MvC3: Becoming a Hellcat: The Felicia Combo Thread

Does the Little homie ever knock the opponent out of the combo for you, shit happens to me all the time lol.

I bet we all had our fair shares XD

Trick is the positioning when DHCing, you can position it so the kitten comes in a fair bit behind you allowing you enough time to do the combo with her interrupting it. It’s probably specific for each hyper you’re DHCing from but with Deadpool’s Cutting Time you basically want him to do it with the opponent stuck in the corner, DHC after the 4th hit then dash in to start the combo and she should be too far behind to interrupt the combo :3

Ah, sounds good. I run Mag//Felicia//Akuma. Idk, maybe I can make her attack to where when she does get ready to splash it wont him the opponent down out of the launch. I will mess with it.

Have you tried DHCing in with a wiffed Dancing Flash? I’m currently running Mag/Felicia/Doom and it works really well.

If you press a button to make your kitty jump before doing the :df::m:, you have a better chance of not having a combo breaker. Even more of a chance midscreen lol

Wow, I’ve never thought of doing that. lol.

I was wondering if I could get help optimizing a combo. I’m trying to get a hipster/swag team going (Felicia/Dante/Iron Man), so my Felicia is pretty bad.

This is the combo I was messing with earlier though, in the corner-

:l::b::h: xx :dp::m:, :m::h: (1-Hit):b::h: xx*:d::df::f::h:xx:m:,:l::m::df::m:j.:m::m::h::s:, land:m:**:s:sj.:m::m::h::s:, Land :a2: (Unibeam) +:df::m:, Dash :s:, sj. :h::s:, Land :a1: (Jam Session) +:df::m:, :dp::h: :d::db::b::atk::atk:*

Edit: I also, of course, drop this combo like madness, so if there’s some magical way to make it easier I’d like to know. Though I assume it’s a matter of practice making perfect.

That’s the problem, if you want long extended awesome combos it comes with greater risk of botching them :frowning: Easiest combo that’s pretty impossible to botch is LMH xx RBS > LMHS > sj.MMHS > dfM > whatever.

This would be an improvement:

:d::l::m::b::h: xx :f::d::df::m:,:m::b::h: xx :d::df::f::h: xx :m:, :d::l::m::df::m: j.:m::m::h::s:, land, :d::h::s: sj.:m::m::h::s:, land, :d::df::m:+:a2:(unibeam):f::uf::l: (whiff) xx :m:, dash :d::h::s: sj.:h::s:, land, :d::df::m:+:a1:(jam session):f::uf::l:(whiff) xx :m:, :f::d::df::h:, :d::db::b::atk::atk:

Damage: 1,028,300

This combo works on everyone (who can normally be juggled after RBS) except for Joe and Zero, whom you have to use st.:l: on instead after the RBS. It IS pretty specific timing to land the :d::h::s: on some characters after the first air series…a more universal option would be to use :m::s: instead, it will deal around 1,026,300 in that case.

[media=youtube]ye_q_4Hxd6s[/media]

Thanks a ton, that’s what I was looking for. Of course, it adds toy touch > j.canceled RBS to the mix, which I haven’t quite wrapped my head around. But I imagine I’ll have to up my execution if I expect my swag team to work.

I’m still surprised at how similar her reset game and combo damage is to Wesker. It’s just that a 1,000,000 damage combo with Wesker takes half the buttons.

That’s Wesker for you :confused: Top tier character apparently, guessing he’s second after Wolverine according to what I’ve been hearing on streams.

TT xx RBS cancels will be extremely important to Felicia in the long run imo. It is a moderate execution barrier that will have to be passed in order to optimize her damage, resets and her solo/team comboability.

Compared to Wesker and Wolverine, Felicia takes a LOT of execution. Maybe not as much as Dante, but pretty damn close.

Off topic
I just realized I used to watch Orchazm’s vids waaay before I joined SRK.

On Topic
Are their any good vids involving Felicia’s Cat Spike assist?

Dante can still be pretty effective whilst sticking to simple shit. LMHS sj.MMH xx QCF+L S sj.MMH xx QCF+H xx Million Dollars does great damage for very little effort. I really wish I could do Dante’s more stylish stuff :frowning:

Considering how good Felicia’s RBS assist is I don’t really see Cat Spike being that useful. However since it causes a ground bounce on air targets I’m guessing it’d be good to use with characters who can OTG but not do much with it, providing they don’t already have a ground bounce in their combo. Try it with Wesker’s Samurai Edge?

This.

And this:

[media=youtube]ehg1ungayCU[/media]

The first thing I saw in my subscription box! The second combo was delicious!

That is a good use of Cat Spike assist :3

Cat Spike opens up a LOT of combo potential between Dorm and Felicia, but Rolling Buckler is still probably the better choice in this team for CC, general horizontal pressure, and the hard to block scenarios you can force with his teleport > overhead. One day I’m going to train up my Dorm and stop being scrubby with him, Dorm/Feli/Doom was my first legit team in this game.