Overview
Walking Cat is a short-range but threatening character, possessing the only non-universal defensive option via a parry that allows him to approach the opponent with impunity. Once in, Walking Cat can use his quick overhead and low as a form of mixup, as well as a rekka that can lead to a full combo as another. Walking Cat can struggle with keeping the opponent in the corner, as his anti-air is middling and his air moves have short range.
Move List
Normal Attacks
5L
5L
|
Damage
|
Guard
|
Chip
|
Invincible
|
Hit
|
20
|
M
|
0
|
-
|
20
|
Startup
|
Active
|
Recovery
|
Advantage
|
Block
|
6
|
1
|
13
|
-10
|
3
|
- Cancel options
- 5H, 2H on Block during frames 13 - 20.
- 5L, 2L on Block during frames 19 - 20.
|
|
5H
5H
|
Damage
|
Guard
|
Chip
|
Invincible
|
Hit
|
15,15,15
|
M
|
2,2,2
|
-
|
25
|
Startup
|
Active
|
Recovery
|
Advantage
|
Block
|
11
|
8
|
21
|
-20
|
8
|
- Cancel options
- 6S, 2S, Super on Hit during frames 25 - 35.
|
|
2L
2L
|
Damage
|
Guard
|
Chip
|
Invincible
|
Hit
|
20
|
L
|
0
|
-
|
20
|
Startup
|
Active
|
Recovery
|
Advantage
|
Block
|
5
|
1
|
14
|
-11
|
3
|
- Cancel options
- 5H, 2H on Block during frames 12 - 20.
- 5L , 2L on Block during frames 19 - 20.
|
|
2H
2H
|
Damage
|
Guard
|
Chip
|
Invincible
|
Hit
|
15,15,15
|
M
|
2,2,2
|
-
|
25
|
Startup
|
Active
|
Recovery
|
Advantage
|
Block
|
11
|
20
|
26
|
-37
|
8
|
- Cancel options
- 5H, 6S, 2S, 66 on Hit during frames 40 - 57.
|
|
jL
jL
|
Damage
|
Guard
|
Chip
|
Invincible
|
Hit
|
20
|
H
|
5
|
-
|
20
|
Startup
|
Active
|
Recovery
|
Advantage
|
Block
|
6
|
3
|
-
|
-
|
5
|
|
jH
jH
|
Damage
|
Guard
|
Chip
|
Invincible
|
Hit
|
45
|
H
|
7
|
-
|
20
|
Startup
|
Active
|
Recovery
|
Advantage
|
Block
|
12
|
3
|
-
|
-
|
10
|
|
Skills
5S
5S
|
Damage
|
Guard
|
Chip
|
Invincible
|
Hit
|
50
|
H
|
8
|
-
|
15
|
Startup
|
Active
|
Recovery
|
Advantage
|
Block
|
21
|
2
|
22
|
-18
|
5
|
- Cancel options
- 5H, 2H on Hit during frames 25 - 40.
|
|
6S
6S 6S 6S 6SS Follow-up 6SS Follow-up
|
6S
|
Damage
|
Guard
|
Chip
|
Invincible
|
Hit
|
20
|
M
|
3
|
-
|
25
|
Startup
|
Active
|
Recovery
|
Advantage
|
Block
|
15
|
1
|
24
|
-14
|
10
|
- Cancel options
- 6S - 2 on Hit or Block during frames 25 - 40.
|
6SS Follow-up
|
Damage
|
Guard
|
Chip
|
Invincible
|
Hit
|
35
|
M
|
6
|
-
|
25
|
Startup
|
Active
|
Recovery
|
Advantage
|
Block
|
13
|
1
|
36
|
-26
|
10
|
- Cancel options
- Super, 66 on Hit during frames 14 - 40.
|
|
4S
4S
|
Damage
|
Guard
|
Chip
|
Invincible
|
Hit
|
60
|
M
|
10
|
-
|
20
|
Startup
|
Active
|
Recovery
|
Advantage
|
Block
|
0
|
40
|
44
|
-78
|
5
|
|
2S
2S
|
Damage
|
Guard
|
Chip
|
Invincible
|
Hit
|
55
|
M
|
9
|
-
|
20
|
Startup
|
Active
|
Recovery
|
Advantage
|
Block
|
10
|
2
|
33
|
-29
|
5
|
- Cancel options
- 6S, 66 on Hit during frames 20 - 40.
- Super on Hit during frames 25 - 45.
|
|
Super
Super
|
Damage
|
Guard
|
Chip
|
Invincible
|
Hit
|
200
|
M
|
33
|
0 - 85
|
35
|
Startup
|
Active
|
Recovery
|
Advantage
|
Block
|
70
|
9
|
52
|
-45
|
15
|
|
Combos
- Note: If you're not sure what these mean or how to read them, make sure to check out Controls.
- 66 = Dash Cancel (➝ ➝)
- j. = Jump
BnBs
- 5H 6SS 66 5H 6SS 5H 2S 6SS
- 2LL 5LH 6SS 66 5H 6SS 66 2H 6SS 66 2H 2S 6SS
- 2L 5H 2S 66 2S 66 2S 66 2HS 66 2HS
Overhead combos
- 5SH 6SS 66 5H 6SS 66 2H 6SS 66 2H 2S 6SS
- 5SH 2S 66 2S 66 2HS 66 2S
- 5SH 2S 66 2S 66 2S 66 2HS 66 2HS