Real Name: Katori Heihachi BGM: Starting Point Health: 29000 Stun: 90
Catherine is a mangaka who doesn't care much about the chaos code. Catherine's manga is in fact based on the true events of the love triangle that absolutely exists between Cerberus, Kudlak, and Catherine.
Catherine is one of the few chaos code characters who has strong okizeme and set-play. They also have fairly competent zoning tools, although they aren't as dominating as the more dedicated zoning characters like kudlak. Catherine has to play a balancing act, managing meter for zoning options, but also keeping it around for confirming hits, while also saving some for oki setups.
Run vs Step
Run - The speed makes Catherine's game more well rounded and makes the character's rushdown game more effective. Microdashing is also useful in some combos.
Step - The faster meter gain can be used towards counter supers and EX zoning tools (such as EX Happiness Bells). Step cancels can also be useful for setting up tic throws.
Basic Catherine combo theory requires you to be aware of your spacing and distance to the corner at nearly all times. If you're at just the right spot you can use 214D to get a wallbounce, if you're real close to your opponent you can land the "pure love coming out" extra move and combo them, but you typically wont get close enough without either an extremely short confirm string, or by being in the corner already. if you're doing an air series you can extend it with "Bunny's war cry or you can use j.2C for rejumps. If you're either unsure of spacing or you know a meterless option wont work, 214BD's wall bounce is high enough that Catherine can followup even when fully in the corner. It also works at all the spacings that 214D will work, although it'll cost you meter.
When ending combos you generally just want to end in bunny's war cry (assuming you took it as an extra move) since it leads to a hard knockdown and thus a bells setup.
Bell oki is fairly straightforward, knock the opponent down, do 214AC to set ex bells on top of them, then do whatever you want. The bells don't actually hit meaty, but they hit close enough to meaty that the opponent can't really avoid getting hit if they press buttons. Some examples of what you can do for bell oki include: Roll through the opponent for a cross up, jump over them but air dash back for a fake cross-up, jump over them and use j.C for an actual cross-up, throw them out of their roll, etc. Really though the key is to be unpredictable, so finding your own set-ups is highly encouraged and not too difficult.
2A > 2B > cl.C > 214B/D
Basic meterless confirm, you can add more 2As to make the confirm easier. 214B leaves the opponent right next to you, but 214D will send them away, at the right spacing 214D wall bounces and you can run up and combo off it. You can also replace 214B/D with 2363214B (or just cancel into it if you have the meter and are feeling spicy) to confirm into super, which is a decent option when you're too far from the corner to start an air combo.
2A > 2B > cl.C > 6B > j.214B
More damaging meterless confirm, although it requires "Bunny's war cry"
2A > 2B > cl.C > 236236C > otg 2B > 2C > sjc > j.A > j.B > j.C > j.D > j.214B
confirm into bell super, does respectable damage but you might want to vary the air series slightly to get a wall bounce depending on your distance to the corner.
2A > 2B > cl.C > 236236C > otg 2B > 2C > sjc > j.A > j.B > j.C > land > j.A > j.B > j.C > j.214B > land > 5A > cl.C > sjc > j.A > j.B > j.C > j.214B
Corner to corner carry, you can do more off the wall bounce if you want, basically any of air sequences you see below in the corner section will work.
2A > 2B > cl.C > 214B > BC > 236A > 2363214D (11) > AB > 236A > 2363214D (3) > AB > 236A > 2363214D
Exceed combo, you can cut out the second chaos shift if you want, and just end the combo there (if you do that it's better to use 214D and then cancel into super) but you lose out on like, 100 or 200 damage.
near corner/in corner
2A > 2B > cl.C > 214BD > 2C > sjc > j.C > j.D > j.2C > land > j.A > j.B > j.C > double jump > j.A > j.B > j.C > j.214B
Pretty basic Rejump, only works near the corner.
5A > 5B > cl.C > 236A > 5A > 5B > (5A) > 5C > 214BD > 2C > sjc > j.C > j.D > j.2C > land > j.A > j.B > j.C > double jump > j.A > j.B > j.C > j.214B
Alternate extended confirm you can use if you're very close to the opponent in the corner. If you do the optional 5A you'll build a half a bar just from the confirm itself, but it makes the combo noticeably harder.
2A > 2B > cl.C > 41236B > 2C > sjc > j.C > j.D > j.2C > land > j.A > j.B > j.C > double jump > j.A > j.B > j.C > j.214B
Corner combo that uses "Pure love coming out" to launch instead of ex maid. You save on the meter which causes the combo itself to build enough meter for an ex bell oki setup.
2A > 2B > cl.C > 41236B > 2C > sjc > j.C > j.D > j.2C > j.214AC > jump cancel > slight delay > j.2C > land > otg 2B > 2C > sjc > j.A > j.C > j.D > j.2C > land > j.A > j.B > j.C > double jump > j.A > j.B > j.C > j.214B
Corner combo that spends some meter on an ex devil stomp to extend things. You can also use 214AC to start it, but it makes the combo significantly harder.
2A > 2B > cl.C > 214B > BC > 236A > 2363214D (11) > AB > 5A > 5B > cl.C > 214B > 2363214D
Corner version of the midscreen exceed combo, does a little less damage since 214B eats a bit of the exceed time.
more to follow
| 5A - Damage: 600, Stun: 2
Catherine smacks the opponent with a back hand. Is better as an anti-air than you think it is.
| 2A - Damage: 400, Stun: 2
Mid. Cancelable. Rapid Fire.
Catherine crouches and pulls out a tissue to hit the opponent with. Decent range.
| cl.B - Damage: 300, Stun: 2
Low. Cancelable. Rapid Fire.
Catherine does a standing low attack by kicking the opponent in the shins.
| 5B - Damage: 500, Stun: 4
Catherine steps forward and kicks the opponent in the abdomen. Decent standing poke.
| 2B - Damage: 300, Stun: 2
Low. Cancelable. Rapid Fire.
Catherine crouches down and does a low kick hitting the opponent at the feet. Excellent for footsies and hitconfirms.
| cl.C - Damage: 1600, Stun: 9
Catherine tranforms into a big kitty cat and smacks the opponent with a big kitty paw. Pretty high damage but aside from that its unsafe on block and has no real purpose outside of combos. Unsafe on block.
| 5C - Damage: 1300, Stun: 6
Catherine transforms into a fencer and does a forward strike with a fencing foil. Catherine's farthest standing poke. The foil's hitbox is also part of Catherine's hurtbox so be careful you don't whiff otherwise you're liable to get counterhit and counterhits hurt a lot.
| 2C - Damage: 1000, Stun: 4
Catherine puts on a dress and shoots hearts from under the skirt hitting low on both sides. Catherine's farthest low poke with a range a bit larger than 5C. Note that Catherine's hurttbox is also attached to the hearts so if your opponent hits them, you'll be hit. Good poke but unsafe on block, so be sure to cancel it into something.
| cl.D - Damage: 1400, Stun: 9
Catherine transforms into a cowpoke and hits the opponent with a toy horse. Not a very spectacular normal. It is however safe on block.
| 5D - Damage: 1800, Stun: 12
Mid. Not cancelable.
Catherine transforms into a Chun-Li look-a-like and does a long, high kick with the back leg. This is good for anti-airing mid-range jump in attempts.
| 2D - Damage: 2000, Stun: 12
Low. Not cancelable.
Catherine transforms into a manga character (?) and falls forward feet first. Sweep attack, causes knockdown.
| j.A - Damage: 400, Stun: 2
Catherine pulls out a rose and holds out in front while falling towards the floor. Great IAD normal, not so much as a jump in however since the flower loses its hitbox after a certain amount of frames.
| j.B - Damage: 400, Stun: 2
Catherine does a body twist and kicks across the air. Good for air to air spacing.
| j.C - Damage: 1400, Stun: 6
Catherine transforms into a Jam Kuradoberi look-a-like and smacks the opponent with an arm swing. Most damaging air normal, it's okay for jump ins but it's better to chain into after a successful IAD j.A or j.B. Can cross-up but it's a little hard to get the spacing
| j.D - Damage: 1000, Stun: 6
Catharine transforms into a police officer and does a drop kick down in front. Good for IADs and hitting low crouching characters.
| 6B "Mermaid Princess" - Damage: 1200, Stun: 10
Catherine transforms into a mermaid and jumps forward, hitting the opponent with the mermaid tail. Jumps over lows, big hitbox, and moves Catherine three character lengths forward. Catherine is considered airborne during this move and can only cancel into air specials like Devil Stomp or bunny's war cry. If chained into it loses it's overhead property.
| 6CD - Guard Crush - Damage: 3500, Stun: 30
Unblockable. Not Cancelable.
Uses 1 Bar.
Catherine changes into a swim suit and then does a swing with a baseball bat. Causes stunned state allowing for combos afterwards.
| j.2C "Butterfly smash"- Damage: 1600, Stun: 10
Catherine puts on a dress and swings a tennis racket. Has a ton of hitstun and launches the opponent up and away if chained into. If it's down raw it'll cause the opponent to faceplant into the ground and allow for an otg. In the corner this leads to easy rejumps making it really good in combos, on it's own though it's a bit too slow to be useful.
| Bell of Happiness - 214A/C
Catherine pulls on a rope and summons bells that fall from the sky. This is a great zoning tool and makes great okizeme after knockdown. Typically you want to force your opponent to block the bells and then go high/low/throw afterwards. Bell Okizeme can be rolled out of, but you can punish the roll easily.
Damage: Each bell does 1000 (2000 total), Stun: Each bell does 4 (8 total)
Summons two bells straight in front of Catherine.
Damage: Each bell does 1000 (2000 total), Stun: Each bell does 4 (8 total)
Summons two bells farther away from Catherine.
Damage: Each bell does 800 (2373 total), Stun: Each bell does 2 (6 total)
Uses 50% meter. Summons three bells that drop directly on top of wherever your opponent currently is.
| Magic Harmony - 236A/C
Catherine transforms into a Greek harpist and sends out a pink projectile in the form of a musical note that stays on screen for awhile. This makes a great zoning tool and basically cuts off your opponents approach options. This can also be used as an okizeme tool after knockdown. If someone gets hit by your note after you have finished throwing it out it will cause enough hitstun to get a full combo afterwards. Be careful when using this move while in the corner, you may accidentally throw it off screen and get punished!
Note: You can only have ONE note on screen at a time. The EX version can be used in conjunction with an A or C note however. This move will also NOT counter hit.
Damage: 1200 , Stun: 0
Catherine throws an eighth note forward which stays on screen before disappearing. You cannot use another A or C note until this one disappears.
Damage: 1200, Stun: 0
Catherine throws a beamed note upward into the air which stays on screen before disappearing. Makes a good anti-air. You cannot use another A or C note until this one disappears
Damage: 1500 per note (3000 total) , Stun: 0
Catherine throws an eighth and beamed note which both float upward like a C note. This move is very positive on block and hit allowing you to go for frame traps and extended combos. You cannot use another EX note while you have an EX note out already. You can however throw out a A or C note while an EX is active.
| I'll Support You! - 623C/D
Catherine transforms into a Cheerleader and does a tiger knee looking move. This move is best used as a mid screen punisher if your opponent whiffs an attack. You can also use it to hop over lows (after you get past startup) and even as an anti-air.
Damage: 2000 , Stun: 9
Shortest distance, goes about 1/4 of the screen. Causes untechable knockdown on hit. Unsafe on block pointblank. Will cause untechable spin into OTGable hard knockdown on counter hit.
Damage: 1500 + 1000 (2500 total) , Stun: 8 + 4 (12 total)
Farthest distance, goes about 3/4ths of screen and hits twice. The first hit of this move will only hit if you do it point blank. Causes untechable knockdown on hit. Unsafe on block pointblank. Will cause untechable spin into OTGable knockdown on counter hit.
Damage: 1000 + 1000 + 1000 (2966 total) , Stun: 4 + 4 + 4 (11 total)
Same distance as C version but a little faster, goes about 3/4th of screen and hits three times. The three hits will only connect if done pointblank. Causes wallbounce in corner (can be combo'd off of if performed two backdashes away from corner), also causes hard knockdown. Effects are the same if the first or second hits connect on counter hit. If the third hit only connects however, a large wall bounce occurs (only if they reach the corner) where the opponent will bounce off the wall and back to Catherine.
| Little Devil's Love Stomp - 214A/C (AIR ONLY)
Damage: 2500 , Stun: 15
Catherine transforms into an Etna-look-a-like and falls spread eagle on the opponent. It has a wide hitbox which basically spans Catherine's entire body from head to toe making it incredible for ambiguous cross ups. You are also able to influence the trajectory of this move by moving your joystick left or right. After the startup this move can be canceled into any air normal at any time. Will cause OTGeable hard knockdown on hit. Will cause a large ground bounce into OTGeable hard knockdown on counter hit.
EX version is faster to startup can be canceled even after it hits. It also can be jump canceled and restores your double jump on hit, letting you do triple jump combos
Note: A and C version are exactly the same
| I'll Serve You! - 214B/D
Catherine transforms into a maid and does a spin attack while sweeping the floor. This is mostly a combo ender before going into super, but it does hit low so you can sometimes find uses for it in footsies. All versions unsafe on block.
Damage: 300 + 300 + 300 + 2000(2813 total) , Stun: 2 + 2 + 2 + 6
4 hits total, causes an air techable spin on hit. If only the last hit connects on counter hit, it will cause an untechable air spin into OTGeable hard knockdown.
Damage: 300 + 300 + 300 + 300 + 300 + 2000 (2686 total) , Stun: 2 + 2 + 2 + 2 + 2 + 2 (12 total)
6 hits total, goes farther than the B version and causes a wall bounce in the corner (can be combo'd off of if done about two steps away from corner). If only the last hit connects on counter hit, it will cause an untechable air spin into OTGeable hard knockdown.
10 hits total, basically the same as the D version but it goes a little bit further and knocks the opponent higher, making the wallbounce comboable from pretty much any range.
| Pure Love Coming Out - 41236B/D
Catherine transforms into a school girl and lunges forward to give the opponent a love letter. If this move connects, the opponent will hold the letter in their hand which will then explose, launching the opponent into the air. This is a command grab move that works on hit as well!
Neither version do anything on counter hit.
Damage: 2000, Stun: 0
Fastest version and the shortest distance. This is the version you want to use in combos and for close range ticks.
Damage: 2000, Stun: 0
Slowest version, but travels the farthest. Better for tick throws off a far normal.
| Bunny's War Cry - 214B/D (AIR ONLY)
Catherine transforms into a bunny girl and then swings through the air on a rope like Tarzan. You want to use this move at the end of air combos or if you want to traverse through the air quickly.
Damage: 3000, Stun: 15
Travels the shortest and does the least damage, but has a much better knockdown and is faster. Causes wall bounce in the corner into hard knockdown.. Will cause a large wall bounce on counter hit into OTGeable hard knockdown. Unsafe on block.
Damage: 3500 Stun: 15
Travels the farthest and does the most damage. The wallsplat on this doesn't lead to a hard knockdown though, so you'll mostly end combos with the B version instead. Causes a soft knockdown against grounded opponents. Unsafe on block
| Meow Meow Miracle Dynamite - 2363214B/D
Damage: 9368, Stun: 0
CHAOS SHIFT OK
Catherine runs forward about half screen and if you connect with the opponent, Catherine will then proceed to transform into a multitude of characters and attack the opponent. Purely a combo ending super, but also has utility in exceeds. D version does more damage but has much more startup
| The Truth in the Mirror - 214214A/C
Damage: 9000, Stun: 0
CHAOS SHIFT OK
Physical counter super. Catherine transforms into a witch while holding apples toward the opponent. If the opponent hits you while you're doing this, Catherine will then pull out a large mirror and then break it in front of the opponent's face. Pretty good startup for a counter. Keep in mind that you are susceptible to throw and projectile attacks. If you super cancel into this move you can get the attack part of it without having to counter anything
Extra Ultimate Chaos
| Bell of Happiness - Goal in! - 236236 A/C
Catherine puts on a wedding dress and then tosses a bouquet at the opponent. On block This causes several bells to fall from the sky followed by a cardboard cut out of a character from catherine's manga. This lets you get off as many high/low mixups as you can while the super is still active. On hit a single giant bell will knock the opponent down and let you otg them and extend combos.
Catherine tosses the bouquet backwards which travels in an upward arc. Can be used as an anti-air.
Catherine tosses the bouquet directly forward which travels full screen.
| Love is Phantom - 214214B/D
Install super where Catherine creates a shadow which will repeat any attack that you press on a slight delay. A rainbow colored bar will appear above your meter bar to keep track of how much time you have left before the shadow disappears. Use this to perform unblockable setups and extend your combos in ways you normally couldn't! The only draw back is that after the meter runs out, you cant perform the super again until the disable bar goes away.
Shadows repeat moves on a smaller delay, this version makes freestyling combos or pressure a bit easier since you don't really have to worry about a move not having enough blockstun/hitstun to combo into it's shadow
Shadows repeat on a longer delay, this version makes a lot of extensions better since catherine will have more time to act while shadows keep the opponent in hitstun/blockstun
| Maiden's Shining Heart - 2363214AC
Damage: 14241, Stun: 0
Catherine changes into a mahou shojou and shoots an energy beam upward which sucks in your opponent if they're within the magic circle on the floor. This does have some startup invincibility.
Extra move selection
In general it's highly recommended that you take Bunny's War Cry, since without it you wont really have a way to end air combos with a knockdown. Since most of Catherine's combo routes end with an air series, you're either missing out on a lot of damage by taking war cry, or missing out on a lot of oki setups, which is a big part of Catherine's game plan.
Pure love coming out has a lot of utility. It can be a good mix-up tool which is nice since Catherine doesn't have too much in the way of mix-up tools naturally, or it can be a launcher in the corner which is nice since Catherine's only meterless launcher requires specific spacing for a wall bounce. You can combo it midscreen, but you'd have to be point blank and confirm the hit very early.
The most common choice of extra super is probably Bell of Happiness - Goal in. It's very versatile giving both combos and pressure extension. Midscreen a pickup off of it can lead to the corner no matter how far out you are, and the bells on block hide Catherine's sprite making IAD mix-ups much much harder to see. The only real downside is that it costs meter and isn't that exciting for corner combo extensions since Catherine's 50 bar corner routes are so good anyway.
Love is Phantom is not a very strong extra super, while custom combos sound really good, there's too much recovery on the super activation to confirm into it, meaning you have to give up an oki set-up. Plus meter build is frozen for the duration of the super, so the meter cost is effectively higher than Bell of Happiness. That all being said Catherine still gets pretty respectable damage off Love is Phantom combos and gets really strong pressure and mix-up options because of the delayed nature of the shadows. So while the cost of this move is rather high, it does have a high payout as well.
If you'd rather not take any of these and just use something else that you think is cool, by all means go ahead. Chaos code is ultimately a game designed to let you do you, but if you want suggestions try out one of these:
Pure love coming out & Bunny's war cry
This is the classic Catherine set, war cry gives hard knockdowns for oki and pure love conserves meter for oki setups. There's a lot of synergy here and it's very easy to use, the only downside is that if you're is too far from the corner to get a wall bounce off of I'll serve you then you have to just take small damage or spend a full bar on meow meow miracle for some okay damage.
Bunny's war cry & Bell of happiness - goal in
Another common set, this one trades meter efficiency for more strong midscreen combos and the ability to dump meter on pressure extension. This set occasionally runs into meter problems as Catherine now has to spend bar on combo extensions in the corner, but the added options when full screen or against a blocking opponent help even this out. This set is especially good if you don't plan on spending much meter for zoning, since that will leave you with a bit of extra bar to help make up for both the lack of pure love and the extra cost of using goal in.
Bunny's war cry & Love is phantom
The love is phantom set. Has all the same problems as using goal in, but instead of getting stronger combos you get an alternative oki option in the form of activating custom combo. The difference in damage isn't really high assuming you open the opponent up. Also if you ever find yourself getting a stun you'll have time to activate and do a full custom combo. War cry is really the only extra move that gives extra utility with love is phantom, since you can combo off delayed shadow war cries in the corner.
- Console Versions: You can hold R1 button while selecting a character to get an alternative color.
- Arcade Version: You can hold START button while selecting a character to get an alternative color.
|A Button||B Button||C Button||D Button|
|R1 + A Button||R1 + B Button||R1 + C Button||R1 + D Button|
- A Button: Normal version
- B Button: Tinky Winky (Teletubbies)
- C Button: Po (Teletubbies)
- D Button: Dipsy (Teletubbies)
- R1+A Buttons: Laa-Laa (Teletubbies)