MvC3: Becoming a Hellcat: The Felicia Combo Thread

All of Deadpool’s work without the need to Cat Spike, can land it after Quick Work though but Katanarama already does the ground bounce so can’t use Cat Spike to help there (at least for the ground bounce).

Oh yeah, I barely use Quick Work and I forget how good it is lol.

Crispy, all your smiles are of the furry variety! :o I noticed on your list you have Viper’s seismic, have you actually tried the Viper Felicia team? It seems like it would be fun and we can share technology! ^.^

Lol, hey Chrisis! Seismo does work wonders for her, but I haven’t really got around to experiment more with Viper, just assist lol.

What can I say, I love cats. :3

I’ve been playing around with a Felicia/Viper/Doom team recently and I think that they work together pretty well. I use Viper’s Burn Kick assist because Felicia really doesn’t need an OTG assist once you get the Toy Touch > RBS cancels down.

Combo into PHM w/ Viper assist: [media=youtube]5DoNA-EjKWw[/media]

Corner reset w/ Viper assist: [media=youtube]N0fBNogrElM[/media]

It seems like either of the 2 on point would have crazy unblockable set ups since Felicia has some long range lows that lead into combos, and Viper has some long range overheads that lead into combos. :smiley:

Oh hey, just pointing out that Magneto + Felicia is still awesome.

Not only can you do DHC trick between them, but if you do a Mag BnB into the corner, then backdash a good amount, then Magnetic Shockwave, you can DHC into PHM if you hold down H afterwards.

Might work midscreen if you space it right, not sure.

I think it’s more the case that Magneto + anyone is awesome :stuck_out_tongue:

Gravity Cheese!

I’ve been trying to figure out how to stay in on my opponent if my combo doesn’t kill. While very difficult to do, I have found much success in ending my combos with toy touch into delta kick…

The wake up game at that point is stupid free, it causes a forced roll that can be option select chased by just waiting a split second before hitting two attack buttons to dash. Instant overheads, meaty lows and command throw setups are all there.

Just to be a jerk, you can cancel the landing frames of delta kick into kitty helper and still get decent wake up games…

My Felicia Combo Requires Tron Bonne Gustaff Fire Assist

no X-Factor for any of the combos

j.:s:,s:l:,s:m:,s:h:, :b::h:,xx :qcf::h:xx:m:, s:l:,s:m:, :df::m: :uf::m::m::h::s:, s:h:
c:h:,c:s: superjump sj:m:,:m:,:h:,:s: (land) :a1:, :df::m: :dp::m:, s:s:,superjump **
sj:h::s:
(fast) land **:df::m:,:qcf::atk::atk:
689,400k damage 1 bar used and more than 1 build after the combo is done

j.:s:,s:l:,s:m:,s:h:, :b::h:,xx :qcf::h:xx:m:, s:l:,s:m:, :df::m: :uf::m::m::h::s:, s:h:
c:h:,c:s: superjump ** sj:m:,:m:,:h:,:s: (land) :a1:, :df::m: :dp::m:, :qcb::atk::atk:(lvl3**)
872,400 damage

j.:s:,s:l:,s:m:,s:h:, :b::h:,xx :qcf::h:xx:m:, s:l:,s:m:, :df::m: :uf::m::m::h::s:, s:h:
c:h:,c:s: superjump sj:m:,:m:,:h:,:s: (land) :a1:, :df::m: :dp::m:, s:s:,superjump **
sj:h::s:
(fast) land **:df::m:xx:a2::a1: (team hypercombo)
850-900k damage depending on how many bars you have

You can use kitty helper instead of an assist to relaunch :slight_smile:

Just don’t expect to set it up easily. You quite literally have to have the combo planned from start to finish.
So far I’ve only found it worth attempting after DHC Glitch into helper.

I’m in the middle of building a combo video for my team, so expect footage of it within a week.

Question:

Is there any way to combo into Meduim Cat Spike outside the corner on small characters? I feel like my combo’s so limited if I’m fighting (for example) a zero outside the corner, have to go straight for RBS. I’ve tried creating as much distance with my magic series as possible, but felicia always crosses them up. Help?

Not on Ammy, Zero, or any other character that would get crossed up outside of the corner. You would have to change your BnB combo to this:

cr.:l: [or st.:l:] :st.:m: :b::h: :l: Cat Spike>st. :l: :b::h:>RBS

You can still continue your combo on shorter characters (except MODOK and Ammy unless you wanna go straight into Dancing Flash after the slide) outside of the corner with Light Cat Spike instead of medium. I’M TELLING YOU GUYS ARROW KICK IS GODLIKE.

New BnB combo against any character (except MODOK and AMMY):

cr.:l: st.:m: :b::h: :l: Cat Spike> st.:l: :h: (3 hits) :b::h:> RBS> st.:l: :m: :df::m: j.:m::m::h::s: land :h: (3 hits) cr.:h: :s:> :m::m::h::s:> Dash> Toy Touch jc Dancing Flash (633k damage midscreen) or RBS PHM (843k damage )

Against MODOK though, you’ll have to use Cr.:h: instead of :b::h: before the Rolling Buckler Slide because of his stupid hitbox. Still doesn’t work on the dog though, you have to go straight into level 1 or 3 hyper. :frowning:

Wow, that combo hurts! I didn’t know you can cancel L to H if you use cat spike L first.

Are you sure those damage numbers you posted are correct?

I’m getting 635,100 finishing with TT xx DF and 882,100 finishing with TT xx RBS xx PHM.

Anyways, this combo will actually do more damage if you substitute :m: for the first :h: (3 hits) in the combo. This is minute, but you can squeak out another 1 or 2k by using cr. :l: after the RBS instead of st. :l: on everyone except for Joe and Zero (and Ammy/MODOK). It is also probably the best option to always TT xx RBS xx DF (instead of TT xx DF) if you have the technique down, otherwise it is just damage being left on the table.

Here is what I currently use (against chars where M Cat Spike is unreliable):

cr. :l::m::b::h:(2 hits) xx :f::d::df::l:>:l::m::b::h:(2 hits) xx :d::df::f::h:xx:m: > cr.:l::m::df::m:j.:m::m::h::s: [land] :h:(3 hits) cr.:h::s:sj.:m::m::h::s: [land] Dash > :d::df::m::f::uf::l:(whiff) xx :m: xx :d::df::f::atk::atk: or :d::db::b::atk::atk:

649,900 finishing with DF and 884,900 with PHM.

I was testing this variation against Wolverine and Zero, but either combo works. Thanks Orchy. :3

And I edited the damage info. PHM was 881 not 934. Whoops :stuck_out_tongue:

Yeah, avoid using :h: near the start of a combo wherever possible. It doesn’t do much damage per hit, meaning you lose a lot of damage through scaling. Also, juggling into :h: is unreliable in the corner against quite a few characters. It works, but unless you do it when they’re right near the floor they just pop out (feels like ~1-2f timing on some).

What combos are you guys doing on the incoming end of the DHC glitch into Kitty Helper aka Little Homie??

:df::m:, j. :m::m::h::s:, land :m: :h:(3 hits) cr.:h: :s:, j. :m::m::h::s: then Toy Touch into whatever,