Yeah, it was in the video thread and shinobi pointed it out. It really SHOULD be in OP but Windy isn’t here.
Wesker/Deadpool teleports+Rolling Buckler assist= UNBLOCKABLES AHOY.
I love how the start-up of RB assist has invincibility frames. :3
Yeah, it was in the video thread and shinobi pointed it out. It really SHOULD be in OP but Windy isn’t here.
Wesker/Deadpool teleports+Rolling Buckler assist= UNBLOCKABLES AHOY.
I love how the start-up of RB assist has invincibility frames. :3
More specifically; the Throw OS Airthrow variant.
It completely kills people for holding up-back against meaty/tick throw setups.
…and it kills them for not holding up-back too :wgrin:
Abuse that shit all day. Felicia gets full combos off any of her throws so it makes for a lot of nastiness.
She doesn’t get a full combo from a forward throw unless in corner
Not sure I can get my head around those OSs, will have to give it a try x_x;;
Actually she does
You just have to input three wavedashes really fucking fast.
…but not too fast or you don’t get the distance and have to do 4, which is even harder.
It’s hard, but possible. I’ve pulled it off in a fair few matches.
OS throws is the perfect reason on having Felicia on point. Thanks Sprint. :3
I have a hard enough time landing the combo after a mid-screen Hellcat, no chance I’ll be able to pull that off
Also what’s the deal with Toy Touch air combo after PHM? I can never land it Is it character specific or something, they just seem too far away
You gotta time it right. It’s real tricky, but I think the best timing is right after she does her trademark jump pose.
I can land the Toy Touch most of the time, it’s the following j.M or the second one that I seem to miss. I find it much easier to do Toy Touch jump cancel Dancing Flash than the air combo
Hey guys, I play Felicia. My Felicia is generally pretty bad, but my fundamentals allowed me to do rather well with her at Keystone2 and Fight for relief, behind Dante and Taskmaster. I’ll be in here, trying to help figure stuff out in the future.
See you guys around
I’m currently in the middle of trying to chain together a series of air combos and a hard spike to the ground, chaining that into dancing flash. The air combos build my meter and i might just have enough for dancing and please help me which might wipe out my opponent completely. Have any of you guys done this or do you think its possible? If ya’ll do do you think you could give me some pointers?
It’s frustrating being a Felicia player and having the outcome of an online match change because of an execution mistake caused by random spikes of lag. Can’t wait for the summer so I can face people in person and I won’t have to worry about lag
Other than that, I love using Felicia. I definitely need to attempt more team aerial combos with her; smart players catch onto her resets. I can’t emphasize enough how good Kitty Helper is. Also, Sand Splash is incredible against people who blindly decide to rush Felicia down.
Chaining air combos into H Cat Spike? Don’t think that’s possible.
Difference between this game and SF4 when it comes to execution errors is a mistake in SF4 will most likely get you punished, whereas a mistake in MvC3 usually doesn’t put you in a bad position and sometimes you can even capitalize on it (e.g. air grab). Makes me less weary of trying the harder combos :3
You don’t really need team aerial combos, Felicia’s BnBs usually build more than a single bar so even if you are tagging Dancing Flash on the end of them you’re still better off than you started. If not you can always finish with Rolling Buckler Uppercut for a bit of extra damage and leaves them high in the air for more mix-ups or what have you :3
To finish off a character/team you can maximize your damage by activating X-Factor early in the combo, KFCing the Rolling Buckler (ball) then going back into LMH RBS LM:df:MS sj.MMHS :df:M xx Dancing Flash nets over a million with just level 1 X-Factor rather than just doing Dancing Flash KFC Dancing Flash for ~700K and is more meter efficient too. They’re not dead yet? No worries you’ve built up an extra meter to DHC (level 3 they’d totally be dead already :P).
And that’s why I don’t play online. XD
I feel like I should make a list of things that Sand Splash beats. Anybody wanna contribute to this?
Surprised my friend’s Dormammu with a full screen PHM the other day. Still can’t believe we didn’t know you could do that until recently. Even the bible doesn’t mention it.
In other news, Cannon Spike mentioned sand splash, and I’d like to talk more about it. When do people use it? I generally forget about it, but I like to throw it out every now and then against some projectiles. I really think it can be utilized better, though. EDIT: Ninja’d. A list of sand splash-counterable projectiles would be nice. I have the bible, albeit at my friend’s place at the moment.
Also, I want to ask about her charge. Do any of you ever charge mid-match, or even after KOing a character? I find myself forgetting about it, and even then, it feels more beneficial to try to set something up during the time before the next character comes out. What do you guys think?
My personal recommendation for the charge is roughly 3 purposes, I’ll list them in the order of least to most applicable.
If you’re just shy of a L1 or L3 super and really need it, you can stall and charge til you get it.
When playing against a zoning team that fails to keep you off the ground (Note; ESPECIALLY applicable against phoenix teams, as those teams rarely cover all bases, because Phoenix is more or less a wasted spot!), you can force them to approach by playing hyper defensive and charging every chance recieved; if played right, the score could be opponent full health with 1.5 hyper against felicia 2/3 health with 3+ hyper by the time you stop using that strategy.
Important side note: When doing this, avoid blocking as much as possible; only block if you would be forced to be hit otherwise. Every time you block, your opponent gets meter, and you’re doing this to try to lead in meter, not give both players meter.
I think easily the most commonly useful way to use the charge is to augment her blockstrings. It will need to be thoroughly researched exactly how much recovery time is on it and all of her normals, as I know, for example, her cr.M is roughly +0 on block normally, but becomes roughly +4 on block if you instant charge instant release. For those familiar with Guilty Gear, it’s pretty much a mist cancel, in this use.
It’s also nice to buffer charge with her arrow kick for good measure. I guess that COULD be useful against Haggar since he has his GTFO lariat move. Rushing down on Haggar is a pain, even with Kitty Helper at your side. One move can just stop everything. Sand Splash could be good for faking out blockstring attempts and the sand could hit Haggar if he doesn’t X-Factor or use meter. Lab time with this neat trick.
Wish I only play people IRL, but it’s the most convenient thing for me to do time wise with work and school
Regardless of how much meter Felicia’s bnb builds up, I meant that I need to do more Team Aerial combos in general as a player. Not do them every time, but it’s always a good mixup. I usually do the Rolling Buckler Uppercut for the reset, and hell, sometimes I do the gimmicky “Neko Punch -> Command grab” afterwards; some people just don’t expect the combo to end so suddenly like that. But I do take the guaranteed damage when I need to.
Anyway, about Sand Splash…I typically like to use it against:
Amaterasu. Her hitbox is annoying as it is, so I like to try and keep her off the ground or at least make her the one playing defense by using Sand Splash against them. The really aggressive Ammys will get hit by Sand Splash all the time, especially when you use push block against their CCCCCCCC combo. Then they’ll realize they can either sit back and shoot ice (which Felicia can definitely get around) or use that air grappling hook type move. It’s best when you have them jumping up though trying to avoid it, because then you can do air throw attempts and if they don’t break it, then you’ve got a dead dog.
Zero. Now I know what you’re thinking; pretty much every Zero is in the air trying to mix you up with Air C. When I fight the guy, I just stay the hell away from him. I usually use Doom rocks for that barrier to keep him off of me. Some Zero players start their combos out way too early, making them open to Sand Splash. Again, it’s definitely not a spammable move by any means; but it puts them on notice. It can also get them after an advancing guard if they decide to continue their combo.
Honestly, now that I think about it, I use it against pretty much any aggressive character or player in general. I almost use it like a poke. It’s a good way to tag people with it and make them aware of it, making them open for air grab opportunities. Does anyone know if it beats out the Sentinel Drones assist? I’d give it a shot right now but I’m in bed. I’ll try it tomorrow if no one knows off hand.
sup dudes? just started using Felicia recently and have a few questions:
current best Bnbs for her? the combo thread hasnt been updated since release date basically so I’m assuming there’s better/more optimal combos than the ones listed there atm.
cancel df.m, or comboing of it in general, why is this shit so hard? it took me like an hour just to get df.M xx Dancing flash down in both sides coz i always keep getting the helper hyper or w/e. idk if it was my stick or it was me or the move is just shitty as fuck but something this simple shouldnt be this hard.
are there any uses/mixups for catwalk (S+attack)?
how do you approach from the air with her? like say against a Chris player which will make getting in from the ground a pain in the ass, what do you do to get in?
best assists to maximize her potential IYO? I’m currently using Hsien-Ko (Pendulum)/Felicia (Roll)/Taskmaster (Horizontal arrows)
Oh fair enough :3 I generally don’t since I have it ingrained in me to do normal S in the air and I like having Felicia running around if she’s healthy. Guess I can always exchange to Hsien-Ko then do Dark Force and switch out on landing rather than DHCing into it after Dancing Flash.
Since doing Toy Touch > Quick Work assist > M Cat Spike causes a ground bounce I’ve been experimenting a bit with following with a L Cat Spike for a pretty low air recovery and throw reset attempt :3
Maximizing damage for her BnBs seems kinda fiddly, I just use the simplest version that works on all but two characters anywhere on the screen: (:d:)LMH RB Slide LM:df:M j.MMHS S sj.MMHS :df:M > whatever. Start the combo with a j.S, M Cat Spike or Delta Kick usually. Have to be a bit mindful of small characters making the link harder and Sentinel & Arthur staying on the same side in the middle of the screen.
Don’t know what you’re doing to get Kitty Helper instead. The simplest motion for it is probably :d::df:M:f::uf::atk::atk: there’s no way of getting Kitty Helper from that.
Generally the only thing you can do with it is to call out an assist and use it to cover you and hopefully confuse them in the process but otherwise it’s pretty unsafe.
Characters with projectiles you just have to be a bit patient, I’ve seen Justin Wong use dash then block quickly to slowly work his way in otherwise you can try to use wall cling to get a bit more distance on the jump. If they’re not a projectile heavy character you can just H Delta Kick to get in from range or when closer M Cat Spike or just dash and jump at them.
You probably have the best assists there. Hsien-Ko’s Senpuu-bu is a no brainer since it’s crazy good with Dark Force and the other two are mediocre at best and Taskmaster’s horizontal arrows will help Felicia get in. Felicia’s RB Slide might be able to set up some unblockables with the other characters too.
Those are just my guesses at least :3
Thank you so much, this really helps me out a ton. The people I play with here locally tell me all the time that Felicia is sort of difficult to use but, I know with time and practice and these pointers it will help me out a ton. thank you again. =)