MvC3: Becoming a Hellcat: The Felicia Combo Thread

I’ve refined it a bit more; seems a neutral jump works just fine for Dancing Flash:

Throw, :df::m: [:uf:] :m:,:m:,:h:,:s: (land)
[:uf:]:m:,:m:,:h:,:s: (land)
:h:[3 hits],:d::h:,:s: [:uf:]:l:,:l:,:m:,:m:,:h:,:rdp::h: (land)
:d::h:,:s: [:u:] :h:,:s: [:b:] (land)
:f::m: or :h:(sandsplash) … :qcf::atk::atk:

603300 damage off a back/air throw.
(H sandsplash does the same damage due to the short distance from the corner)

For consistency against Rocket Raccoon and other horrible hitboxes:

  • Do :l:,:m:,:h:…:s: for the second jump loop (or just skip the loop altogether)
  • Drop one or both :l:s from the first launch aircombo.

To go into PHM, skip the :d::h: near the end and do :s:[:ub:]:h::s: as djHuoshen recommended.
Though to be honest, you’re better off just doing it at the start of the combo whenever possible by using :d::df::m::f::uf::l:(whiff):m:,:qcb::atk::atk: and doing the BnB after it instead of before it, which allows you to burn the meter built during the combo on Dancing Flash to kill a character if necessary.

Double PHM combo is still possible without assists :smiley:
(with 5 bars stocked…) :qcb::atk::atk:,
:df::m: [:uf:] :m:,:m:,:h:,:s: (land)
[:uf:] :m:,:m:,:h:,:s: (land)
:h:[3-hit],:d::h:,:s: [:uf:] (****:l:,:l:,):m:,:m:,:h:,:rdp::h: (land)
:s: [:ub:] :h:,:s: [:b:] (land)
:f::h:(sandsplash), :qcb::atk::atk: [:b:]…:f::l:

Any tips for backdashing and holding a charge in before the opponent gets up?
Also: My God, Felicia’s air delta kick literally carries her opponent from corner to corner.

Use the dash shortcut with :atk::atk: so you can dash backwards without losing your charge.

Fyi, you can do :l: Sand Splash immediately following a PHM into Dancing Flash, provided you didn’t hit the HSD ceiling in your original combo.

How do u guys do her mission 9 and 10? In vanilla I had no probs doing her missions at all but I can’t do 9 and 10 in UMVC3… Any tips would be appreciated!

I made a video of me completing training mode.

[media=youtube]wiNUmIVs-dw[/media]

For 9, the trick was delaying the air S so that you can do a late toy touch. The key for 10 was keeping my rhythm consistent for each rep of the loop, and trying to get each S to come out as close to the ground as possible. Also, this probably isn’t mandatory, but I held down H to change the trajectory of PHM. This may not be the best way to do them (x-factor timing, etc.), but it worked for me.

Hey shinobi, I checked your videos before I posted my message :wink:

The thing is I can’t connect jumping H after assist1 and toy touch… it seems you did jumping H very low but I don’t know to get this.

As for mission 10, I can’t connect air mmhs after 2x air lmhs… is there a special trick for this?

Thanks a lot

Hmmm…for that section I just went straight to uf after df.m, and tried to do H as soon as I saw her jump. The trick is making sure that the assist hits properly so you can continue to H -> ADK. Are you certain your assist is hitting after toy touch?

For 10, connecting that M is kinda hard, but like I said, the most important part is making sure you delay your S in the LMHS loops. The character will be at the wrong height if you just hammer it out. If you watch the inputs in the video, you notice that I’m waiting until the very last moment to input my S’s until the MMHS loop, when subtlety stops mattering. Also, the j.M should be early.

I’ve whiffed :ub: :h: :s: on Haggar. There may be some characters that it doesn’t work on while others that it does. I’ll eventually get in the lab and figure it out but I’ve been busy the last week.

The biggest thing worth mentioning, is that ADK DOES NOT WORK on Happy Birthdays. Do not throw ADKs into your happy birthday combos or you will lose BOTH. Maybe someone will show me otherwise but I’ve seen my happy birthday ADKs completely fail, even when I’m in a good place for the ADK.

thanks a lot. mission 10 was pretty easy after all ;p its like playing a music game ;p

mission 9… lol after like a hour i finally noticed what i did wrong all these time… i had to call viper immediately and then wait for a second before i should enter the toy touch… now the combo is easy as hell lol! i always thot i had to wait for a bit before calling viper…

It’s because of the assist combo changes that were made so that ground bounces won’t work on assists. That’s why Wolverine can’t do divekick combos on two characters anymore because if both characters get caught in a Happy Birthday and Wolverine tries to do a Drill Claw into Dive-Kick in the air, the assist won’t get caught in the ground-bounce. Same thing for Felicia. Adjust your combos for Happy Birthdays and land a Sand Splash OTG into Dancing Flash wherever you are. Both characters can get hit by the OTG Sand Splash, but not the ADK. Go figure.

You can get a ground bounce in an ADK happy birthday. I know I’ve done it. Seen Justin Wong do it too.

I’m still stuck on 9 :frowning: I try to delay the sj.S as late as possible, call Viper as soon as possible and delay the Toy Touch as late as possible but still no good :frowning:
Toy Touch seems pretty worthless for a combo ender now, have to adjust my combos and learn new combos o_O

Edit: NOOOOOOOOOOOOO~!!! The one time I land EVERYTHING and the last hit of ADK misses >:(

its certainly not useless, combined with a assist you can do some neat mixups and resets still, but sure its not as good as before

With an assist the timing has to be so precision perfect it’s not really worth using :frowning:

Toy Touch is still good, just not as great as before. Hence the Sand Splash combos. You can still use TT for comboing into assists like Jam Session and all those other multi-hitting assists.

Hey guys, Sort of new since I wasn’t able to get into vanilla as much, but I’ve posted on here occasionally. Just a little shortened combo I do after throws.

:hcf::l:, (dash), :df::m:, :uf::m:, :m:, :h:, :s:, :h: (Varies on height), :d::h:, :s:, SJ:m:, :m:, :h:, :rdp::h:, (Land), :b::h:(2 hits), :s:, SJ :h:, :s:, :b:, (Land), :f::h:, :360::atk::atk: (Dancing Flash) 520k Max

I listed a 360 at the end because it makes doing DF 10x easier, plus you’ll be able to get DF out much faster. I always happen to get Kitty Helper after trying to get DF out fast enough to stop ppl from falling out.

The :b::h: is very important because since most people say you need to back up before doing SS otg, :b::h: backs you up just enough to be in perfect position for SS to work correctly.

Also, Idk if it’s just me, but when I got for the 2nd :m:, :m:, :h:, :s: string, they’ll pop out in the air instead of on the ground. o_O. Anyone knows why?

Hey guys. I have this sweet idea for a felicia team of felicia firebrand sent, but as I’m trying out felicias bnb I’m finding them very awkward as compared to other combos. I know this is kind of a weak question, but does she have anything a little bit more easy mode than cL cM back+H xx qcf+H xx M, juggle L etc to get started? Or is that even when you guys are using? (My reference is the brady guide). Id just like to give the overall strategy a try before grinding hhours upon hours getting used to this counterintuitive sequence.

That’s due to hitstun deterioration. Combo is too long by that point, so you need to keep it simple.