If you’re planning on using everyone’s favorite cat-girl or building your entire team around her, post your ideas here! Please refer to the original Felicia thread for more info on her first, also make sure you know her assists…
BASIC INFO
Please Refer To This Guide Before Posting!
ASSISTS
Alpha-Rolling Buckler
[details=Spoiler] What Is It?: Felicia comes in and preforms the L version of her Rolling Buckler finishing off with a Rolling Slide that hits low. Keep in mind that only the second hit is low!
Why Pick This?
More than likely if you pick Felicia on your team, you’ll be using this assist. Combined with anybody who has an overhead attack, there will be tons of unblockable set-ups since you cannot push-block assists. Good for overall pressure too. Unfortunately, it doesn’t OTG, but any low assist is great.
Technical Info
Number of Hits: 2
Damage: 75,000
Startup Frames: 35
Active Frames: 15(8)6
Recovery Frames: 109[/details]
Beta-Sand Splash
[details=Spoiler]What Is It?:
Felicia come in and preforms the M version of her Sand Splash attack. Counts as a projectile with 3 hits.
Why Pick This?
Felicia’s Sand Splash was buffed in UMvC3 so that it can now OTG. It has to be used pretty early in the combo due to it’s hitstun deterioration, but if your team needs an OTG assist or even a basic projectile for cover, this assist is looking to be the one you want.
Technical Info
Number of Hits: 3
Damage: 81,300
Startup Frames: 42
Active Frames: 12
Recovery Frames: 116[/details]
Gamma-Cat Spike
[details=Spoiler]Why Pick This?
Felicia comes in and preforms the M version of her Cat Spike. Contrary to popular belief, THIS DOES NOT HIT OVERHEAD!
Why Pick This?
Felicia has much better assists, but hey, it does serve a good purpose. If this assist counter hits or hits an aerial opponent, they will go into a ground bounce state so you can continue the combo. Your opponent will think twice before throwing out a low attack since Felicia will jump right over it, same goes for jumping. Due to long start up however, it has limited uses even with it’s benefits.
Technical Info
Number of Hits: 1
Damage: 90,000
Startup Frames: 50
Active Frames: 3
Recovery Frames: 121[/details]
GOOD ASSISTS FOR FELICIA
(Underlined Assists Are Highly Recommended)
Projectiles
[details=Spoiler]Why A Projectile?
Felicia might have some mobility, but not enough to get in on more annoying keep-away characters such as Sentinel. She can also take advantage of the cover to rush in or build meter with EX Charge. If you plan on using Felicia on point, this is an absolute must!
Recommended Assists
Captain America: Shield Slash
Dr. Doom: Any Assist
Dormammu: Black Hole/Purification
Hulk: Gamma Wave
Iron Man: UniBeam
Magneto: Electromagnetic Disruptor
M.O.D.O.K.: Psionic Blaster
Phoenix/Dark Phoenix: TK Shot/TK Overdrive*
Storm: Whirlwind
Thor: Mighty Spark/Mighty Strike*
Sentinel: Sentinel Force L (Drones)
Taskmaster: Aim Master :f:
Akuma: Gohadoken
Amaterasu: Cold Star
Arthur: Dagger Toss
Chun-Li: Kikoken
Morrigan: Soul Fist
Ryu: Hadoken
Trish: Low Voltage
Tron Bonne: Bandit Boulder
Zero: Hadangeki (More Useful When Sougenmu Is Active)
Shuma-Gorath: Mystic Ray or Mystic Stare
(*While these moves are not projectiles, they do nullify them)
[/details]
Projectile Reflectors
[details=Spoiler]Why A Reflector?
A good substitute for a projectile. These will be used more for hiding behind, but you can at least fight projectiles back if needed. M.O.D.O.K.'s is special in that it not only counters projectiles, but physical attacks as well, making it one of the better options.
Recommended Assists
Amaterasu: Solar Flare
Hsien-Ko: Henkyo-Ki (Gong)
M.O.D.O.K.: Barrier
[/details]
Overheads
[details=Spoiler]Why An Overhead?
Technically, any character can benefit from any of the two overhead assists and Felicia is no exception. With great range on her Rolling Slide and her Crouching H, she can have some great unblockable set-ups.
Recommended Assists
C.Viper: Burning Kick
Akuma: Hyakkishu M + Hyakki Gojin (Demon Flip + Dive Kick, OTGs)[/details]
Multi-Hitting
[details=Spoiler]Why A Multi-Hitter?
Felicia has some of the best mixup scenarios in the game. Most of this arrives from usage of her Cat Run, which goes through her opponent. Combine this with the right assist for two reasons. One, to make Cat Run safe for escape purposes and two, force your opponent to guess which direction to block. While Felicia has better assist options, this is worth noting.
Recommended Assists
Captain America: Charging Star
Dr.Doom: Molecular Shield
Hulk: Gamma Charge (Grounded)
Phoenix/Dark Phoenix: TK Overdrive
Sentinel: Sentinel Force L (Drones)
Super Skrull: Orbital Grudge
Wolverine: Berserker Barrage
Akuma: Tatsumaki Zankyaku (Spinning Kick)
Chun-Li: Hyakuretsukyaku (Lighting Legs)
Dante: Crystal
Haggar: Double Lariat
Ryu: Tatsumaki Senpukyaku (Spinning Kick)
Tron Bonne: Bonne Strike
Wesker: Jaguar Dash+Jaguar Kick
Zero: Shippuga (Much Better While Sogennmu Is Active)
Shuma-Gorath: Mystic Smash[/details]
Anti-Airs
[details=Spoiler]Why An Anti-Air?
When it comes to the skies, Felicia is grounded. She has next to no air mobility and no options to take out the opponent from the air. While she does have the Rolling Uppercut, it is very unsafe and has no invincibility. An anti-air assist is your best bet!
Recommended Assists
Captain America: Stars and Stripes
Deadpool: Trigger Happy
Hulk: Gamma Charge :uf:
Iron Man: Repulsor Blast
She-Hulk: Somersault Kick
Spider-Man: Spider Sting
Storm: Lightning Attack
Super-Skull: Tenderizer
Taskmaster: Aim Master :uf:
Thor: Mighty Strike
Wolverine: Tornado Claw
X-23: Crescent Scythe
Chun-Li: Tenshokyaku
C. Viper: Thunder Knuckle (Can Be Canceled If Used As A Crossover Counter)
Dante: Jam Session
Haggar: Double Lariat
Morrigan: Shadow Blade
Ryu: Shoryuken
Spencer: Wire Grapple :uf: (Pulls Opponent To Ground)
Trish: Trick "Hopscotch"
Viewtiful Joe: Groovy Uppercut
Zero: Ryuenjin (Much Better When Sogenmu Is Active)
Shuma-Gorath: Mystic Ray[/details]
Unblockable Setups
[details=Spoiler]The aforementioned overhead option is always great for unblockable setups, but there are a few other low hitting assists that can setup the same.
Recommended Assists
She-Hulk: Torpedo
X-23: Ankle Slicer
Wesker: Samurai Edge (Low Shot)[/details]
DHCs and THCs
Dancing Flash
[details=Spoiler]As far as THCs this is your only option. It isn’t too great in these situations because a lot of other supers will knock the opponent out of the slashes. However, this is amazing for DHCs, especially since the opponent is left in an untechable state on the kick before the vertical slash*. This allows for almost any super to follow it, including a majority of projectiles and other supers which might normally combo (i.e. King Servbot).
*Thanks to EmptyShiki for the info[/details]
Kitty Helper
Spoiler
The go to plan for bringing Felicia back on point. It’s useless to DHC out of because the helper disappears, but if used to put her in, will allow her to set up the helper safely. Since this is Felicia’s most dangerous tool (especially on larger characters) try to save some meter so you can always DHC into this.
Please Help Me!
Spoiler
Yes, you can DHC into her level 3, but doing so is usually pointless as you are left out of range and it more than likely will never connect/combo into. If anyone has setups for this, please tell me.
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If you plan on creating a team, please fill out the following questionnaire first.
Questionaire
[details=Spoiler]
Ultimate Marvel vs. Capcom 3
Newcomer?s Team Assessment Questionnaire
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Who characters and teams will you use (in order of selection)?
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What type of game-play strategy are you pursuing with this team? (Explain)
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What advantages does your point (first selected) character have?
What disadvantages does your point character have?
What maneuverability options does your point character have?
How will your assists aid your point character?
- What advantages does your secondary character have?
What disadvantages does your secondary character have?
What maneuverability options does your secondary character have?
How will your assists aid your secondary character?
- What advantages does your last character have?
What disadvantages does your secondary character have?
What maneuverability options does your last character have?
How will your assists aid your last character?
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What kind of Delayed Hyper Combo opportunities do you think your team will have?
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What type of impact will your Team Hyper Combo have on your opponent (Explain)?
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What are some of the weaknesses of your team?
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After filling out this questionnaire, are you still comfortable with your team?[/details]
This isn’t necessary for regular questions.