MvC3: Becoming a Hellcat: The Felicia Combo Thread

Well something had to give I suppose, they weren’t going to take away any of his tools or existing combos so either his damage or health had to drop to compensate. It can still do massive damage for little effort, just going to be a little quicker to take him down.

I got my Toy Touch > Quick Work assist > PHM combo to work mid-screen :3 Was pretty dense, all I needed to do was dash with the assist call to make up the ground :3

Edit: Even better, doing a H Rolling Buckler Neko Punch xx PHM, pretty tricky though. M Cat Spike works too, easier to land as well and less chance of weirdness going on :3

Sugami, do you have an AA assist if you are using Quick Work? :3

Ugh. Tacos go away.

Not really, I have Hsien-Ko’s Senpuu Bu at best but that needs a bit of prediction but if I had Happy Trigger I’d be using it the same way or to try and stop people from jumping. If people jump at me I tend to do B+H, works quite well as AA, if I’m close enough and anticipate them jumping I’ll do a H Cat Spike to try and catch them and free combo afterwards :3

Hello, I just picked felicia two days ago :love:. I don’t want to sound like a noob, but is it just me or does :df::m: xx :qcf: :atk::atk: not work as an OTG anymore since the patch :wonder:? I mean it doesn’t cancel into the hyper for me, I never tried it before the patch though. Help please, thanks (: .

EDIT: Ohhhhh nevermind, did a little search and it seems like a jump-cancel into hyper. Yay, I can do her bnb’s now!

Is it just me, or is her air grab range far superior than any other character? :3

for bnb 1, what’s the trick to getting the rolling buckler -> slide to hit after the second dp+M s.H b+H? it works sometimes but it’s blocked more often than not.

On some characters it’s harder to land. The timing on your cancel into rb has to be slightly early i’m finding.

Sorry if this has already been posted, but i didnt see it when i was looking through the thread.

you can combo into PHM from H sandsplash after a short ground string.

cr :l:, :m:, :b::h:, sandsplash :h:, :qcb::atk::atk:, hold :h:

This might work after longer strings, but so far i have not been able to land it after more hits than that.

The good thing about this, of course, is that you can land a full toy touch string into launcher afterwards

Is this corner only or works midscreen? I know you can combo into it, but I’ve only tried it in the corner. XD

It works everywhere, I haven’t tested it on the entire cast though, but it works on all the characters I tested it on

Sandsplash, interesting. It’ll be easier and possibly more damaging from an RBS but that might work on MODOK and Amaterasu where the RBS cancel won’t.

yeah it works on MODOK and dog, i found it when i was trying to figure out combos to use on those two

Sand Splash doesn’t do as much damage as RBS, but it still works as a good substitute against MODOK and Ammy.

Can you do the same combo off Hellcat :h: as you do off the :l: grab?

Also speaking of Sentinel, midscreen you can DHC from Sentinel’s Hyper Sentinel Force into Dancing Flash. It looks really silly, I didn’t think it would work before I tried it. She rolls like 2/3rd of the screen.

Yes. But you have less time to pull off the otg toy touch than you do with the :l: version of Hellcat.

In the Hellcat combo, I’m having trouble after df.:m: ^ :m: :m: :h: :s: :m: connecting the second toy touch. It seems to whiff randomly, especially in the corner. Is it all about timing the s.:m: as late as possible? How fast do you guys do the air chain? In the guide it says to do it as fast as possible. It seems less consistent in the corner as well - Felicia’s paw will be totally off screen.

Can I do the same extended combo off the air throw that I can do off the Hellcat throw?

Thanks for any replies.

Edit: This Hellcat combo is driving me insane. When I don’t fuck up the dash - > df.:m: or the timing to get the s.:m: -> df.:m: to combo one of four things usually happens:

[LIST]
[]s.:m: doesn’t combo because I hit it too early
[
]s.:m: :s: doesn’t combo because I delayed the chain into launcher
[]s.:m: :s: sends them too high to combo
[
]I manage to get the super jump combo but I’m too far to land the OTG df.:m: xx jump xx super
[/LIST]

Yes, it’s timing. Depending on the character you have to hit them with M within a couple of frames of them hitting the floor. I’d suggest not doing that particular combo due to how easy it is to mess up.

I personally use the following combos now:
Damage:
Any Throw, :df::m::uf:,J:m:,J:m:,J:h:(long delay)J:s:, Land, :uf:,J:m:,J:m:,J:h:,J:s:, Land, :m:,(:b::h:),:s::uf:
Works on everyone, but is harder to do against short characters.
e.g. Joe needs a really late J.S, but Sentinel, Hulk, and several others don’t need a delay at all.

Consistency
Any Throw, :df::m::uf:,J:m:,J:m:,J:h:,J:s:, Land, :m:,:h:(delay):b::h:1,:s::uf:

Also yes, do air chains as fast as possible. Inserting delays makes the opponent bounce up slightly higher (which is intentional in the above combo).

You can generally tell if the opponent is too high as soon as the launcher hits. React with a different aircombo.
J.M, J.H, J.S nearly always works in the corner.
Use a straight J.S to prevent crossunder when midscreen.

Also the opponent is never too far to OTG after aircombo. You just have to dash again.
:atk::atk:, :d::df::m::f::uf::atk::atk:

You do? I thought the only difference is the grab range.

After any throw that I (personally) can follow-up with Toy Touch I just do j.MMHS LMH(:d:H)S etc. It’s pretty easy and the only thing that messes it up is doing the LMH too soon that they hop out of it before the M, it’s pretty easy to determine whether to do the :d:H as it depends on how high up you catch them :3

Problem I had with double Toy Touch was after the second set of j.MMHS they were always too high for the ground S and hopped away :frowning:

If you pull off Hellcat in the corner, you can actually use Toy Touch j.:m::m::h::s: st.:m:cr.:m::h:(2 hits):cr.:h::s:. Looks flashy and does good damage. :3