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= MvC2 Character Wiki Page Template=
{{MVC2 Character Intro|char= felicia|full=Felicia|short=FEL|content=
 
== Story ==
 
Felicia is a Catwoman who was taken in and raised by a Sister named Rose who gave her the name Felicia from the word Felicity. Despite her identity as a Darkstalker being exposed, she was not turned away by her as Felicia had feared. When Rose passed away, Felicia left her town hoping to be a musical star.
{{MVC2 Character Intro|char= strider|full=Strider Hiryu|short=SRD|content=
== Introduction ==
 
Strider for the most part is not for beginners or for those with limited execution.  He takes a very deep understanding of the engine to manipulate his trap to perfection.  On top of that, its very easy to cancel a dog\bird into a grab super w\o perfect buffers and all teleport inputs must be put in precisely.  Other wise, he'll end up on the wall and that's not a place where you want to be as a Strider player.
 
Aside from execution, he doesn't play quite like anyone else. He doesn't have an air dash so he can't overhead all that well, only when he has orbs can he do this and be truly effective.  His biggest problem is constantly gaining bar to perform his trap so essentially, your goal is build bar while trapping. 
 
Usually, Strider based teams are Doom-centric for their assists.  Meaning that the entire team revolves around Doom as your only useful assist.  Coming from a few years of Strider experience, Striders assists are damn near useless to an extent.  You don't really want to use him because for starters, his assists suck ass. Secondly, if he gets glanced, he's bleeding and in the hospital.  Its just not worth the risk to get him hurt because he IS the team.  All Strider teams for the most part are there to help aid Strider to become purely effective @ the expense of the other 2 characters.
 
strider\sent\doom seems to be the strongest version of a Strider team in the game. Since doom is the main assist and IS NOT invincible.  Its inevitable that he will lose cleanly to those assist who have it or can extend a hit box into his sprite box.  In the scope of top tier play, this is mainly quite a few characters.  You'll have to play very sneaky and smart to make up for this handicap.
 
Strider really shines because of the complexity of dealing with all his options.  Its very easy to overwhelm someone who is not accustomed to a competent s\d.  He literally shuts the game down with his super.  Add to the fact that you can't name more than 3 well known Strider players and the amount of players that are able to really fight s\d are rare.  IMO, it has a value to it that's not easily accessible to most people because most people aren't willing to play s\d because it's too hard.
 
'''shoultzula'''
 
'''TO-DO''': Add frame data, as well as missing sprites
== Gameplay ==
== Gameplay ==
{{2 Column Flex|flex1=6|flex2=4
{{2 Column Flex|flex1=6|flex2=4
|content1=
|content1=
{{Content Box|content='''Strider''' is a rushdown/trap character who can use his Ouroboros super to lockdown the opponent. His main strengths is his relentless pressure but his weakness is his reliance on meter and his health.
{{Content Box|content=
'''Felicia''' is a fast rushdown character with low health
{{ProConTable
{{ProConTable
|pros=
|pros=
* '''Orbs:''' Ouroboros gives control of the screen and huge pressure while active.
* '''Magic series:''' Having access to full magic series and some long reaching attacks allows Felicia to have long pressure strings.
* '''Sword normals:''' Strider has amazing hitboxes and good range.
* '''Help Me! loops:''' Her kitty helper super can be looped in the corner for huge damage.
* '''Mobility:''' Strider doesn't have airdashes but he has quick dashes, a double jump, and teleports to move around.
* '''Trap lockdown:''' With the right assists, Strider can force opponents to block indefinitely.
|cons=
|cons=
* '''Paper health:''' Strider has a 125% damage modifier, a solid hit will make his health bar disappear.
* '''Low health:''' Takes 112% damage.
* '''Execution required:''' Strider's motion inputs overlap in awkward ways. Accidentally doing the wrong teleport, wrong super, or wrong special can open him to a big punish.
* '''Strict team composition:''' Strider needs Doom rocks to really bring out his trap potential.
}}
}}
}}
}}
|content2=
|content2=
{{Content Box|content=
{{Content Box|content=
<center><youtube>https://youtu.be/GGm1u-uPeyg?si=owhi_XgLIOKCnY-o</youtube></center>
<center><youtube>Y9KtdeABelM</youtube></center>
}}
}}
}}
}}
Line 44: Line 25:
{{3 Column Flex
{{3 Column Flex
|content1=
|content1=
{{Content Box|header=Special Moves|content=
{{Content Box|header=Special Moves |content=
;Ame no Murakumo
;Rolling Buckler
*{{qcf}}+{{p}}
*{{qcf}}+{{p}}, then {{p}} or {{k}}
;Excalibur
;Cat Spike
*{{qcf}}+{{p}} or {{k}} {{air}}
*{{dp}}+{{p}}
;Gram
;Sand Splash
*{{dp}}+{{p}} {{airok}}
*{{qcf}}+{{k}}
;Low Gram
;Delta Kick (Air Ok)
*{{dp}}+{{k}}
*{{dp}}+{{k}}
;Warp
;Hell Cat
* {{rdp}}+{{p}} or {{k}}
*near opponent {{hcb}}+{{k}}
;Vajra
;Wall Clutch
* {{qcb}}+{{k}}
*near wall {{b}}
;Formation A
*{{qcf}}+{{k}}
;Formation B
*Charge {{b}},{{f}}+{{p}} Do again to release (Release is {{airok}}).
;Formation C
*Charge {{b}},{{f}}+{{k}}
;Kabe Hari Tsuki
* {{qcb}}+{{p}}
During Kabe Hari Tsuki: {{u}}/{{d}}, {{p}}, {{k}}, or ({{b}},{{f}})
}}
}}
|content2=
|content2=
{{Content Box|header=Hyper Combos|content=
{{Content Box|header=Hyper Combos |content=
;Ouroboros
;Dancing Flash
*{{qcf}}+{{lp}}+{{hp}}
*{{qcf}}+{{lp}}+{{hp}}
;Ragnarok
;Super Sand Splash
*{{dp}}+{{lp}}+{{hp}}  
*{{qcf}}+{{lk}}+{{hk}}  
;Legion
;Please Help Me!
*{{qcf}}+{{lk}}+{{hk}}
*{{qcb}}+{{lk}}+{{hk}}
}}
}}
|content3=
|content3=
{{Content Box|header=Assist Types|content=
{{Content Box|header=Assist Types |content=
;Type α - Ground Type
;Type α - Expansion Type
*Assist: {{hp}} Ame no Murakumo
*Assist: {{hk}} Delta Kick
*Counter: {{hp}} Ame no Murakumo
*Counter: {{hk}} Delta  Kick
*Combination: Legion
*Combination: Super Sand Splash
;Type β - Variety Type
;Type β - Ground Type
*Assist: {{hk}} Vajra
*Assist: {{hk}} Sand Splash
*Counter: {{hk}} Vajra
*Counter: {{hp}} Cat Spike
*Combination: Legion
*Combination: Super Sand Splash
;Type γ - Projectile Type
;Type γ - Variety Type
*Assist: {{hk}} Formation A
*Assist: {{hp}} Cat Spike
*Counter: {{hk}} Formation A
*Counter: {{hk}} Sand Splash
*Combination: Legion
*Combination: Super Sand Splash
}}
}}
}}
}}
Line 96: Line 68:


=== Assists ===
=== Assists ===
  {{MoveData
  {{MoveData
|image=  
|image=  
|caption= Type α
|caption= Type α
|name= Ground Type
|name= Assist Type
|linkname=   
|linkname=   
|input= A1 // A2
|input= A1 // A2
Line 114: Line 87:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Strider does {{hp}} Ame no Murakumo.
  |description= Crossover Assist move. Alpha Counter is X. Team Hyper Combo super is Y.
  }}
  }}
  }}<br>
  }}<br>
Line 121: Line 94:
|image=  
|image=  
|caption= Type β
|caption= Type β
|name= Vareity Type
|name= Assist Type
|linkname=   
|linkname=   
|input= A1 // A2
|input= A1 // A2
Line 136: Line 109:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= {{hk}} Vajra. Useful inside of blockstrings and combos. This is his most useful assist.
  |description= Crossover Assist move. Alpha Counter is X. Team Hyper Combo super is Y.
  }}
  }}
  }}<br>
  }}<br>
Line 143: Line 116:
|image=  
|image=  
|caption= Type γ
|caption= Type γ
|name= Projectile Type
|name= Assist Type
|linkname=   
|linkname=   
|input= A1 // A2
|input= A1 // A2
Line 158: Line 131:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=Strider gives them the bird ({{hk}} Formation A).
  |description= Crossover Assist move. Alpha Counter is X. Team Hyper Combo super is Y.
  }}
  }}
  }}<br>
  }}<br>


=== Normal Moves ===
=== Normal Moves ===
-When grounded, Strider has the Hunter type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}>{{lk}} > {{mp}}>{{mk}} > {{hp}}>{{hk}} cancel tree.
-When grounded, Felicia has the Hunter type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}} > {{lk}} > {{mp}} > {{mk}} > {{hp}} > {{hk}} cancel tree.
 


==== Ground Normals ====
==== Ground Normals ====
Line 186: Line 158:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 208: Line 180:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 230: Line 202:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 252: Line 224:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 274: Line 246:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 296: Line 268:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 318: Line 290:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 340: Line 312:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 362: Line 334:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 384: Line 356:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 406: Line 378:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 412: Line 384:
{{MoveData
{{MoveData
|image=  
|image=  
|caption= Slide
|caption=  
|name= Crouching Heavy Kick
|name= Crouching Heavy Kick
|linkname= 2HK
|linkname= 2HK
Line 428: Line 400:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>


==== Air Normals ====
==== Air Normals ====
-When in the Normal Jump state, Strider has the Hunter type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}>{{lk}} > {{mp}}>{{mk}} > {{hp}}>{{hk}} cancel tree.
-When in the Normal Jump state, Felicia has the Hunter type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}} > {{lk}} > {{mp}} > {{mk}} > {{hp}} > {{hk}} cancel tree.




Line 454: Line 427:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 476: Line 449:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 498: Line 471:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 520: Line 493:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 529: Line 502:
|name= Air Medium Kick
|name= Air Medium Kick
|linkname= j.MK
|linkname= j.MK
|input= {{mk}} after a j.{{lp}}, j.{{lk}}, or j.{{mp}} connects
|input= {{lk}} after a j.{{lp}}, j.{{lk}}, or j.{{mp}} connects
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 542: Line 515:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 564: Line 537:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
}}
}}<br>
 
 
 
==== Command Normals ====
 
{{MoveData
|image=
|caption=
|name= 4HK
|linkname= 4HK
|input= {{b}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= 2 hits, cancellable.
  }}
  }}
  }}<br>
  }}<br>


=== Universal Mechanics ===
=== Universal Mechanics ===
Line 573: Line 574:
|image=  
|image=  
|caption=  
|caption=  
|name= Universal Launcher (Punch)
|name= Universal Launcher (Kick)
|linkname= Universal Launcher (Punch)
|linkname= Universal Launcher (Kick)
|input= 3{{hp}}
|input= 3{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 583: Line 584:
  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property= Launcher (high)
  |Special Property= Launcher (away)
  |Cancel=  
  |Cancel=  
  |Adv. Hit=   
  |Adv. Hit=   
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Jill's crouching {{hp}} but 1 frame faster.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 610: Line 611:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Jill grapples her opponent and pulls out a knife, slashing them while jumping back. Throws opponent forward.
  |description= Mash attack buttons for more damage.
  }}
  }}
  }}<br>
  }}<br>
Line 617: Line 618:
|image=  
|image=  
|caption=  
|caption=  
|name= Air Throw (Punch)
|name= Throw (Kick)
|linkname= Air Throw (Punch)
|linkname= Throw (Kick)
|input= j.6{{hp}} // j.4{{hp}} near airborne opponent
|input= 6{{hk}} // 4{{hk}} near opponent
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 632: Line 633:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Same as Jill's standard throw.
  |description=
  }}
  }}
  }}<br>
  }}<br>
Line 639: Line 640:
|image=  
|image=  
|caption=  
|caption=  
|name= Variable Attack (raw tag)
|name= Air Throw (Punch)
|linkname= Variable Attack
|linkname= Air Throw (Punch)
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}}
|input= j.6{{hp}} // j.4{{hp}} near airborne opponent
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 661: Line 662:
|image=  
|image=  
|caption=  
|caption=  
|name= Snap Back
|name= Raw Tag
|linkname= Snap Back
|linkname= Raw Tag
|input= {{qcf}} + A1 / A2
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 673: Line 674:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Jill's standing {{hk}}. Jill's snapback is very fast.
  |description=  
}}
  }}
  }}
}}<br>


=== Special Moves ===
{{MoveData
{{MoveData
|image=  
|image=  
|image2=
|caption=  
|caption=  
|name= Charging STARS
|name= Snap Back
|linkname= Charging STARS
|linkname= Snap Back
|input= {{qcf}}+{{p}}
|input= {{qcf}} + A1 / A2
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage=  
  |Damage=  
|version={{lp}}
  |Startup=  
  |Startup=  
  |Active=  
  |Active=  
Line 698: Line 696:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit= -
  |Adv. Hit=  
  |Adv. Guard= -
  |Adv. Guard=  
  |Adv. Pushblock= -
  |Adv. Pushblock=  
  |description= Jill does a quick shoulder tackle, travelling about half screen.
  |description= 2 {{mk}}
 
}}
Useful as a combo filler or to stay in. Hits otg.
  }}
  }}
{{AttackData-MVSC2
|Damage=
|version={{hp}}
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Jill does her shoulder tackle, going full screen. Can work as a pseudo air dash, though the recovery is long.


Hold {{hp}} to charge, the {{hp}} always comes out when charging unless it was cancelled into or negative edge was used. Just a weird quirk of the move.


Does 2 hits uncharged, requires ~3 seconds to start adding hits. No exact numbers but seems to have diminishing returns on the charge. 1 hit a second for first 3, 1 hit every other second for 6, then 3 seconds a hit. It maxes out at 26 hits, which takes maybe 45 seconds to build; does 46 damage to Cable.


This move requires that you hold {{hp}} the whole time, so you can't use your standard launch combo while charging. It is also difficult to combo into.
=== Special Moves ===
}}
}}<br>


{{MoveData
{{MoveData
|image=  
|image=  
|caption=  
|caption=  
|name= Return Fire
|name= Rolling Buckler
|linkname= Return Fire
|linkname= Rolling Buckler
|input= {{hcb}}+{{p}}
|input= {{qcf}}+{{p}}, then {{p}} or {{k}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 745: Line 725:
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= Counters non-projectile physical attacks. Jill will counter attack with a push. If the push hits, she pulls out a gun and shoots up to 10 times. Mash {{p}} for more hits.
  |description= {{lp}} for neko punch, {{hp}} for uppercut, {{k}} for slide.
 
This is a high risk, low return move. Can be useful if you predict someone will mash out but be aware that even if it triggers you are not always guaranteed to get the push to work. Extremely funny if you finish someone with this move.
  }}
  }}
  }}<br>
  }}<br>
Line 754: Line 732:
|image=  
|image=  
|caption=  
|caption=  
|name= Grenade Launcher
|name= Cat Spike
|linkname= Grenade Launcher
|linkname= Cat Spike
|input= {{dp}}+{{p}}
|input= {{dp}}+{{p}}
|data=
|data=
Line 769: Line 747:
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= Jill pulls out a grenade launcher and fire it in an arc. {{lp}} is a lower shot and {{hp}} goes higher up. Hold {{p}} to delay the explosion.
  |description=  
 
The explosion has 2 hits, the first does almost no damage and the center of the explosion does the rest. The actual area covered is small, so this attack is more about controlling space than doing damage.
 
{{hp}} version used on point or as an assist are useful for creating a guard break scenario in the corner.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image=
|image=  
|image2=  
|caption=  
|caption=
|name= Sand Splash
|name= Zombie Escape
|linkname= Sand Splash
|linkname= Zombie Escape
|input= {{qcf}}+{{k}}
|input= {{qcb}}+{{k}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
|Damage=
|version=Grab Zombie
|subtitle={{lk}}
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= A zombie is on the loose! This zombie will walk forward half the stage's length and will grab an opponent and hold them there if it gets close enough. Jill can attack the zombie to knock it down, knocked down zombies still grab but are immobile.
The zombie always appears at the end of the screen behind Jill, this makes it a useful way to catch a rolling opponent. Zombies are not durable, they are easily stopped by enemy attacks or projectiles. The grab zombie is more of a setup tool than a zoning tool. Knocked down zombies can discourage dashing in.
}}
{{AttackData-MVSC2
  |Damage=  
  |Damage=  
|version=Flame Zombie
|subtitle={{hk}}
  |Startup=  
  |Startup=  
  |Active=  
  |Active=  
Line 815: Line 769:
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= A zombie is on the loose (and it is on fire)! This zombie will walk forward half the stage's length and explode when close to the opponent; the explosion is unblockable.
  |description=  
 
The zombie always appears at the end of the screen behind Jill. Zombies are not durable, they are easily stopped by enemy attacks or projectiles. The flame zombie is useful for setting up unblockable reset sequences.
  }}
  }}
  }}<br>
  }}<br>
Line 824: Line 776:
|image=  
|image=  
|caption=  
|caption=  
|name= Cerberus Escape
|name= Delta Kick
|linkname= Cerberus Escape
|linkname= Delta Kick
|input= {{qcf}}+{{lk}}
|input= {{dp}}+{{k}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 834: Line 786:
  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property=  
  |Special Property= {{airok}}
  |Cancel=  
  |Cancel=  
  |Adv. Hit= -
  |Adv. Hit= -
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= A zombie dog is on the loose! The dog will run from the back of the screen. Jill sees the dog and jumps over it.
  |description=  
 
Jill will wait the full distance for the dog to run by her, she will recover much faster if she is close to where the dog appears.
 
Fast enough to be a useful harassment tool.
  }}
  }}
  }}<br>
  }}<br>
Line 850: Line 798:
|image=  
|image=  
|caption=  
|caption=  
|name= Crow Escape
|name= Hell Cat
|linkname= Crow Escape
|linkname= Hell Cat
|input= {{qcf}}+{{lk}}
|input= {{hcb}}+{{k}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 860: Line 808:
  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property=  
  |Special Property= {{airok}}
  |Cancel=  
  |Cancel=  
  |Adv. Hit= -
  |Adv. Hit= -
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= A crow is on the loose! The crow flies forward in a downward arc. Jill sees the bird and crouches under it.
  |description= Command throw.
 
Jill will wait the full distance for the crow to pass her, she will recover much faster if she is close to where the crow appears.
 
Hits most characters standing, making it a useful harrassment tool. Also good for guard breaks on incoming.
  }}
  }}
  }}<br>
  }}<br>


=== Hyper Combos ===
=== Hyper Combos ===
Line 878: Line 823:
|image=  
|image=  
|caption=  
|caption=  
|name= Ouroboros
|name= Dancing Flash
|linkname= Ouroboros
|linkname= Dancing Flash
|input= {{qcf}}+{{lp}}+{{hp}}
|input= {{qcf}}+{{lp}}{{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 893: Line 838:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Striders best super. Upon activation, he gets 2 machines that rotate around him. As the punch buttons are pressed, each of the machines will shoot 1 projectile in the form of a ring. Depending where they are in relation to strider as the spin, determines where the rings will be released from.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 900: Line 845:
|image=  
|image=  
|caption=  
|caption=  
|name= Ragnarok
|name= Super Sand Splash
|linkname= Ragnarok
|linkname= Super Sand Splash
|input= {{dp}}+{{lp}}+{{hp}}
|input= {{qcf}}+{{lk}}{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage=
  |Damage=  
  |Startup=   
  |Startup=   
  |Active=   
  |Active=   
Line 915: Line 860:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Strider dashes forward and does a hit grab super. Nothing too much to report. Yes there are some setups but for the most part, you don't want to use this seeing how you need bar for his orbs.
  |description=  
 
This is a fancy finisher but beware of the motion overlap with Ragnarok and Ouroboros. You can lose entire games off of this missed input.
  }}
  }}
  }}<br>
  }}<br>
Line 923: Line 866:
{{MoveData
{{MoveData
|image=  
|image=  
|caption= What's that?!
|caption=  
|name= Legion
|name= Please Help Me!
|linkname= Legion
|linkname= Please Help Me!
|input= {{qcb}}+{{lk}}+{{hk}}
|input= {{qcb}}+{{lk}}{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage=
  |Damage=  
  |Startup=   
  |Startup=   
  |Active=   
  |Active=   
Line 939: Line 882:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= To an extent, striders 2nd best super. Although, most of his supers are supposed to be used for his orbs, this super has very quick activation time. Since strider is often paired with sentinel, you can use it to dhc combo into hsf very easily off a magic series, s.fp
  |description= Mash for more damage.
  }}
  }}
  }}<br>
  }}<br>


== Other ==
== Other ==
{{MoveData
|image=
|caption=
|name= Wall Clutch
|linkname= Wall Clutch
|input= near the wall {{b}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Release {{b}} and Felicia will jump off the wall, hold towards the wall and she will slowly slide down while scratching the wall. Holding up keeps her in place a little longer.
}}
}}<br>
=== Taunt ===
=== Colors ===
=== Colors ===
First row: LP, HP, A1. Second row: LK, HK, A2.
First row: {{lp}}, {{hp}}, {{a1}}. Second row: {{lk}}, {{hk}}, {{a2}}.


[[Image:Mvc2-strider.png]]
[[Image:Mvc2-felicia.png]]  




{{Navbox-MVC2}}
{{Navbox-MVC2}}
[[Category: Marvel Vs. Capcom 2]]
[[Category: Marvel Vs. Capcom 2]]

Latest revision as of 14:52, 9 October 2024

Story

Felicia is a Catwoman who was taken in and raised by a Sister named Rose who gave her the name Felicia from the word Felicity. Despite her identity as a Darkstalker being exposed, she was not turned away by her as Felicia had feared. When Rose passed away, Felicia left her town hoping to be a musical star.

Gameplay

Felicia is a fast rushdown character with low health

Strengths Weaknesses
  • Magic series: Having access to full magic series and some long reaching attacks allows Felicia to have long pressure strings.
  • Help Me! loops: Her kitty helper super can be looped in the corner for huge damage.
  • Low health: Takes 112% damage.
MVC2 felicia art.png

Character Summary

Special Moves

Rolling Buckler
  • Qcf.png+P.png, then P.png or K.png
Cat Spike
  • Dp.png+P.png
Sand Splash
  • Qcf.png+K.png
Delta Kick (Air Ok)
  • Dp.png+K.png
Hell Cat
  • near opponent Hcb.png+K.png
Wall Clutch
  • near wall B.png
Hyper Combos

Dancing Flash
  • Qcf.png+Lp.png+Hp.png
Super Sand Splash
  • Qcf.png+Lk.png+Hk.png
Please Help Me!
  • Qcb.png+Lk.png+Hk.png
Assist Types

Type α - Expansion Type
  • Assist: Hk.png Delta Kick
  • Counter: Hk.png Delta Kick
  • Combination: Super Sand Splash
Type β - Ground Type
  • Assist: Hk.png Sand Splash
  • Counter: Hp.png Cat Spike
  • Combination: Super Sand Splash
Type γ - Variety Type
  • Assist: Hp.png Cat Spike
  • Counter: Hk.png Sand Splash
  • Combination: Super Sand Splash

Moves List

Assists

Assist Type
A1 // A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Crossover Assist move. Alpha Counter is X. Team Hyper Combo super is Y.


Assist Type
A1 // A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Crossover Assist move. Alpha Counter is X. Team Hyper Combo super is Y.


Assist Type
A1 // A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Crossover Assist move. Alpha Counter is X. Team Hyper Combo super is Y.


Normal Moves

-When grounded, Felicia has the Hunter type Magic Series, meaning they can follow the Lp.png > Lk.png > Mp.png > Mk.png > Hp.png > Hk.png cancel tree.

Ground Normals

Light Punch
5Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Punch
5Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Punch
5Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Light Kick
5Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Kick
5Lk.png after a Lp.png, Lk.png, or Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Kick
5Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Light Punch
2Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Punch
2Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Punch
2Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Light Kick
2Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Kick
2Lk.png after a Lp.png, Lk.png, or Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Kick
2Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Air Normals

-When in the Normal Jump state, Felicia has the Hunter type Magic Series, meaning they can follow the Lp.png > Lk.png > Mp.png > Mk.png > Hp.png > Hk.png cancel tree.


Air Light Punch
j.Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Punch
Lp.png after a Lp.png or Lk.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Punch
j.Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Light Kick
j.Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Kick
Lk.png after a j.Lp.png, j.Lk.png, or j.Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Kick
j.Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -



Command Normals

4HK
B.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

2 hits, cancellable.



Universal Mechanics

Universal Launcher (Kick)
3Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (away) - - - -


Throw (Punch)
6Hp.png // 4Hp.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Mash attack buttons for more damage.


Throw (Kick)
6Hk.png // 4Hk.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Throw (Punch)
j.6Hp.png // j.4Hp.png near airborne opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Raw Tag
Lp.png+Lk.png // Hp.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Snap Back
Qcf.png + A1 / A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

2 Mk.png


Special Moves

Rolling Buckler
Qcf.png+P.png, then P.png or K.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Lp.png for neko punch, Hp.png for uppercut, K.png for slide.


Cat Spike
Dp.png+P.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Sand Splash
Qcf.png+K.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Delta Kick
Dp.png+K.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Airok.png - - - -


Hell Cat
Hcb.png+K.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Airok.png - - - -

Command throw.



Hyper Combos

Dancing Flash
Qcf.png+Lp.pngHp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Super Sand Splash
Qcf.png+Lk.pngHk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Please Help Me!
Qcb.png+Lk.pngHk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Mash for more damage.


Other

Wall Clutch
near the wall B.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

Release B.png and Felicia will jump off the wall, hold towards the wall and she will slowly slide down while scratching the wall. Holding up keeps her in place a little longer.



Taunt

Colors

First row: Lp.png, Hp.png, A1.png. Second row: Lk.png, Hk.png, A2.png.

Mvc2-felicia.png



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