Shoutouts to Houshen. That last set was a heartbreaker. You two were playing so nervous there at the end.
So I want to learn Felicia, what do I need to know? I practiced the easy bnb in the combo thread and it seems fine other than getting the sand splash super at the end which I’ll keep practicing. I’ll learn her better combos later but what is my gameplan with her, what do her special moves do, what resets does she have etc? I really don’t know anything about felicia and there doesn’t seem to be any real guide for her.
Hi everyone! I just recently picked up Felicia and I’m having an absolute blast with her, so now I’m really motivated to learn play around with her xD. What got me interested in her was that she’s cute I’ll admit it, and she catches a friggen ball with her Cap Spike LOL. I’m running her second with Frankie anchor and Taskie point. I came here to ask you guys if you guys have any tips, guidelines, anything that can help me learn her gameplay and become more effective :D.
Well you may already know this but with Felicia/frank you can , for the price of two meters ensure frank gets level 4 by tacing him in after a Felicia combo, doing weapons of survival super xx kitty helper when they’re at the highest point after the last hit, then hard tag frank in and take a shot. Other then that Felicia backed by frank assist is deadly, as jwong is currently showing off.
Well she has plenty of special moves with huge plus on block. Her normals are generally in the negatives, but Cat spike l/m are +2/+7, regular delta kick range from +4 to +8, AIR delta kicks go from +7 to +10 (!?) and sand splash, though rarely used out of combo’s are +2 to +6.
She also has her command throw starting up from light to hard, 5/3/1, with light having a character and half range, and Hard being right up in their face. You also have 5 frame crouch jab that easily chains and a ridiculous 4 frame start up standing jab that can be spammed with great range and easily chains into things. Both leave you at -2 on block.
So the goal here is to get in that ass and mix up between low or grab. You have plenty of moves to let you cover space and beat advancing guard while putting the opponent in a bucket load of block stun. From there your at your leisure (Theoretical) to 50/50 them. A team with lock down assists really help a long way to ensure more chances to 50/50 them.
Her kitty helper super helps to bolster this, as you can use it after bringing them to the corner (which all felicia combo’s do) in order to set them up in a sitiuation where they are gonna wake up with felicia in their face ready to 50/50, potentially over head from the helper in order to cause unblockables and even use assists to cross them up as they get up with a dash or adk. You also build meter throughout this super! The only bad point is the kitty helper can fuck up your combo’s, so be prepared to cut them short or keep them in hit stun until the kitty helper finishes her jump. Alternatively you can always prepare for the helper to cause the opponent to tech out, then go for a air throw/jump loop. Either way, with assists and kitty helper out in the corner, it’s a great way to get a better chance of mixing them up, and you can end up making your bar back too, allowing a super to finish them off.
Cool! I’ll be sure to practice that then, I really am loving the duo but is there another way to do it without TAC? I’m not really a fan of it due to its scrubbiness, I noticed a lot of her combos ending with Dancing Flash is soo close to the 50 hit mark which is where Frank needs to become lvl 4, there’s gotta be a way to squeeze in those few 3 ~ 4 hits…hmm…
Something cool I’ve been working on in my Frank/Felix team. In all levels if you do a hard knockdown, you can call an OTG assist + giant swing and combo off it as long as it’s towards the first half of the combo. You can connect a giant swing H in the corner into relaunch or an M for midscreen where you can follow up with a slide into H. Works really well for felix since this lets you get an easy 25 hits at level 1, then use the 1+ meter you build to go into a power up loop for level 4. Also, if you hit with a cart super at some point, you can DHC into kitty helper dash forward and relaunch into a full combo. I still haven’t found any great tool to go from Felicia into Frank for a TAC-less level up tho. >.>
Yeah I’m afraid your going to have to bite the bullet and throw a few tac’s out there. Tbh you have a 2/3 chance of getting it right so scrubby or not it is defiantly a viable tactic. That, or have frank anchor or next to someone who can dhc into for the shot, like dante, nova, trish and then you can use three bars to level him up and hit two supers too. I have been thinking about trying to get felicia’s super to hit with them high in the air, so if you we’re to dhc to franks shopping cart, it may lift them high enough for frank to land a launcher, j.s into photo for full(ish) damage for two bars. I couldn’t get it to work but only tried briefly
Since there are a bunch of leveling setups for X-23 > Frank what I do is make leveling him up the #1 priority, but if she dies without that happening, I play frank until he’s at ~1/2 life unless I level him up, then it depends on my mood, I’ll either play felix backed with cart and anchor frank or just run him until he dies. If I still can’t get a touch for some reason I’ll safe DHC into kitty helper and use TACS as an absolute last ditch effort. If I get some free time today I’ll go back and make it a point to find that one piece of tech I’m missing. gameface
Anyone have advice on the Wolverine matchup?
So, I set out to answer a question everyone probably knows already: How (un)safe is Buckler Slide, really?
I set the Felicia CPU dummy to always block and tech throws when possible and had it perform the slide over and over from varying distances. I’d block the slide, then try to throw her. If she tried to slide at point blank, I could throw her with ease and even punish her with a fast jab if I was quick on the draw. If the slide was performed at maximum distance, however, with her toe just barely grazing me at the end of the slide, I couldn’t punish her with a throw; she’d always tech it.
I’ve suspected that the (dis)advantage of this move was heavily dependent on spacing for a while since I get away with (ab)using it constantly, even regularly following it up with a jab on block, despite being told by others that it’s unsafe. It’s intuitive enough to assume that it works this way to begin with, so I figure this isn’t really news, but I just thought I’d actually apply the scientific method and verify it. :3
It’s pretty safe if you clip them with the end of the move where her foot barely grazes them. It goes practically full screen so this isn’t hard. If you do it where she’s still near the opponent after the kick you’re probably gonna get grabbed or jabbed.
Well, yes, that’s pretty much what I’ve always assumed from experience. I just figured that maybe I should finally get around to actually verifying that… after a year or so. >_>
Sigh.
I don’t want to rain on everyone’s parade but my heart yearns to play Felicia in a game that isn’t nearly as broke as this one. Playing her in this just makes me cry for a new Darkstalkers even more. I want her in a game that’s properly balanced god damn it.
Felicia is actually really good in this game though lol.
Felicia is either my least favorite or 2nd least favorite Darkstalker after Talbain. So goddamned boring in that series. I was completely shocked that she ended up being as fun to play in this game as she is. I don’t see that happening again.
(Also, while there are things in Ultimate worth bitching about, “balance” doesn’t jump to mind as a big reason.)
So guys, I’ve been looking around for awhile but I don’t think anyone has explored Kitty Helper that much, correct me if I’m wrong though but It’s such a great hyper but I found myself using it only to scare my opponents and pressuring them. However, my opponent just seem to pushblock, pushblock, pushblock, and UP BACK. What’s your solution to this?
Kitty Helper is the best thing since sliced bread. On my team, if I have an unleveled Frank for some reason, once I catch a throw or knee drop I’ll go into Cart Super then DHC into kitty helper during the wall bounce. I have time to dash forward and combo with a s.S (I’ll try to go into a TAC to get frank leveld up) and if I miss it for some reason I still get corner pressure with Kitty Helper which will most likely be a dead character or very close to it.
If they’re UB’ing too much then you need to abuse air throws, otherwise I abuse the mess out of RBS since that will usually get you a free hi+lo at some point and it’s almost completely AG-proof. You can always bait the AG and even if you get hit for some weird reason you’ll usually get a counterhit from a kitty bodysplash. Hell Cat, Cat Swipe M cross-up outside of corners, cr.L spam. You pretty much have free reign to do whatever you want. Keep in mind that they can’t AG you off the body splash. Probably 60% of my wins lately have been from Dark Felix runbacks and most of those are due to Kitty Helper unblockables. USE IT, ABUSE IT, LOVE IT. BRING THE SALT!
Oh, everyone knows Kitty Helper is amazing for corner pressure. I’ve kind of avoided using it as of late in most other circumstances since I can’t figure out how to keep it from messing up my combos.
If they’re just running away from you hardcore and you can’t get close enough to air grab or whatever, you could sit back and charge meter. You can still make the cat attack during EX Charge, too.
Damn right I love my little partner, but now that I come to think of it…I don’t think Kitty Helper is meant to kill but more to annoy and slowly drain the opponents of its life. There is no 100% guaranteed combo that includes Felicia Jr due to its randomness so aside from crazy corner pressure, I believe the goal of kitty helper is to scare the opponent into pressing buttons…unless you have a damn Bionic Arm.
Like I said, probably not meant to kill but meant to scare and annoy and slowly kill.
I feel Kitty Helper is generally nearly useless outside of the corner because of how slow it is and how easy it is to avoid. That said, with Felicia’s common anchor position and her meter-building abilities, sometimes you’d might as well just throw it out there if you have meter to spare. If you keep the cat on top of you, it can be used defensively really well if need be.
In the corner, however, it’s great, if for nothing other than the easy unblockables. To adjust to the combos-getting-messed-up issue, the only real problems happen when the cat disrupts a launch, so I keep them low to the ground. (Example: c.:l:
:h:(2) :qcf::h:>:m:, :l:
:df:
j.(
:h:) :rdp::h:, then whatever, like a s.L into a reset, s.H c.H catspike super, or if you notice the kitty helper won’t get in your way, THEN you launch.) I prefer the reset option if kitty helper still has plenty of time left.