Monster/Katze

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Katze's Portrait

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Introduction

Katze Wildfang. カッツェ・ヴィルトファング

This character was created by Shiki Maeda of Animal Genomix

Moves List

Normal Moves

Ground Moves

State Input Start-Up Block Adv. Hit Adv. Crouch Adv. Guard Damage
Standing A HL 300
B HL 500,200
C HL 700
Crouching A HL 300
B HL 580
C L 600


Dashing Moves

State Input Start-Up Block Adv. Hit Adv. Crouch Adv. Guard Damage
Dash Standing A HL 300
B HL 600
C H 450
Dash Crouching A L 220
B HL 540
C L 650

66B can be held to increase start-up and reduce recovery.

Air Moves

State Input Start-Up Block Adv. Hit Adv. Crouch Adv. Guard Damage
Jumping A H 300
B H 400
C H 720


Throws

Input Start-Up Damage
6 A 1200
4 A 1200

4 A switches sides. If you throw while you are in the corner on 2P side, you stay cornered.

Special Moves

Special Moves

Name Input Start-Up Block Adv. Hit Adv. Crouch Adv. Guard Damage
Right Fang 236A HL 500
Left Fang 236B HL 800
Aepyornis Wing 623A HL 250,300x5
Aepyornis Hunt 214A HL 700,100x10

Right Fang knocks down.

Aepyornis Wing knocks down. Decent wake-up option.

Aepyornis Hunt can cross-up.


Super Moves

Name Input Level Start-Up Block Adv. Hit Adv. Crouch Adv. Guard Damage
Judgement Fang 236C Lv1 HL 2000
Lv2 HL 3400
Lv3 HL 4453
Thousand Basher 214C Lv1 HL 592(1080)
Lv2 HL 1740(2205)
Lv3 HL 4552

Judgement Fang can wall bounce.

Thousand Basher can be canceled into anything before the final hit. In order to reach Lv2 and Lv3, Thousand Basher must be performed three times in a single combo without the final hit of Lv1 or Lv2 ever hitting.


Absurd Special

Cat's Eye - 214214C

Slows the opponent.


Shift

Shifting increases the damage of normals by approximatly 20%.


Monster

Special Moves

Name Input Start-Up Block Adv. Hit Adv. Crouch Adv. Guard Damage
Right Fang 236A HL 2351
Left Fang 236B L,HL 923,923
Aepyornis Wing 755,587,
623A HL 479,359,
297,239,119
Aepyornis Hunt 214A HL 1199,100x20

Right Fang becomes very slow but very powerful (over 20% dmg). Useful during Power Break in which only one hit is possible? It has shorter range than normal.

Left Fang now hits twice with the first hitting low, now actually making the move faster. After the second hit the opponent is launched and able to be juggled.

Aepyornis Wing is a bit slower than normal and hits more.

Aepyornis Hunt is slower and hits more than usual.


Freedom

Special Moves

Name Input Start-Up Block Adv. Hit Adv. Crouch Adv. Guard Damage
Right Fang 236A HL 239
Left Fang 236B HL 839
Aepyornis Wing 623A HL 119,95,71
Aepyornis Hunt 214A HL 119x5

Right Fang has shorter range than normal but, upon hit, you can cancel into anything.

Left Fang is pretty slow but recovers very fast. You can also cancel it, before it hits, into anything. You can also cancel when it hits.

Aepyornis Wing hits less but can be canceled into anything shortly after the wing appears.

Aepyornis Hunt can be canceled at any point after he attacks.


Tranquility

Special Moves

Name Input Start-Up Block Adv. Hit Adv. Crouch Adv. Guard Damage
Right Fang 236A HL 719
Left Fang 236B HL 599
Aepyornis Wing 623A HL 622,359x5
Aepyornis Hunt 214A HL 839,119x7

Right Fang has more range than normal, it can chain into Left Fang and has invulnerable start-up. It's slower than usual but has great recover.

Left Fang has less range than normal, it can be chained into from Right Fang and has invulnerable start-up. It's faster than usual.

Aepyornis Wing has invincible start-up.

Aepyornis Hunt bounces you back on hit or block. After you are bounced, you can attack before landing but cannot double jump.

Strategies

Overview

Katze's gameplan revolves around his superior poking skill using 5A, 2A and (66)2C, which he can easily use to link into one of his heavily damaging combos. His zoning game is also among the best in the game, thanks to Apyornis Wing. In a way, he plays very much like a Ryu without fireballs.

Mode selection

Katze's best modes are definitely Tranquility and Freedom. His monster mode ends up being pretty useless due to how slow his specials become when shifted, which make it near impossible to do as much damage as in the other modes.

Tranquility mode

This mode is played very defensively, making use of dashing in with good pokes and backdash cancelling to pressure your opponent into making a mistake and falling into an Apyornis Wing or hitting him with one of your high/low mixup attacks, which can all be comboed into high damaging combos with relative ease.

Combos

From anywhere on the screen: 5AB(2hit)C 236A @ 5C 236A 236B 236C (~3800 and ~4800 damage)
Air-to-air combo: jABC (land) 5C 236B @ 5C 236A 236B 236C (around 4500 damage)
Dashing overhead: 66C 5C @ 5C 236A 236B 236C (3700 damage)
Dashing low attack: 662C 236A @ 5C 236A 236B 236C (~3700 damage)
Crouching: 2AAC 236B @ 5C 236A 236B 236C (~4400 damage)
On crouching opponents: Same as above, but replace 2C by 5C, deals about the same damage.