Yeah, but sometimes I’ll be able to continue the combo after the 2nd string. I guess it could be from the height of the string in relation to landing, but it just seems too random.
An easy to hit and fun Team Darkstalkers combo, utilizing Morrigan’s Dark Harmonizer for extra meter build and Hsien-Ko’s Pendulum swing for extra damage and combo extension. Can likely be refined for more damage, but this is the simplest version:
:qcf::h::l::h::d::h::s:: | sj.:h::rdp::h: | Morrigan assist dash :d::h::s: | sj.:h::s: charge back | backdash Hsien-Ko assist :f::h: :dp::l::dp::l::qcf::atk::atk::
I’ll add meter build later but the combo nets about 666k with mashing.
[LEFT]j.S, land, b+H (2 hits) xx L Cat Spike, s.L-M xx H Rolling Buckler~Slide, s.L-M-Toy Touch->JC, j.MMHS, land, c.H-S, sj.MMH xx H Air Delta Kick, dash, c.H xx L Cat Spike XX Dancing Flash[/LEFT]
[LEFT] [/LEFT]
[LEFT]700k, no assists. Gogo.[/LEFT]
:dp: st. :h: :dp: st. cr. :h: :qcf::h: > . st.:l: :df: jc. :h::s: st.:h: (3 hits) cr.:h: :s: sj. :h: :rdp::h: cr.:h: :s: sj. (delay) :h: :s: charge mid-air>:f::h: :qcf::atk::atk:
770k, no assists. HOLD DAT.
I can’t get the Sand Splash to Dancing Flash to connect, they’re teching immediately
EDIT: Theeeere we go. Stupid cat litter >.<
indeed a nice combo, but Icege’s is slightly more practical duo to the very strict timing on the last air set
Anyone else hating on the fact that in combos :f::d::df: will pass over/through more characters midscreen than it used to?
At any rate, here are some of the solo BnBs I’m using at the moment:
–cr.:l:
723,300 damage (pre-mash), 1 meter, no assists (works on tall/bigs midscreen and everyone in corner)
cr.:l::h:(2) :f::d::df::h:(2) :d::df::f::h:>:m: cr.:l::df: jc.:h::s:st.:h:(3) cr.:h::s: sjc.:h::d::db::h: (land > dash) cr.:h::s: sjc.:u:[or :ub:] (delay) :h::s:~[Charge ] (land) :f::h: xx :d::df::f::atk::atk:
711,900 damage (pre-mash), 1 meter, no assists (works shorter characters midscreen)
cr.:l::h:(2) :f::d::df::l::l::h:(2) :d::df::f::h:>:m: cr.:l::df: jc.:h::s:st.:h:(3) cr.:h::s: sjc.:h::d::db::h: (land > dash) cr.:h::s: sjc.:u:[or :ub:] (delay) :h::s:~[Charge ] (land) :f::h: xx :d::df::f::atk::atk:
–j.:s:
749,300 damage (pre-mash), 1 meter, no assists (works on tall/bigs midscreen and everyone in corner)
j.:s: (land):h:(2) :f::d::df::h:(2) :d::df::f::h:>:m: cr.:l::df: jc.:h::s:st.:h:(3) cr.:h::s: sjc.:h::d::db::h: (land > dash) cr.:h::s: sjc.:u:[or :ub:] (delay) :h::s:~[Charge ] (land) :f::h: xx :d::df::f::atk::atk:
731,600 damage (pre-mash), 1 meter, no assists (works shorter characters midscreen)
j.:s: (land):f::d::df::l::l::h:(2) :d::df::f::h:>:m: cr.:l::df: jc.:h::s:st.:h:(3) cr.:h::s: sjc.:h::d::db::h: (land > dash) cr.:h::s: sjc.:u:[or :ub:] (delay) :h::s:~[Charge ] (land) :f::h: xx :d::df::f::atk::atk:
–Air Throw/Back Throw/HellCat :l::h:/Please Help Me!
556,000 - 854,000 damage (pre-mash), 1 - 4 meters, no assists
[Throw/PHM] :df: jc.:h::s: j.:h::s: st.:h:(3) cr.:h::s: sjc.:h::d::db::h: (land > dash) cr.:h::s: sjc.:ub: (delay) :h::s:~[Charge ] (land) :f::h: xx :d::df::f::atk::atk:
928,200 - 982,000 damage (pre-mash), 4 meters, no assists
[Throw] (dash) :d::df::f::uf::l:>:m: xx :d::db::atk::atk: :df: jc.:h::s: st.:h:(3) cr.:h::s: sjc.:h::d::db::h: (land > dash) cr.:h::s: sjc.:ub: (delay) :h::s:~[Charge ] (land) :f::h: xx :d::df::f::atk::atk:
Yeah, Cat Spike will most likely go over some characters midscreen, but they will get get hit in the corner without crossing your self up. I found out some pretty nifty reset setups that I am gonna put in the second part of my tutorial in the "advanced’ section, so I’ll put these BnB’s on the tutorial and explain when the combo crosses up or not. :3
I’ve been spending more time on setting up M Cat Spike as well to help open people up. The same combo I posted earlier does 718k with M Cat Spike as a starter, but I’m usually TACing to Frank so he can be lv5 and trollololol
Few more BnBs and updated with damage (before mashing).
Firstly i’m a novice at this game, but I was in training mode and came across a nice little combo and I was hoping some of the more better felicia users could maybe come up with something better instead of my basic version. It’s basically In corner: L,M,S, air L, M, Air H delta kick then please help me (I hope I explained that correct). The timing seems weird as you need to hit the phm as the opponent reaches the height of the ground bounce. So if anyone can suggest how to maybe fill out the combo or make it less basic? Thankyou
Refer to the post above yours for some combos with Felicia. Welcome to the catgirl harem.
Has anyone done any recordings for these combos? If not, I may feel like doing some this weekend so new Felicia players can get visuals of the combos.
My Youtube counter-copyright claim just got approved, so I’m allowed to upload 15+ minute videos again. (Fuckin’ DMCA. I FOUGHT THE LAW AND WON. >:3)
Dunno if I’m going to bother utilizing this privilege anytime soon though.
Fucking YouTube and fucking Japan Sony Music Entertainment (or whatever) has given me three strikes (somehow not banned yet) for using music in my videos >:(
Anyways, am I going nuts or has Level 1 X-factor got faster for Felicia? I don’t remember being able to loop 3 Neko Punches after RBS then LS before, maybe just never tried it before o_O
She is faster. Which is why in XFC level 1 you have to change the normal jump loop to LMHS instead of MMHS.
[media=youtube]ctuebmrfh64[/media]
Good stuff, Orcy. I should try and get featured on Eventhubs too lol.
I’m just starting to fiddle with Felicia, and this may be common knowledge so I apologize in advance if this is redundant.
I was having some timing trouble connecting the (dash) 3M after her command throw, and found out that 3 M+H gives you the 3M input. So you can just press M+H twice real fast and it will connect every time. (it’s easier for me anyways)
Inputs look like this: 63214.L,M+H xx 3M+H, 9M, etc.
Is it better NOT to mash her level 3 when you start a combo with it, since damage scaling for the moves that follow is based on # of hits?
Does Toy Touch xx Super still work in this game?
That’s a good question. I can’t answer and I don’t know for sure, but isn’t damage scaling based more on the moves used rather than the number of hits? For example, :l: moves scale a combo more than :h: moves.