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{{MVC2 Character Intro|char= dhalsim|full=Dhalsim|short=SIM|content=
{{MVC2 Character Intro|char= felicia|full=Felicia|short=FEL|content=
== Introduction ==
== Story ==
Dhalsim is a Yoga Master from India, possessing the ability to stretch his limbs and spit fire. though generally a pacifist, he will fight to help his village, or to defeat great evil when he encounters it.  
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.
 
'''TO-DO''': Add frame data, as well as missing sprites
== Gameplay ==
== Gameplay ==
Though unpopular, many consider Dhalsim to be one of the best point characters in MvC2. His great air dash, teleports, and long limbs make him a menace in neutral for many characters, and his rushdown can be quite effective with the corner or the right assists.
On paper, Dhalsim has the tools to win almost any matchup, though his low health, assist dependency, and high execution requirements often mean it's much easier said than done.
{{2 Column Flex|flex1=6|flex2=4
{{2 Column Flex|flex1=6|flex2=4
|content1=
|content1=
{{Content Box|content='''Dhalsim''' has a diverse toolkit which allows him to keep up with the strongest characters in the game. He can be quite capable as both a rushdown or runaway character, provided one's execution is up to snuff.
{{Content Box|content=
'''Felicia''' is a fast rushdown character with low health
{{ProConTable
{{ProConTable
|pros=
|pros=
*'''Flexable playstyle:''' Dhalsim's toolkit allows him to play both rushdown and zoning playstyles effectively, adjusting which to focus on depending on character or player matchup.
* '''Magic series:''' Having access to full magic series and some long reaching attacks allows Felicia to have long pressure strings.
*'''Great mobility:''' Dhalsim is tied with magneto for fastest air dash in the game. This, combined with his dash that low-crushes, above average flight, and teleports that reset his air actions give him an ability to navigate the screen very effectively. His run away and stall potential is rivaled only by Storm.
* '''Help Me! loops:''' Her kitty helper super can be looped in the corner for huge damage.
*'''Long reach:''' Dhalsim's long limbs are great for poking or walling out the opponent both on the ground and in the air.
*'''Long, flashy Combos:''' Dhalsim's access to air dashes, good jump normals, and a solo FSD relaunches mean that even by himself, Dhalsim can often score lots of hits with a good launcher, or end his combos with an unblockable super reset for big damage. On top of this, his divekicks force him into normal jump mode, meaning he can extend with assists after a super jump for better damage or easy super confirms.
*'''Unblockable setups:''' Dhalsim's yoga strike super does not cause a guard frame, which enables unblockable DHCs for characters like Iron man, even from full screen.
|cons=
|cons=
*'''Low life:''' Dhalsim takes 13% bonus damage, the same defense modifier as Psylocke, meaning that he can't afford to take stray hits in neutral.
* '''Low health:''' Takes 112% damage.
*'''Executionally demanding:''' Getting the most mileage out of Dhalsim requires precise execution in both neutral and combos; a poorly timed drill or super will often mean death for Sim.
*'''Not a team player:''' Dhalsim's assist dependency, mediocre DHCs, and lackluster assists of his own mean that teams generally have to be constructed around Dhalsim being your point. He's also generally a sitting duck if he's your last character left.
}}
}}
}}
}}
|content2=
|content2=
{{Content Box|content=
{{Content Box|content=
<center><youtube>https://youtu.be/S5PUqNrNn-Y?si=EUOTLXvS23gxYCwp</youtube></center>
<center><youtube>Y9KtdeABelM</youtube></center>
}}
}}
}}
}}
Line 35: Line 25:
{{3 Column Flex
{{3 Column Flex
|content1=
|content1=
{{Content Box|header=Special Moves|content=
{{Content Box|header=Special Moves |content=
;Yoga Fire
;Rolling Buckler
*{{qcf}}+{{p}} {{airok}}
*{{qcf}}+{{p}}, then {{p}} or {{k}}
;Yoga Flame
;Cat Spike
*{{hcb}}+{{p}}
*{{dp}}+{{p}}
;Yoga Blast
;Sand Splash
*{{hcb}}+{{k}}
*{{qcf}}+{{k}}
;Yoga Smash
;Delta Kick (Air Ok)
*{{qcb}}+{{hp}}
*{{dp}}+{{k}}
;Yoga Teleport
;Hell Cat
*{{dp}}/{{rdp}}+{{p}}/{{k}} {{airok}}
*near opponent {{hcb}}+{{k}}
;Flight Mode
;Wall Clutch
*{{qcb}}+{{lk}}{{hk}} {{airok}}
*near wall {{b}}
}}
}}
|content2=
|content2=
{{Content Box|header=Hyper Combos (Example)|content=
{{Content Box|header=Hyper Combos |content=
;Yoga Inferno
;Dancing Flash
*{{qcf}}+{{lp}}{{hp}} {{airok}} Steer with directional inputs
*{{qcf}}+{{lp}}+{{hp}}
;Yoga Strike
;Super Sand Splash
*{{qcf}}+{{lk}}{{hk}}  
*{{qcf}}+{{lk}}+{{hk}}  
;Please Help Me!
*{{qcb}}+{{lk}}+{{hk}}
}}
}}
|content3=
|content3=
{{Content Box|header=Assist Types (Example)|content=
{{Content Box|header=Assist Types |content=
;Type α - Projectile Type
;Type α - Expansion Type
*Assist: {{hp}} Yoga Fire
*Assist: {{hk}} Delta Kick
*Counter: {{hp}} Yoga Fire
*Counter: {{hk}} Delta  Kick
*Combination: Yoga Inferno
*Combination: Super Sand Splash
;Type β - Ground Type
;Type β - Ground Type
*Assist: {{lp}} Yoga Flame
*Assist: {{hk}} Sand Splash
*Counter: {{hp}} Yoga Flame
*Counter: {{hp}} Cat Spike
*Combination: Yoga Inferno
*Combination: Super Sand Splash
;Type γ - Anti-air Type
;Type γ - Variety Type
*Assist: {{lk}} Yoga Blast
*Assist: {{hp}} Cat Spike
*Counter: {{hk}} Yoga Blast
*Counter: {{hk}} Sand Splash
*Combination: Yoga Inferno
*Combination: Super Sand Splash
}}
}}
}}
}}
Line 76: Line 68:


=== Assists ===
=== Assists ===
{{MoveData
|image=
|caption={{hp}} Yoga Fire
|name=Anti-air
|subtitle=[[File:Alpha.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter={{hp}} Yoha Fire
|TeamHyperCombo=Yoga Inferno
|description= Standard fireball assist.
}}
}}<br>


{{MoveData
{{MoveData
|image=
|image=  
|caption={{lp}} Yoga Flame
|caption= Type α
|name=Projectile
|name= Assist Type
|subtitle=[[File:Beta.png]]
|linkname=   
|input={{a1}} // {{a2}}
|input= A1 // A2
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter={{hp}} Yoga Flame
|TeamHyperCombo=Yoga Inferno
|description= Yoga flame as an assist.
  }}
}}<br>
 
{{MoveData
|image=
|caption={{lk}} Yoga Blast
|name=Expansion
|subtitle=[[File:Gamma.png]]
|input={{a1}} // {{a2}}
|data=
{{AssistData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|AlphaCounter={{hk}} Yoga Blast
|TeamHyperCombo=Yoga Inferno
|description= Yoga Blast as an assist.
}}
}}<br>
 
=== Normal Moves ===
-When grounded, Dhalsim 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.
 
==== Far Ground Normals ====
 
{{MoveData
|image= MVC2_Dhalsim_Far_5LP_01.png
|caption=
|name= Light Punch
|linkname= 5LP
|input= 5{{lp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage=  
  |Damage=  
  |Startup=  
  |Startup=
  |Active=  
  |Active=
  |Recovery=  
  |Recovery=   
  |Guard=
  |Guard=   
  |Special Property=
  |Special Property=
|Cancel=
  |Cancel=
|Adv. Hit= 
|Adv. Guard=   
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image= MVC2_Dhalsim_Far_5MP_01.png
|caption=
|name= Medium Punch
|linkname= 5MP
|input= 5{{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
  |Special Property=  
  |Cancel=  
  |Adv. Hit=   
  |Adv. Hit=   
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Pretty useless.
  |description= Crossover Assist move. Alpha Counter is X. Team Hyper Combo super is Y.
}}
}}<br>
 
{{MoveData
|image= MVC2_Dhalsim_Far_5HP_01.png
|caption=
|name= Heavy Punch
|linkname= 5HP
|input= 5{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|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.
  }}
  }}
  }}<br>
  }}<br>
   
   
{{MoveData
{{MoveData
|image= MVC2_Dhalsim_Far_5LK_01.png
|image=  
|caption=  
|caption= Type β
|name= Light Kick
|name= Assist Type
|linkname= 5LK
|linkname=
|input= 5{{lk}}
|input= A1 // A2
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage=  
  |Damage=  
  |Startup=  
  |Startup=
  |Active=  
  |Active=
  |Recovery=  
  |Recovery=
  |Guard=  
  |Guard=
  |Special Property=  
  |Special Property=
  |Cancel=  
  |Cancel=
  |Adv. Hit=   
  |Adv. Hit=   
  |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= Crossover Assist move. Alpha Counter is X. Team Hyper Combo super is Y.
}}
}}<br>
 
{{MoveData
|image= MVC2_Dhalsim_Far_5MK_01.png
|caption=
|name= Medium Kick
|linkname= 5MK
|input= 5{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|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.
}}
}}<br>
 
{{MoveData
|image= MVC2_Dhalsim_Far_5HK_01.png
|caption=
|name= Heavy Kick
|linkname= 5HK
|input= 5{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|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.
}}
}}<br>
 
{{MoveData
|image= MVC2_Dhalsim_Far_2LP_01.png
|caption=
|name= Crouching Light Punch
|linkname= 2LP
|input= 2{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|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).
}}
}}<br>
 
{{MoveData
|image= MVC2_Dhalsim_Far_2MP_01.png
|caption=
|name= Crouching Medium Punch
|linkname= 2MP
|input= 2{{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Nice range easy to combo into but does not hit low, which makes it second to d+MK.
}}
}}<br>
 
{{MoveData
|image= MVC2_Dhalsim_Far_2HP_01.png
|caption=
|name= Crouching Heavy Punch
|linkname= 2HP
|input= 2{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|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.
  }}
  }}
  }}<br>
  }}<br>
   
   
{{MoveData
{{MoveData
|image= MVC2_Dhalsim_Far_2LK_01.png
|image=  
|caption=  
|caption= Type γ
|name= Crouching Light Kick
|name= Assist Type
|linkname= 2LK
|linkname=
|input= 2{{lk}}
|input= A1 // A2
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage=  
  |Damage=  
  |Startup=  
  |Startup=
  |Active=  
  |Active=
  |Recovery=  
  |Recovery=
  |Guard=  
  |Guard=
  |Special Property=  
  |Special Property=
  |Cancel=  
  |Cancel=
  |Adv. Hit=   
  |Adv. Hit=   
  |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= Crossover Assist move. Alpha Counter is X. Team Hyper Combo super is Y.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
=== Normal Moves ===
|image= MVC2_Dhalsim_Far_2MK_01.png
-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.
|caption=  
|name= Crouching Medium Kick
|linkname= 2MK
|input= 2{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|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.
}}
}}<br>
 
{{MoveData
|image= MVC2_Dhalsim_Far_2HK_01.png
|caption=
|name= Crouching Heavy Kick
|linkname= 2HK
|input= 2{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= The “Shoto Sweep”
 
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>


 
==== Ground Normals ====
==== Close Ground Normals ====


{{MoveData
{{MoveData
|image= MVC2_Dhalsim_Close_5LP_01.png
|image=  
|caption=  
|caption=  
|name= Light Punch
|name= Light Punch
Line 427: Line 163:


{{MoveData
{{MoveData
|image= MVC2_Dhalsim_Close_5MP_01.png
|image=  
|caption=  
|caption=  
|name= Medium Punch
|name= Medium Punch
Line 444: Line 180:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Pretty useless.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= MVC2_Dhalsim_Close_5HP_01.png
|image=  
|caption=  
|caption=  
|name= Heavy Punch
|name= Heavy Punch
Line 466: 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>
   
   
{{MoveData
{{MoveData
|image= MVC2_Dhalsim_Close_5LK_01.png
|image=  
|caption=  
|caption=  
|name= Light Kick
|name= Light Kick
Line 488: 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>


{{MoveData
{{MoveData
|image= MVC2_Dhalsim_Close_5MK_01.png
|image=  
|caption=  
|caption=  
|name= Medium Kick
|name= Medium Kick
Line 510: 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>


{{MoveData
{{MoveData
|image= MVC2_Dhalsim_Close_5HK_01.png
|image=  
|caption=  
|caption=  
|name= Heavy Kick
|name= Heavy Kick
Line 532: 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>


{{MoveData
{{MoveData
|image= MVC2_Dhalsim_Close_2LP_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Light Punch
|name= Crouching Light Punch
Line 554: 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>


{{MoveData
{{MoveData
|image= MVC2_Dhalsim_Close_2MP_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Medium Punch
|name= Crouching Medium Punch
Line 576: 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>


{{MoveData
{{MoveData
|image= MVC2_Dhalsim_Close_2HP_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Heavy Punch
|name= Crouching Heavy Punch
Line 598: 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>
   
   
{{MoveData
{{MoveData
|image= MVC2_Dhalsim_Close_2LK_01.png
|image=  
|caption=  
|caption=  
|name= Crouching Light Kick
|name= Crouching Light Kick
Line 620: 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>


{{MoveData
{{MoveData
|image= Dhalsim_cl.c.forward.png
|image=  
|caption=  
|caption=  
|name= Crouching Medium Kick
|name= Crouching Medium Kick
Line 642: 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>


{{MoveData
{{MoveData
|image= Dhalsim_cl.c.hk.png
|image=  
|caption=  
|caption=  
|name= Crouching Heavy Kick
|name= Crouching Heavy Kick
Line 664: 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>




==== Far Air Normals ====
==== Air Normals ====
-When in the Normal Jump state, Dhalsim 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.




{{MoveData
{{MoveData
|image=MVC2_Dhalsim_Far_j.LP_01.png
|image=  
|caption=  
|caption=  
|name= Air Light Punch
|name= Air Light Punch
Line 693: Line 427:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Bad range, doesn’t compare to J. LK at all.
  |description=  
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image= Dhalsim_j.f.mp.png
|image=  
|caption=  
|caption=  
|name= Air Medium Punch
|name= Air Medium Punch
Line 715: 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>


{{MoveData
{{MoveData
|image= Dhalsim_j.f.hp.png
|image=  
|caption=  
|caption=  
|name= Air Heavy Punch
|name= Air Heavy Punch
Line 737: 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>


{{MoveData
{{MoveData
|image= Dhalsim_j.f.lk.png
|image=  
|caption=  
|caption=  
|name= Air Light Kick
|name= Air Light Kick
Line 759: 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>


{{MoveData
{{MoveData
|image= Dhalsim_j.f.forward.png
|image=  
|caption=  
|caption=  
|name= Air Medium Kick
|name= Air Medium Kick
Line 781: 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>


{{MoveData
{{MoveData
|image= Dhalsim_j.f.hk.png
|image=  
|caption=  
|caption=  
|name= Air Heavy Kick
|name= Air Heavy Kick
Line 803: 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>
 
 
==== Close Air Normals ====
 
{{MoveData
|image= Dhalsim_j.c.lp.png
|caption=
|name= Air Light Punch
|linkname= j.LP
|input= j.{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Bad range, doesn’t compare to J. LK at all.
}}
}}<br>
 
{{MoveData
|image= Dhalsim_j.c.mp.png
|caption=
|name= Air Medium Punch
|linkname= j.MP
|input= {{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|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.
}}
}}<br>
 
{{MoveData
|image= Dhalsim_j.c.hp.png
|caption=
|name= Air Heavy Punch
|linkname= j.HP
|input= j.{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|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.
}}
}}<br>
 
{{MoveData
|image= Dhalsim_j.c.lk.png
|caption=
|name= Air Light Kick
|linkname= j.LK
|input= j.{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|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).
}}
}}<br>
 
{{MoveData
|image= Dhalsim_j.c.forward.png
|caption=
|name= Air Medium Kick
|linkname= j.MK
|input= {{lk}} after a j.{{lp}}, j.{{lk}}, or j.{{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|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.
}}
}}<br>
 
{{MoveData
|image= Dhalsim_j.c.hk.png
|caption=
|name= Air Heavy Kick
|linkname= j.HK
|input= j.{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|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)
  }}
  }}
  }}<br>
  }}<br>
Line 947: Line 546:


{{MoveData
{{MoveData
|image= Dhalsim_jd.hp.png
|image=  
|caption=  
|caption=  
|name= Drill Headbutt
|name= 4HK
|linkname=  
|linkname= 4HK
|input= j.{{d}}+{{hp}}
|input= {{b}}+{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 964: 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= Dhalsim_jd.lk.png
|image2= Dhalsim_jd.forward.png
|image3= Dhalsim_jd.hk.png
|caption=
|name= Drill Kick
|linkname=
|input= j.{{d}}+{{k}}
|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>


=== Universal Mechanics ===
=== Universal Mechanics ===
Line 997: 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 1,007: 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 1,034: 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 1,056: Line 633:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Knee Bash throw. Mashable.
  |description=
  }}
  }}
  }}<br>
  }}<br>
Line 1,078: 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 1,122: Line 699:
  |Adv. Guard=  
  |Adv. Guard=  
  |Adv. Pushblock=  
  |Adv. Pushblock=  
  |description= Ken's HK.
  |description= 2 {{mk}}
  }}
  }}
  }}
  }}




Line 1,132: 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 1,148: 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 1,162: 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 1,169: 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 1,184: 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 1,191: 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 1,202: 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 1,216: 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 1,245: 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 1,269: 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 1,276: 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 1,291: 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.
  |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-dhalsim.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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