This entire first page is being edited and not finalized. Your help is appreciated. If you see something that is not correct or simply wish to add information leave a post, and place your additions in a spoiler tag. Trying to keep this as clean as possible… for the front page.
Command notation found within COMBO Section.
MOVE DESCRIPTION
Spoiler
Command Normals
d/f+M Toy Touch = OTG capable
b+H = kara cancelable kara-canceling into Hell Cat and her other moves may open up new opportunities for what moves and characters Felicia can punish.
Specials
Rolling Buckler = Rolls across the screen, on hit or block Felicia will bounce into the air. Very unsafe on block and on hit, unless covered by an assist.
~Neko Punch = follow-up punch to Rolling Buckler
~Rolling Slide = follow-up low attack to Rolling Buckler
~Rolling Uppercut = follow-up anti-air to Rolling Buckler
Sandsplash = OTGoff the ground capable, Felicia’s only projectile
Cat Spike = Light Version staggers opponent on counter hit and reversal. Medium version causes a groundbounce on counter and on aerial opponents. Heavy version groundbounces grounded and aerial opponents, not a forced groundbounce. Performing Light and Medium Cat Spike early in a combo grants access to links/combo extensions.
Delta Kick = Grounded and Air Dive Kick. Felicia kicks up into the air and then dives down. Delta Kick gives Felicia great forward momentum. Safe on block.
Hell Cat = Command Grab, Heavy Version is a 1 frame grab.
EX Charge = Builds meter. Can be normal canceled into. Normal canceling into EX Charge helps negate negative recovery on her normals, making Felicia safer on block.
Cat & Mouse = Bypasses everything on the screen, still has start-up and a lot of recovery. Best covered by an assist or X-Factor.
Wall Cling = Double tap and hold back when Felicia is near a wall while jumping. Release back and she will hop off of the wall. After the hop, she continues to have access to air normals and specials. Continue to hold back and Felicia will slide down the wall and hop off manually. Still has access to air normals and specials after the hop. Can not Wall Cling during a super jump.
Hypers
Dancing Flash = Felicia Level 1 Hyper, has a little start-up invincibility.
Kitty’s Helper = Felicia Level 1 Install Hyper. A mini Felicia clone will follow Felicia wherever she goes on the screen, constantly circling her body. If you press any button aside from Assist, the little cat will jump granting you an overhead attack, which gives Felicia access to her own unblockables.
Please Help Me = Felicia Level 3 Hyper. Completely invincible from start to finish, but leaves Felicia completely open on block and whiff.
ASSISTS
Spoiler
A. Medium Rolling Buckler ~ Rolling Slide: Gives your point character access to a low hitting move. Since this is a 2 part move, you have to be aware of when the low will hit to access unblockable set-ups. Rolling Buckler does not hit low, Rolling Slide does hit low. Not a natural 2 hit combo.
As an assist, Felicia gives the point character a chance to cross-up with the opponent when deep in the corner. This is not a tactic that works 100% as far as I know, but within a combo it helps get the opponent back towards midscreen, if that’s the position placement you are looking for.
Out of Felicia’s 3 assists, this assist has the best use as a Crossover Counter. As a Crossover Counter, Felicia has a good amount of start-up invincibility. At close range, this will interrupt whatever the opponent is doing unless they are blocking or are also using a move with good invincibility. From half screen away, Felicia will avoid a couple hits but can still be hit by moves that are still active example: Ryu’s Shinku Hadoken.
B. Medium Sandsplash: Gives your point character access to a move that OTGs. This move has up to 3 hits. Deep in the corner, Felicia has the potential to cross up with your opponent, thus missing the sandsplash. So back up slightly if you can and give her some space to work.
Y. Medium Catspike: Gives your point character access to a move that can groundbounces. This move is good for combo extensions. This will cause a groundbounce if the opponent is in an aerial state or on counter hit.
FRAME DATA
Spoiler
Contribution of Orchazm
|===================================================================================================================================================|
| 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 |
|===================================================================================================================================================|