MvC3: Felicia thread V2: For All your Broadway Catgirl Nun needs!

I don’t rely on her lv1 X-Factor either but if they’re down to one character and you land a hit confirm it’s the difference between 600K and 1mil damage if you activate it early so it more or less can finish off their last character :3

so idk if this is already somewhere in this thread but hey
a moment ago i was messing around with felicias kara cancels and i ended up jumping and sticking onto the wall
it would be awesome if anyone could tell me exactly how to do that

To follow up on assist discussion from the previous page, one of the most underrated and underutilized aspects of the Rolling Buckler assist is that it actually has invincibility from start-up to the first hit when used as a Crossover Counter. If you’re being locked down with one of your other characters and need a way out, counter into Rolling Buckler and then follow it up with your combo of choice.

Pretty simple, jump towards the wall and hold the direction of the wall, providing you’re close enough to the edge of the screen Felicia will cling to the wall like a cat clinging on curtains. You can immediately jump off or let her slide down by continuing to hold, she’ll automatically jump off when she gets to the bottom. Doesn’t work from super jumps. Might not seem very useful but it gives a bit more height and distance than a regular jump and since it’s not a super jump you can still call assists.

I always forget about Crossover Counters :rofl: I’ll have to remember that if I have Felicia in waiting :3 Dancing Flash also has invincibility of sorts, might be able to X-Factor out of block stun into it as a nice escape, I’ll have to experiment with that a bit.

Dancing Flash is invincible on frames 6-18. You can DHC into it to plow through an enemy attack since the first 8 frames will be skipped in this instance, but the pre-cutscene frames can be stuffed when used on point.

I don’t utilize Crossover Counters much in this game either but I always have them on my mind as an option when I’m doing theory fighter because they were vital to my TvC team. (Advancing Guard didn’t do anything to Zero in that game, which made his pressure game ridiculous. I happened to be using two of only six characters in that game who had invincible Crossover Counters, though, so I always had the option of block > counter > follow-up combo to regain the spent meter and tack on some damage. Forced my opponent to back off and start playing a zoning game on my terms. :3)

OK thats great, but how do u actually do the hyper after u press forward+assist? I’ll be using Deadpool/Felicia/???

Crossover Counter > LM:df:M j.MMHS S sj.MMHS congratulations you now have enough meter to follow up with Toy Touch jxx Dancing Flash :stuck_out_tongue:

That’s cool, I have both Rolling Buckler and Quick Work assists in my team, I’ll have to make use of Crossover Counter more often :3

I didn’t know Quick Work had start-up frames on crossover counter. Sweet.

EDIT: Here’s the Sand Splash thread I said I was going to make. Go check it out!

So, what sort of combos do you guys use when Kitty Helper is out? That move is fantastic for opening people up in the corner, but the cat helper can get in the way and knock the opponent down as you try to launch and super jump after them, so I’m often cutting my combos short and just mashing out lows half the time at the moment. How do you guys maximize your damage off of that move?

She can be kind of random with interrupting your combos or not, I’d just do what you usually would (maybe throw in more lows) and hope she doesn’t mess up a combo, if she does then no big deal just start over again, she’ll still probably be out for more unblockable goodness :3

Worst case scenario is she hits them on the way up from a launch, you can still mash buttons to make her attack and since she’s off screen they won’t know how to block. Then start it up all over again when you land :3

I have a little problem with my BnB, sometimes it goes wrong when I seem to do everything right and I haven’t worked out why yet. The combo is:

LMH XX RBS LM:df:M j.MMHS S sj.MMHS :df:M > whatever.

Midscreen after the launcher (S) sometimes Felicia will fly underneath them and thus making me miss the air combo and follow-up :frowning: Like I said I have no idea why this happens, I have tried fiddling around with timing on the S and the super jump but I can’t seem to figure it out. Just seems completely random :frowning:

The problem your having is at the select screen you have to select wolverine instead. Makes that problem go away just like that.

Unless you’re using a long starter like (:dp::m:,:m:,:b::h:)x2, you’ll usually get a soft knockdown after the first j.MMHS, so stall your followup a bit. Also try MS right before they hit the ground instead of going straight into the S.

Nearly anything after the slide can contribute to your opponent being launched too high so if you’re still having issues just slow each part down and hit them as low as possible.

try to do this before rolling buckler:

(any) L, (any) M, standing H, back H (= arrow kick, 2 hits) instead of LMH

the hitstun from 2 hits of arrow kick will give you enough time for rolling buckler M to whiff and slide will connect. or rolling buckler H will connect and slide will also connect.

before the S after jump MMHS loop, wait until they fall to about felicia’s head height, and since felicia is fast, even at this height she can jump immediately after for sj MMHS. no varying jump timing needed.

MS is a no go, they’ll hop out of it due to hit-stun decay.

So basically I’m hitting S too soon and catching them too high up. I’ll try and delay it as much as possible then :3

In regards to the Kitty Helper, I primarily use her for opening opponents up and getting easy resets. I will use her to execute major corner pressure, or a ground combo leading up to a launcher. At this point it’s pretty easy to tell if the Helper’s trajectory will collide with the target when you’re about to launch them. If it does, launch them and prepare for a reset. If it doesn’t, continue the mayhem in the air.

Hey guys! I finally got myself a ps3 and this was obviously the first game I bought. Felicia has looked fun to me for a while and after using her I’m pretty much deadset on having her as my main. Thing is, I’m playing on a ps3 pad since my stick is 360 and I can’t mod it yet. I’ve tried a few of her BnBs, mostly from trag’s videos, can anyone else recommend me any better ones? Right now I’m not totally worried about maximizing my damage, but I don’t want to stay limited to a LMHS jc MMHs 3M xx 236 AA combo :stuck_out_tongue: any simpler bnb I can focus on practicing for now? Also is there really any kind of special way to doing Toy Touch into Dancing Flash right after a dash? I can do it just fine on the corner since I can hold down and then go all the way to 9 while pressing M during 3 and then cancelling into the super. But doing it after a dash seems kind of hard for me right now.

Thanks in advance!

If you want a more ‘advanced’ BnB, get used to using her ABC’s into her Arrow Kick [:b::h:]into Rolling Buckler Slide [:qcf::atk:>:m:) and then go for :l: :m: :df::m: j. :m::m::h::s:, land :s:, air series, :df::m: into Dancing Flash.

That does sound like something I could spend time practicing. I kept trying to do regular magic series followed by a medium DP move (the ball thing, don’t remember the name), then another magic series into rolling buckler slide and THEN launching them to do the regular air rave into toy touch -> dancing flash. I’ll work on yours, thanks!

Cat Spike is her “pounce at ball” attack, hit stun decay is too much to get many hits in that way, best you’d be able to do is a single hit before launch (S).

Why didn’t you buy the game on 360? Have a stick but not the console? o_O?