
2.60
|
Backward Dash Speed |
2.34
|
Jump Speed |
1.40
|
Introduction
NEKOGAMI is an absolute rushdown and mixup monster who can throw out multiple unreactable overheads leading into deadly knockdowns. However, NEKOGAMI’s combo damage is somewhat low compared to other characters, mostly because it relies on getting multiple knockdowns with its potent mixup game. Strike fear into the hearts of your opponent by using the Cat God to overwhelm and overpower.
“I am equipped with nine power sources!”
Strengths |
Weaknesses
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- Ridiculous mix: NEKOGAMI has the fastest overhead in the game with only 9 frames of startup. On top of also boasting an overhead divekick, an advancing command heavy, and rolling ball low, its great mobility allows it to quickly apply pressure between high and low.
- Fast: Having the fastest walk speed, dash speed, and jump height give NEKOGAMI great advantage over its opponents. There is no escape.
|
- Low health: NEKOGAMI is tied for the 2nd lowest health with UCHUZINE and SHIPPOOH.
- Not Really That Disjointed: Can get anti-aired easily under certain conditions.
- Requires multiple interactions: NEKOGAMI’s combo damage is low, so you’ll need to get in more times than most other characters to win the round.
|
Unique Tools
NEKOGAMI makes use of the quickest movement speed in the game combined with its divekick to create a very effective loop of pressure. It can perform 3 overheads in a row in a true blockstring.
Movelist
5L Type 1 light attack. Type 1 light attack.
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
25
|
5
|
2
|
6
|
+4
|
+4
|
Mid
|
0
|
-
|
-
|
Gatling Options: 5L, 2L, SP, SC
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|
2L Type 1 light attack. Type 1 light attack.
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
25
|
5
|
2
|
6
|
+4
|
+4
|
Low
|
0
|
-
|
-
|
- Cancels into itself. Hits low.
Gatling Options: 2L, 5L, SP, SC
|
|
5H Look at me, I throw this out and call it a mixup Look at me, I throw this out and call it a mixup
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Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
70
|
10
|
6
|
15
|
-9
|
-13
|
High
|
0
|
-
|
-
|
|
|
2H
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
40
|
7
|
6
|
24
|
Knockdown
|
-18
|
Mid
|
0
|
-
|
-
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- A low sweep that knocks down.
Gatling Options: SP, SC
|
|
4H
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
40,40
|
13
|
6
|
15
|
-
|
-
|
Mid
|
0
|
-
|
-
|
- Approaches a slight bit. tied for Neko's strongest meterless move and has enough pushback to be effectively safe.
Gatling Options: SP, SC
|
|
j.L
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
25
|
5
|
999
|
-
|
-
|
-
|
High
|
0
|
-
|
-
|
|
|
j.H
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
60
|
13
|
10
|
11
|
+9
|
-1
|
High
|
0
|
-
|
-
|
|
Throw L+H
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
70
|
16
|
3
|
27
|
Knockdown
|
-
|
Throw
|
0
|
-
|
-
|
- Universal throw. Unusually powerful.
|
|
Rolling Ball High 26x
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
26L
|
80
|
6
|
18
|
17
|
0
|
-25
|
Mid
|
20
|
-
|
-
|
- Usually worse than the low version, but there are some niche cases where it sees use. Spaced properly, it can lead into 5L or 2L on hit.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
26H
|
80
|
6
|
34
|
17
|
Knockdown
|
-41
|
Mid
|
20
|
-
|
-
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
26L+H
|
90
|
6
|
34
|
17
|
Knockdown
|
-41
|
Mid
|
22.5
|
-
|
f1-6 Full, f7-39 Projectile
|
|
Rolling Ball Low 24x
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
24L
|
80
|
6
|
18
|
17
|
0
|
-25
|
Low
|
20
|
-
|
-
|
- Usually used more than the high version due to having the same frame data but being a low. Just like the high version, if spaced properly, you can follow it up with a 5L or 2L.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
24H
|
80
|
6
|
34
|
17
|
Knockdown
|
-41
|
Low
|
20
|
-
|
-
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
24L+H
|
90
|
6
|
34
|
17
|
Knockdown
|
-41
|
Low
|
22.5
|
-
|
f7-39 Projectile
|
|
Shadow Kick j.24x
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
j.24L
|
50
|
6
|
999
|
-
|
-
|
-
|
High
|
12.5
|
-
|
-
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
j.24H
|
50
|
6
|
999
|
-
|
Knockdown
|
-
|
High
|
12.5
|
-
|
-
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
j.24L+H
|
30,30
|
6
|
999
|
-
|
-
|
-
|
High
|
7.5,7.5
|
-
|
6-999 Projectile
|
|
Super Neko Shot 2626L+H
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
1 Bar
|
18x4
|
20
|
20
|
41
|
Knockdown
|
-
|
Mid
|
4.5x4
|
-
|
-
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
2 Bar
|
41x4
|
20
|
20
|
41
|
Knockdown
|
-
|
Mid
|
0
|
-
|
1-39 Projectile
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
3 Bar
|
55x4
|
20
|
20
|
41
|
Knockdown
|
-
|
Mid
|
13.75x4
|
-
|
1-39 full
|
|