Felicia’s Rolling Buckler assist works wonders after Wesker OTG gun shot midscreen. Awesome synergy I am getting with my team so far. :3
Yeah, that and She-Hulk’s Torpedo have really nice range.
Spencer’s Wall Bounce (I think armor piercer is the name) lets you land it in the corner. I’m sure there’s a better one incorporating that wall bounce, but I really haven’t spent too much time on it.
OTG Toy Touch + Assist button, jump cancel, j.M, j.M, STOP, LAND, qcb + PP.
You’re going to have to input the super backwards since you cross under him.
Also at the right range, Dark Hole should be able to get a free or :h: Cat Spike into PHM after an otg Toy Touch.
By the same principle that Spencer’s Armor Piercer wall bounce can combo into it, then any wall bounce should (i.e. Jill and Super Skrull).
Felicia vs X-23
I’m thinking about a team like Felicia or X-23/Dormammu/Hsien-Ko. I’ll try both combination during the weekend, but I don’t have too much time to play, so any advice is welcome.
Here are the ideas:
- Using Dormammu QBC + 2A and use Felicia hyper that calls that kitty so I get the unblockable while the opponent is blockstunned;
- Using Felicia low attack assist and Dormammu’s teleport to trap the opponent in an unblockable situation;
- Using Hsien-Ko Pendulum and Dormammu Dark Hole/Purification (not sure which one yet) to cover Felicia pressure;
What do you think?
I’d go with Purification since it can be decent as anti-air. Hyper Armor Pendulum is amazing and is basically the ultimate cover for her since it moves forward and eat everything, just be careful with it because she will die quickly if used too much. Felicia has the better low assist since it hits more than once to lock the opponent, but it doesn’t OTG like X-23’s. Then again, Dorm and Hsien-Ko really don’t rely on an OTG for damage since both can do so on their own (Dorm with Purification and Hsien-Ko with her supers).
Thing is with Felicia is that you NEED an AA assist, so Dormy’s Purification/Dark Hole is your best choice.
Is this because she’s weak in the air?
Bingo. That’s her only weakness.
I used Felicia/Arthur/Haggar for quite a while. Arthur helps her get in with projectile assists, and Haggar’s lariat is one of the best assists in the game. Arthur and Haggar complement each other very well too, as Arthur needs Haggar to make people back off in close quarters, and Haggar needs projectiles to cover his approach. It’s my second most used team.
I had tried using Felicia/Dante/Haggar once as Sugami suggested, but if I have Dante, I want to use Jam Session. If I have Haggar, I want to use Lariat. None of their other assists are nearly as good, and I need at least one assist that can shoot projectiles. (Some enjoy Weasel Shot, but it seems like you have to already be in close range for it to be effective.)
Get your own team! Felicia/Arthur/Haggar is mine!
Well whatever, since you’ve used that team, I may as well share some bullshit:
Haggar BnB into Air Pipe (must bounce) -> Raw Tag Felicia and OTG
:d::df::a1::f::uf::l:(whiff):l:, :s::uf:, J:h:, J:s:, Land
**:d::df::a2::f::uf::l:(whiff) or :l:,
Then either PHM, or :dp::l:, :qcf::atk::atk:, or reset.
(A1 being Arthur Daggers or Bottle, A2 being Haggar Lariat)
Haggar RFF -> Raw Tag Felicia and OTG as above starting from **.
Haggar Body Press DHCs into PHM near the corner (hold H for max range)
Arthur BnB into OTG Fire Bottle xx Goddess Bracelet -> Hold up-back to jump backwards twice, then DHC into Felicia PHM (Hold H). Character specific.
When cornered with Arthur, just mash out his Lv3 and X-Factor cancel it on the first hit. It keeps going with the boosted damage, and if they block it you can either raw tag Felicia or Haggar to overhead them, or throw any of Arthur’s lows, or call Felicia low assist. Blocking that shit is pure luck.
On hit, position yourself below the opponent and juggle with a BnB to finish them off.
Blocked Felicia Dancing Flash (in the corner so they can’t pushblock it) -> Wait until you’re on the way back down and DHC into Final Haggar Buster.
Blocked Arthur Goddess Bracelet -> Jump at them so you start missing and DHC into Final Haggar Buster.
Interesting thoughts so far - I like where we’re headed.
In reference back to my old post, I’m reconsidering Storm’s synergy with Felcia, simply as her most useful assist, WW, pushes the opponent whether or not blocked. While getting in with the cat can be hard enough, unless I cross up before or just after calling Storm, it means having to get in again.
Useful to push into a corner, but otherwise it might just complicate things. Thoughts?
I’m currently running Hulk AAA as my other assist.
My team at the moment is Felicia/Iron Man/Joe. I pretty much main Joe thats why he’s on there but he really doesn’t synergize well with the others. Felicia + Iron Man is really good IMO. His repulsor blast covers a lot of the air and protects me from A LOT of jumpers. IM’s flight + Felicia’s Assist is pretty fantastic as well. I need that last spot, I keep trying to work Joe in it since he’s been on all of my teams but Voomerang isn’t as helpful as it should be…
Guys, I need your word on this:
I think most people if not A LOT of people are using Felicia as anchor or as a second character. That Rolling Buckler assist is much handier than I thought it would be. That’s why I decided to switch up my team order with Deadpool on point, Felicia second and Wesker as anchor. My theory with this team is to just zone the crap out with jump back guns and Rolling buckler assist until I get a hit confirm. If I happen to get close enough, I can get a huge combo with the help of Wesker’s OTG gun since I am limited with one ground bounce per combo. With that in mind, I can get my combo into Happy Happy Trigger and DHC into Felicia’s Dancing Flash for a good hunk of 600,00-700,000 damage depending on how long my combo can be.
This decision is also good because of the handy DHC trick with Deadpool’s Cuttin’ Time into Felicia’s Kitty Helper. Since I know Felicia has a good rushdown and the damage resets, this combo can do roughly 750,000-800,00+ if I land the DHC trick correctly.
My question is: Should I keep my team order like this or still continue with Felicia on point and Deadpool as anchor? I still have to get used to this order, but it’s been working pretty damn well for me.
I have Felicia on point and Deadpool anchor ATM, kinda need Deadpool’s assist in my combos though :x
That’s what I was thinking too, but then again I have Wesker to help me out with combos. XD
Storm / Felicia / Chun
Decided to fill one of these out. Lovin’ those assists for Felicia. Let me know what you guys think. :3
Storm(a)/Felicia(a)/Chun-Li(y)
Spoiler
Marvel VS Capcom 3
Newcomer?s Team Assessment Questionnaire
1. Who characters and teams will you use (in order of selection)?
Storm - Point
Felicia - Assist 1
Chun - Assist 2
Storm goes first due to her ability to both rushdown and zone, giving her a lot of options at the start of the match. Chun works as the main assist for this team, allowing lockdown mixups with instant-float overheads, as well as kitty helper mindfuck with Felicia.
Felicia is second. I’ll usually DHC trick into her if I have them cornered, allowing more damage and a few seconds of kitty helper. Her low assist is great, but has some problems on point.
Chun is last, acting as the main assist and anchor. Legs provide tons of cover for the first two. Level 3 X-Factor Chun is just stupid.
**
2. What type of game-play strategy are you pursuing with this team? (Explain)**
Rush them down, hard. Chun creates a ton of mixups for both characters, and Felicia’s low assist works with Storm’s float overheads for some hard to block situations. Each of the characters have pretty weak health, but most of them also have some solid frame advantage on both their normal and special attacks. Storm CAN zone, and I like to have that option open, but it’s not the focus here.
3. What advantages does your point (first selected) character have?
Storm: Can both zone and rush pretty effectively. Although she’s not the best at either, the ability to do both as well as she does lets me open the match strong with lots of options.
What disadvantages does your point character have?
Below average HP, lack of “get off me” moves, slower normals and VERY slow specials.
What maneuverability options does your point character have?
Instant float
8 Way air dash
**
How will your assists aid your point character?**
Felicia-Creates hard-to-block situations with high-low hits.
Chun - Locks opponents down for a high-low guessing game.
4. What advantages does your secondary character have?
Felicia has some crazy mixup potential. With access to a few bars (with her combos also building a decent amount), she can keep the pressure on. Tons of throws, with high damaging combos off of them, and a lot of frame advantage on attacks push the opponent into a 100% defensive state.
**
What disadvantages does your secondary character have?**
Low HP, lack of ranged game. Requires a bit of meter to deal damage. No “get off me” moves. Not much to do in the air except block or air throw.
**
What maneuverability options does your secondary character have?**
Cat Walk and a crazy fast wave dash. No air mobility at all.
**
How will your assists aid your secondary character?**
Storm - Covers my ass and pushes them far into the corner. Nullifies projectiles and provides solid cover for moving in.
Chun - Complete lock down, and allows a ton of more damaging combos off of OTG toy touch into PHM, or just tacking a few more damage after the OTG. Can also cross up with Cat Walk.
**
5. What advantages does your last character have?**
Sick rushdown with the air dash and jump cancellable normals. A lot of damage potential, and builds a lot of meter without using any. While she is the main assist for the team, she isn’t bad at all by herself. Normals are solid with good speed and recovery.
**
What disadvantages does your secondary character have?**
Below average health, ZERO zoning potential. Awkward movement. No “get off me” moves. Hard to control in L3 X-Factor. Difficulty dealing with advancing guard.
**
What maneuverability options does your last character have?**
Jumps, jumps jumps. Triple jump, wall jump, air dash. Fast ground wave dash.
**
How will your assists aid your last character?**
Storm - Paired with Kikoken L, or H Spinning Bird lets me cover an almost full screen distance quickly. Also pushes them deep into the corner, which is where Chun shines.
Felicia - Quick IAD + a low hit assist = good times. Since the low hit takes a bit to come out, you can jump cancel into air dash M for some confusing blocking situations.
**
6. What kind of Delayed Hyper Combo opportunities do you think your team will have?**
Storm - Can DHC from anything into hailstorm. Also lets me use the DHC trick with Elemental Rage -> Kitty Helper.
Felicia - Can DHC into Dancing Flash from Storm’s Elemental Rage, and Hailstorm, as well as Chun’s Kikosho and Hoyokusen. DHCint into Kitty Helper is the only safe way to set it up.
**
7. What type of impact will your Team Hyper Combo have on your opponent (Explain)?**
It’s pretty sucky for this team to be honest. However, it actually does more damage and builds more meter to do a full Chun combo and THC at the end. Hailstorm picks them up, Chun’s Hoyokusen juggles along with Dancing flash. Who needs Wesker’s OTG shot when I can OTG with a super? hehe.
8. What are some of the weaknesses of your team?
The entire team has below average health. They also have some trouble against the better zoning characters. Especially if Storm dies early on, both characters have zero ranged ability.
9. After filling out this questionnaire, are you still comfortable with your team?
Fuck yeah.
It’s either in-your-face Storm/Felicia/Chun
-or-
Full screen chips and cheese with Storm (ww) / Tasky (parabolic) / Morrigan (meter).
Chun lets you connect PHM in a ton of ways. After a full combo ending in a knockdown in the corner, you can call Chun, do toy touch -> MHS, land, M cat spike, PHM. If you don’t have the bar, you could do M Cat Spike, L Cat Spike xx Dancing Flash instead.
I can’t believe this is even a thread. Everyone knows the best team for Felicia is Morrigan and Hsien-Ko. Team Darkstalkers for the win! :3
Jokes aside, I actually use them and once you figure out their strengths and weaknesses, and put some practice in, it’s actually a very effective team.
Hsien-Ko(a)/Felicia(a)/Morrigan(y)
Spoiler
1. Who characters and teams will you use (in order of selection)?
Hsien-Ko - Point
Felicia - Assist 1
Morrigan - Assist 2
Shout outs to Capcom for including my 3 favorite Darkstalkers characters in this game!
2. What type of game-play strategy are you pursuing with this team? (Explain)
The gameplan with starting Hsien-Ko on point is to set the pace of the match. Hsien-Ko has a fantastic zoning game and can shut out / frustrate / confuse the hell out of most other characters in the game. Between her gongs, item tosses, long range and unusual normals and her pendulum swing, she can surprise a lot of people who aren’t used to playing against her. On top of that, Felicia’s Rolling Buckler makes for a fantastic assist with Hsien-Ko. The combination of a quick, low assist paired with the long range of Hsien-Ko’s jumping heavy results in an unblockable situation for unsuspecting characters. Morrigan’s Dark Harmonizer assist also allows Hsien-Ko to build meter incredibly fast, all the while shutting out the opponent. Worst case scenario is that they’ll chuck a random beam at you, but after that, you’re free to build as many bars as you want with little risk.
Once I’ve built at least two bars though, I have Hsien-Ko activate her gold armor super and DHC Felicia in with Kitty Helper. Here’s where the REAL fun begins. Felicia’s speed, combined with her high/low mix-ups, the Kitty Helper bringing doom from above, Hsien-Ko’s unstoppable swings and Morrigan providing meter whenever possible, things get absolutely chaotic really fast. With all of the attacks flying around on the screen, you get plenty of opportunities for Felicia to open up her opponent and plenty of meter to play around with.
3. What advantages does your point (first selected) character have?
Confusion/frustration factor, long range normals, gong reflecting or nullifying nearly every projectile in the game. Can shut out most opponents with gong walls, allowing for incredibly safe meter building with Morrigan’s assist. Ball super can combo into Blade super. Gold armor super makes her an unstoppable force. Teleport dash provides brief invulnerability and will cross up opponents. High damage command throw which most don’t expect is available. Tends to be rage-inducing for most opponents.
What disadvantages does your point character have?
Slow speed, hitstun deterioration and damage scaling is absurd, resulting in an inability to dish out damage on par with the rest of the cast without the use of multiple super bars. Does not generate meter during gold armor mode. Low health means she can be easily blown up. Reckless use of her as an assist will get her killed REALLY fast.
What maneuverability options does your point character have?
Teleport dash, pendulum swing moves her across the screen fast and turns her into a big ball of damage in the process.
How will your assists aid your point character?
Felicia’s Rolling Buckler creates unblockable situations easily with Hsien-Ko’s long reaching jumping normals. Morrigan’s Dark Harmonizer feeds meter constantly to Hsien-Ko and can be made mostly safe with a wall of gongs reflectors.
4. What advantages does your secondary character have?
Speed, speed, speed. This, along with her Kitty Helper, allow Felicia to open up her opponent like no one else. The Kitty Helper does a great job in interrupting supers as well, often saving Felicia’s tail when she’s about to eat a random beam. Her Toy Touch OTG can be comboed out of with normals or her Dancing Flash super. Can charge her own meter with a command move which can be super canceled out of. Is adorable!
What disadvantages does your secondary character have?
Low health, damage per hit is low, hitstun deterioration is absurd. Projectile being a charge move results in accidental discharge sometimes. Absolutely no air options other than normals and air throws - she’s the only character in the game who lacks a special that can be performed in the air. Can be zoned quite easily.
What maneuverability options does your secondary character have?
Naturally high speed and a great dash. Delta Kick and Rolling Buckler both propel her forward, and Delta Kick is amazingly fast. Her Cat Crawl is a short range teleportish move that provides her with invulnerability while she travels and will cross up opponents, but she is exposed during start up and recovery.
How will your assists aid your secondary character?
Hsien-Ko’s pendulum swing helps open up opponents and provides a great way for Felicia to shake off rush-happy players. It also sets up a great opportunity to abuse her command grab, and can help her extend her combos. Morrigan’s Dark Harmonizer feeds her meter, and Felicia needs as much as she can since her normal combos don’t deal big damage on their own.
5. What advantages does your last character have?
Morrigan is simply amazing, in that she can pretty much do it all and does it well. First and foremost, everything about her becomes twice as good with her power-up super, Astral Vision. It is also one of the few power-up supers that allow her to continue to build meter while it’s activated. Her fireball game is decent, and she can rain holy hell with fireball / fly / fireball / unfly setups. She has a long reaching, high damaging command grab. She is the only character in the game with a level 3 super that can be performed in the air. Her jumping S is a multi-hitter, which can open up armored opponents and generates enough hitstun to easily combo after landing it. She has some of the best, if not the best air options in the game.
Last but not least, Shadow Servant(level 1 Super) and Darkness Illusion(level 3 Super) both enjoy hefty amounts of invulnerability frames, allowing you to counter supers performed outside of combos quite easily.
What disadvantages does your secondary character have?
Less than average health, damage output isn’t stellar without the healthy consumption of meter. Has a slow walk speed and cannot perform a ground dash - dashing on the ground causes her to take to the air.
What maneuverability options does your last character have?
Her aerial dashes help her get around the screen very quickly. Her upwards jumping air dash propels her up and forward, allowing for easy cross-ups. She can fly.
How will your assists aid your last character?
Felicia’s Rolling Buckler helps with her high/low mix-up game and can create unblockable situations. Hsien-Ko is Hsien-Ko.
6. What kind of Delayed Hyper Combo opportunities do you think your team will have?
It depends on the order.
Felicia - Dancing Flash
Hsien-Ko - Ball Drop
Morrigan - Finishing Shower
This is the ideal setup. Open with Dancing Flash and after the 9th hit, which knocks the opponent up slightly, DHC into Hsien-Ko’s Ball Drop super. Almost immediately after activating it, DHC into Morrigan’s Finishing Shower. This will cause the balls to rain down on the opponent while they remain locked in an airborn state by Morrigan’s missiles, at the perfect height for her to get maximum damage without even having to aim them.
Hsien-Ko - Ball Drop
Felicia - Kitty Helper
Morrigan - N/A
This is the less than ideal set-up. Felicia cannot Dancing Flash off of a Ball Drop super due to the manner in which the balls strike the target. They tend to make them fall out of Dancing Flash more than often, which can leave Felicia exposed. The best thing to do is DHC into Kitty Helper, dash forward and OTG them with Toy Touch and attempt to continue the combo.
Hsien-Ko - Blade Super
Felicia - Dancing Flash
Morrigan - Finishing Shower
This isn’t exactly a DHC set-up, but sort of works like one. After using Hsien-Ko’s Blade super, you can hard tag in Felicia, dash forward and then use Dancing Flash to catch your opponent as they fall. After this, you can DHC Hsien-Ko into the Ball super and Morrigan into Finishing Shower.
There are some other variations, but they all mostly revolve around this setup. You can also DHC Morrigan’s level 3 super off of Dancing Flash easily if you want to blow the meter.
7. What type of impact will your Team Hyper Combo have on your opponent (Explain)?
It’s situational. Since it’s not something that can be used effectively at full screen(no beams), it’s best used in the corner. If you have 4 or more bars to burn and want to style, here’s what I feel is the most effective setup:
With Hsien-Ko on point, land a normal aerial combo that dumps your opponent in the corner. After you land, use the Ball Drop super. After it ends, your opponent will still be grounded momentarily, giving you enough time to activate your Team Hyper Combo, which will cause Hsien-Ko to use her Blade super, popping them up in the air enough to get hit by Dancing Flash and Finishing Shower. After Hsien-Ko summons the Blades, she’s free to move again, meaning you can dump another Ball super on them if you want while they’re still being blown up by Felicia and Morrigan.
8. What are some of the weaknesses of your team?
No beams or full screen supers that aren’t easily avoided. Finishing Shower covers the length of the screen, but doing it from anywhere outside of a combo is an enormous waste, as the missiles travel very slowly and can be super jumped over. Hsien-Ko’s Blade super also travels slowly and can be easily jumped over if attempting to use it from full screen. Felicia has no real full screen options when it comes to supers.
Their ability to DHC into each other is situational and is not immediately apparent. They also cannot abuse the DHC damage/hitstun reset glitch, which is something a lot of people are building their teams around lately.
Most of all, their health. This is pretty much a one-hitter-quitter team. You have little to no room for error with them against most of the cast. You have to know what your opponent is capable of before going in so that you can avoid their strengths and exploit their weaknesses. Avoiding chip damage is just as important as blocking. Even if you are on top of your game, their health is such a limiting factor that even blocking a random beam from full screen can put a significant dent in them.
**9. After filling out this questionnaire, are you still comfortable with your team? **
Absolutely. This has been my day one team and I am more than comfortable with them. Sure, I still get blown up sometimes due to my own mistakes, but they are so fun and unlike any other characters in the game and I can’t imagine playing anyone but them. I also take pride in knowing that I play with a team set-up that most people wouldn’t even consider.
Another problem with your team is the lack of cover fire or a GTFO me potential. All the Darkstalkers are fantastic offensively with their unorthodox offense, but kinda pale when it comes to defense. As a LeiLei/Morrigan user, it’s definitely something to think about because your only defense now is pure blocking and push-block. Against characters who are on your ass aggressively + a beam/drones creates some very dangerous guarding situations. The most recent WNF showcased Hori|Andy opening people up real fast with Storm’s barely visible mix-up teamed with drones.
I personally love the Morrigan meter gain and the synergy this strange team has offensively, but it’s definitely momentum based. If you can’t get your groove going, you’re gonna get wrecked hard.