Ultimate - MVC3 Felicia Encyclopedia

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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     |
|===================================================================================================================================================|


SOLO FELICIA TIPS
ROLLING SLIDE FOLLOW-UPS

[details=Spoiler]On certain characters, Felicia can link M, 2M, 3M, H, 2H, 4H, or S after Rolling Buckler ~ Rolling Slide.

These are the characters who this naturally works on:

Dormammu: M, 2M
Haggar: M, 2M
Hulk: M, 2M
Nemesis: M, 2M, 3M, 4H, S
Sentinel: M, 2M, 3M, S
Thor: M, 2H
Tron: M, 2M

It seems that for all characters, if Felicia hits with the tip of Rolling Slide as a combo starter, she can combo with more than L. Characters not in the list above, can go from L / 2L to M / 2M / S and maybe 3M / H / 2H / 4H.
[/details]
ANTI-AIRS

Spoiler

THROWS

[details=Spoiler]When right in the corner, air throw into corner and you can toy touch before they hit ground and get 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.

Felicia can attack after a grab from super jump height while falling, but you can not get a combo this way while solo.

Felicia can attack with L or 2L when doing an air throw into the corner.[/details]
DELTA KICK CORNER CROSS-UPS

Spoiler

"Delta Kick crosses up opponents when used in corners. There are variations per character, and doesn’t work at all against some, so I’ve provided a list of what happens to each character. I don’t have Jill or Shuma, unfortunately. This tech provides her with yet another sudden mixup opportunity.

(note: an ‘X’ means delta kick will not cross up the character.)

Akuma: X
Amaterasu: M
Arthur: H
Captain America: X
Chris: X
Chun-li: H
Dante: M
Deadpool: M
Doctor Doom: M
Doctor Strange: X
Dormammu: H
Felicia: H
Firebrand: H
Frank: H
Ghost Rider: M
Haggar: X
Hawkeye: M
Hsien-Ko: H
Hulk: X
Iron Fist: X
Iron Man: M
Jill: M
Nemesis: H
Magneto: M
MODOK: X
Morrigan: H
Nova: M
Phoenix: H
Phoenix Wright: X
Rocket Raccoon: H
Ryu: X
Sentinel: H
She-Hulk: M
Shuma Gorath: H
Skrull: M
Spencer: X
Spider-Man: H
Storm: X
Strider: H
Taskmaster: M
Thor: M
Trish: M
Tron: H
Viewtiful Joe: H
Vergil: M
Viper: H
Wesker: M
Wolverine: X
X-23: H
Zero: H" by Ranadiel

CHICKEN BLOCKING

Spoiler

When guarding attacks in the air, most characters in UMvC3 will continue to fall to the ground as they block, becoming vulnerable to high/low mix-ups once they land.
However, Felicia is often an exception. She happens to be the character who bounces the highest when blocking in the air, allowing her to stay airborne longer and sometimes escaping situations that other characters cannot.

TEAM FELICIA TIPS
FELICIA WITH BACK-UP

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. by tnartey

RAW TAGGING INTO ASSIST CHARACTERS

Spoiler

Criteria: Small body, Normal Body, Big Body as the opposing team. I used Raccoon, Ryu, Sentinel.
Raw tag after counter hit Light Cat Spike and confirm into a combo that can launch at least once.
You can test this by simply raw tagging as the first hit. If the new character can confirm a combo, they should be able to work after Felicia does counter hit Light Cat Spike.

Screen Positions: Midscreen Open MSO / Midscreen Corner MSC / Corner C / Felicia in Corner FC
As for MSC and FC - Felicia could be deep in the corner or slightly out. If slightly out, the raw tag hits a little later, making for easier confirmation links.

Example of how the notation will work: [Arthurcharacter tagging in: Raccoon ~ FC name of who it worked on ~ screen position it worked at]

Arthur: Raccoon ~ nothing. Ryu ~ MSC and FC. Sentinel ~ MSC.

Chris: Raccoon ~ MSC and FC. Ryu ~ MSC and FC. Sentinel ~ C.

Doctor Strange: Raccoon ~ nothing. Ryu ~ nothing. Sentinel ~ C and FC.

Firebrand: Raccoon ~ nothing. Ryu ~ MSC and FC. Sentinel ~ MSC and FC.

Frank: Raccoon ~ MSC and FC. Ryu ~ MSC. Sentinel ~ .

Ghost Rider: Raccoon ~ nothing. Ryu ~ FC. Sentinel ~ nothing.

Hawkeye: Raccoon ~ MSC and FC. Ryu ~ MSC and FC. Sentinel ~ MSC and C and FC.

Jill: Raccoon ~ MSC and FC. Ryu ~ MSC and FC. Sentinel ~ MSC and C and FC.

Nemesis: Raccoon ~ nothing. Ryu ~ nothing. Sentinel ~ nothing.

Nova: Raccoon ~ nothing. Ryu ~ nothing. Sentinel ~ C and FC.

Phoenix Wright: Raccoon ~ MSC and FC LVL 3 HYPER only. Ryu ~ MSC and FC Turnabout Mode. Sentinel ~ MSC and C and FC Turnabout Mode

Shuma Gorath: Raccoon ~ MSC and FC. Ryu ~ MSC and FC. Sentinel ~ MSC and C.

Strider: Raccoon ~ MSC and FC. Ryu ~ MSC and FC. Sentinel ~ MSC and FC.

TEAM HYPER COMBOS THC

Spoiler

Felicia can jump cancel 3M Toy Touch into a THC.

Felicia can cancel Rolling Buckler no follow-up directly into a THC, but it will whiff on extended combos, which can be negative or positive depending on team composition.

Depending on your team, you can THC when the opponent super jumps or is far away or when right next to opponent during a regular jump. Depending on your spacing and screen position, you can make it so that your opponent has to guess if Felicia will cross-up or not. This is a weak version of the Doom/Amaterasu THC for the following reasons:

  1. If Felicia connects on hit or block, her animation last to long to take advantage of most hypers.
  2. If Felicia does whiff and you open up your opponent, you may not be able to continue a combo unless you sacrifice more meter or X-Factor.

THROWS THAT CAN TAG FELICIA IN FOR A COMBO

Spoiler

"So, I actually bothered to do this.

Akuma: air back throw
Doctor Doom: back throw
Dormammu: air forward throw*, air back throw*
Hawkeye: forward throw*
Hulk: Gamma Tornado
MODOK: air back throw*
Nova: air forward throw, air back throw
Nemesis: Tentacle Slam
Sentinel: Human Catapult*
She-Hulk: Heavy Strike (duh)
Shuma Gorath: air forward throw, air back throw
Spencer: Jaw Breaker
Storm: air forward throw, air back throw
Super Skrull: air forward throw*, air back throw*
Thor: forward throw, back throw
Tron: forward throw*, back throw*, air forward throw*, air back throw*
X-23: air forward throw, Decapitating Slice

  • = spacing-dependent

I only tested normal throws and (non-hyper) command throws, as I figure the only real purpose this would have would be to circumvent throw damage scaling. I did not test other moves that cause hard knockdown, and I did not list hyper combo throws because the ones that I tested don’t scale the rest of the combo’s damage to begin with (although many of them do also allow for a raw tag and follow-up)." by Sixfortyfive

X-FACTOR FELICIA TIPS

Spoiler

Level 1 X-Factor Rolling Buckler Crossover Counter can be comboed into without meter usage, unlike non-XFactor Crossover Counter.

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.

SOLO MATCH-UPS

too many possibilities with team match-ups, so it’s labeled solo
Everything Sandsplash related is under the assumption you have sandsplash charged.
Body length measurements: If it says 2 body lengths away = “Felicia Body Body Opponent”

Akuma:

Spoiler

NORMALS

SPECIALS
Gohadoken fireball: Heavy Sandsplash nullfies.

Tatsumaki Zankukyaku hurricane kick: Heavy Sandsplash has a small chance to nullify at close range. Not worth the risk. Pushblock and 2H.

HYPERS

Amaterasu:

Spoiler

NORMALS

SPECIALS
Power Slash paper: Medium Sandsplash beats paper. Light Sandsplash will trade due to Felicia leg sticking out.

Cold Star: Heavy Sandsplash can nullify 3-4 iceshots. From fullscreen, if Ammy fires off all 8, you can jump past the remaining shots. Problem here is predicting ice shot, reacting to ice shot is hard.

HYPERS

Arthur:

Spoiler

NORMALS

SPECIALS
Daggers: Medium Sandsplash can nullify 2 daggers when daggers are close range. Heavy Sandsplash nullifies all 3.

Lance: Heavy Sandsplash can nullify both lances, however due to her extended leg during sandsplash, she may trade with the first lance.

Arrows: Medium Sandsplash can nullify arrows.

Fire Bottle: Heavy Sandsplash can only nullify this while the bottle is still in the air, otherwise no sandsplash works.

Axe: Heavy Sandsplash can nullify, however sandsplash has to hit the axe head twice at the least. Lastly, the ax head must be towards the bottom of the rotation, not the top.

Scythe Toss: Medium and Heavy Sandsplash can make the scythe return faster to Arthur.

HYPERS
Golden Armor: When in Golden Armor, DISREGARD the above. You won’t even faze his projectile game.

Captain America:

Spoiler

NORMALS

SPECIALS
Grounded Shield Slash: Medium Sandsplash nullifies.

HYPERS

Chris:

Spoiler

NORMALS

SPECIALS
Flamethrower: Heavy Delta Kick can get over the flame and hit Chris. Rolling Buckler ~ Rolling Slide can get beneath the flame to hit Chris.

Super Jump Air Low Shot into MachineGun/Pistol: From full screen Felicia can Wall Cling to avoid damage or do Rolling Buckler ~ Rolling Slide to cross full screen and get next to Chris. Do Rolling Buckler fast enough and you can attack Chris while he is coming down.

HYPERS
Grenade Launcher Hyper: Heavy Hell Cat beats it, half a body length from Chris. Medium Hell Cat beats it when at 1 body length away max, check the ground when this happens.

Sweep Combo Hyper Knife: Heavy Hell Cat beats it at up to a body length away due to Chris forward momentum during initial attack.

Chun-li:

Spoiler

NORMALS

SPECIALS
Kikoken fireball: Heavy Sandsplash nullifies Chun-lis’ Light and Medium Kikoken. Heavy Kikoken can be nullified also, but it disappears right after it comes out.

Kikoanken: On block, Chun-li seems to be positive as far as normal moves are concerned. Felicia can punish any ground normals and command normal Chun-li commits to after a blocked Kikoanken with Heavy Hell Cat.

Grounded EX Spinning Bird Kick: When performed low to the ground and Felicia is placed in blockstun, she can punish Chun-li with 2L or L spam to confirm a combo.

Aerial EX Spinning Bird Kick: When performed slightly over the ground where it whiffs Felicia in a crouch state, you can punish the move mid-animation with 2M or 2H. Have not found a way to punish while standing block.

Tenshokyaku Dragon Punch with Kicks: You have to be quick, but you can punish on block or whiff a Heavy Tenshokyaku with jumping S into Delta Kick, or super jump MHS into Delta Kick. Otherwise, Chun-li can block on the way down.

HYPERS
Kikosho Fireball: On block, can dash in and punish. Can do Rolling Buckler ~ Rolling Slide from half screen. Can do Rolling Slide from full screen, but you must commit to this before the hyper finishes.

Hoyokusen: On block, can dash in and punish.

Shichisei Ranka Level 3: On block, you can punish with L. You can also punish with M, but the timing is tighter. If you crouch block at point blank range, you will have to reverse your block as Chun-li will cross-up over you. During the start-up cinematic of this hyper you can do Cat & Mouse to get by the hyper, but you will not be able to punish Chun-li unless you have a good near full screen THC. Best chance of punishing Chun-li via Cat & Mouse follow-ups is if she is cornered when she does Shichisei Ranka because of the shorter distance traveled between Felicia and Chun-li.

Dante:

Spoiler

NORMALS
Launcher: At point blank range, Felicia can punish with Medium Hell Cat or L. At max distance of Dante S, Dancing Flash will work.

Helmbreaker: Punish with L at point blank range, Hyper when out of L range.

SPECIALS

HYPERS
Million Dollars: Felicia’s forward dash can get beneath the bullets of Dante’s hyper. Up close, you can dash forward and press 2L or 2H to start a combo. This may take some practice, as you may get hit by a bullet while pressing 2L or 2H. Differences between 2L and 2H being, 2L is faster and with 2H Felicia seems to have a lower hurtbox.
From half screen, you can forward dash cancel into Cat & Mouse to avoid the bullets and get behind Dante. It may be possible to plink dash beneath a larger portion of Dantes’ hyper. If you are good at dashing, please confirm this. I have gotten in 2 crouch dashes into Cat & Mouse although not consistently, which from full screen will put you right in front of Dante.
You can jump forward and do Heavy Delta Kick to interrupt Dante mid-hyper and start a combo.
You can super jump and do Delta Kick to bypass Dante or land a hit. The result varies depending on jump direction and strength of Delta Kick.
While in Devil Trigger, if Dante does Million Dollars, you can still do the above mentioned.
From full screen, Felicia can not land level 3 under normal circumstances. By dashing/Heavy Rolling Buckler canceled into Level 3 Hyper, you can punish Dante.
Without moving forward, Felicia can press 2H canceled into Level 3 to punish Dante. This method is harder to do due to timing. Dante moves slightly forward while constantly shooting, letting Felicia Level 3 from full screen.

Devil Trigger: If Dante does this raw at point blank range, Felicia can punish with Heavy Hell Cat.

Deadpool:

Spoiler

NORMALS
6M: Cannot be punished with normal or specials. It can be punished by grab and Heavy Hell Cat. Deadpool has the option to jump and avoid being grabbed.

SPECIALS
Trigger Happy:

Trigger Happy ~ Ninja Gift: When not in the corner, it is hard to punish this. During the grounded version of Ninja Gift your best and worst option of punishment is Level 3 Hyper, when not in the corner. This will work on the Light and Medium Ninja Gift, but is harder to land on Heavy Ninja Gift because Deadpool jumps slightly higher.
If Deadpool does Ninja Gift while tucked in the corner and you are there with him, you can block punish him before he hits the ground. You can punish Light and Medium after blocking with L. While tucked in the corner with Deadpool, if Felicia crouches or walks forward, she can avoid Heavy Ninja Gift, but she can not punish Deadpool as he falls down. On block or whiff of Heavy Ninja Gift, Felicia must jump and attack to punish Deadpool, preferably with jS as a start.

Katana-Rama!: All versions can be reversal punished with Light Cat Spike. Light Katana-Rama can be ducked under and can be punished on block by M. You can duck Medium Katana-Rama, but on block Medium will push you back too far to get a proper punish. Your main punish will be Light Cat Spike. Heavy can be punished on block with L.

Katana-Rama! ~ Chimichangas!!: If you predict Chimichangas will come out, you can pushblock Katana-Rama and dash in for a whiff punish.
A safer option, would be to block Chimichangas and punish, but the timing is slightly weird due to the pushback of this move. Light ~ Chimichangas can be punished by M. Medium ~ Chimichangas pushes you back too far for a proper punish. You can punish with Light Cat Spike. Heavy ~ Chimichangas can be punished by M4H.

Quick Work: On block, you can perform a reversal punish with Light Cat Spike which will stagger Deadpool.

HYPERS
Happy-Happy Trigger: Felicia can get half a dash beneath Deadpool bullets. From half screen, Felicia can dash canceled into Cat & Mouse to bypass Deadpool. The minimum range Felicia can be away from Deadpool and can perform Cat & Mouse to avoid Happy-Happy Trigger is about 2 body lengths away.

Cuttin’ Time: At point blank range, if Felicia is not blocking before the hyper starts up, you will take damage. While doing nothing, Felicia can be at a minimum of 1.5 body lengths away, in which she can block late and no longer get caught in Cuttin’ Time. Can punish with Light Cat Spike.

4th-Wall Crisis: Can be avoided by grabbing, Hell Cat, assist call, or waiting a set amount of time before attacking. Is there a good way that is reliably known to attack Deadpool without taking damage?

Doctor Doom:

Spoiler

NORMALS
Launcher: Raw Launcher at point blank range can be punished with Medium Hall Cat unless Doom jumps.

Hidden Missiles: With 3 bars, Felicia can dash into Level 3 to punish Doom unless he has X-Factor available or fires off 1 missile.
You can dash in and perform Hell Cat to avoid damage and punish Doom.

SPECIALS
Plasma Beam: Can duck with 3M and 2H. Heavy is slightly harder to avoid due to being active longer, but still not an issue.
Super jump ~ Plasma Beam: From full screen will not reach Felicia.
Super jump ~ Air Dash Up: From full screen, you can dash and crouch block to avoid chip.

Photon Shot: Point blank range, on block and hit, Felicia can punish with L.
From full screen, as soon as Doom starts, Felicia can super jump to avoid damage. Felicia can super jump straight up and do Light Delta Kick to avoid damage, but is open to a second Photon Shot.
Super jump ~ Photon Shot: If Doom does at the top of super jump height, you can crouch block from full screen to avoid damage.
Super jump ~ Air Dash Up: From full screen you can dash and crouch block to avoid chip. Dash twice and crouch block to avoid chip. Dash 3 times and walk forward to avoid chip, but this is unsafe if he does Light and Medium Photon Shot. Dashing 3 times also puts you beneath Doom & footdive.

HYPERS
Sphere Flame: From full screen, you can dash in and punish with Hell Cat or you can do Rolling Buckler ~ Rolling Slide into Dancing Flash which will avoid Sphere Flame on it’s way back down. You can super jump from full screen distance to also avoid damage.

Photon Array: Pushes Felicia Back, making it near impossible to punish. Cat & Mouse can avoid a bit of damage, but ends up getting hit during the recovery.

Doom’s Time: If you are not blocking when Doom’s level 3 starts up, you will take damage. Can punish on block by dashing in and attacking.

Doctor Strange:

Spoiler

NORMALS
Impact Palm: On block, can dash and punish.

Laucher: On block, can dash and punish.

SPECIALS
Mystic Sword: On hit and block, you can dash punish Medium Mystic Sword. On hit and block, you can punish Heavy Mystic Sword.

Bolts of Balthakk: After the first bolt, Felicia can Heavy Rolling Buckler ~ Rolling Slide to get a punish.

HYPERS
Spell of Vishanti: Mid to close range. If Felicia air blocks Spell of Vishanti at the lowest possible height, she can punish Doctor Strange with Rolling Buckler ~ Rolling Slide.

Astral Magic: From 1.5 body lengths away, the start-up of Dancing Flash can bypass the hyper and punish strange.
From 1.5 body lengths, Cat & Mouse can evade the hyper.

Dormammu:

Spoiler

NORMALS

SPECIALS

HYPERS
Chaotic Flame: At point blank range, blocking this hyper gives you a chance to dash and punish with M.

Felicia:

Spoiler

NORMALS

SPECIALS
Rolling Buckler: On hit if there is no follow-up or if blocked, this is extremely punishable.
~ Neko Punch: On block, can be punished by Heavy Hell Cat. Felicia cannot jump or perform her own Heavy Hell Cat to remain safe. Unless followed by “Please Help Me” on block, Felicia is open to attack by Heavy Hell Cat. If Dancing Flash is delayed to catch you off guard, you can punish with Heavy Hell Cat, if it is delayed enough to the point that Felicia exits blockstun.
~ Rolling Slide: On block, can be punished by Heavy Hell Cat. Felicia cannot jump or perform her own Heavy Hell Cat to remain safe. Unless followed by “Please Help Me” on block, Felicia is open to attack by Heavy Hell Cat. If Dancing Flash is delayed to catch you off guard, you can punish with Heavy Hell Cat, if it is delayed enough to the point that Felicia exits blockstun.
~ Rolling Uppercut: On block, Felicia can be punished while still airborne. If she lands on the ground, she becomes safe.

Cat Spike: Light can be punished on blocked by Heavy Hell Cat if Felicia remains standing, cannot normal attack as a punish. If Felicia jumps after a Light/Medium Cat Spike, she is safe from grounded attacks. Heavy can be crouched beneath to gain a whiff punish. Midscreen, punishing Heavy depends on the spacing between you and opponent, because the opponent may or may not cross-up.

Delta Kick: On block of the last hit of Delta Kick, you can punish with Heavy Hell Cat or a normal grab, unless Felicia immediately follows up with a jump.
If you are in the corner, Medium and Heavy can be punished after the 1st part of Delta Kick with 2H.
Midscreen, it is hard to try punishing Delta Kick with 2H if the initial hit was not blocked. On block anywhere, you can still try to punish with 2H. Light version will keep you in block stun making it impossible to do 2H between the kick up and the kick back down. Medium on block will cross you up midscreen, but you will be able to throw in 2H and get the punish. Heavy on block will cross-up and stray too far away for a punish. It may be a little hard to tell the varying Delta Kicks apart, but 2H is a decent option to handle it and potentially get a hit you can punish with.

Hell Cat: On whiff, this is hard to punish but it is possible. If you are grounded when this whiffs, you must remain grounded in order to punish. An example of when you can punish: Felicia does Cat Spike and it gets blocked and immediately does Hell Cat afterwards. You can punish with sM during this scenario.

Sandsplash: On block, this move pushes you back creating enough space to avoid punishment. It is also positive on block.

Cat And Mouse: Felicia is wide open if she does this without a backup assist and you are near the position she lands at when she re-enters the fighting area.

HYPERS
Dancing Flash: Can punish after the 9th hit/before 10th hit using Heavy Hell Cat. If over 2 body lengths away when Dancing Flash is initiated, you can backdash cancel into a normal attack to bypass the initial invincibility and punish Felicia.

Kitty’s Helper: Raw Kitty’s Helper at point blank range, punishable with L.

Please Help Me: At close range, this can be blocked and whiff punished with Light Cat Spike. If in mid-animation of a normal attack, you can cancel it into Cat & Mouse and still land a punish. Maximum range of Please Help Me can be punished if Heavy Rolling Buckler is immediately done after blocking.

Firebrand:

Spoiler

NORMALS
Launch: On block, normal and Light Cat Spike and Light Hell Cat punishable.

SPECIALS
Hell Spitfire: Light Spitfire be negated by Heavy Sandsplash, but will lose in the end if it becomes a projectile war. Heavy Sandsplash can negate majority but not all of the hits of Heavy Spitfire.

Air Hell Spitfire: Hard to punish unless you can cross-under firebrand before Heavy Spitfire hits the ground. You can use grounded Heavy Delta Kick to bypass the Heavy Spitfire while it is on the ground and hit firebrand while he is coming down from out of the air. Confirming after the delta kick requires practice or a good assist that gives you follow-up opportunities.

Bon Voyage: On block, normal and Light Cat Spike and Heavy Hell Cat punishable.

Air Bon Voyage: Safe.

Demon Missile: When Firebrand does Medium Missile right next to you, if you push block Medium Demon Missile, you make it easier to punish Firebrand. In general, if you push block Medium Demon Missile, you make it so that Firebrand stays closer to you, making punishment easy.

HYPERS
Dark Fire: While grounded, Felicia can block and perform Heavy Rolling Buckler ~ Neko Punch as a punisher. Felicia can also dash back in and perform bH into Rolling Buckler. The latter works well if you have an assist that will keep the combo going without needing to sacrifice meter.

Frank West:

Spoiler

NORMALS

SPECIALS

HYPERS

Ghost Rider:

Spoiler

NORMALS

SPECIALS

HYPERS

Haggar:

Spoiler

NORMALS

SPECIALS

HYPERS

Hawkeye:

Spoiler

NORMALS

SPECIALS

HYPERS

Hsien-Ko:

Spoiler

NORMALS

SPECIALS

HYPERS

Hulk:

Spoiler

NORMALS

SPECIALS

HYPERS

Iron Fist:

Spoiler

NORMALS

SPECIALS

HYPERS

Iron Man:

Spoiler

NORMALS

SPECIALS

HYPERS

Jill:

Spoiler

NORMALS

SPECIALS

HYPERS

Nemesis:

Spoiler

NORMALS

SPECIALS

HYPERS

Magneto:

Spoiler

NORMALS

SPECIALS

HYPERS

MODOK:

Spoiler

NORMALS

SPECIALS

HYPERS

SOLO MATCH-UPS PART 2

Morrigan:

Spoiler

NORMALS

SPECIALS

HYPERS

Nova:

Spoiler

NORMALS

SPECIALS

HYPERS

Phoenix:

Spoiler

NORMALS

SPECIALS

HYPERS

Phoenix Wright:

Spoiler

NORMALS

SPECIALS

HYPERS

Rocket Raccoon:

Spoiler

NORMALS

SPECIALS

HYPERS

Ryu:

Spoiler

NORMALS

SPECIALS

HYPERS

Sentinel:

Spoiler

NORMALS

SPECIALS

HYPERS

She-Hulk:

Spoiler

NORMALS

SPECIALS

HYPERS

Shuma Gorath:

Spoiler

NORMALS

SPECIALS

HYPERS

Skrull:

Spoiler

NORMALS

SPECIALS

HYPERS

Spencer:

Spoiler

NORMALS

SPECIALS

HYPERS

Spider-Man:

Spoiler

NORMALS

SPECIALS

HYPERS

Storm:

Spoiler

NORMALS

SPECIALS

HYPERS

Strider:

Spoiler

NORMALS

SPECIALS
Vajra Punish
High Air:
j.MMH, dp.H

Low Air:
j.S, dp.H
j.H, dp.H
j.L, dp.H

Ground:
b.H
s.S
dp.M
dp.H

http://www.youtube.com/watch?v=EYaPh-Qvo7I
10minute 40second mark
UMvC3 Countering Vajra by SlasherMcGirk2236

HYPERS

Taskmaster:

Spoiler

NORMALS

SPECIALS

HYPERS

Thor:

Spoiler

NORMALS

SPECIALS

HYPERS

Trish:

Spoiler

NORMALS

SPECIALS

HYPERS

Tron:

Spoiler

NORMALS

SPECIALS

HYPERS

Viewtiful Joe:

Spoiler

NORMALS

SPECIALS

HYPERS

Vergil:

Spoiler

NORMALS

SPECIALS

HYPERS

Viper:

Spoiler

NORMALS

SPECIALS

HYPERS

Wesker:

Spoiler

NORMALS

SPECIALS

HYPERS

Wolverine:

Spoiler

NORMALS

SPECIALS

HYPERS

X-23:

Spoiler

NORMALS

SPECIALS

HYPERS

Zero:

Spoiler

NORMALS

SPECIALS

HYPERS

COMMAND NOTATION

Spoiler

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

236 = fireball motion
623 = dragon punch motion
63214 = half circle / command grab
46 = charge move

2L = crounching L
3M = Toy Touch

SOLO COMBOS

Spoiler

LMH2HS - sjLLMMHS - 3M.HYPER [443600 - 26]

LMH236H~L - LMS - sjMMHS - 3M.HYPER [477800 - 27] 3M immediately to connect hyper. the body should still be a bit in the air due to the small bounce after hard knockdown. if the body is flat on the ground, the hyper will whiff.

LMH236H~L - LMH(2)2HS - sjMMHS - 3M.HYPER [514300 - 32] same as above

LMH4H(1)S - sjMMHS - 46H.HYPER [434000 - 27]

LMH2HS - sjMMH421H - HYPER [439800 - 25]

LM4H421L.LM4HS - sjMMH421H - S - sjMMHS - 46H.HYPER [568800 - 37]

LM4H421L.LM4H236H~L - LM3M - jMMHS - H(1)2HS - sjMMH421H - jS - 46H.HYPER

LM4H421L.LM4H236H~L - LM3M - jMMHS - H(1)2HS - sjMMH421H - 2HS - sjHS - 46H.HYPER [689100 - 47]

LMH4H236H~L - LMH2HS - sjMMH421H - 623L.HYPER [529300 - 35]

LM4H22H.LM4H236H~L - LM3M - jMMHS - H(1)2HS - sjMMH421H - 2HS - sjHS - 46H.HYPER [652500 - 46]

LM2MH623H.M(2M)4H236H~L - 2LM3MjMMHS - H2HS - sjMMH421H - 2HS - sjHS - 46H.HYPER [699700 - 49]
~in the corner, add 2M [708100 - 51]
~in the corner, add 2M, change H2HS to H(1)2HS [696100 - 49]

jS - M2M4H623M - M2M4H236H~L - 2LM3M - jMMHS - H2HS - sjMMH421H - 2HS - sjHS - 46H.HYPER [758800 - 50] unmashed hyper

j.S, land, b+H (2 hits) xx L Cat Spike, s.L-M xx H Rolling Buckler~Slide, s.L-M-Toy Touch->JC, j.MMHS, land, c.H-S, sj.MMH xx H Air Delta Kick, dash, c.H xx L Cat Spike XX Dancing Flash by Icege [644000 - 37]

623M - M2M2HS - sjMMH421H - H(1)S - sjMMHS - 46H.HYPER [612600 - 33] by Mozart0341

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

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. by tnartey

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. by tnartey

Corner:
LM236L~M - 2L3M236L~L - LMH(2)2HS - sjMMH421H - 2HS - sjHS - 46H.HYPER [598600 - 40] landed on ryu
LM236L~M - L3M236L~L - LM [works on Ryu, IronFist, Storm & X23]

Anywhere:
LM236L~M - L2M236L~L - LM [works on Thor]
LM236L~M - L2M236M~L - LM [works on Deadpool]

COMBOS WITH ASSISTS
A1/A2 = (Name/Assist Letter) Ex. (Felicia/A) for Felicia Rolling Buckler Assist

  1. LM2M4H623M.M2M+(Ammy/B)4H236H~H - jMMHS - H2HS - sjMMH421H - 2H+(Raccoon/Y)236H~H - jS - 46H.HYPER [747500 - 58] Comboed on cornered opponent, ends midscreen, unmashed Hyper.

  2. Combo Ender - Hard Knockdown where Felicia can easily back dash into 46H.
    BackDash+(Strange/Y)46H - 46H - 46H.HYPER

CROSSOVER COUNTER COMBOS

HAPPY BIRTHDAY COMBOS

If you catch an assist character, keep your combo simple. No jump loop after Rolling Buckler. No Delta Kick, it loses drops the assist on the 2nd hit and loses the point character. One good thing good about Delta Kick is the point character takes a half sceond longer to fall to the ground to protect assist, so you can 3M jc THC to kill off the assist. Basically, if you notice you caught the assist and point character, launch when you can and do a simple sjMMHS into 3M jc Dancing Flash.

NO LAUNCH COMBOS just because you can

char specific. works on nova, nemesis, failed on jill, tweaked to work on firebrandcLcM/sLcM.
it seems you need the HbH to fully hit if you want the combo to work.
sLMHbH.HsandSplash - bH.HsandSplash - H.LcatSpike.Lvl1hyper: damage 445300dmg.

sLMbH.McatSpike - bH.HsandSplash - bH.LcatSpike.Lvl1hyper: 473500 damage.

TUTORIAL, INFORMATIONAL, AND COMBO VIDEOS

[details=Spoiler]
Instead of posting every single video here: follow these channels via Youtube for Felicia goodness.
MrOrchazm
T Nartey
CrispyTacoz

Spoilers placed after a video, contains combo transcripts.

TUTORIAL & INFORMATIONAL


The Unnecessary Felicia Tutorial by damnitsrj


Please Help Me! A UMVC3 Felicia Tutorial Video by CrispyTacoz


Breakdown (ep.10) With DJHuoshen and IGT Unkn0wn - Felicia by VGBootCamp


UMVC3 Felicia Tech: Avoiding Chip Damage with Toy Touch by CrispyTacoz


UMvC3 - Chicken-blocking with Felicia by Sixfortyfive


UMvC3 - Felicia - All Missions by Shinobi4e


10minutes 40seconds
UMvC3 Countering Vajra by SlasherMcGirk2236

COMBO VIDEOS also educational


ULTIMATE FELICIA by MrOrchazm bnb video


Felicia Primer Volume One by MrOrchazm


Team Combo Exhibition 2 by MrOrchazm


Felicia/Dante/Sentinel by MrOrchazm


UMvC3: 8 Cat Spikes 1 Combo. NYA!! (Felicia/Ammylon/Strange) by T Nartey

Spoiler

M cat spike - MH(1 Hit)+Ammy assist(Cold Star) xx L cat spike - M cat spike - M rolling buckler~slide - d.LM Toy Touch jc - j.MMHS - H(1 Hit)+Dr Strange assist(Bolts) xx L cat spike xx kitty helper - L cat spike - M cat spike - L cat spike - L cat spike xx Dancing flash.(733,200) Mashed[/details]

http://www.youtube.com/watch?v=32-n2SR6c0w
UMvC3: Random Side Switching Combo (Felicia) by T Nartey loved seeing this video

http://www.youtube.com/watch?v=PGNbnzuWuyY
UMvC3: Simple Felicia 600k combo breakdown by T Nartey

http://www.youtube.com/watch?v=Ck1VpE8-9BQ
UMvC3 Felicia Combo video ‘‘The Broadway Cat’’ Part 1 by T Nartey

Spoiler

Non XFactor: http://tnartey.files.wordpress.com/2013/08/solo-combos.pdf
XFactor: http://tnartey.files.wordpress.com/2013/08/xfactor-combos.pdf

KITTY HELPER COMBO VIDEOS

Spoiler

http://www.youtube.com/watch?v=5UYuaV6kMws
UMVC3 Combo Video “Mini Kitty Part 2” by T Nartey

http://www.youtube.com/watch?v=Y6X2cf-fgj4
Felicia Teaser by MrOrchazm

http://www.youtube.com/watch?v=6sIiYKpZVAE
UMvC3: Felicia 800k Combo (Doom/Alto assist) by T Nartey

Spoiler

LMb.H(2 Hits) xx M Cat Spike - Mb.H(2 Hits) Doom assist(beam) xx L Cat Spike xx Kitty Helper - Dash - 2x(j.MMHS) - j.MHS - H(1 Hit)d.HS xx sj - sj.MH xx H Delta Kick - L Cat Spike - j.S - Back Dash H Sand Splash xx Dancing Flash. (801,100 Mashed)

X-FACTOR COMBO VIDEOS

Spoiler

http://www.youtube.com/watch?v=rgmbuUAK0lw
UMvC3 Felicia Combo Video ‘‘The Hell Cat’’ by T Nartey

Spoiler

LEVEL 1 X-FACTOR
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

LEVEL 2 X-FACTOR
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)

http://www.youtube.com/watch?v=eL7BYD19HCU
UMvC3: Felicia Has links?! Part 1 by T Nartey

Spoiler

XFactor - d.Ld.Md.HS xx sj - sj.HHS - LMH(1 Hit)d.HS xx sj - sj.MMH xx H Delta Kick - H(1 Hit)d.HS xx sj - sj MMHS - Back Dash H Sand splash.(994,100)

http://www.youtube.com/watch?v=jvE1mHHQm4U
UMvC3: Felicia Has links?! Part 3 by T Nartey

Spoiler

XFactor - d.Ld.Md.HS xx sj - sj.HHS - M Toy Touch jc - j.MMS - Toy Touch jc - j.MHS xx H Delta Kick - H(1 Hit)d.HS xx sj - sj MMHS - Back Dash H Sand splash.(1,059,200)

FELICIA PLAYERS TO LOOK FOR

DJ Huoshen - taskmaster/vergil/felicia manually switches felicia to point before match starts
PR Balrog - does he still use her?
jjj - morrigan/storm/felicia
CrispyTacoz
Dr. Salt - Felicia/Doom/Amaterasu found him via twitch.tv ~ soflofgc

reserve

reserve

reserve

reserve

10 posts should be enough space for information

I’ll try to help out on the raw tag combos.

XFactor LVL1-2 combo notes done.
XFactor Level 3 air heavy link Combo notes done.
8 Cat spikes 1 combo notes done.
Doom assist Kitty Helper combo (800K) 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

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

XFactor - d.Ld.Md.HS xx sj - sj.HHS - LMH(1 Hit)d.HS xx sj - sj.MMH xx H Delta Kick - H(1 Hit)d.HS xx sj - sj MMHS - Back Dash H Sand splash.(994,100)

Combo 2

Spoiler

http://youtu.be/jvE1mHHQm4U

Notations

Spoiler

XFactor - d.Ld.Md.HS xx sj - sj.HHS - M Toy Touch jc - j.MMS - Toy Touch jc - j.MHS xx H Delta Kick - H(1 Hit)d.HS xx sj - sj MMHS - Back Dash H Sand splash.(1,059,200)

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

M cat spike - MH(1 Hit)+Ammy assist(Cold Star) xx L cat spike - M cat spike - M rolling buckler~slide - d.LM Toy Touch jc - j.MMHS - H(1 Hit)+Dr Strange assist(Bolts) xx L cat spike xx kitty helper - L cat spike - M cat spike - L cat spike - L cat spike xx Dancing flash.(733,200) Mashed

Doom assist Kitty Helper combo (800K)

[details=Spoiler]http://youtu.be/6sIiYKpZVAE
Notations

Spoiler

LMb.H(2 Hits) xx M Cat Spike - Mb.H(2 Hits) Doom assist(beam) xx L Cat Spike xx Kitty Helper - Dash - 2x(j.MMHS) - j.MHS - H(1 Hit)d.HS xx sj - sj.MH xx H Delta Kick - L Cat Spike - j.S - Back Dash H Sand Splash xx Dancing Flash. (801,100 Mashed)

[/details]

Raw tag combos

Spoiler

Magneto: Raccoon ~nothing . Ryu ~MSC . Sentinel ~C
Dr Doom:Raccoon ~FC . Ryu ~nothing . Sentinel ~C Hard Kick

Things I am working on, could use help with.

1v1 Match-ups.
Combos.
Any new found tech.
If you have any info, please add in a post.

Can anybody see the information that exists within the spoilers, in the first few posts? So open a spoiler and try to open the sub spoiler. Does it close the entire spoiler or is it just me? When I try to edit the information, I see everything is still there, but I cannot see the layout that everyone else is supposed to see.

When I try to open the sub-spoiler, it closes the entire thing.

Hey guys, Dr. Salt checking in here, just had to create a new srk profile -_- I’m gonna try to be more active on here whenever I get the chance! For now I’ll be collecting up all this sweet stuff I’ve been missing! :smiley:

P.S. I’m a huge fan of you guys and your tech, it’s helped my game out a ton and I wanna help give back to you!

Welcome back!

If you have anything you have questions about, I normally check this forum pretty regularly so I will try to get back to you if I can help.

Sorry I’ve been off for awhile… lost my account again and been busy with school and the like.

I’m working on an incoming setup, probably most applicable midscreen where alto hits meaty, leaving Felicia free to do whatever she wants down there, but I’m having some trouble timing it or having alto in early enough. been playing around with changing sides on the opponents body, calling alto and then switching back and it seems to be working a bit better but not quite where I want it. I’d make a vid but I don’t really have the equipment for it. I really wanna see what you come up with next, Orchazm!

Good to see you posting again!

I saw some more recent vids of you playing Felicia/Doom/Ammy and I teared up every time you got someone with an unblockable. Definitely good stuff!

I use a midscreen setup that works as long as one of the last 3 hits of Dancing Flash KOs the character. It works just like you mentioned: Kill > Delta Kick M (to cross over the body) > Kitty Helper > Dash Back. It is fairly consistent on most characters and pretty safe to throw out. I have been trying to motivate myself to do a follow-up to the Kitty Helper themed vid I did last year, since a few people have asked me about it, so I could record the setup and put it out there if need be.

Yeah, that would be awesome! Keep me posted on that! Been super busy with life stuff but Starting next week I’m hitting the lab and hitting it hard! Gonna work on felicia/doom/strider som more too since it helps a lot with the nova and zero matchups which are two really popular characters here in florida

Sounds good! I am looking forward to seeing more of your play, that is another really strong shell for her!

Also, I have recently started updating the Felicia wiki page here on SRK. If anyone has any input or suggestions for content I would be more than happy to add it to the page! Here is a the link: http://wiki.shoryuken.com/Ultimate_Marvel_vs_Capcom_3/Felicia