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.