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

Felicia has an instant overhead on most characters but you have to use an instant assist at the same time and follow up with a jumping s. So a setup to use this assuming you aren’t push blocked would be abcxxm.cat spike normal jump press :a: really early + a1 > j.s. The assist should hit after the jump s and allow you to continue to combo.

So if you were running a super dirty team of felica (slide) magneto (beam) doom (hmissles) you could get away with some of these shenanigans and have a top tier team. btw calling missles after landing an adk ground bouce relaunch means no back dash sand splash before doing a super in the corner :smiley:

Raiden what do you think about Felix (slide) Akuma (tatsu) Magneezy (disruptah) ?

You should practice Rolling Buckler :m: right before you call Magnus and then convert off of the disruptah with s:l:

sounds good to me. I would put akuma at anchor tho.

So I stumbled across something interesting today. Apparently Delta Kick crosses up opponents when used in corners. There are variations per character, and doesn’t work at all against some, so I’ve provided a list of what happens to each character. I don’t have Jill or Shuma, unfortunately. This tech provides her with yet another sudden mixup opportunity.

(note: an ‘X’ means delta kick will not cross up the character.)

Nemesis: H
Firebrand: H
Strider: H
Wright: X
Chris: X
Arthur: H
Frank: H
Vergil: M
Wesker: M
Zero: H
Ryu: X
Dante: M
Morrigan: H
Tron: H
Chun: H
Trish: M
Felicia: H
Spencer: X
Akuma: X
Joe: H
Hsien-Ko: H
Haggar: X
Viper: H
Amaterasu: M
Nova: M
Ghost Rider: M
Hawkeye: M
Stranger: X
Iron Fist: X
Rocket Raccoon: H
’merica: X
Dormammu: H
Deadpool: M
Wolverine: X
Iron Man: M
Doom: M
X-23: H
Storm: X
Thor: M
MODOK: X
Spider-Man: H
Sentinel: H
Hulk: X
Skrull: M
Phoenix: H
Magneto: M
Jenny: M
Taskmaster: M

Hope this proves useful!

Whats up cats.

Jumping back into Marvel again and will be looking at Felicia again. Any new tech or team synergies to speak of?

I’ve been working on entrance mix-ups with the help of the EoA and Triple Arrow assist with Dr. Strange and Hawkeye.

Despite my hatred for the character, I’ve been looking at Strange recently to see how well he works with my Felicia. I normally run him with bolts, but I’m interested in seeing good uses of EoA.

I’ll probably be putting up a video of some of the stuff I’m working on…mainly updated solo BnBs, team BnBs, some resets etc.

She also gives Strange an OTG for combos into his level 3, amongst other shenanigans. Also Strange is good with Hawkeye for mixups and Hawkeye makes decent use of EoA, although he probably could use the Bolts.

EoA on incoming characters is extremely ambiguous though and I highly recommend that. Depending on where you set it, you can cat crawl and the right time and they will get opened up, which is followed by a jumping air delta kick for another full combo.

I play Felicia on point, Doom second, and I anchor Amaterasu.
I have absolutely no problems with this team ^^
I’ve played Felicia since vanilla. You just need to work hard if you aim to play her as your lead.
She has horrible assists and she’s easily zoned out as an anchor, regardeless of H delta kick but with the right assists she makes an amazing lead.

Scaling seems to be pretty nice to Felicia. I’m impressed…

I’ve been playing Felicia for about a month now spending most of my time in the lab instead of the forum. I don’t know if this has been found out yet but apparently you can kara her light command grab with Kitty slash. I do not have a capture card but to describe the distance it covers, on training mode stage, if you were to take a step forward, you can reach your opponent. All you have to do is cancel the animation of the b:H before it hits.

I figured I would go around and post this on character forums so folks can check it out:

Kinda new to threads, rarely log in. Not a master of felicia, but played felicia/ammy 100% during mvc3 on main acct, and still main the duo in umvc3 but I get around to other characters more. Anyways, here’s some little things i’ve figured out on my own. If it was already posted sorry, only went through the last 10 pages.
just assume this is all in the corner, it’s where i learn.

felicia + x-factor 2 = rolling buckler.mp loops ex.: LMHbH.236H.M - 236M.L - 236M.L - 236M.L. there’s maybe 5 reps of this.
felicia + x-factor 2 = combo ender sandSplash - LcatSpike - hyper 1. i’ve landed sandSplash - bH but only once and i forgot against who, so it may be char specific. or just tough to land.
felicia on certain bigs = rolling buckler follow-up can be sM/cM/3M i think i’ve landed bH on sentinel in the corner
air throw into corner bud told me this = toy touch before they hit ground and get 3 MMHS loops

kind of useless, looks nice. maybe could even be put to use in some fashion, like with kitty helper running around and ur afraid of launching and getting combo-blocked. i wanted to see how much felicia could do in damage while the opponent remained on their feet:
sLMHbH.HsandSplash - bH.HsandSplash - H.LcatSpike.Lvl1hyper: damage 445300dmg. this is char specific i’ve noticed. i learned it on nova, landed it on nemesis, failed on jill, and had to tweak it to work on firebrand cLcM/sLcM although i could not finish the whole combo afterwards. from what i gathered, you need the HbH to fully hit if you want to further continue a combo after sandSplash.
sLMbH.McatSpike - bH.HsandSplash - bH.LcatSpike.Lvl1hyper: 473500 damage. much better, but i confirm off of LMHbH.

like a poster said earlier, delta kick sometimes crosses felicia into the corner, which i think will be nice coupled with an assist. im not sure how it works with all chars, but it’s decent with firebrand-Y. i dash back after initial delta kick, call assist and do another delta kick.

depends on your team. i have ammy. i like doing team hyper when the opponent super jumps or is far away or when i am right next to opponent during regular jump. during super jump, i position myself so that during team hyper, felicia crosses up to other side. far away, just to get felicia in or because i’m not confident her hyper will connect, but it rolls her in close without her hyper even touching, for a chance for follow-ups kind of like doom but nowhere near as rewarding on actual follow-up damage. during regular jump, timing the team hyper, so that felicia just crosses under the opponent.

dont have your charge for sandSplash ready but must kill opponent and u dont have an otg hyper. waste 2meters and x-factor. team hyper - xfactor - toyTouch. may not be the best choice but it’s a last resort kind of idea.

when i’ve pushed the limit of my combo and cant get cHS.sjHS, i just follow delta kick with backDash into sandSplash.hyper

happy birthdays: toy touch is nice but i prefer sandSplash spam after the combo is over, just to kill the assist, but backed by an assist to try and stay relatively safe. and of course, it would be best if you had meter to sandSplash into hyper or just meter to get away.

all done. this is all i remember at the moment or other stuff just isnt worth mentioning.

Here’s a question. When you have kitty helper out and catch the opponent in a combo, what are you doing to prevent the kitty from messing up said combo?

In order for you to understand when kitty helper is going to potentially mess up your combo, you have to watch her constantly, especially in the corner.

Usually when I have kitty helper out, the opponent is locked down in the corner, and is usually opened up by either kitty helper or a Rolling Buckler -> M.

After either of these hits, I watch kitty helper very closely and if I notice that she will hit the opponent and potentially mess up the combo, I usually end up either shortening the combo, or using a varied version of the combo that allows the kitty helper to hit, but at the same time also lets me continue the combo without a problem.

It’s a very tricky thing to account for, it’s one of those things that you understand over time, but once you understand how kitty helper’s pattern works and how you can modify a combo on the fly to prevent her from messing you up, you’ll love having her out at all times.

Not the most straight forward answer, but it’s one of those things I can’t really explain.

Hi all. I’m interested in what Felicia has in terms of mixups? From what I understand, she strong using tick throws, otg toy touch into air throws, and going ham with kitty helper out. Does anyone have any strong setups/teams to force these types of mixups?

For the possible upcoming patch I’d like it if when she dhc’s out with kitty helper she can come back with it. I don’t think that’s asking too much.

would little kitty hop out with her assist, like some other characters do with their own install hyper?