test thread

did not know there was a character limit within a post, which I maxed out. remade thread properly.

thread was moved here > Ultimate - MVC3 Felicia Encyclopedia

If you throw an opponent into the corner, you can indeed Toy Touch them before they hit the ground for the 3 MMHS loops. You can also instead opt to wait for them to hit the ground first and then immediately Toy Touch them and still get the 3 MMHS loops. This way you get the full damage off the throw AND 3 MMHS loops. The scaling doesn’t change whether they hit the ground or not.

Also, put CrispyTacoz on that Felicia players to look for list!

For anyone unfamiliar.

Spoiler

1=Down Back
2=Down
3=Down Forward
4=Back
5=Neutral
6=Forward
7=Up Back
8=Up
9=Up Forward

I thought I’d contribute a few more goodies to toss into the mix. Here is some Felicia frame data that I had gathered in my other (MIA) post:

Spoiler


|===================================================================================================================================================|
| Command | Hit | Damage | Meter Gain | Startup | Active | Recovery | Hit Adv | Block Adv | Notes                                                   |
|===================================================================================================================================================|
|    L    |  1  |   35k  |    260     |    4    |    3   |    10    |    0    |    -2     | Rapid Fire; Self Chain-able                             |
|    M    |  1  |   55k  |    440     |    7    |    3   |    16    |   -3    |    -3     | --                                                      |
|    H    |  3  | 77.1k  |    720     |   10    |   12   |    17    |    0    |    -2     | --                                                      |
|  c.L    |  1  |   44k  |    352     |    5    |    2   |    11    |    0    |    -2     | Low Attack; Rapid Fire; Self Chain-able                 |
|  c.M    |  1  |   53k  |    424     |    7    |    3   |    18    |   -5    |    -5     | --                                                      |
|  c.H    |  1  |   65k  |    520     |   10    |    4   |    26    |   --    |    -9     | Low Attack; Causes KD                                   |
|    S    |  1  |   70k  |    560     |    8    |    5   |    23    |   --    |    -7     | Launcher                                                |
|  j.L    |  1  |   45k  |    360     |    5    |    3   |    19    |  +10    |    +8     | Overhead                                                |
|  j.M    |  1  |   55k  |    440     |    8    |    4   |    29    |  +18    |   +14     | Overhead                                                |
|  j.H    |  1  |   70k  |    560     |    8    |    5   |    23    |  +16    |   +15     | Overhead                                                |
|  j.S    |  1  |   70k  |    560     |    9    |    4   |    33    |  +15    |   +13     | Overhead; Causes HKD if used in launcher combo          |
| Up TAC  |  1  |   53k  |    424     |    3    |    3   |Until Land|   --    |    --     | Overhead; Tags in next character; Damage Boost          |
| Side TAC|  1  |   37k  |    216     |    8    |    4   |Until Land|   --    |    --     | Overhead; Tags in next character; Wall Bounce           |
| Down TAC|  1  |   53k  | 424 + 10k  |    9    |    6   |Until Land|   --    |    --     | Overhead; Tags in next character; Ground Bounce         |
|  3 + M  |  1  |   50k  |    400     |    8    |    3   |    20    |   -7    |    -7     | Low Attack; OTG-capable; Jump Cancelable                |
|  4 + H  |  2  |   74k  |    640     |    8    |    8   |    23    |   -3    |    -5     | --                |
| Wall [4]|  -  |   --   |     --     |   26    |   --   |    --    |   --    |    --     | Wall Cling; Normal Jump Only; 6 to jump, [4] to slide   |
|===================================================================================================================================================|
| Throws  | Hit | Damage | Meter Gain | Startup | Active | Recovery | Hit Adv | Block Adv | Notes                                                   |
|===================================================================================================================================================|
|  6 + H  | 5~9 | 60~100k|  600~1000  |    1    |    1   |    --    |   --    |    --     | Throw; Can be mashed for additional damage; HKD         |
|  4 + H  |  1  |   80k  |    800     |    1    |    1   |    --    |   --    |    --     | Throw; HKD                                              |
| j.4/6+H |  1  |   80k  |    800     |    1    |    1   |    --    |   --    |    --     | Air Throw; HKD                                          |
|===================================================================================================================================================|
| Special | Hit | Damage | Meter Gain | Startup | Active | Recovery | Hit Adv | Block Adv | Notes                                                   |
|===================================================================================================================================================|
| 236 + L |  1  |   50k  |    400     |    5    |   20   |    16    |  -32    |   -32     | --                                                      |
| 236 + M |  1  |   60k  |    480     |    7    |   20   |    19    |  -32    |   -32     | --                                                      |
| 236 + H |  1  |   70k  |    560     |    9    |   20   |    22    |  -32    |   -32     | --                                                      |
|   > L   |  1  |   40k  |    320     |    7    |    4   |    19    |   --    |    -2     | During Rolling Buckler; Causes Soft KD                  |
|   > M   |  1  |   60k  |    480     |    9    |    6   |    16    |   --    |    -4     | During Rolling Buckler; Low Attack; Causes Soft KD      |
|   > H   |  3  |108.3k  |    560     |    3    |   10   |    24    |   -5    |   -13     | During Rolling Buckler; Causes KD                       |
| 623 + L |  1  |   80k  |    640     |   10    |    3   |    19    |   +4    |    +2     | Ignores HSD; Causes stagger on counter                  |
| 623 + M |  1  |   90k  |    720     |   20    |    3   |    14    |   +9    |    +7     | Causes Ground Bounce on counter and when hit in mid-air |
| 623 + H |  1  |  100k  |    800     |   25    |    3   |    23    |   --    |    -5     | Causes Ground Bounce                                    |
| 421 + L |  3  |  101k  |    920     |    7    | 3(15)7 |    11    |   +8    |    +4     | First hit causes KD                                     |
| 421 + M |  3  |  101k  |    920     |    7    | 3(15)9 |    10    |  +10    |    +6     | First hit causes KD                                     |
| 421 + H |  3  |  101k  |    920     |    7    | 3(15)11|    10    |  +12    |    +8     | First hit causes KD                                     |
|j.421 + L|  3  |  101k  |    920     |    7    |3(15)LND|     7    |   --    |    +7     |First hit causes KD; Last hit causes Ground Bounce in air|
|j.421 + M|  3  |  101k  |    920     |    7    |3(15)LND|     7    |   --    |    +4     |First hit causes KD; Last hit causes Ground Bounce in air|
|j.421 + H|  3  |  101k  |    920     |    7    |3(15)LND|     7    |   --    |   +10     |First hit causes KD; Last hit causes Ground Bounce in air|
|[4]6 + L |  2  | 62.5k  |    520     |    8    |    8   |    14    |   +4    |    +2     | OTG-capable; Each projectile has 3 low durability points|
|[4]6 + M |  3  | 82.7k  |    720     |   12    |   13   |    14    |   +5    |    +2     | OTG-capable; Each projectile has 3 low durability points|
|[4]6 + H |  5  |115.8k  |   1120     |   16    |   23   |    21    |   +8    |    +6     | OTG-capable; Each projectile has 3 low durability points|
|63214 + L|  7  |  102k  |   1020     |    5    |    1   |    25    |   --    |    --     | Throw; HKD                                              |
|63214 + M| 10  |  126k  |   1260     |    3    |    1   |    27    |   --    |    --     | Throw; HKD                                              |
|63214 + H| 13  |  156k  |   1560     |    1    |    2   |    28    |   --    |    --     | THrow; HKD                                              |
| 22 +[H] |  -  |   --   |  40/frame  |   12    |   --   |     4    |   --    |    --     | Charges hyper meter                                     |
| ATK + S |  -  |   --   |     --     |    5    |   30   |    15    |   --    |    --     | Invincible between frames 6 - 35; Not hyper cancelable  |
|===================================================================================================================================================|
|  Hyper  | Hit | Damage | Meter Used | Startup | Active | Recovery | Hit Adv | Block Adv | Notes                                                   |
|===================================================================================================================================================|
|236+ATKx2|12-23|246-290k|   Level 1  |   8+1   |   27   |    19    |   +7    |   -26     | Frames 9 - 16 invincible; Causes KD; Mashable           |
|623+ATKx2|  -  | 25k/hit|   Level 1  |  10+1   |   --   |    20    |   --    |    --     | Summons Alto for 600 frames; Cat attack is an overhead  |
|214+ATKx2|30-73|400-443k|   Level 3  |   4+16  |    7   |    71    |   --    |   -59     | 59 frames invinc.; Mashable ;[M]/[H] to change distance |
|===================================================================================================================================================|
| Assists | Hit | Damage | Meter Gain | Startup | Active | Recovery A1/A2 | Notes                                                                   |
|===================================================================================================================================================|
|  Alpha  |  2  |   75k  |    640     |   35    | 15(8)6 |    111/81      |Rolling Buckler L > Slide; 1st hit causes Soft KD when in air; 2nd is Low|
|   Beta  |  3  | 81.3k  |    720     |   42    |   12   |    118/88      |Sand Splash M; OTG-capable; Each projectile has 3 low durability points  |
|  Gamma  |  1  |   90k  |    720     |   50    |    3   |    113/93      |Cat Spike M; Causes ground bounce on counter and when hit in mid-air     |
|===================================================================================================================================================|


Note: Depending on your SRK theme, the text may be a little hard to read.

I’ll be adding a little every day to this.

XFactor LVL1-2 combo notes done.

Combos

Spoiler

Kitty Helper combos.

Spoiler

http://youtu.be/5UYuaV6kMws

Kitty Helper+Cat Spike L (Counter Hit) - Hyper not mashed.

Spoiler

Combo 1: L cat spike xx kitty helper - H rolling buckler~slide - d.LMdf.M jc - j.MMHS - j.MHS - MS xx sj - sj.MMH xx H Delta Kick - Dash Forward d.HS xx sjb - sj.HS - H Sand splash xx Dancing flash. (680,800)
Combo 2: L cat spike xx kitty helper - H rolling buckler~slide - LM xx L rolling buckler~Neko punch - j.MMHS - j.MHS xx H Delta Kick - Dash Forward d.HS xx sj - sj.MHS - Back Dash H Sand splash xx Dancing flash. (661,800) Larger characters only.
Combo 3: L cat spike xx kitty helper - H rolling buckler~slide - LM xx L rolling buckler~Neko punch - LMHHd.Hd.H - j.MHS xx H Delta Kick - Dash Forward d.HS xx sj - sj.MHS - Back Dash H Sand splash xx Dancing flash.(667,100) Larger characters only.

Kitty Helper+assist - Hyper not mashed

Spoiler

Combo 4: TBC
Combo 5: TBC
Combo 6: TBC
Combo 7: TBC

http://youtu.be/Y6X2cf-fgj4
Notations

Spoiler

TBC

XFactor Level 1-2

Spoiler

http://youtu.be/rgmbuUAK0lw

XFactor Level 1

Spoiler

Combo 1: LMb.H(2 Hits) xx L cat spike - LMb.H(1 Hit)S xx sj - sj.MMHS - Back Dash H Sand splash xx XFactor - j.MHS - MS xx sj - sj.MMH xx H Delta Kick - Dash Forward d.HS xx sj - sj.HS - Back Dash H Sand splash - L cat spike xx Dancing flash. (951,300)

Combo 2: LMb.H(2 Hits) xx L cat spike xx XFactor - Mb.H(2 Hits) xx L cat spike - Mb.H(2 Hits) xx H rolling buckler~slide - Toy Touch jc - j.MHS - j.MMHS - H(3 Hits)d.HS xx sj - sj.MMH xx H Delta Kick - Dash Forward d.HS xx sj - sj.HS - Back Dash H Sand splash - L cat spike xx Dancing flash. (1,153,800)

Combo 3: XFactor - LMb.H(2 Hits) xx L cat spike - Mb.H(2 Hits) xx L cat spike - Mb.H(2 Hits) xx H rolling buckler~slide - H(3 Hits) 4x(L rolling buckler~Neko Punch) - MS xx sj - sj.MMH xx H Delta Kick - Dash Forward d.HS xx sj - sj.HS - Back Dash H Sand splash - L cat spike xx Dancing flash. (1,119,300)

Combo 4: XFactor - LMb.H(2 Hits) xx M cat spike - j.MMHS - Mb.H(2 Hits)S xx sj - sj.MMHS - Toy Touch xx 2x(L rolling buckler~Neko Punch) - MS xx sj - sj.MMH xx H Delta Kick - Dash Forward d.HS xx sj - sj.HS - Back Dash H Sand splash.(914,800) Sentinel only

Combo 5: XFactor - LMb.H(2 Hits) xx M cat spike - j.MMHS - Mb.H(2 Hits) xx H rolling buckler~slide - Toy Touch jc - j.MHS - j.MMHS - j.MHS xx H Delta Kick - Dash Forward d.HS xx sj - sj.MMHS - Back Dash H Sand splash.(944,800) Sentinel only

XFactor Level 2

Spoiler

Combo 6: XFactor - LMd.Hd.H - LM Toy Touch jc - j.MHS - j.MMHS - j.MHS - H(3 Hits)d.HS xx sj - sj.MMH xx H Delta Kick - Dash Forward d.HS xx sjb - sj.HS - H Sand splash - L cat spike xx Dancing flash.(1,213,400)

Combo 7: XFactor - LMb.H(2 Hits) xx M Delta Kick - LM Toy Touch jc - j.MHS - 2x(j.MMHS) - jHS xx M Delta Kick - Dash Forward d.HS xx sj - sj.MMHS - Back Dash H Sand splash - L cat spike xx Dancing flash.(1,270,700)

Combo 8: XFactor - LMH(1 Hit) xx H cat spike - 2x(j.MHS) - 2x(j.MMHS) - H(3 Hits)d.HS xx sj - sj.MMHS - Back Dash H Sand splash - L cat spike xx Dancing flash.(1,186,700)

Combo 9: XFactor - H rolling buckler~slide - 6x(L rolling buckler~Neko Punch) S xx sj - sj.MMH xx H Delta Kick - Dash Forward d.HS xx sj - sj.HS - Back Dash H Sand splash - L cat spike xx Dancing flash.(1,129,400)

Combo 10: XFactor - d.LLM xx L cat spike - d.LLMH(1 Hit)S xx sj - sj.HLS - LMH(1 Hit)d.HS xx sj - sj.MMH xx H Delta Kick - Dash Forward d.HS xx sj - sj.HS - Back Dash H Sand splash - L cat spike xx Dancing flash.(1,122,300)

Other cool stuff.

Spoiler

XFactor Level 3 air heavy link Combos.

Spoiler

So, noticing that Felicia’s air heavy recovers faster than any of her other air normals, I was able to find that in Xfacter Level 3 she could link 2 Heavies into each other. From this I was also able to find that she could do a pretty interesting relaunch combo.

Combo 1

Spoiler

http://youtu.be/eL7BYD19HCU

Notations

Spoiler

TBC

Combo 2

Spoiler

http://youtu.be/jvE1mHHQm4U

Notations

Spoiler

TBC

Doom beam assist cross up.

[details=Spoiler]After the delta kick portion of your preferred combo, if the opponent is in the corner, dash up to the opponent and press M+Doom beam assist followed by S+ATK (Cat and mouse) to cross them up and off of the doom beam assist you would be able to get a full combo.
Doom’s beam assist puts him far enough back that no matter which way they tech they will get hit by the beam.
If they back tech they will get hit by the beam because the move cat and mouse will switch Felicia to the other side, if they forward tech they will block the beam but have to deal with a mix up from Felicia.[/details]

8 Cat spikes 1 combo

Spoiler

http://youtu.be/9capHxolcgc
Notations

Spoiler

TBC

Apparently, these is a character limit to a post, which I did not know, so I have remade the thread. Sorry for the inconvenience.

thread was moved here > Ultimate - MVC3 Felicia Encyclopedia