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{{MVC2 Character Intro|char= ken|full=Ken|short=KEN|content=
{{MVC2 Character Intro|char= felicia|full=Felicia|short=FEL|content=
== Introduction ==
== 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.
Ken Masters is the blonde shoto.
 
'''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='''Ken''' is a shoto who can use his invincible uppercuts to punch your opponents. Ken's main strengths are uppercutting people but his weaknesses is being a pretty normal character.
{{Content Box|content=
'''Felicia''' is a fast rushdown character with low health
{{ProConTable
{{ProConTable
|pros=
|pros=
* '''Strong Assists:''' Fully invincible anti-air that comes out fast and stays invincible all the way up as Ken does his shoryuken and a combo friendly tatsu assist give Ken options as a teammate.
* '''Magic series:''' Having access to full magic series and some long reaching attacks allows Felicia to have long pressure strings.
* '''Hurricane Kick Damage:''' Ken's air tatsu is capable of doing a ton of damage, more than his supers can do!
* '''Help Me! loops:''' Her kitty helper super can be looped in the corner for huge damage.
* '''The Kenfinite:''' Access to practical infinites on most characters.
* '''Invinciblity Options:''' Both shoryukens have invincibility to go through most attacks but also Shoryureppa super travels far and get through attacks with invincibility.
* '''Magic Series:''' Ken gets full chains in any state, giving him a lot of flexibility.
|cons=
|cons=
* '''Lower health:''' Takes 106% damage, slightly more than normal.
* '''Low health:''' Takes 112% damage.
* '''Limited mobility:''' He has his roll and air tatsu but lack of options leaves him vulnerable.
* '''Short Launcher:''' Despite having decent chains, Ken can't easily confirm into launcher due to it whiffing if adding a medium attack.
}}
}}
}}
}}
|content2=
|content2=
{{Content Box|content=
{{Content Box|content=
<center><youtube>mwtTaJI8PD0</youtube></center>
<center><youtube>Y9KtdeABelM</youtube></center>
}}
}}
}}
}}
Line 32: Line 25:
{{3 Column Flex
{{3 Column Flex
|content1=
|content1=
{{Content Box|header=Special Moves (Example)|content=
{{Content Box|header=Special Moves |content=
;Fireball
;Rolling Buckler
*{{qcf}}+{{p}} {{airok}}
*{{qcf}}+{{p}}, then {{p}} or {{k}}
;Dragon Punch
;Cat Spike
*{{dp}}+{{p}} {{airok}}
*{{dp}}+{{p}}
;Hurricane Kick  
;Sand Splash
*{{qcb}}+{{k}} {{airok}}
*{{qcf}}+{{k}}
;Command Roll
;Delta Kick (Air Ok)
*{{qcb}}+{{p}}
*{{dp}}+{{k}}
;Hell Cat
*near opponent {{hcb}}+{{k}}
;Wall Clutch
*near wall {{b}}
}}
}}
|content2=
|content2=
{{Content Box|header=Hyper Combos (Example)|content=
{{Content Box|header=Hyper Combos |content=
;Shoryureppa
;Dancing Flash
*{{qcf}}+{{lp}}{{hp}}
*{{qcf}}+{{lp}}+{{hp}}
;Shinryuken
;Super Sand Splash
*{{qcf}}+{{lk}}{{hk}}  
*{{qcf}}+{{lk}}+{{hk}}  
;Shippu Jinrai Kyaku
;Please Help Me!
*{{qcb}}+{{lk}}{{hk}}
*{{qcb}}+{{lk}}+{{hk}}
}}
}}
|content3=
|content3=
{{Content Box|header=Assist Types (Example)|content=
{{Content Box|header=Assist Types |content=
;Type α - Anti-Air Type
;Type α - Expansion Type
*Assist: {{hp}} Dragon Punch
*Assist: {{hk}} Delta Kick
*Counter: {{hp}} Dragon Punch
*Counter: {{hk}} Delta  Kick
*Combination: Shinryuken
*Combination: Super Sand Splash
;Type β - Projectile Type
;Type β - Ground Type
*Assist: {{hp}} Fireball
*Assist: {{hk}} Sand Splash
*Counter: {{hp}} Fireball
*Counter: {{hp}} Cat Spike
*Combination: Shoryureppa
*Combination: Super Sand Splash
;Type γ - Expansion Type
;Type γ - Variety Type
*Assist: {{hk}} Hurricane Kick
*Assist: {{hp}} Cat Spike
*Counter: {{hk}} Hurricane Kick
*Counter: {{hk}} Sand Splash
*Combination: Shoryureppa
*Combination: Super Sand Splash
}}
}}
}}
}}
Line 71: Line 68:


=== Assists ===
=== Assists ===
{{MoveData
 
|image=
{{MoveData
|caption={{hp}} Shoryuken
|image=  
|name=Anti-air
|caption= Type α
|subtitle=[[File:Alpha.png]]
|name= Assist Type
|input={{a1}} // {{a2}}
|linkname=
|input= A1 // A2
|data=
|data=
  {{AssistData-MVSC2
  {{AttackData-MVSC2
  |Damage=
  |Damage=  
  |Startup=
  |Startup=
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |AlphaCounter={{hp}} Shoryuken
|Guard= 
  |TeamHyperCombo=Shinryuken
|Special Property= 
  |description= Fully invincible on the way up. Very effective at interrupting opponents offense. Strong counter call and because opponents have to wait until his attack is over, it is difficult to counter call an assist back.
|Cancel= 
  |Adv. Hit=
  |Adv. Guard=
|Adv. Pushblock= 
  |description= Crossover Assist move. Alpha Counter is X. Team Hyper Combo super is Y.
  }}
  }}
}}<br>
}}<br>
 
{{MoveData
{{MoveData
|image=
|image=  
|caption={{hp}} Fireball
|caption= Type β
|name=Projectile
|name= Assist Type
|subtitle=[[File:Beta.png]]
|linkname=
|input={{a1}} // {{a2}}
|input= A1 // A2
|data=
|data=
  {{AssistData-MVSC2
  {{AttackData-MVSC2
  |Damage=
  |Damage=  
  |Startup=
  |Startup=
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |AlphaCounter={{hp}} Fireball
  |Guard=
  |TeamHyperCombo=Shoryureppa
  |Special Property=
  |description= Basic fireball assist.
|Cancel= 
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
  |description= Crossover Assist move. Alpha Counter is X. Team Hyper Combo super is Y.
  }}
  }}
}}<br>
}}<br>
 
{{MoveData
{{MoveData
|image=
|image=  
|caption={{hk}} Hurricane Kick
|caption= Type γ
|name=Expansion
|name= Assist Type
|subtitle=[[File:Gamma.png]]
|linkname=
|input={{a1}} // {{a2}}
|input= A1 // A2
|data=
|data=
  {{AssistData-MVSC2
  {{AttackData-MVSC2
  |Damage=
  |Damage=  
  |Startup=
  |Startup=
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |AlphaCounter={{hk}} Hurricane Kick
  |Guard=
  |TeamHyperCombo=Shoryureppa
  |Special Property=
  |description= Easy hit confirms, great to combo off of, but requires a little timing. The large amount of hits and time the assist takes make it very useful for setting up more elaborate combos.
|Cancel= 
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
  |description= Crossover Assist move. Alpha Counter is X. Team Hyper Combo super is Y.
  }}
  }}
}}<br>
}}<br>


=== Normal Moves ===
=== Normal Moves ===
-When grounded, Ken 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 148: Line 158:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Decent Priority most likely, only real use is to prevent starter from jumping away which will most likely only help against cable, beware timing should be stricter than mags since he is shorter and it comes out one from later than his.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 170: Line 180:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Pretty useless.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 192: Line 202:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Makes a shoryureppa combo more damaging but you will have to use d. lk, standing hp on a crouching opponent since adding a mk will cause S. HP to whiff.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 214: Line 224:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= His fastest far reaching normal, barring priority again I would have to say this is one of his better normals the ability to hit any crouching opponent and it’s good range make it very abuseable especially since it should combo into down + MK at a little less than max range.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 236: Line 246:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Hits twice , easy to combo off of hits so high you would’ve liked that you could use it instead of s. lp against starting match jumpers.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 258: Line 268:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= His farthest reaching normal outside of foward + HK think of it as Psylocke’s standing HP except much slower but will hit crouching opponents. Overall i never use this move , ever.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 280: Line 290:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= A all purpose rush in attack when your goal is not to apply pressure to a blocking opponent but instead trying to beat out their light attacks (which isn’t a good idea against most rush in top tiers, personally i have not experimented with this move).
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 302: Line 312:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Nice range easy to combo into but does not hit low, which makes it second to d+MK.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 324: Line 334:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= His main launcher , below average horizontal range nice vertical range and priority but slow to come out, always use df+HP version if you feel suicidal and want to beat out a jump in.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 346: Line 356:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= His fastest low hitting move and important tool in his pressure, you never know when you may hit a opponent low.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 368: Line 378:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= The far reaching shoto d+MK this move is vital to ken’s mixups , has nice reach and will usually combo into hadoken xxx shoryureppa (more on this later since the shoryureppa doesn’t do enough on it’s own) and ALWAYS combo into shoryureppa.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 390: Line 400:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= The “Shoto Sweep”
  |description=  
 
and the worst version too, coming out the slowest of all the shotos (losing to ryu’s by 1 frame) but still useful if you can make juggle off of it, namely off of psylocke sweep xxx snapout can be useful.
  }}
  }}
  }}<br>
  }}<br>
Line 398: Line 406:


==== Air Normals ====
==== Air Normals ====
-When in the Normal Jump state, Ken 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 419: Line 427:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Bad range, doesn’t compare to J. LK at all.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 441: Line 449:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Rivals j. lk as one of the better air normals despite being a “Middle” move. You can wait the longest time to cancel your last attack into this, this move is the reason why you can do his jumping infinite nice damage and range too i suppose but really it’s the long long window to combo into it that makes it useful especially in infinites.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 463: Line 471:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Used in the air as pressure and a way to get around by cancelling into a hurricane kick this move has it’s uses. 2nd most hit stun of his air fierces.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 485: Line 493:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= The greatest j. normal he has. it hits behind him, comboes into j. mk which also hits behind him nice range stays out there for ever and because of how the hit box is so low you can use the instant over head method with this move (more on that later).
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 507: Line 515:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Has cross up capabilities like j. lk, hard to land it as a cross up though but don’t count it out it’s still very good.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 529: Line 537:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Fastest air fierce he has also has the least stun. But it also pushes the enemy the least back which makes it the best choice to use in sentinal standing infinites (even though the timing is stricter you get more hits and more hits means a better chance to get them to the corner and finish the infinite)
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 540: Line 548:
|image=  
|image=  
|caption=  
|caption=  
|name= Mae Geri
|name= 4HK
|linkname=  
|linkname= 4HK
|input= j.{{u}}+{{mk}}
|input= {{b}}+{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 555: Line 563:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=Only available during magic series chains. This move is only used for the infinite, strict window to cancel it off of anything so use with discretion.
  |description= 2 hits, cancellable.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
|image=
|caption=
|name= Senpuu Kyaku
|linkname=
|input= j.{{u}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= The slowest of his air fierces but with the most stun, you should definitely consider ending a corner infinite on sentinel with this so you can land and combo into shoryu reppa xx hail. it has nice horizontal range so it may be a good candidate to use against sentinel but then again so may j. HK.
}}
}}<br>


{{MoveData
|image=
|caption=
|name= Inazuma Kakto Wari
|linkname=
|input= {{f}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= 2 hit overhead kick.
His farthest reaching normal, the down side to that is that if you do it at max range you get only 1 hit instead of two leaving you with only 5 damage. All in all it’s a overhead and that in itself is useful enough.
}}
}}<br>


=== Universal Mechanics ===
=== Universal Mechanics ===
Line 610: 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 620: 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= It’s the same as D+HP except 1 frame is shaved off.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 647: Line 611:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Ken rolls and tosses his opponent, carrying them to the other end of the screen.
  |description= Mash attack buttons for more damage.
  }}
  }}
  }}<br>
  }}<br>
Line 669: Line 633:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Knee Bash throw. Mashable.
  |description=
  }}
  }}
  }}<br>
  }}<br>
Line 691: Line 655:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= The roll throws the opponent down when done in the air.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 735: Line 699:
  |Adv. Guard=  
  |Adv. Guard=  
  |Adv. Pushblock=  
  |Adv. Pushblock=  
  |description= Ken's HK.
  |description= 2 {{mk}}
  }}
  }}
  }}
  }}




Line 745: Line 710:
|image=  
|image=  
|caption=  
|caption=  
|name= Hadouken
|name= Rolling Buckler
|linkname= Hadouken
|linkname= Rolling Buckler
|input= {{qcf}}+{{p}} {{airok}}
|input= {{qcf}}+{{p}}, then {{p}} or {{k}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
|version=Ground
  |Damage=  
  |Damage=  
  |Startup=  
  |Startup=  
Line 761: Line 725:
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= Ken fires a slow fireball. Useable in a grounded combo only from up close, otherwise will uncombo.
  |description= {{lp}} for neko punch, {{hp}} for uppercut, {{k}} for slide.
  }}
  }}
}}<br>
{{MoveData
|image=
|caption=
|name= Cat Spike
|linkname= Cat Spike
|input= {{dp}}+{{p}}
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
|version=Air
  |Damage=  
  |Damage=  
  |Startup=  
  |Startup=  
Line 775: Line 747:
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= Ken fires a slow fireball in the air. Causes flying screen. Slows air momentum, allowing stalling in the air.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 782: Line 754:
|image=  
|image=  
|caption=  
|caption=  
|name= Shoryuken
|name= Sand Splash
|linkname= Shoryuken
|linkname= Sand Splash
|input= {{dp}}+{{p}} {{airok}}
|input= {{qcf}}+{{k}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 797: Line 769:
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= Fully invincible uppercut on the way up. HP version can be cancelled into super if you input the super before he leaves the ground.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 804: Line 776:
|image=  
|image=  
|caption=  
|caption=  
|name= Tatsumaki Senpuu Kyaku
|name= Delta Kick
|linkname= Tatsumaki Senpuu Kyaku
|linkname= Delta Kick
|input= {{qcb}}+{{k}} {{airok}}
|input= {{dp}}+{{k}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
|version=Ground
  |Damage=  
  |Damage=  
  |Startup=  
  |Startup=  
Line 815: 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= Ken does 5 hits of his spinning kick. {{lk}} is just off the ground, {{hk}} goes at a 45 degree angle.
  |description=  
  }}
  }}
}}<br>
{{MoveData
|image=
|caption=
|name= Hell Cat
|linkname= Hell Cat
|input= {{hcb}}+{{k}}
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
|version=Air
  |Damage=  
  |Damage=  
  |Startup=  
  |Startup=  
Line 829: 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= Ken does his spinning kicks in the air. {{hk}} does more hits; follows your jump trajectory.
  |description= Command throw.
 
Doing j{{lk}} xx tatsu makes for a difficult to contest air string, especially for big characters. When done in an air combo, it will do huge damage on each hit. Also an integral part of his infinite.
  }}
  }}
  }}<br>
  }}<br>
=== Hyper Combos ===


{{MoveData
{{MoveData
|image=  
|image=  
|caption=  
|caption=  
|name= Command Roll
|name= Dancing Flash
|linkname= Command Roll
|linkname= Dancing Flash
|input= {{qcb}}+{{p}}
|input= {{qcf}}+{{lp}}{{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 858: Line 838:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Ken rolls forward, he can cross up opponents this way. Combined with his dash he can mix up opponents, especially when used in conjunction with an assist.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
=== Hyper Combos ===


{{MoveData
{{MoveData
|image=  
|image=  
|caption=  
|caption=  
|name= Shoryureppa
|name= Super Sand Splash
|linkname= Shoryureppa
|linkname= Super Sand Splash
|input= {{qcf}}+{{lp}}{{hp}}
|input= {{qcf}}+{{lk}}{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 882: Line 860:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Instant start up, invincible for the first uppercut was made to be really easy to combo into, you can dhc AFTER the last hit.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 889: Line 867:
|image=  
|image=  
|caption=  
|caption=  
|name= Shinryuken
|name= Please Help Me!
|linkname= Shinryuken
|linkname= Please Help Me!
|input= {{qcf}}+{{lk}}{{hk}}
|input= {{qcb}}+{{lk}}{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 904: Line 882:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Instant start up, invincible all the way up, can avoid a whole hail storm, great reversal if you miss dhc you’ll have alot of time to while your opponent can’t really do anything. Mashable with attack buttons.
  |description= Mash for more damage.
  }}
  }}
  }}<br>
  }}<br>
== Other ==


{{MoveData
{{MoveData
|image=  
|image=  
|caption=  
|caption=  
|name= Shippu Jinrai Kyaku
|name= Wall Clutch
|linkname= Shippu Jinrai Kyaku
|linkname= Wall Clutch
|input= {{qcb}}+{{lk}}{{hk}}
|input= near the wall {{b}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage=  
  |Damage=  
  |Startup=
  |Startup=  
  |Active=
  |Active=  
  |Recovery=
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property=
  |Special Property=  
  |Cancel=  
  |Cancel= None
  |Adv. Hit=   
  |Adv. Hit=   
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Invincible on start invincible and early in the super (the first kick maybe second kick) it’s very good and doesn’t leave you as open as shoryu reppa/shinryuken, but you are still vulnerable although sentinal without psylocke/cyclops but with commando will have a hard time punishing you so you can do it almost for free (don’t count on it though).
  |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.
 
Mashable with kick buttons.
  }}
  }}
  }}<br>
  }}<br>




=== Taunt ===
=== 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-ken.png]]
[[Image:Mvc2-felicia.png]]  
 
== Combos ==
 
 
-Jump HK \/ d.c.LK > c.HP /\ qcb + HK
 
-Jump HP XX qcb + HK \/ d.s.LK > s.LK > s.HP XX qcb + KK
 
-Jump HP \/ d.s.LP > s.LK > c.HP XX qcf + KK
 
-Jump HP \/ d.s.LP > s.LK > s.HP XX qcf + HP XX qcb + KK
 
-Jump LP > LK > HP \/ d.s.LP > s.LK > s.LP > s.LK XX qcb + HK
 
-Jump LP > HP \/ d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.u + LK, f + HP
 
-Jump LP > HP \/ d.s.LP > s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX f,d,df + HP
 
-Jump HP \/ d.s.LP > s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP
 
-Jump HP \/ d.s.LP > s.LK > s.HP XX qcf + P XX qcf + PP
 
-Jump LP > LK > HP \/ d.s.LP > s.LK > s.LP > s.HP XX qcf + P XX qcf + PP \/ d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX f,d,df + HP
 
-Corner Jump LK > HK \/ d.c.LK > c.HK, qcf + KK \/ /\ Jump LP > LP > LK > HP > HK
 
-Corner Jump LP > LK > HP \/ d.s.LP > s.LK > s.LP > s.HP XX qcf + P XX qcf + PP \/ qcf + KK \/ /\ Jump LP > LP > LK > HP > HK
 
== Infinites ==
 
On most characters if they are at normal jump height: (Jump j.LP > j.MP > qcb + j.LK) repeat.  Video: [https://www.youtube.com/watch?v=IXCQLW3WGC0 off Rogue throw assist], [https://www.youtube.com/watch?v=AhROxJ0OsK0 off Rogue throw by VDO], [https://www.youtube.com/watch?v=QpYXMJBgQQc off Akuma-Y by EXProminence], [https://www.youtube.com/watch?app=desktop&v=3is4789zkxw off Spiral-Y by Kelm (also uses the 3 u.MK infinite)], [https://youtu.be/77rQitpNddE off Rogue throw starting midscreen by VDO]. You can use either hurricane kick strength.
 
On most characters if they are at normal jump height: (Jump j.LP > j.MP > j.u.MK) repeat. Video: [https://www.youtube.com/watch?v=vsGKacm1Ln0 off Psylocke-A by Kelm]
 
On Sentinel at normal jump height: (j.LK > j.MP > j.MK > j.HK) repeat. Video: [https://youtu.be/pPrk0J9PkbA off Akuma-Y by Khaos]
 
== Strategies ==
The "Dodge Roll" can prove quite useful.
This move can be used to roll behind your opponent and launch a  surprise attack.
 
= Advanced Strategy =
 
There's more useful discussion of the practicalities and strengths of Ken in SRK's old [https://archive.supercombo.gg/t/the-only-ken-thread-you-will-ever-need/7631 The only ken thread you will EVER need].




{{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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