a.__ = aerial move (some people use j.__) xx = cancel
I updated the "should know" list.
-Changed combos to incorporate U1 because being airborn is safer -Replaced combos with betters versions posted in the topic. -Removed a.D1 combo because it's a lackluster combo starter -BNB and AirBNB updated -Better air to air combos found -Safer grab combo found -various comment edits beside combos -Fixed notation errors
Upthrow Lv2. position kat as close to enemy as she flys upwards during lv2 activation.
Tips - Air dash diagonally towards the ground to gain forward momentum which can be canceled into any move, including grabs. Good for tech chases and getting in.
- Kat has moderate or high startup on many moves. She's very unsafe on block for except a.S1. a.D2 which can be hard to punish for some characters.Whiff a D3/a.D3 and you'll eat a super or a burst combo.
- Whiffed a.S2 cancels into a.D2. Good for mobility and combo starting
- Kat's long combos set up for most partners level 1's. a.S2 is good to interrupt opponents combing her teammates.
- You lose debris once sent flying, crumpled, butt dropped or hard knockdown but always look to take it out when possible
-Air dash over an opponent then a.S1. Very safe on block
-Lv2 can be used as a semi-decent tech trap after U1. -Hold super button during lv2 to postpone firing the shots. The shots can be aimed
lv1 costs 150AP lv2 costs 400AP Lv3 Costs 750AP --- power of friendship one shots everything. - DarkHeroZX
I would just like to note that my 95 AP combo into the level 1 works pretty much anywhere, except places with platforms where her 111 string won't be able to combo into her D3. I've tested it at double jump height, and you can air dash down so you'll still have time to combo after thy mighty FOOT DIVE. --- ( ^_^)/\(^_^ ) Maya high five!
Just to note when adding debris shots to combos, the debris always launch in this order no matter which direction you are facing:
Bottom, top-right, top-left
Keep this in mind because it can effect the timing for HC her level 1. I have yet to determine if the objects have different stun values but visually, the stun is different on hit for each object. --- I find dead men rout more easily. PSN:Element_H13
If a.D2 is going to miss go ahead and mash a.S2 for a attempt at a safe escape. It's also decent as an approach if a.S2 is done low enough to the ground to cancel the end animation; zero lag once you land.
Kat's grab isn't as far at it seems and is incredibly unsafe, use it sparingly like Ratchet's. Make me sad cause I like grabbing
also, a safer combo off of a.D2 is a.D2, U1, a.11, jump, a.D3, a.11, a.2. 155 ap and gets you in the air immediately. --- power of friendship one shots everything. - DarkHeroZX