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{{NASB Character Intro|char=catdog |full=CatDog|short= | {{NASB Character Intro|char=catdog |full=CatDog|short=CatDog | ||
| franchise = CatDog | |||
| weight = Middle | |||
| charactercord = [https://discord.gg/DRjzdUsR CatDog character discord] | |||
| homestage = CatDog's House | |||
|content= | |||
{{2 Column Flex|flex1=6|flex2=4 | {{2 Column Flex|flex1=6|flex2=4 | ||
|content1= | |content1= | ||
Line 7: | Line 14: | ||
You know what they say, two heads are more than one! From the series of the same name, CatDog are two brothers joined at the hip; where one goes the other has no choice but to follow, even into a fighting game! | You know what they say, two heads are more than one! From the series of the same name, CatDog are two brothers joined at the hip; where one goes the other has no choice but to follow, even into a fighting game! | ||
== Gameplay == | == Gameplay == | ||
CatDog is a | CatDog is a midweight all-rounder character with a unique stance mechanic that lets them switch between Cat and Dog with the press of a button. Certain attacks change based on whether Cat or Dog is being controlled: Their projectile becoming either '''Hairball''' or '''Bone Boomerang''' or the hitboxes on both their Strong Upwards Arials and their Strong Mids radically altering in size and reach. With this capability, your opponent will never be too sure what you're about to throw out until it's too late! | ||
If you're a fan of tricky characters with an wide assortment of unique moves for every situation, then these brothers are for you! | |||
Line 17: | Line 26: | ||
}} | }} | ||
{{ProConTable | {{ProConTable | ||
|pros= | |pros=*'''Large Hitboxes:''' CatDog has some great moves with deceptively large hitboxes such as '''Double Dance''', '''Fierce Flex''' and '''Feline Fist.''' The latter two being great kill options. | ||
|cons= | *'''Projectile Pressure:''' Hairball and Bone boomerang are good for keeping the opponent on lockdown and make for tricky setups respectively, Which can turn the tables on the match in their favor quickly. For example: Dog's '''Bone Boomerang''' can be sent flying back at an opponent if you strike it as it comes back towards you! | ||
*'''Combo Game:''' CatDog has an incredible combo game, mainly centered around pillar combos (hitting an oponent upwards with an up move, back down with a down move, then back up again, down again, etc). CatDogs grounded up light, air up light, grounded down light, and air down light, all have great speed to allow for effective combos, such as ground up light, into air up light, into air down light. Having a powerful combo game allows CatDog to make some great comebacks, even if you're down a lot in a game you're never out as CatDog! | |||
*'''Strong Kill Power and Confirms:''' Catdog has multiple moves that kill confirm into '''Fierce Flex''' that cover most di, kill early, and have large confirm windows. Even if you dont confirm directly, '''Springy Headbutt''' can be used as a safe option to throw out in neutral to fish for kills while '''Fierce Flex''' can naturally cover a huge amount of space above them as you juggle the opponent. | |||
|cons=*'''Less than stellar recovery:''' The Mighty does not reach very high and is very linear, which hurts them from going too deep with edgeguarding and makes recovering fairly predictable. | |||
*'''Long:''' There's more CatDog to hit than most other characters, which makes CatDog easier then most to combo, and harder to escape combos. | |||
*'''Not great defense''' CatDog has great offense, but not great defense. Strong Air Down Air is an extremely commital option making it diffcult to RPS air and grounded mid strongs. Additionally, CatDog has no disjoints or moves that help to effectively counter attack, making it difficult to gain stage positioning and advantage in a match if you lose it. | |||
}} | |||
== Moves List == | |||
=== Light Attacks === | |||
{{MoveData | |||
|image= NASB catdog 5l.png | |||
|caption= You eediot- wait, wrong character. | |||
|name= Take This Seriously! | |||
|linkname= 5L | |||
|input= 5L / Neutral Light | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=5% | |||
|Startup=4 | |||
|Active=4 - 5 | |||
|Total Frames=22 | |||
|Safety=-9 | |||
|description= | |||
Cat begins choking out Dog out of frustration. | |||
* Can cancel into itself as early as frame 14. 5 frame punish window when canceled into itself. | |||
* Best in class get-off-me move, quick, huge, and sets up tech chases on hit | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= NASB catdog 8l.png | |||
|caption= Electric Wind Dog Fist | |||
|name= Uppercut | |||
|linkname= 8L | |||
|input= 8L / Up Light | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=8% | |||
|Startup=5 | |||
|Active=5 - 6 | |||
|Total Frames=20 | |||
|Safety=-5 | |||
|description= | |||
A simple uppercut from either Cat or Dog. | |||
* Character defining move. Loops into itself or light dash attack into itself at low percent. Massive kill confirm window into '''Fierce Flex''' or '''Feline Fist''' at mid to late percents on DI in and No DI. | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= NASB catdog 2l.png | |||
|caption= Now that's using your head! | |||
|name= Head Whip | |||
|linkname= 2L | |||
|input= 2L / Down Light | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=8% | |||
|Startup=5 | |||
|Active=6 - 7 | |||
|Total Frames=20 | |||
|Safety=-5 | |||
|description= | |||
low to the ground sweep that pops the opponent up. | |||
* Mostly outclassed by up light as it does the same thing but an overall worse hitbox, but still very good | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= NASB catdog dl.png | |||
|caption= Oooh look, a mailman! | |||
|name= Gotta Chase! | |||
|linkname= 66L | |||
|input= 66L / Run Light | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=8% | |||
|Startup=5 | |||
|Active=5 - 12 | |||
|Total Frames=35 | |||
|Safety=-29 | |||
|description= | |||
Premiere ldash, fast, big, and goes far. | |||
* great for tech chasing, damage loops, and kill confirms | |||
}} | |||
}} <br> | |||
=== Jumping/Air Light Attacks === | |||
{{MoveData | |||
|image= NASB catdog j5l.png | |||
|caption= Longest nairs in the business. | |||
|name= Streeetch! | |||
|linkname= j5L | |||
|input= j5L / Jump Light | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=8% | |||
|Startup=5 | |||
|Active=5 - 6 | |||
|Total Frames=20 | |||
|Safety=-6 | |||
|description= | |||
get off me tool and decent combo breaker. Can cover Di out at mid percents out of up light. | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= NASB catdog j8l.png | |||
|caption= Stairway to Heaven. | |||
|name= Twin Spin | |||
|linkname= j8L | |||
|input= j8L / Jump Up Light | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=8% | |||
|Startup=6 | |||
|Active=6 - 8 | |||
|Total Frames=20 | |||
|Safety=-6 | |||
|description= | |||
The upwards half of catdog's pillar combos. Can cheese out a kill into dog's Strong Up Aerial if the opponent is asleep at the controller. | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= NASB catdog j2l.png | |||
|caption= '''DONUTS''' | |||
|name= Double Dance | |||
|linkname= j2L | |||
|input= j2L / Jump Down Light | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=10% | |||
|Startup=6 | |||
|Active=6 - 7 | |||
|Total Frames=34 | |||
|Safety=-6 | |||
|description= | |||
A fast and large U-shaped spike, the down half of the pillar combo. Workhorse of a move | |||
*Easy space coverage during edgeguards and can combo into itself offstage at certain percents for early kills | |||
* Sets up tech chases post pillar combo or on its own. | |||
}} | |||
}} <br> | |||
=== Strong Attacks === | |||
{{MoveData | |||
|image= NASB catdog 5s.png | |||
|caption= big | |||
|image2= NASB_catdog_cat_neutral_strong.png | |||
|caption2= '''BIG''' | |||
|name= Heavy Punch / Little Punch | |||
|linkname= 5S | |||
|input= 5S / Neutral Strong | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=14% | |||
|Startup=18 | |||
|Active=18 - 22 | |||
|Total Frames=45 | |||
|Safety=-10 | |||
|description= | |||
Dog's mid strong is a massive, high knock back punch. | |||
*Hits from slightly behind to in front and slightly above him | |||
*Has 4 frames of full hurtbox extension | |||
}} | |||
{{AttackData-NASB | |||
|Damage=14% | |||
|Startup=14 | |||
|Active=14 - 18 | |||
|Total Frames=35 | |||
|Safety=-4 | |||
|description= | |||
Cat's mid strong trades power and size for speed and safety | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= NASB catdog 8s.png | |||
|caption= "Talk to the rock!" | |||
|name= Talking Stone | |||
|linkname= 8S | |||
|input= 8S / Up Strong | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=13% | |||
|Startup=15 | |||
|Active=15 - 19 | |||
|Total Frames=40 | |||
|Safety=-8 | |||
|description= | |||
Disjointed move with decent speed and kill power. | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= NASB catdog 2s.png | |||
|caption= 16 karats of pure pain! | |||
|name= Golden Hydrant | |||
|linkname= 2S | |||
|input= 2S / Down Strong | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=15% | |||
|Startup=16 | |||
|Active=16 - 21 | |||
|Total Frames=40 | |||
|Safety=-7 | |||
|description= | |||
Catdogs go to option for on stage edgeguards. Good disjoint and attack sends out and down. | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= NASB catdog ds.png | |||
|caption= The first rule of Fight Cloud is: you do not talk about Fight Cloud. | |||
|name= Fight Cloud | |||
|linkname= 66S | |||
|input= 66S / Run Strong | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=13% | |||
|Startup=16 | |||
|Active=16 - 18 | |||
|Total Frames=48 | |||
|Safety=-22 | |||
|description= | |||
A slow strong dash that is almost entirely outclassed by light dash. Only notable confirm that ldash doesn't have is onstage confirm into Dog's mid strong. | |||
}} | |||
}} <br> | |||
=== Jumping/Air Strong Attacks === | |||
{{MoveData | |||
|image= NASB catdog j5s.png | |||
|caption= Look Ma, I'm playing Neutral! | |||
|name= Springy Headbutt | |||
|linkname= j5S | |||
|input= j5S / Jump Neutral Strong | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=14% | |||
|Startup=16 | |||
|Active=16 - 30 | |||
|Total Frames=40 | |||
|Safety=-7 | |||
|description= | |||
A big long lasting hitbox with good kill power, later frames are safe or up to +2 on block | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= NASB catdog j8s.png | |||
|caption= At last we finally know what "Updog" is... | |||
|image2= NASB_catdog_cat_aerial_up_strong.png | |||
|caption2= Then would that make this... Upcat? | |||
|name= Fierce Flex / Feline Fist | |||
|linkname= j8S | |||
|input= j8S / Jump Up Strong | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=13% | |||
|Startup=17 | |||
|Active=17 - 21 | |||
|Total Frames=40 | |||
|Safety=-7 | |||
|description= | |||
Dog's Up Air Strong | |||
(Gigantic move with absurd kill power, has 4 frames of full hurtbox extension. | |||
}} | |||
{{AttackData-NASB | |||
|Damage=13% | |||
|Startup=14 | |||
|Active=14 - 18 | |||
|Total Frames=40 | |||
|Safety=-7 | |||
|description= | |||
Cat's Up Air Strong | |||
*Faster and goes higher than fierce flex, but with less horizontal range and knockback. | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= NASB catdog j2s.png | |||
|caption= Bouncy bouncy! | |||
|name= Bouncy Bickering | |||
|linkname= j2S | |||
|input= j2S / Jump Down Strong | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=15% / 15% | |||
|Startup=17 / 27 | |||
|Active=17-End / 27- | |||
|Total Frames=- / 75 | |||
|Safety=-59 / -10 | |||
|description= | |||
Stall and fall attack | |||
*Will bounce once upon hitting the ground, allowing the opponent to RPS with an up strong on reaction. | |||
*Can be jump cancelled on hit or RPS if you have your jump available, this includes your own or the enemies projectiles! | |||
*Can be used as a high commitment spike offstage, just don't miss. | |||
}} | |||
}} <br> | |||
=== Special Attacks === | |||
{{MoveData | |||
|image= NASB catdog 5p.png | |||
|caption= Yum | |||
|image2= NASB_catdog_cat_neutral_special.png | |||
|caption2= Ew | |||
|name= Boomerang Bone / Hairball | |||
|linkname= 5P | |||
|input= 5P / Neutral Special | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=10% | |||
|Startup=12 | |||
|Active=12 - 191 | |||
|Total Frames=41 | |||
|Safety=17 | |||
|description= | |||
Dog's projectile that goes forward a short distance before curving to go up and backwards. slow enough for you to grab it. | |||
}} | |||
{{AttackData-NASB | |||
|Damage=10% | |||
|Startup=12 | |||
|Active=12 - 191 | |||
|Total Frames=41 | |||
|Safety=17 | |||
|description= | |||
Cat's projectile that bounces along the ground, slow enough for you to grab it. | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= NASB catdog 8p.png | |||
|caption= Quick, play the theme song! | |||
|name= The Mighty | |||
|linkname= 8P | |||
|input= 8P / Up Special | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=4% / 10% | |||
|Startup=13 / 1 | |||
|Active=13-50 / 1-End | |||
|Total Frames=60 / - | |||
|Safety=-65 / - | |||
|description= | |||
Catdog's recovery option, | |||
*doesn't go very fast or far, lackluster hitbox, laggy ending, and can't snap ledge. The number 1 thing hat holds catdog back as a character. If you have to use this move chances are you are already dead. | |||
*shifts Catdog into a special state upon hit where they cannot input any moves, can snap ledges but has lengthy landing animation which you can move during. | |||
}} | }} | ||
}} <br> | |||
{{MoveData | |||
|image= NASB catdog 2p.png | |||
|caption= Switch it up! | |||
|name= Tag Team! | |||
|linkname= 2P | |||
|input= 2P / Down Special | |||
|data= | |||
{{AttackData-NASB | |||
|Damage=4% | |||
|Startup=14 | |||
|Active=14 - 18 | |||
|Total Frames=30 | |||
|Safety=-7 | |||
|description= | |||
Attack that switches between cat and dog attacks, not worth using the attack portion for most cases but it has such high hitstun it can chain into itself offstage and kill opponents with weaker recoveries | |||
}} | |||
}} <br> | |||
=== Taunt === | |||
{{MoveData | |||
|image= NASB_catdog_taunt.png | |||
|caption= Always stretch before going for a run! | |||
|name= Taunt | |||
|linkname= Weapon Activation | |||
|input= Taunt Button | |||
|data= Haha! | |||
}} | |||
{{MoveData | |||
|image= NASB_catdog_strafe_taunt.png | |||
|caption= Scritchy scratch... | |||
|name= Strafe Taunt | |||
|linkname= Weapon Activation | |||
|input= Taunt Button + Stafe | |||
|data= | |||
*Can switch to show either Cat or Dog scratching. | |||
}} | |||
== Colors == | |||
[[File:NASB catdog character.png|200px]] | |||
[[File:NASB Catdog alt costume 1.png|200px]] | |||
{{Navbox-NASB}} | {{Navbox-NASB}} | ||
[[Category:Nickelodeon All-Star Brawl]] | [[Category:Nickelodeon All-Star Brawl]] |
Latest revision as of 01:11, 12 April 2023
Story
HI-HO-DIGGITY!!!
You know what they say, two heads are more than one! From the series of the same name, CatDog are two brothers joined at the hip; where one goes the other has no choice but to follow, even into a fighting game!
Gameplay
CatDog is a midweight all-rounder character with a unique stance mechanic that lets them switch between Cat and Dog with the press of a button. Certain attacks change based on whether Cat or Dog is being controlled: Their projectile becoming either Hairball or Bone Boomerang or the hitboxes on both their Strong Upwards Arials and their Strong Mids radically altering in size and reach. With this capability, your opponent will never be too sure what you're about to throw out until it's too late!
If you're a fan of tricky characters with an wide assortment of unique moves for every situation, then these brothers are for you!
Strengths | Weaknesses |
---|---|
|
|
Moves List
Light Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
5% | 4 | 4 - 5 | 22 | -9 | |
Cat begins choking out Dog out of frustration.
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 5 | 5 - 6 | 20 | -5 | |
A simple uppercut from either Cat or Dog.
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 5 | 6 - 7 | 20 | -5 | |
low to the ground sweep that pops the opponent up.
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 5 | 5 - 12 | 35 | -29 | |
Premiere ldash, fast, big, and goes far.
|
Jumping/Air Light Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 5 | 5 - 6 | 20 | -6 | |
get off me tool and decent combo breaker. Can cover Di out at mid percents out of up light. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 6 | 6 - 8 | 20 | -6 | |
The upwards half of catdog's pillar combos. Can cheese out a kill into dog's Strong Up Aerial if the opponent is asleep at the controller. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% | 6 | 6 - 7 | 34 | -6 | |
A fast and large U-shaped spike, the down half of the pillar combo. Workhorse of a move
|
Strong Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
14% | 18 | 18 - 22 | 45 | -10 | |
Dog's mid strong is a massive, high knock back punch.
| |||||
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
14% | 14 | 14 - 18 | 35 | -4 | |
Cat's mid strong trades power and size for speed and safety |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
13% | 15 | 15 - 19 | 40 | -8 | |
Disjointed move with decent speed and kill power. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
15% | 16 | 16 - 21 | 40 | -7 | |
Catdogs go to option for on stage edgeguards. Good disjoint and attack sends out and down. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
13% | 16 | 16 - 18 | 48 | -22 | |
A slow strong dash that is almost entirely outclassed by light dash. Only notable confirm that ldash doesn't have is onstage confirm into Dog's mid strong. |
Jumping/Air Strong Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
14% | 16 | 16 - 30 | 40 | -7 | |
A big long lasting hitbox with good kill power, later frames are safe or up to +2 on block |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
13% | 17 | 17 - 21 | 40 | -7 | |
Dog's Up Air Strong (Gigantic move with absurd kill power, has 4 frames of full hurtbox extension. | |||||
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
13% | 14 | 14 - 18 | 40 | -7 | |
Cat's Up Air Strong
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
15% / 15% | 17 / 27 | 17-End / 27- | - / 75 | -59 / -10 | |
Stall and fall attack
|
Special Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% | 12 | 12 - 191 | 41 | 17 | |
Dog's projectile that goes forward a short distance before curving to go up and backwards. slow enough for you to grab it. | |||||
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
10% | 12 | 12 - 191 | 41 | 17 | |
Cat's projectile that bounces along the ground, slow enough for you to grab it. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
4% / 10% | 13 / 1 | 13-50 / 1-End | 60 / - | -65 / - | |
Catdog's recovery option,
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
4% | 14 | 14 - 18 | 30 | -7 | |
Attack that switches between cat and dog attacks, not worth using the attack portion for most cases but it has such high hitstun it can chain into itself offstage and kill opponents with weaker recoveries |
Taunt
- Can switch to show either Cat or Dog scratching.