Can anyone tell me what to do with felicia in the zero matchup
@ Crispy: Probably should mention the general range on her j.H (mostly above her) and how that factors into positioning for air throw option selects, since it’s a pretty big part of her game. (As an aside, Firebrand seems to be kind of difficult to challenge in the air unless you’re above him… Kind of annoying.)
Also, has anyone had issues with the little kitten disappearing when mashing PHM? She seems to get stuck on the field out of view somewhere and it messes up the Cat Helper super afterward.
Bug. You’ll know if it bugged because during PHM you can hear her walking around and you don’t see her go SPLAT at the end. Conditional? I don’t know what causes it. I know Desk does, and I’m sure some others may know.
Hey can anyone plz help me with the zero matchup. I also need examples on how to use kitty helper super and not have it keep fucking up my combo after I hit someone
Gotta love the Zero matchup. From my experiences with Online Zeros and my friend’s Zero, I just play patiently, use wavedashes to get in behind an assist to plow through Zero’s Hadangekis, jump over Mega Busters and either ADK or jump off the wall over them, don’t mash advancing guard while pinned down because if you they’ll almost always use his Forward Heavy to close the gap and begin the process. The most important part imo is being able to grab him out of his Hienkyaku/Command Dashes. Most annoying thing about Zero, I think, is trying to catch one with fully charged buster who’s just dashing around the screen constantly calling assists. I sometimes lose track of where he is with all the sparkling and other visuals, especially Hsien Senpu assist, uuuuuggggggh
Sad thing is I came here just to ask how the hell to deal with Zero. As said above me, it’s so damn annoying to attempt to even touch/grab Zero because of Shippuga, any Lv. Buster, and his j.H in general:( My general gameplan against Zero now is to just run away, using EX charge covered by an assist until they get annoyed and start making bad decisions.
Sometimes I just deliberately trade hits with him until he dies first.
Try baiting his dive attack and nailing him with Sand Splash.
Don’t stop moving. Don’t be afraid to try for the ADK if their Buster is not charged. If you got good assists, try to poke with them and be ready to combo or approach off their hits. Watch out for charged buster cancels, especially on things that look easy punishable. Otherwise block, and don’t let the fact you can’t get in easy frustrate you. You only need one hit and as long as you have a good DHC, one combo will kill Zero.
After messing around briefly in training mode, I seem to get the “disappearing kitty glitch” only when I mash PHM before the move actually connects with the opponent. Can’t seem to get it consistently though.
Also, add Felicia’s wall cling to the list of things that interract oddly with Morrigan’s Astral Vision. Probably known already but I haven’t seen it mentioned in here. I’ve gotten it to crash the game before, but all that usually happens is that Felicia teleports across the stage instead of walljumping.
I take back what I said regarding Zero. The little fucker is damn near untouchable and can easily fake you out and make you end up eating a combo now that everything can be cancelled by level 3 Hyper Zero Buster. I really don’t know how to deal with him in the hands of a pro. He has so much screen control now and can easily confirm into a full combo off of damn near anything he does.
Keep moving, block accordingly and try not to punish anything so long as he’s got his buster cannon charged, because you will eat shit. ADK is probably your best bet on getting in against him since so many Zero players stay in the air now, but be prepared to trade a lot.
Don’t underestimate throw range. Air throws are still not a bad option to try at all in this match up, since if you hit it early your jH will win or trade with their jH. If they tech the air throw they lose buster charge (I think).
A good Zero definitely makes for a more “exciting” match, that’s for sure. It’s a weird day when your V.Joe does a better job dealing with him then your Felicia. Gotta time my wavedash better so I don’t get the meter build.
You can just grab when he tries to command dash above you. Her throw range beats his J. H.
Agreed, you just can’t be overzealous in air grab attempts, or you’ll eat lightning or a buster.
The problem in relying on air grabs is that throw tech bug that lets people tech even during recovery frames. That shit needs to go away ASAP.
Hey, thought of one more thing to mention in your tutorial:
Team Hypers: Felicia’s THC is always Dancing Flash and it’s only advisable to use it in the corner if her teammates have hypers that push the opponent back. Otherwise they’ll fall out of it and you’ll lose a lot of potential damage.
Also, her Cat Spike infinite can be done in XF1 now, but it’s a pretty tight link.
Also also, it might be worth discussing combos started from air-to-air normals in addition to air throws, due to that whole “tech out of throws at any time” nonsense.
Awesome. Gonna start recording A LOT for this weekend, so hopefully I can be able to release the full tutorial sooner than I hope to.
Interesting could I don’t remember Felica being able to (5A,5B,623A)x3 before. I just picked her back up in ultimate today trying to figure out her changes.
Buckler Slide is only punished reliably by throws. I wonder if you could just chain b.H into slide infinitely for safety and lockdown if they try to throw.