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omegaryuji

[VS] Felicia: Cat People

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VS_Header_Felicia.png

Disclaimer: I'm currently extremely out of practice with this game and thus totally awful at actually playing it, but since nobody else had started a thread for Felicia, I figured it'd be good to just get the ball rolling. I know how to play better than I do currently, but until I prove it, I'll try to leave giving out any opinions/advice to better players.

Play Overview

Quick, mobile character with a lot of pokes that have good speed and hitboxes. Can play footsies and exploit her movement options to get around zoning attempts, after which her fast attacks and hopping dash let her rushdown. Somewhat similar to Wolfman overall (relatively low execution barrier, good normals, hop), with more mobility and slightly better footsies in return for lower damage and weaker mixups.

Examples of Good Felicia Play

Orecom vs kaji (Lilith), Shou (Fishman), Nakanishi (Bishamon)

Orecom vs Tsukumo (Lei Lei)

Orecom vs T2ya (Zombie) (great match to watch even if you don't care about Felicia *laughs* )

Orecom vs Sasazuka (Lei Lei)

Orecom vs Kosho (Bulleta)

P vs Kame (Victor)

P vs Fugo (Lei Lei), Nakanishi (Bishamon), Shuu (Bishamon), DD (Sasquatch)

Guratan vs Maro (Q-Bee), Rantei (Bishamon)

Guratan vs Himajin (Lei Lei), Masukakki (Anakaris)

Nekohashi vs mura (Bulleta), Shuu (Bishamon), HYNE (Morrigan)

Orecom vs unknown Wolfman

Nekohashi vs KEN (Wolfman)

Reference Links

(English links)

Frame data reference

Felicia page on Mizuumi wiki

(Japanese links)

Frame data reference

Wiki - Special moves

Wiki - Ground combos

Wiki - Dash combos

Wiki - Jump-in combos (site no longer exists)

Hitbox data (only has normal moves for the time being, but that's probably the most important for Felicia anyway *laughs* )

Pros:

-Very nice ground normal moves. Felicia can play poking games effectively, can stuff or at least trade with most other characters in quick-draw situations (only Wolfman, Jedah, Demitri, and Bulleta have faster ground normals), and her frame advantages off some of them are among the best in the game (cl.RK is +12 on block o_O).

-Top notch jumping normals. j.SP, j.FP, and j.FK are all great (air-to-ground or air-to-air). Arguably even better than Wolfman in this department, and his air normals are pretty damn good already, so...yeah.

-Very mobile. Pretty fast walk speed, excellent hopping dash that can be shorthopped (like Sasquatch), very fast jumps that seem to go in a somewhat atypical arc that is capable of getting around a lot of projectiles, and her special head sit, wall cling, and wall jump let her move in ways that nobody else can.

-Shorthop dash with her great air normals, 2 frame command grab, and quick cr.JP and cr.SK give Felicia some mix-up potential.

-Special 22P OTG attack that comes out much faster than standard pursuit (9 [normal] or 21 [ES] frames of start-up instead of 42) and doesn't leave her as vulnerable if missed (normal version).

-Builds meter pretty quickly, so you'll usually have an ES available whenever you need it.

Cons:

-Somewhat low damage output, particularly compared to the top characters (Sasquatch, Zombie, Q-Bee, Wolfman, Bulleta). Don't expect anything Felicia does to hit like ES Beast Cannon juggles.

-Moderately disadvantaged match-ups against Zombie, Sasquatch, Q-Bee, Fishman, and Bishamon. They're mostly 3.5-6.5, so it's not unwinnable, but you'll definitely have to put in some work (then again, Felicia wouldn't be mid-tier if you didn't *laughs* ).

-No real options at long range aside from trying to get closer.

-Crap supers. 41236PP is basically inferior to 236PP~P in every way aside from slight invincibility, and 41236KK is probably one of the most punishable moves in the game.

-22KK is worthless (builds meter slower than whiffing air chains while being more vulnerable).

-Slowest recovery roll in the game (by 8 frames), third-slowest neutral recovery, and no real reversal options aside from GC/DF means you'll be having to deal with a lot of oki pressure.

-No command (demon-style input) super.

Match-Up Ratings:

Zabel/Lord Raptor/Zombie: 3.5-6.5

Sasquatch: 3.5-6.5

Q-Bee: 3.5-6.5

Gallon/Talbain/Wolfman: 5.5-4.5

Aulbath/Rikuo/Fishman: 4-6

Bulleta/B.B. Hood: 6-4

Bishamon: 3.5-6.5

Lei-Lei/Hsein-Ko: 6-4

Demitri: 6.5-3.5

Morrigan: 7-3

Lilith: 6.5-3.5

Jedah: 6.5-3.5

Victor: 7-3

Anakaris: 6.5-3.5

Total: 75.5 (average is 70)

Frame Data and Overview of Moves

General Frame Data

Jump start-up: 3 frames

Jump time: 36 frames (forward), 36 frames (vertical), 37 frames (backward) (all fastest in the game)

Dash duration (minimum): 15 frames

Dash delay before attacking: 8 frames

Dash landing recovery: 7 frames

Forward roll recovery: 66 frames (slowest in the game)

Backward roll recovery: 66 frames (slowest in the game)

Neutral recovery: 40 frames

Simultaneous Input Order of Priority

623P > 623K > 41236PP > 41236KK > 63214K > 236P

(in case of ambiguous input, the command furthest to the left is what will happen)

Close Standing Normals

cl.JP: 5 frame start-up, +9 on hit (+10 with renda), +8 on block (+9 with renda), cancelable

Quick claw attack. Hits most crouching characters (not really short ones like Q-Bee, though). The ridiculous frame advantage lets you use it to link into cr.SPxx236P for good damage on hit or set up a tick throw/attack mix-up on block.

cl.SP: 7 frame start-up, +3 on hit, +2 on block, cancelable

Quick claw attack. Useful in combos and for tick throw option select. Can link after cl.JP, but you'd probably be better off using cr.SP instead since it's not range-dependent and 2 frames faster.

cl.FP: 9 frame start-up, -5 on hit, -6 on block

2-hit uppercut. Felicia's slowest normal. Can be used for tick throw option select. Due to the frame disadvantage (punishable on hit by some characters!), you should probably always chain to RK (preferably cl.RK).

cl.SK: 5 frame start-up, +5 on hit (+7 with renda), +4 on block (+6 with renda), cancelable

Low kick. Fast and hits crouching characters, but otherwise generally inferior to cl.JP.

cl.FK: 6 frame start-up, +2 on hit, +1 on block, cancelable

Knee strike. Similar uses to cl.SP and slightly easier to link, though less useful in cancel combos since s.FK is not cancelable (in case you misjudge the spacing).

cl.RK: 7 frame start-up, +25 on hit, +12 on block, forces air reset on hit

High kick. Misses crouching characters. The great frame advantage on block and forced reset on hit means this basically gives you a good mix-up chance whenever it makes contact (and being an uncancelable RK, that's all it'll ever give you on contact *laughs* ). Use it to make cl.FP safer on block (just be careful of distance and pushblock/GC) or to option select with 63214K.

Far Standing Normals

s.JP: 5 frame start-up, +5 on hit (+7 with renda), +4 on block (+6 with renda), cancelable

Tail poke, aka ToJ (shout-outs to Blackheart's s.SK). Very good range for a JP, but the high hitbox makes it risky. Can be used to guardbreak if you land first in an air-to-air chicken guard situation, to poke out some unsafe dashes, or in footsy frametraps, but otherwise, you probably have better options. Keep it in mind if people are constantly trying to hop over your low pokes, though.

s.SP: 6 frame start-up, even on hit, -1 on block, cancelable

Claw attack. Decent quick poke that can be canceled into 236P (link it after cl.JP or cr.JP) or 623P (to get close against players who don't pushblock/GC well), but the high hitbox means it'll whiff on crouching characters. For what it's worth, this can stuff most immediate approaches at the start of a game.

s.FP: 7 frame start-up, +3 on hit, +2 on block

3-hit rending claw attack. Excellent reach, big hitbox, and fast enough to be very difficult to stuff if you space it well. It might be good to try chaining it into RK (preferable cr.RK) on block after the 1st hit to reduce the risk of getting pushblocked or GC'ed.

s.SK: 5 frame start-up, +5 on hit (+7 with renda), +4 on block (+6 with renda), cancelable

Upward kick. Great antiair, so long as the incoming attack doesn't have a detached hitbox. Just be careful that you start it early enough to not get cl.SK instead. Not good for much else since it tends to miss crouching characters, but using it at a little distance against characters that can IAD (especially Q-Bee) can help with keeping some breathing room.

s.FK: 7 frame start-up, +2 on hit, +1 on block

Side kick. Deceptively far reach (one of her longest-reaching normals) makes it a good poke, though not being cancelable sucks. Useful to stop ground approaches and short jumps when you want to maintain some space.

s.RK: 8 frame start-up, -2 on hit, -3 on block

Tail-standing thrust kick. Felicia's 2nd slowest normal, but the pros are worth it. Incredible horizontal reach lets it be safe as long as you space it out. Dodges low attacks while Felicia is standing on her tail. Can pretty much always be chained after s.FK/s.FP to do more damage and/or get more spacing, though you'll want to use some poke timing staggers to avoid whiffing this due to pushblock/GC/reversals on block. Don't go crazy spamming it (it IS still a RK), but completely ignoring it would be stupid.

Crouching Normals

cr.JP: 5 frame start-up, +7 on hit (+8 with renda), +6 on block (+7 with renda), cancelable, hits low

Low claw attack. Use it like a cl.JP that will hit crouchers and must be blocked low. Great for pressure strings due to the frame advantages and being spacing-independent, though you have less freedom in linking after it.

cr.SP: 5 frame start-up, +3 on hit, +2 on block, cancelable

Lunging claw attack. Really nice hitbox. Useful for link combos, stuffing dashes, pressure strings (especially if canceled to 623P), defensive poking (5 frame start-up, FTW), and when you just really want to press a button.

cr.FP: 8 frame start-up, +19 on hit, +6 on block, forces air reset on hit

Hopping claw blender. Has some aerial frames (dodges lows/throws, get reset if hit). Very little horizontal reach, and since Felicia is airborne when it's active, it can be airblocked as well. Can be useful for defending against cross-ups since it hits on both sides.

cr.SK: 5 frame start-up, +6 on hit (+7 with renda), +5 on block (+6 with renda), cancelable, hits low

Foot poke. Pretty much your typical crouching weak kick from most 2-D fighters. Slightly better range than cr.JP, but not as much frame advantage.

cr.FK: 6 frame start-up, even on hit, -1 on block, cancelable

Upward low kick. Similar to cr.SP, though slower (both for start-up and recovery). Decent general poke, but because Felicia has cr.SP, this is usually relegated to chain combo filler.

cr.RK: 8 frame start-up, knockdown on hit, +3 on block, hits low

Sweep. Good range, safe on block, and her only low hitting move aside from cr.JP and cr.SK. You'll probably be using this a lot to end chain combos. Try to tack on a 22P afterwards against cornered opponents for a bit more damage, or go for oki pressure.

Jumping Normals

j.JP: 5 frame start-up

Claw attack. Nothing special. Only really useful in air-to-air against chicken guard (make them block this, chain into more attacks to keep them airborne while you fall, and do a guardbreak on landing).

j.SP: 7 frame start-up

2-hit claw attack. Great to use during shorthops and jumps. Can work as air-to-air as well, especially since it can option select with airthrow, but it's a little slow for that and the attack angle is bad if you're coming from below.

j.FP: 8 frame start-up

Downward claw attack. Huge hitbox. Great for jumps, especially for air-to-air (do it a little early, empty chain to j.RK if you misread a jump to keep a good attack active) since it can option select with airthrow and covers such a large space. A little too slow to use in shorthops, but still, learn to love this.

j.SK: 5 frame start-up

Little kick. Nothing remarkable. Similar use to j.JP.

j.FK: 6 frame start-up

Downward kick. Great hitbox. This can pretty much do anything. Fast, good angle for jump-ins, beats a lot of anti-airs, great in shorthops, works surprisingly well for air-to-air (her best option for this aside from air throw). Learn to love this at least as much as j.FP, if not more.

j.RK: 8 frame start-up

Big arcing kick. It's actually pretty good, but doesn't do much that j.FP can't do at least as well (while also option selecting airthrow), so it's mostly just used for air chains. Try whiffing this after j.FK at range when you want to build meter.

Throws

Panic Nail

4/6+SP/FP: 1 frame start-up, +5 frame advantage, forces air reset, mashable

Kitty claw makeover. Not anything special in itself (especially if your opponent can mash out of most of the damage), but the usefulness of cl.SP/cl.FP in tick throw option selects means you might be using this a lot.

Tumble Cat

4/6+FK/RK: 1 frame start-up, causes knockdown

Rolling monkey flip. Great throw for corner carry, and does reliable damage. In the corner, you can often connect with 22P afterwards, but I'm not sure if it's guaranteed.

Flip Cat

4/6+j.SP/FP: 1 frame start-up, causes knockdown

Generic air throw. Seems to come out pretty easily, as far as air throws go. Given how good j.SP and j.FP are, you could end up getting this quite often. You can usually tack on a 22P afterwards for a bit more damage, or even a normal pursuit if you want to switch sides.

Hellcat

63214K: 2 frame start-up, causes knockdown

Felicia uses her enemy as a dancing pole and goes for a spin. Typical command grab. No invinciblity (unlike Wolfman's), but still damn fast and with good range (for a throw). Can be useful to tick into it with something like cr.JP, walk up 63214RK, since that'll tag attempts to jump out with cl.RK. Once again, 22P often connects after it for a little extra hurt.

Pursuits

Bouncy Pounce

8P/K: 42 frames start-up, switches sides

Ball bounce (plus back scratching in ES). Typical pursuit. Use it slightly delayed to chase rolls, or to get out of the corner after a defensive knockdown. ES version adds some more white damage. Generally less useful than 22P unless you really want to switch sides or chase a roll.

Toy Touch

22P: 9/21 frame start-up, doesn't switch sides

Cautious kitty poking. Quick, short-ranged pursuit. Much easier to connect, especially against cornered opponents. Try tacking it on after a corner cr.RK, kick throw, air throw, 63214K, 236P~P, or 623P on air hit. Be careful about missing with the ES version, though, since Felicia will keep swiping at air if you do. Also, keep in mind that Felicia does NOT move towards her foe to do this, so you can't land it after a midscreen cr.RK unless the other player somehow gives you enough time to get closer.

Specials

(data presented as [JP or SK version]/[sP or FK version]/[FP or RK version]/[ES version])

Rolling Buckler (aka Roll, Ball, or Sonic Spin)

236P: 5/6/7/7 frame start-up, -19/-20/-21/-23 on hit, -20/-21/-22/-24 on block, landing delay of 14/15/16/18 frames

Ground rolling body-missile attack. Mostly used in combos (definitely her best move to combo into). Can travel under some high attacks, and the ES version is especially good for a mid-range punish. Don't use this randomly unless you want to gamble because it's pretty damn unsafe. Always do the follow-up in combos for more damage and knockdown. If you're really confident in your spacing, you can try to whiff the JP version right in front of your opponent and go for a throw (like Blanka's [4]~6P whiff tactics), but given the speed of this game and how unsafe 236P is on block, it's very risky.

Rolling Buckler Uppercut Swipe of Epic Proportions (...unofficial name :v:)

after 236P, ~P while rolling: 4 frame start-up, knockdown on hit, -17/-26/-35/-45 on block, landing delay of 15/16/17/19 frames

Yuri/Sakura-style flying uppercut. No point in not doing this if you connected with 236P (since that's ridiculously unsafe on hit by itself *laughs* ). The ES version comes out after 236PP without needing to spend any more meter or push multiple buttons (ie. the input is 236PP~P). Just don't use this outside of combos or clear punishment chances, or else you're pretty screwed if it doesn't hit. If your opponent doesn't roll quickly, slip an extra 22P in there (might want to stick with trying the normal version just to be safe).

Cat Spike

623P: 13/25/34/43 frame start-up, +2/+5/+5/knockdown on hit, +1/+4/+4/varies on block, knockdown on air hit, landing delay of 6/9/10/18 frames

Chase a ball while attacking (or smack a ball at your foe with ES). Useful lunging attack to stay in close range (try it out canceled from s.SP, cr.SP, or cr.FK), and being advantage on block means it can also be used for tick throws. Stick with the JP version most of the time for quicker start-up. ES version is a projectile and pretty much a waste of meter with that start-up time.

Delta Kick

623K: 7 frame start-up, knockdown on hit, -3/-5/varies/varies on block, knockdown on air hit, landing delay of 14/15/16/18 frames

Rising kick followed by magical dive kick. Basically a shitty pseudo-DP. Don't use it much aside from GC'ing, where it gains 12 frames of start-up invincibility, but make sure you use it at close enough range for the first part to connect unless you want to get GC'ed back. It's too bad the dive kick can't be done by itself.

EX Moves

Dancing Flash

41236PP: 13 frame start-up, knockdown on hit, -33 on block, 8 frames of start-up invincibility, landing delay of 18 frames

Sort of a super 236P into auto-combo. Not very useful when you can do 236PP~P instead, which has about half of the start-up time and goes just as fast/far. Maybe the start-up invincibility will let you punish some things that 236PP wouldn't, but overall, just use 236PP instead.

Please Help Me (aka PHM or Please Hit Me)

41236KK: variable start-up, knockdown on hit, variable on block

Little kitty appears and calls on a storm of furry death on hit. Which buttons you press determines how the little cat appears and moves. Some marginal use for punishing from long range with the FK+RK version, but this move is beyond horrible on whiff/block. Do yourself a favor and save your meter for ES moves instead unless you're at about full screen and 100% certain it'll hit. Guide for what the little kitty does:

SK+FK: Runs along the ground, starting from behind Felicia. Runs back to Felicia's side on block, leaves from the other side on whiff.

SK+RK: Drops from the top corner behind Felicia and lands around midscreen. Runs back to Felicia's side on block or whiff.

FK+RK: Leaps from behind Felicia, crossing almost the full screen at about head height. Runs back to Felicia's side on block or whiff. This is the only one that's got any real usefulness (Orekon uses it once or twice to punish whiffed Tenraiha from Lei Lei), and not much at that.

Dark Force

Any same strength P+K: 44 frame start-up, 44 frame pose on deactivation, 46 frames of start-up invincibility

A little helper follows you around and pounces whenever you attack. It can be used to create some silly combo loops, like (cl.FKxx623JP)xN, but it's mostly just useful for the typical reversal Dark Force purposes. If you do use it and need a chance to deactivate safely, try to take advantage of the little kitty being able to cause blockstun outside of poking range.

Well, I hope that I didn't make too many typos in all that *laughs* . Skipped saying anything about 22KK and headsit since the former is useless except for trolling and the latter is pretty random in a real match. Should be a decent primer to introduce new players to Felicia. I'll add some basic B&Bs later, but they'll pretty much be standard chain combos into cr.RK or links into cr.SPxx236P~P. See the quote from Kyle below for combos.

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Some SRK stuff: Please link MIzuumi as well. =)

- c.lp, +c.mp xx ES roll: her most damaging combo. not too damaging but it does make the

opponent feel uncomfortable.

- dash mp, +ES roll: time to time the ES roll while she's still in the air, then press the

punches as soon as you se her recover on land.

- after reset or opponent's wake up, meaty late dash mk, +c.mp xx ES roll.

- c.lp c.mp s.mk c.hk: her most damaging normal chain combo that reaches far. if you're too

far after a few ticks just go with c.lp c.mp c.hk.

- c.lp c.lk, +c.lk c.hk: two chains here connected. this is for smaller crouch characters

that whiff the other chain combo. like gallon, q-bee.

- c.mp s.mk c.hk: simple meaty chain if you're having trouble with wakeup timings.

- jump in or neutral jump punish with (j.lp) j.mk, land c.mp xx ES roll: use this if you

jumped with a neutral for mixup or are jumping in and know you will land a hit.

-d.fp, +c.mp, lp hopslash/mp rollingbuckler

-d.mp, +c.mkXXES rolling buckler

-c.lp, c.lk, +c.mpXXDancing flash

-c.mkXXplease help me(lk+mk)

*make sure you know how PHM works w/ the distancing of the buttons you press.

*works only w/ your back to the corner

-DF, [s.mkXXlp hopslash<catmidget hits>]xN, rolling buckler

-DF, [+c.lp, c.lk,<cat midget hits>, walk forward]xN, Dancing flash near end

-DF, [c.lkXXmp hopslash]xN, Finisher

*the cat midget is suppose to combo after the lk? doesn?t work for me? I?ll haflta practice on the dc to make sure it works.

**someone test this: for both DF combos, close ES delta kicks can be thrown in when close(close so that you hit them on the way up)

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Dammit, can't believe I forgot to put in links (I blame still being tired from ECT...ended up doing at least twice as much driving as I did sleeping from Friday to Monday *laughs* ). Thanks for the reminder. I'll add some wiki and video links tonight, along with the rest of her frame data and better descriptions for non-normals (kind of abbreviated everything else when I saw how long that was taking in favor of at least getting a placeholder thread up *laughs* ).

...I'm sure there was something else I had in mind to add as well, but I can't remember now. Oh well.

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There's a guide started on facebook by (korey?)- We should grab that down too. =)

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First post updated with wiki links, videos of most match-ups (I think I only need a Wolfman, Jedah, and Demitri) from neojinbe's lovely Youtube, some more frame data (movement stuff), fixed a few typos, and fleshed out the movelist a bit.

To do:

-Find that facebook guide and see what I can harvest from it (or maybe just add a link to it?)

-Write stuff about wall cling, wall jump, and maybe head sit, taunt grab, and 22KK

-Get better at playing this game so that I have grounds for answering questions (or bug some other Felicia player like Ril to answer anything that comes up)

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Someon please elaborate on this:

felicia's odd counterhit glitch w/ her ES rolling buckler. when she trades, the opponent goes flying, but she doesnt do the upper b/c she got hit out of it.

I was talking w/ the princess, a long while ago, and I/we think that you can combo gangbang off of it... but its a pain in the ass to setup and then practice for timing.

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Someon please elaborate on this:

so to explain the first part,

if you successfully land the ES roll and extension, felicia does this giant uppercut, causing the opponent to fly off the screen. What's happened on many instances was, during the ES uppercut, If I were to trade with the opponent, what would happen is felicia would get knocked out of the whole uppercut, while the opponent would still suffer the effects of the ES upper. Flying off the screen and falling back down like a second later.

I'm not sure if comboing into gangbang via this method is feasible anymore. it was contemplation of the juggle states of this game that brought me to that conclusion

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Here is the facebook guide By Korey:

Felicia Basics (Yes Kendra, I'm bored)

Normals:

Felicia has a great set of normals that she uses to great effect. Her far standing jab (tail) is a good pressuring tool in loose blockstrings. Her Standing LK has a great hitbox, making it ideal for AA. Standing MK and low RH are good poking tools as they're both fast and have good hitboxes. Low HP can be used as AA for when people jump directly over Felicia's head.

Any one of Fel's dashing normals is an overhead and they can be linked into ground chains for good combos, but this takes a bit of practice. Use these to create panic situations and mixup your attack levels/speed.

Felicia has a decent jumping game too. Her Jump is fast and she has several normals that are good in the Air. HP and MK are both great, and HK isn't half bad either.Most of her attacks are aimed towards the ground though, so Fel isn't exactly an A2A beast.

Specials: Felicia has a less than stellar set of special moves. Roll isn't too good by itself, but when ES'd it can go under fireballs. But Roll can be combo'd into. Mash punches for more hits/damage. ES roll combos HURT. Delta kick is a blah DP imo, as it lacks a good hitbocks and is punishable. Standing lk is so much better as AA. Cat Spike (ball) is a great pressuring tool in blockstrings, because Felicia gets a TON of Frame Advantage off of them. Useful for setting up counter hit strings or Command throw stuff. Felicia's command throw has invincibility on startup, especially her ES version.Toy Touch (special Pursuit) is good for ending certain combos, especially any rolls.

Supers: Dancing Flash (Rainbow Roll) is an ok super, and it has its uses. It can punish high level projectiles. It also can be combo-ed into for ok damage. Kitty super is only for fun really. Depending on which button combination you use, the angle is different. LK+MK is ground Kitty, LK+HK is 45 Degree kitty and MK+HK is Cat-doken air Kitty.

Dark Force: Felicia summons her little kitty and it does random attacks when you press a button. The only use I can think of for this is to activate, land a chain that ends in a K/D and deactivate. The Kitty is NOT an overhead when it attacks and Felicia will get punished HARD if she remains close to her opponent and the Dark Force deactivates automatically. She does have some nifty looking Dark Force loops but those aren't worth the trouble, imo.

Guard Cancel: Delta Kick. It's ok, use it if you feel like it.

BnB Combos:

low lk, low mp, stand mk, low rh (low rh can whiff at certain ranges)

Low lk, low mp, low mk, low rh (low mk and rh can whiff at certain ranges)

Low lp~link low mp> ES Roll (mash at the end of the roll for more hits/damage)

low mpxxDancing Flash

low MKxx Dancing Flash

~~~~~~~~

Ok that should do for now. Will add stuff later.

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Thanks for posting that, Kyle. Good to see that a lot of the stuff agreed with what I'd put in the OP.

Added a couple of Felicia vs Wolfman videos from Orecom's youtube to the OP (also corrected the spelling of his name...I'd complain about how he picked something that can't be written clearly in kana, but then, I'm a white guy with a greek/japanese hybrid handle, so I don't have much grounds to criticize *laughs* ). Player names were unlabeled, unfortunately...I couldn't tell who the Wolfman was in the video with Orecom, but the commentator definitely sounds like he's saying "KENGallon" in the one with Nekohashi, so I labeled it as such (if someone who can understand japanese can tell me the names for sure, that'd be great :eng101:). Very cool use of 623P to chase people after knockdowns by Orecom.

Finally started finding people on this continent to play on GGPO recently, too, which is great. I mean, I'm pretty awful, but everyone's gotta start somewhere.

Also, a question for any better players. I notice that I typically finish fights sitting on a stupid amount of meter, since I pretty much just use it for ES 22P, sometimes ES grabs, and sometimes ES roll to punish stuff from around max s.FK range or farther (or accidental PHMs when I cross myself up try to do oki with ES grab, but let's ignore that for now :v:). Aside from maybe keeping an eye out for good opportunities to do reversal DF, it doesn't feel like there's much I can do with it all. Is that about right, or should I maybe be trying something like using ES GCs?

Edit: Also, I have the OP (including combos from gbursine and Korey) available as a *.docx, if anyone wants an offline version.

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I have a couple questions about the Gallon match-up.

What's Felicia's best anti-air for close range (like on top of her head) jumps? I've been using cr.hp which works when I catch an early jump, but I feel a little uneasy about relying on it since you can air-block it. : /

My second question is, are there more options out of the anti-air RH/throw option-select besides Dark Force? And if so what are they?

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Felicia's best anti-air is everything. Seriously. S.Lk. C.Mp. C.Hp. Chicken Guard into somethin

Best way to deal with the throw OS is to do your command throw, or try and throw a normal in after intentionally getting reset by a S.Hk. You can also try using Dancing Flash, since that's also invulnerable on startup.

Something to look out for when using command throw to beat the OS is, Talbain's command throw will beat yours. However, if he starts going for command throw, he can't do the OS, so you can jump out of it.

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cl.FP, cl.RK, s.SK, cr.SP, and cr.FP all reach over her and extend beyond her hurtbox. You can also try jumping with pretty much anything but JP or SP (I like using buttons that OS with airthrow), or chicken guard.

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You can cancel your anti air (lk or cr.mp) into lp-balloon. Than step forward with a meaty cr.lk. You may be able to walk under and cross-up at that point. Don't try command throw until opponents respect your meaty lows... i suppose you could set-up for the meaty but whiff it early than 8-jump on their wake-up. this could have good results. should set-up a jumpin 50/50.

I believe her J,hk scoots her sprite towards a lil bit. This can set-up ambigous "which-ways" by whiffing an 8-jump hk right as they wake-up, assuming you guess their roll correctly. or options seletc it from their corner roll = They knockdown in corner, you step back and 8-jump j.hk.

If they back roll = gotta deal with j.hk

If they neutral roll = gotta deal with j.hk

If they forward roll = gotta deal with your which-way from landing during j.hk

Felicia can also end in sweep, recover and whiff a lp-buckler for ground chasing. This sets up some interesting scenarios. Much better than a whiff pursuit or a pursuit on hit.

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Just a few things I wanted to note with Felicia:

Kick throw is better for OS than punch throw. However against the short ducking characters it's better to use MK than HK, because cl. hk will whiff on Bulleta, Wolf, Bee, Morrigan, Lilith, and Felicia.

Felicia's best AA's are determined by her distance to the opponent's character. If it's a 3/4ths to 1/2 screen jump, then use s.lk or c.mp. S.lk is the better of the two imo, but it does lose to some specific jump-ins, Victor's being a prime example. In that case, you can substitute s.lk for C.Mp. this lowers Felicia's hitbox and the claw extends beyond her hurtbox. This works suprisingly well against Talbain's jump-ins. C.Hp is a close range jump in sort of AA. You should only really use it if they jump on top of your head.

Anti GC string: low lp/lk, stand mk, low hp. The Stand MK is used to create distance in the string (and also because sometimes c.mk sometimes whiffs :V ) and the HP is what avoids the Guard Cancel. It recovers fast too, so you can punish certain lengthy GCs with a sweep.

Also, a question for any better players. I notice that I typically finish fights sitting on a stupid amount of meter, since I pretty much just use it for ES 22P, sometimes ES grabs, and sometimes ES roll to punish stuff from around max s.FK range or farther (or accidental PHMs when I cross myself up try to do oki with ES grab, but let's ignore that for now ). Aside from maybe keeping an eye out for good opportunities to do reversal DF, it doesn't feel like there's much I can do with it all. Is that about right, or should I maybe be trying something like using ES GCs?

That's one thing Felicia doesn't really have to worry about is not having meter. Your primary uses of Meter happen to revolve around ES GC, ES command Throw, and landing ES roll in Combos or Punishing really dumb projectiles with ES Roll or Dancing Flash. ES 22p is....ok...but I would only use it if 1) I had a guaranteed situation to do it 2) If it was gonna kill someone. It's a whole meter for an unrollable knockdown and *this* much damage? I'd rather save it.

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Thanks for the tips. I should be making more use of GCs in general (if for no other reason than to find out when it's a good or bad idea to GC *laughs* ). ES 22P is a waste of meter most of the time, and horrible if whiffed, but at least it's SOMETHING to spend it on, which is better than constantly finishing a fight with like 8 levels stocked...also probably a sign of what a scrubby player I am *laughs*

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Thanks for the tips. I should be making more use of GCs in general (if for no other reason than to find out when it's a good or bad idea to GC *laughs* ). ES 22P is a waste of meter most of the time, and horrible if whiffed, but at least it's SOMETHING to spend it on, which is better than constantly finishing a fight with like 8 levels stocked...also probably a sign of what a scrubby player I am *laughs*

Actually, I think that finishing with meter is fine. Lei Lei builds a gargantuan amount of meter and it's perfectly normal for you to end matches with meter. Just use it when the time calls for it and you'll be fine.

also: I found this little gem

http://darkstalkers.moryou.com/savior/data-s/felicia-s/felicia-s.html

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Thanks for the link, Korey! Edited it into the OP.

Regarding finishing with leftover meter, obviously that's something that's going to happen to a certain degree, particularly with a character like Felicia. However, there's a difference between finishing with 2 or 3 levels stocked and regularly finishing with like 5 or more. For any fighting game, I think that not making good use of your resources is always something to watch out, since it could be a sign that you're basically handicapping yourself. In my case here, it's mostly happening as a result of me not making enough use of ES GC and/or reversal DF to get out of pressure (I know that getting better at GCing/pushblocking is one of the biggest things I need to work on right now in general), not going for link combos into ES roll off of pokes instead of chain combos (the extra damage is worth the added difficulty, particularly against characters like Bishamon or Zombie who give me a lot of trouble just getting close enough to do anything), and not making as much use of ES command grab as I could. Sadly, knowing I can be making better use of my meter and actually doing so are two different things *laughs*

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So can we talk about MagnetoManiac's guide?

It's a goldmine. I'm just curious about.

To trap him in the

corner, the string is c.lp, s.mp xx mp cat spike.

I've been using this string and it really does work well to keep Anakaris in one spot once you have him in the corner. I understand that it punishes mashing, attempts to jump out, and his disappear thingy, but can he Dark Force out of it? I don't think any of the ones I've played have tried it and I was wondering if it works as an escape for him.

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Can you share a link for his guide?

As far as the question goes, I'll try to remember to test it out later today. My first instinct is to say that reversal DF can get out of frame traps, but that you should be able to react to it and still put out something meaty to reset the block string since Anak's JP is still 5 frame startup and nobody has that much free invincible on DF activation aside from Zombie. Though, looking at the japanese frame data seems to say that his invincible frames end long before his activation pose, which would make it completely punishable. He's the only character like that, though, so I'm not sure off-hand if it's a typo or just Anak being Anak, so I'd want to test it, but it might explain why I never see Anak players using DF *laughs*

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Felicia's best anti-air is everything. Seriously. S.Lk. C.Mp. C.Hp. Chicken Guard into somethin

Best way to deal with the throw OS is to do your command throw, or try and throw a normal in after intentionally getting reset by a S.Hk. You can also try using Dancing Flash, since that's also invulnerable on startup.

Something to look out for when using command throw to beat the OS is, Talbain's command throw will beat yours. However, if he starts going for command throw, he can't do the OS, so you can jump out of it.

A talbain player here always tries to set up for his command grab and if I have bar, I wake up with es command grab and mine beats it. I'm pretty sure it has a little bit of invincibility on startup. Can you confirm that?

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I'd have to know the exact situation. If he's going for command throw on you as you get up, he's always going to lose, because you have three frames of throw invulnerability. Thus, if he tries to throw you at all - normal or command throw - within the first three frames of you getting up, a throw won't even come out - he'll just get a normal move. Since Felicia's Command Throw's active grabbing frames are 2-8, it'll be faster than any of Talbain's normals, and thus, it will lose to pretty much anything he tries when you get up...provided he's in range to be thrown.

In any normal situation, though, Talbain's should theoretically win; both have active grab frames on 2-8, but Talbain's has 9 frames of invulnerability, and Felicia has none. Neither throw has different frame data for their ES counterparts.

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I think he's referring to me actually. Possibly when I was trying out quick moving to crossup the opponent as they wake up then do a combo. He usually just ES command threw me. But according to you it wouldn't matter what I do so long as I'm in range. That is useful to know though.

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Yeah. It's not always bad to be in throw range, but you have to condition your opponent to not try and throw you. If you're right on top of them every time, then of course they're gonna do the command throw every single time - why the hell not?

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Yeah, makes sense. Dashing fierce (into command throw), c.hp - c.hk, or j.hp, seem to be fairly effective, especially when you fake the crouch combo by ducking then jumping. Not necessarily on him, but it works.

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