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

I’m sure you guys have found out by now, Felicia’s new spoken quotes are with Frank :3
Intro - I’m ready for my close up.
Winning - Is that all? Thanks for the photos! (or similar)
Not mentioning Ghost Rider’s head is also on fire, got bored of flaming heads of Dormammu perhaps :lol:

Alright well I’m already covering the basic combos, advanced combos/BnBs, techniques into comboing into her level 3, showing the usefulness of Kitty Helper and how you can start unblockable strings/frame traps, grab combos off of Hell Kitty/Air Grab since both grabs have ridiculous range, most likely going to show changes from Vanilla Marvel into Ultimate (so I might have to use my Vanilla copy again lol,) and of course ways that you can combo from Please Help Me from full screen and get a kill combo after it.

Any other suggestions I should add? :3

A few reset setups, perhaps?

Ways to approach and open up:

  • wave dash, with tips on how to avoid accidental EX Charge
  • plink dash
  • ADK, noting that it’s safe on block but can be XF punished like Wolverine’s dive kick or high-reaching moves (e.g. Magnetic Shockwave). Feint it with j.H to fish out punish hypers like that. j.H can also pre-emptively stuff teleports like Strider’s.
  • Foreground dash, but only when covered by assists or Cat Helper.
  • Cat Spike, which is safe on block.
  • Buckler Slide, which is “relatively” safe (-4) but can be punished by throws if not covered.
  • Buckler Uppercut against airborne foes, which while not invincible does have a pretty generous hitbox and causes enough guardstun against airborne opponents to be safe and can interrupt the opponent’s offense to set up a throw reset if it hits. Even though the move no longer auto-corrects after passing by the opponent like it did in the original release, the hitbox is still good enough so that it doesn’t really matter.
  • Wall jump into air throw / ADK option select or j.S, which is a good cross-up.
  • In general, using slow-moving projectile assists to be safe, keeping the opponent locked down after you get in, and even setting up certain cross-up opportunities off of ADKs that fly over the opponent’s head. Projectile assist, whiffed ADK, Buckler Slide covers a lot of ground very quickly from multiple directions.
  • My favorite blockstring against advance guarding opponents is L,M,Buckler Slide. It’s technically unsafe but clips the legs of people who try to AG and then jump away with astonishing frequency, to the point where I’d consider using it even without assists until your opponent learns how to punish it.
  • Projectile assist followed by command throw once you’ve scared the opponent into blocking everything.

Combos off of all of her typical starters:

  • c.L
  • j.S
  • Buckler Slide
  • Cat Spike L/M
  • DK/ADK against grounded opponents
  • ADK against airborne opponents (starting a combo with a ground bounce)
  • all throws (ground/air/Hellcat)
  • Please Help Me
  • X-Factor combos (all levels)

At a minimum, cover combos that can be done starting with no meter (outside of the initial investment of 3 bars for PHM) and no assists, with demonstrations of how certain assists can be used to extend them. Test against Ryu, Sentinel, and Rocket Raccoon to see if they work against opponents of all sizes. At a minimum, any Felicia player’s combos should be good enough to kill after one meterless reset followed by one additional combo.

Various important facts about moves:

  • What moves are + on block.
  • Range on throws.
  • Sand Splash can be comboed into Dancing Flash or Please Help Me.
  • Some testing needs to be done with the foreground dash. IIRC, I think Justin Wong and James Chen said that they think the move crosses up immediately, even before she visually crosses the opponent. Test it in tandem with assists to see if that’s actually true.
  • Invincibility frames on Dancing Flash. Demo it against something like Magnetic Shockwave to show the proper spacing/timing to plow through it, as it’s not invincible at the very start. Note that when it is DHC’d into, the vulnerable start-up frames are skipped, making it easier to use as an invincible punish.
  • The 9th(?) hit of Dancing Flash casues soft knockdown, which makes it an opportune time to either XF cancel or DHC into a horizontally-oriented hyper.
  • OTG timing for PHM: right after she finishes jumping at the end of the move.

Assists:

  • Buckler Slide: Useful for lockdown+low. Invincible start-up when used as a crossover counter and allows for a full combo if it connects, but only on counterhit. If the first hit of the move hits early and is not a counterhit, the slide won’t chain in time and can be punished. Therefore, it’s only wise to use the crossover counter against moves that can clearly be punished in time (e.g. point blank hypers).
  • Sand Splash: Projectile/OTG.
  • The decision making process behind which assist to pick is pretty simple. Which is more valuable to your teammates: a low or an OTG?

Misc strategic points:

  • Kara-canceling moves like PHM and Hellcat to increase their range
  • Using EX Charge to reduce recovery time on some moves
  • Forcing the opponent into the corner
  • Using Kitty Helper against an incoming opponent in the corner and locking them down

Aaaaaand, that’s all I could think of off the top of my head, lol. Holy crap this character is amazing.

I’m gonna need a bigger notebook.

Oh yeah, guarding an air move from your opponent, then XF guard cancel into air throw of your own is also probably pretty good. Haven’t had an opportunity to try that yet though.

EDIT: Doing it as you’re coming in and being pressured after your previous character was KO’d is probably godlike.

EDIT 2: One of my methods for approaching in the original game was Sand Splash H > forward dash > repeat, which was a serviceable way of swatting down projectiles and moving in at the same time as long as you did it as quickly as possible. (You could charge down-back, release the stick, then quickly tap 2 attack buttons followed by forward+attack to perform the move while dashing forward, followed by immediately starting the charge again.) ADK kind of renders that obsolete but I guess it wouldn’t hurt to see if it still worked.

EDIT 3: Happy birthday-specific combos would probably be appreciated, as ADK seems to be kind of wonky when used against 2 characters at once. I know I’ve seen Justin Wong use it just fine in those situations though, so I want to find that footage and see if I can figure out how he did it.

EDIT 4: Sniffing out teleports with c.L / j.S (ground-based) or j.H / air throw / ADK option select (aerial)… Using Rolling Buckler to pass under some stuff (Wesker Samurai Edge)… Baiting out counters with Buckler cancelled into Kitty Helper… Just listing stuff as it comes to me, lol.

EDIT 5: L, M, Cat Spike L is the safe version of L, M, Buckler Slide but won’t open people up low; might need to double-check as to whether Cat Spike is safe after an AG at midscreen, as I hardly ever use it. Toy Touch > j.L is probably a decent instant overhead on tall characters, right? Now I’m just trying to brainstorm things that sound like stuff I should be using but don’t.

EDIT 6: I suppose it would be a good idea to list pointers on how to overcome bad match-ups, but I’m having a hard time thinking of any, lol. Possibly Zero and other characters who have really annoying normals. Maybe just popular match-ups too? Also, any good combo/tutorial video requires good music, and since I’m on something of a beat-em-up kick I would humbly suggest that you record game footage without BGM and splice in one or more of the following fine selections from Streets of Rage Remake. :3

Up & Up
Moon Beach
Under Logic
Wave 131 or New Wave
Fighting in the Street
Slow Moon
The Poets
Ferryboat
Last Soul
SMS Power
Cycle III

…Don’t mind me getting carried away, here. >_>

I want to pick up Felicia, but the combo thread seems pretty unorganized, what are some good bnb’s, maybe intermediate level to start with. What are her buffs from Ultimate Marvel? What’s her best assist? How do I approach with her? Does she have a move to approach with that is safe? How’s her damage output? etc.

Ultimate is still fresh so we’re trying to pound out some stuff before we start the UMvC3 threads. We unstickied the originals because of that.

I just want to say thank you to the guy who decided to put ground bounce properties on ADK. I have nailed so many Trish players using this thing. Before, Felicia didn’t stand a chance against Trish or anyone who could win out through air superiority. Now when they take to the sky and think they’re safe, they end up getting a quick one way trip back to the ground.

I understand, for for today’s sake, what BnB are you using for Felcia now? I just want something to learn in the meantime. Maybe one for standard hit confirms like ADK and cr. :l: and one for grabs and command grabs.

Nice simple combo I use: :l::m::h: xx RBS > :l::m::h::s: > sj.:m::h: xx ADK > Dancing Flash or PHM
Super easy, most likely to fail on the link after RBS if anything, there’s obviously better combos but not a bad place to start, especially if lag is involved.
After grabs more or less the same: :df::m: jx j.:m::m::h::s: > :l::m::h:( :d::h: ):s: > sj.:m::h: xx ADK > Dancing Flash or PHM

The one I use is

:l::m: :b::h: xx :d::df::f: :h: :m: :l: :m: :df: :m: j:m::m::h::s: land :h: :d::h: :s: :m::m::h: :b::d::db::h: land > Dancing Flash or PHM if I want to keep it simple for me.

Granted I’ve played Felicia to the point where the short jump loop is pretty standard for me.

I’m making a Felicia tutorial that will cover all the things you need to know about her, so look out for that. :3

Another thing I thought of that might be worth covering is some brief pointers on how to play her at different positions of a team: what assists to compliment her when played on point, how to play her on anchor with no assists, any particularly useful TAC/DHC setups you can think of, etc.

Added to the handy dandy notebook. :3

Here’s another suggestion: You can cancel the recovery frames of a whiffed Delta Kick or ADK into Hellcat.

I was actually considering using Battle Circuit OST since her alternate costume is based off of Yellow Iris. :smiley:

An inspired pick. Need to see if it’s any good myself. :3

Further thoughts: Advice on how to keep Kitty Helper from fucking up your combos, if you have any, and how to convert any fuck-ups into potential resets. All I can think of is delaying your launcher and letting the cat hit first so that it doesn’t swat down your launch, if you can do so without running the risk of breaking the combo. (If the cat does swat down the launch, is it ever possible to omit the super jump cancel and instead follow it up with another launch? combo, S, cat pounce, S, super jump cancel, air combo? Doubt it’s possible but Spencer’s 9th mission gave me the inspiration to try it out.)

Kitty hits cause air resets, don’t they? S without the SJ cancel probably has too much recovery :frowning: Even in the air the lil kitty is jumping around and sometimes ends up hitting them on the way down.

Maybe just keep the combos short and on the ground, if can hit confirm into a standard LMH can hyper cancel into Dancing Flash and kitty will go, “Bye bye~!”

That Spencer mission gave me alot of ideas to try with my team, like calling Ragtime Shot at the same time I launch the opponent so the arrows hit them on the way up and I can continue my combo, also pretty much any assist that has an upward trajectory or stays on screen so I can smack the opponent back into them. Still trying to work V.Joe’s Shocking Pink into that for my other team, one of his assists has to be above average, they just have to.