xx means cancel/s and sjc means super jump cancel.
I’m new to umvc how do i sjc
super jump cancel (sjc) is a motion called Tiger Knee (TK)then an atk button you use this to cut down recovery frames(animation)to do another that you would not be able to, for ex Zeros lightning move can only be done in the air but if you TK his lightning move while on the ground you cancel his super jump frames and the move comes out as soon as your feet leaves the floor. if your having a little trouble with the motion try:d::df::f::uf::u: to start out. takes practice but youll get it, dont give up
Here is a simple combo for FELICIA that nets you 642K Dmg which is really good and is online friendly, use this till you get the hang of her more damaging combos which can net you 740K+ [media=youtube]ipLgd0acYGM[/media]
thanks, I think i got the hang of it now
i cant seem to hit sandsplash from landing then into dancing flash any tips/help?
If you’re in the corner, sj. :u: and as soon as you hit :s: to knock them back down, start holding back to charge the sand splash. When you land you won’t have to dash back for the Dancing Flash to connect if you jumped straight up since she’ll space herself when she hits them. Also, at certaint ranges midscreen you won’t have to do anything special, but because of Air Delta Kick it’s pretty rare to not be in the corner. If you sj. :uf: in the corner you will have to do a very fast back dash so that you get multiple hits from the Sand Splash (make sure you’re using :h:, as well.) If you run alongside Frank w. or Storm you can always THC with the OTG super or if you have an assist with a ton of hitstun you can use that alongside a toy touch or sandsplash to make it more lenient. It’s a very tight link and the issue I have is getting random Kitty Helpers because of the :f: on sandsplash. Supposedly, you can use :qcf::uf: to help with that problem if you run into it later but I haven’t had a lot of luck with it. Kitty Helper is pretty much never a bad thing tho, so just make sure you keep the pressure going until your helper gets there and you get another free combo (and cross your fingers that you don’t end up dropping the combo because of her later…)
There really is no reason to be using Dancing Flash unless you’re 100% sure it will kill since she’s so good with resets, though. Keep in mind, also, that it’s possible to connect Dancing Flash and PHM from the ground bounce portion of Air Delta Kick if you just need some quick guaranteed damage.
after doing Air Delta Kick>:s:> :h:>:s:Sandsplash is fine just trying Dancing flash after misses most times i get Kitty Helpers tis frustrating.
I always land close to them when coming down from :s: am i doing something wrong?
Can someone help me out with sand splash into super? Whenever I do my extended combos and finish with a otg sand splash and try to cancel into super, the opponent always recovers. In the videos above the player seems to do it just fine.
You can’t use Sandsplash > Dancing Flash right next to your opponent or they will air tech and dancing flash will miss. You either have to dash back before using sandsplash or when you’re in the corner, after the air delta kick> :s: don’t sj. towards your opponent, sj. straight up and when you hit them Felicia pushes herself back just enough for it to work without having to dash. Even when you do it properly it’s a very tight link so you will have to practice it a lot.
Got better at doing it now I’m going to be in the lab for a while doing this over and over thanks for the help
Good looking out, Merk. Had no idea the spacing was so mandatory. Took me forever to get the timing to land the standing H(3hit) from the jc combo. You sort of need to aim high and let the gravity properly drop them into the standing H. I’m running on no sleep but I know I’m going to try this out before I crash haha!
Could I get some input notations on that combo, please?
So up until now I’ve been making due with just going cr.LM:b:Hxx rolling buckler etc. and leaving out the cat spike in combos. I’ve been trying to eke out a little more damage but when I try to add in cat spike, I’m able to get the hit directly after the cat spike but after that they’ll tech out. The combos seem really straight forward so I’m not really sure how I’m mucking it up. Is it just a tight link or is there something else I’m missing?
Which bit do they tech out of? I know doing this makes the toy touch part of the combo a bit tighter. If it’s just trying to link the cat spike part into the rolling buckler part, it’s just pure speed of inputs you need.
cr.:l::h:(2) :f::d::df:(((((:h:(2))))))) :d::df::f::h:>:m: cr.:l:
Specifically the 2 inputs in the (((()))) I can usually land the M but not link the H. I’ve been in the lab trying to get it and it’s a bit better but def. not match practical atm.
Oh right, well as you proved yourself its defiantly possible, I do warn you the buckler afterwards can feel slightly tighter as well, but felicia certainly can cancel her moves fast enough to do it. Just keep praticing and if it help speeding it up, use the H animation in order to hit confirm the rolling buckler, so your not slowing inputs to let them clearly connect like every other combo
Oh wow, sorry for ans this so late dude ive been stupid busy
cat spike
http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/m.png
, st.,cr.,cr.:h:,:s:,sj:m:,sj.,sj:h:, delta kick:h: , land dash, st.:h:1hit,:s:,sj.,sj.sj.:h:,sj.:s:, land, back dash, sand splash:h: xx Rolling buckler :atk::atk:. Notes: if you have a prob connecting sand splash hold:b: once you press the last :s: this starts to buffer the sand splash move and adjust the distance to connect the sand splash cuz if you do it too close the opponent will tech out B4 you can do it, when you land just press :f::h:. If you r too close you still have to back dash.
So whats felicia’s level 3 infinite? I’m assuming it’s really easy and worth it just because PR Rog actually intends on using her as an anchor. Can someone also explain whats so good about it? Obviously its an infinite but how much does each hit do and is there any scaling because it doesn’t look like there is.
The scaling is actually pretty huge, but Felicia does it so fast it’s all worth it.
The infinite setup is simple. On a grounded opponent it’s just LMH->Cat Spike L x 23856392857. Not sure how it will fare well against airborne opponents though.
On a sidenote I actually use c.L->c.M->c.H->(Rolling Buckler->Neko Punch) x 8->insert air combo here for XF3 because I find it easier to do. It also looks troll-ish haha
L or M Sand Splash -> Dancing Flash will still work but you have to cancel faster for each, especially Sand Splash L.
I would know because I usually do this often when I feel like wasting 4 bars:
:l: b.:h: :f::d::df:+:l: :l: b.:h: :d::df::f:+:h: :l: :df:+:m: :uf: :h::s: :h: :d:+:h: :s: sj :h: :d::db:+:h: :d::db:+ :atk::atk: [] :f:+:l: :d::df::f:+:atk::atk:
It works as long as you can cancel the Sand Splash L quick enough
Now for the real purpose I came to this thread… combo consulting.
Frankly I’m trying my best to practice combos with assists, and with so few Felicia footage out there and my lack of time to practice I’m horrible at these.
So for the combo makers here (if there are any), what mileage can be gotten with a team of Felicia(A)-Ammy(B)-RR(Y) ?