Katars
Katars is a very mix-up oriented weapon has a very small effective range, with not too many kill options outside great edgeguarding and sigs. This weapon definitely need to be paired up with a weapon with range to work effectively.
Pros | Cons |
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Grounded Normals
5A
Damage | Startup | Active | Recovery | Var. Force | Fix. Force |
---|---|---|---|---|---|
- | - | - | - | - | - |
This is a 3 hitting normal, if you whiff it, the first 2 hits will be the only ones to come out. The normal isn't all that interesting outside being able to react to every single dodge scenario, if you are reactive enough, you can properly punish any dodge with ease. |
5A
Damage | Startup | Active | Recovery | Var. Force | Fix. Force |
---|---|---|---|---|---|
- | - | - | - | - | - |
Side light is one of the main ways to gain coverage on the ground with Katars, if you do chase dodge before you do side light, it gives an insane amount of coverage to the point of clearing half of Shipwreck Falls with it alone. It's a great movement option to throw out mixed up with dashes. Side Light into Nlight is also a true combo, so you get to mixup right after it. |
5A
Damage | Startup | Active | Recovery | Var. Force | Fix. Force |
---|---|---|---|---|---|
- | - | - | - | - | - |
Down Light is an anti-air move that hits grounded. While you dont get any true followups from it, you can adapt to your dodges with responses depending where they go. The hardest dodge to adapt to without a good sig that hits right above you would be spot dodge. Any other directional dodge you can catch with ease. |
Aerial Normals
5A
Damage | Startup | Active | Recovery | Var. Force | Fix. Force |
---|---|---|---|---|---|
- | - | - | - | - | - |
While there arent any followups to this move, it is a really good for edgeguarding folks hugging the wall, since this hitbox hits all around you, you can hit people right below you without having to do something as committal as ground pound. |
5A
Damage | Startup | Active | Recovery | Var. Force | Fix. Force |
---|---|---|---|---|---|
- | - | - | - | - | - |
Side Air is one of Katars great moves in the air and will most likely be the move you use to catch dodges with due to how active is. Not to mention a great way kill opponents off stage if you arent using Nair. |
5A
Damage | Startup | Active | Recovery | Var. Force | Fix. Force |
---|---|---|---|---|---|
- | - | - | - | - | - |
Katar Dair is another great edgeguarding tool mixed with nair, and sair. Using it grounded is a great mixup tool since you can go back in the air and catch any horizontal dodge with ease. |
5A
Damage | Startup | Active | Recovery | Var. Force | Fix. Force |
---|---|---|---|---|---|
- | - | - | - | - | - |
Usually Ground Pound is a great tool to use for something like edgeguarding, but I feel that it's a move that hard to utilize with so many better aerial options. Ground Pound is definitely a commitment here, use it wisely. |
5A
Damage | Startup | Active | Recovery | Var. Force | Fix. Force |
---|---|---|---|---|---|
- | - | - | - | - | - |
Katar Recovery is a good move killing off the top early if you can there isn't relatively any way to combo into recovery without a proper dodge read, and you turn into a floating duck when you whiff it. So be careful throwing this move out. |
Combos
5A
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5A
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5A
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5A
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5A
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Basic Gameplan
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Edge Guarding
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