Night Warriors: Darkstalkers' Revenge/Felicia: Difference between revisions

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Line 1: Line 1:
[[File:VHFeliciaportrait.gif|left]]
{{Infobox Character VHUNT
[[File:VHFeliciaWin.gif|right]]
|name= Felicia
 
|image=Felicia Artwork.png
= Introduction =
|hp= Light
 
|sh=80px
She is a cute kitty speciallized in rush down and air traps
|ch=59px
|movef=3.75
|moveb=3.125
|dasht=HOP
|jumpf=5
|jumpb=5.5
|type=


}}
= Move List =
= Move List =


Line 23: Line 30:
   | version    = Close
   | version    = Close
   | subtitle    =  
   | subtitle    =  
   | Guard      =  
   | Guard      = Mid
   | Startup    =  
   | Startup    = 6
   | Active      =  
   | Active      = 3
   | Recovery    =  
   | Recovery    = 6
   | Hit Adv    =  
   | Hit Adv    = +8
   | Block Adv  =  
   | Block Adv  = +6
   | Property    =  
   | Property    = Cancellable
   | description =  
   | description =  
  }}
  }}
Line 36: Line 43:
   | version    = Far
   | version    = Far
   | subtitle    =  
   | subtitle    =  
   | Guard      =  
   | Guard      = Mid
   | Startup    =
   | Startup    = 6
   | Active      =  
   | Active      = 3
   | Recovery    =  
   | Recovery    = 7
   | Hit Adv    =  
   | Hit Adv    = +7
   | Block Adv  =  
   | Block Adv  = +5
   | Property    =  
   | Property    = Cancellable
   | description =  
   | description =  
  }}
  }}
Line 59: Line 66:
   | version    = Close
   | version    = Close
   | subtitle    =  
   | subtitle    =  
   | Guard      =  
   | Guard      = Mid
   | Startup    =  
   | Startup    = 8
   | Active      =  
   | Active      = 3
   | Recovery    =  
   | Recovery    = 14
   | Hit Adv    =  
   | Hit Adv    = +2
   | Block Adv  =  
   | Block Adv  = 0
   | Property    =  
   | Property    = Cancellable
   | description =   
   | description =   
  }}
  }}
Line 72: Line 79:
   | version    = Far
   | version    = Far
   | subtitle    =  
   | subtitle    =  
   | Guard      =
   | Guard      = Mid
   | Startup    =  
   | Startup    = 7
   | Active      =  
   | Active      = 3
   | Recovery    =  
   | Recovery    = 17
   | Hit Adv    =  
   | Hit Adv    = -1
   | Block Adv  =  
   | Block Adv  = -3
   | Property    =   
   | Property    =  Cancellable
   | description =  
   | description =  
  }}
  }}
Line 95: Line 102:
   | version    = Close
   | version    = Close
   | subtitle    =  
   | subtitle    =  
   | Guard      =  
   | Guard      = Mid
   | Startup    =  
   | Startup    = 10
   | Active      =  
   | Active      = 3・5
   | Recovery    =  
   | Recovery    = 23
   | Hit Adv    =  
   | Hit Adv    = -5
   | Block Adv  =  
   | Block Adv  = -7
   | Property    =  
   | Property    =  
   | description =  
   | description =  
Line 108: Line 115:
   | version    = Far
   | version    = Far
   | subtitle    =  
   | subtitle    =  
   | Guard      =  
   | Guard      = Mid
   | Startup    =  
   | Startup    = 8
   | Active      =  
   | Active      = 2(4)3・2
   | Recovery    =
   | Recovery    = 21
   | Hit Adv    =  
   | Hit Adv    = +2
   | Block Adv  =  
   | Block Adv  = 0
   | Property    =  
   | Property    = Cancellable on first hit
   | description =  
   | description =  
  }}
  }}
Line 124: Line 131:
| image    = VHUNT_Felicia_Close_Stand_LK.png
| image    = VHUNT_Felicia_Close_Stand_LK.png
| image2  = VHUNT_Felicia_Far_Standing_LK.png
| image2  = VHUNT_Felicia_Far_Standing_LK.png
| caption  = Standing LK
| caption  = Close Standing LK
| caption2  = Far Standing LK
| linkname =  
| linkname =  
| data  =  
| data  =  
   {{AttackData-VHUNT
   {{AttackData-VHUNT
   | version    = Close/Far
   | version    = Close
  | subtitle    =
  | Guard      = Low
  | Startup    = 6
  | Active      = 3
  | Recovery    = 7
  | Hit Adv    = +4
  | Block Adv  = +2
  | Property    = Cancellable
  | description = 
}}
{{AttackData-VHUNT
  | header      = no
  | version    = Far
   | subtitle    =
   | subtitle    =
   | Guard      =  
   | Guard      = Mid
   | Startup    =
   | Startup    = 6
   | Active      =  
   | Active      = 4
   | Recovery    =  
   | Recovery    = 6
   | Hit Adv    =  
   | Hit Adv    = +4
   | Block Adv  =  
   | Block Adv  = +2
   | Property    =
   | Property    = Cancellable
   | description =   
   | description =   
  }}
  }}
Line 146: Line 167:
| image    = VHUNT_Felicia_Close_Stand_MK.png
| image    = VHUNT_Felicia_Close_Stand_MK.png
| image2  = VHUNT_Felicia_Far_Standing_MK.png
| image2  = VHUNT_Felicia_Far_Standing_MK.png
| caption  = Standing MK
| caption  = Close Standing MK
| caption2 = Far Standing MK
| linkname =  
| linkname =  
| data  =  
| data  =  
Line 152: Line 174:
   | version    = Close/Far
   | version    = Close/Far
   | subtitle    =  
   | subtitle    =  
   | Guard      =  
   | Guard      = Mid
   | Startup    =  
   | Startup    = 7
   | Active      =  
   | Active      = 3
   | Recovery    =  
   | Recovery    = 15
   | Hit Adv    =  
   | Hit Adv    = +1
   | Block Adv  =  
   | Block Adv  = -1
  | Property    = Cancellable
  | description = 
}}
{{AttackData-VHUNT
  | header      = no
  | version    = Far
  | subtitle    =
  | Guard      = Mid
  | Startup    = 8
  | Active      = 3
  | Recovery    = 18
  | Hit Adv    = +1
  | Block Adv  = -1
   | Property    =
   | Property    =
   | description =   
   | description =   
Line 168: Line 203:
| image    = VHUNT_Felicia_Close_Stand_HK.png
| image    = VHUNT_Felicia_Close_Stand_HK.png
| image2  = VHUNT_Felicia_Far_Standing_HK.png
| image2  = VHUNT_Felicia_Far_Standing_HK.png
| caption  = Close HK
| caption  = Close Standing HK
| caption2 = Far HK
| caption2 = Far Standing HK
| linkname =  
| linkname =  
| data  =  
| data  =  
Line 175: Line 210:
   | version    = Close
   | version    = Close
   | subtitle    =  
   | subtitle    =  
   | Guard      =  
   | Guard      = Mid
   | Startup    =  
   | Startup    = 8
   | Active      =  
   | Active      = 5
   | Recovery    =  
   | Recovery    = 11
   | Hit Adv    =  
   | Hit Adv    = +19
   | Block Adv  =  
   | Block Adv  = +5
   | Property    =  
   | Property    =  
   | description =   
   | description =   
Line 186: Line 221:
  {{AttackData-VHUNT
  {{AttackData-VHUNT
   | header      = no
   | header      = no
   | version    =  
   | version    = Far
   | subtitle    =  
   | subtitle    =  
   | Guard      =  
   | Guard      = Mid
   | Startup    =  
   | Startup    = 9
   | Active      =  
   | Active      = 3(4)3
   | Recovery    =  
   | Recovery    = 23
   | Hit Adv    =  
   | Hit Adv    = 0
   | Block Adv  =  
   | Block Adv  = -2
   | Property    = -
   | Property    =  
   | description =  
   | description =  
  }}
  }}
Line 212: Line 247:
   | version    =
   | version    =
   | subtitle    =  
   | subtitle    =  
   | Guard      =  
   | Guard      = Low
   | Startup    =  
   | Startup    = 6
   | Active      =  
   | Active      = 3
   | Recovery    =  
   | Recovery    = 6
   | Hit Adv    =  
   | Hit Adv    = +5
   | Block Adv  =  
   | Block Adv  = +3
   | Property    =  
   | Property    = Cancellable
   | description =  
   | description =  
  }}
  }}
Line 233: Line 268:
   | version    =  
   | version    =  
   | subtitle    =  
   | subtitle    =  
   | Guard      =  
   | Guard      = Mid
   | Startup    =  
   | Startup    = 7
   | Active      =  
   | Active      = 3(9)3
   | Recovery    =  
   | Recovery    = 8
   | Hit Adv    =  
   | Hit Adv    = +8
   | Block Adv  =  
   | Block Adv  = +6
   | Property    =  
   | Property    = Cancellable on first hit
   | description =  
   | description =  
  }}
  }}
Line 254: Line 289:
   | version    =  
   | version    =  
   | subtitle    =  
   | subtitle    =  
   | Guard      =
   | Guard      = Mid
   | Startup    =  
   | Startup    = 10
   | Active      =  
   | Active      = 6(2)2
   | Recovery    =  
   | Recovery    = 10
   | Hit Adv    =  
   | Hit Adv    = +15
   | Block Adv  =  
   | Block Adv  = +1
   | Property    =  
   | Property    =  
   | description =  
   | description =  
Line 275: Line 310:
   | version    =
   | version    =
   | subtitle    =  
   | subtitle    =  
   | Guard      =  
   | Guard      = Low
   | Startup    =  
   | Startup    = 6
   | Active      =  
   | Active      = 3
   | Recovery    =  
   | Recovery    = 6
   | Hit Adv    =  
   | Hit Adv    = +5
   | Block Adv  =  
   | Block Adv  = +3
   | Property    =  
   | Property    = Cancellable
   | description =  
   | description =  
  }}
  }}
Line 296: Line 331:
   | version    =
   | version    =
   | subtitle    =  
   | subtitle    =  
   | Guard      =  
   | Guard      = Mid
   | Startup    =  
   | Startup    = 7
   | Active      =  
   | Active      = 3
   | Recovery    =  
   | Recovery    = 15
   | Hit Adv    =  
   | Hit Adv    = +1
   | Block Adv  =  
   | Block Adv  = -1
   | Property    =  
   | Property    = Cancellable
   | description =  
   | description =  
  }}
  }}
Line 317: Line 352:
   | version    =
   | version    =
   | subtitle    =  
   | subtitle    =  
   | Guard      =  
   | Guard      = Low
   | Startup    =  
   | Startup    = 9
   | Active      =  
   | Active      = 3
   | Recovery    =  
   | Recovery    = 23
   | Hit Adv    =  
   | Hit Adv    = Knockdown
   | Block Adv  =  
   | Block Adv  = -2
   | Property    =  
   | Property    =  
   | description =  
   | description =  
Line 383: Line 418:
   | version    =
   | version    =
   | subtitle    =  
   | subtitle    =  
   | Guard      = High
   | Guard      =  
   | Startup    = 9
   | Startup    =  
   | Active      = 3
   | Active      =  
   | Recovery    = 11
   | Recovery    =  
   | Hit Adv    = -
   | Hit Adv    =
   | Block Adv  = -
   | Block Adv  =  
   | Property    = -
   | Property    =  
   | description =  
   | description =  
  }}
  }}
Line 404: Line 439:
   | version    =
   | version    =
   | subtitle    =  
   | subtitle    =  
   | Guard      = High
   | Guard      =  
   | Startup    = 6
   | Startup    =  
   | Active      =  
   | Active      =  
   | Recovery    = -
   | Recovery    = -
Line 425: Line 460:
   | version    =
   | version    =
   | subtitle    =  
   | subtitle    =  
   | Guard      = High
   | Guard      =  
   | Startup    = 7
   | Startup    =  
   | Active      = 12
   | Active      =  
   | Recovery    = 1
   | Recovery    =  
   | Hit Adv    = -
   | Hit Adv    = -
   | Block Adv  = -
   | Block Adv  = -
   | Property    = Cancellable
   | Property    =  
   | description =  
   | description =  
  }}
  }}
Line 446: Line 481:
   | version    =
   | version    =
   | subtitle    =  
   | subtitle    =  
   | Guard      = High
   | Guard      =  
   | Startup    = 8
   | Startup    =  
   | Active      = 7
   | Active      =  
   | Recovery    = 9
   | Recovery    =  
   | Hit Adv    = -
   | Hit Adv    =  
   | Block Adv  = -
   | Block Adv  =
   | Property    = -
   | Property    =  
   | description =  
   | description =  
  }}
  }}
Line 460: Line 495:
{{MoveData
{{MoveData
| name    = Ground Throw
| name    = Ground Throw
| input    = {{Motion|4}} or {{Motion|6}} +{{Icon-Capcom|mp}} or {{Icon-Capcom|hp}}
| input    = {{Motion|4}} or {{Motion|6}} +{{Icon-Capcom|mp}} or {{Icon-Capcom|hp}}<br>{{Motion|4}} or {{Motion|6}} +{{Icon-Capcom|mk}} or {{Icon-Capcom|hk}}
| subtitle =  
| subtitle =  
| image    = VHUNT_Felicia_Standing_Throw_Forward.png
| image    = VHUNT_Felicia_Standing_Throw_Forward.png
| image2  = VHUNT_Felicia_Standing_Throw_Backwards.png
| image2  = VHUNT_Felicia_Standing_Throw_Backwards.png
| caption  = Ground Throw
| caption  = MP/HP Grab
| caption2 = MK/HK Grab
| linkname =  
| linkname =  
| data  =  
| data  =  
Line 470: Line 506:
   | version    =
   | version    =
   | subtitle    =  
   | subtitle    =  
   | Guard      = Throw
   | Guard      =  
   | Startup    = 2
   | Startup    =  
   | Active      = 1 (2) 1 (1) 1
   | Active      =  
   | Recovery    = 43
   | Recovery    =  
   | Hit Adv    = Knockdown
   | Hit Adv    =  
   | Block Adv  = +11
   | Block Adv  =  
   | Property    = -
   | Property    =  
   | description =  
   | description =  
  }}
  }}
Line 491: Line 527:
   | version    =
   | version    =
   | subtitle    =  
   | subtitle    =  
   | Guard      = Throw
   | Guard      =  
   | Startup    = 1
   | Startup    =  
   | Active      = -
   | Active      =  
   | Recovery    = -
   | Recovery    =  
   | Hit Adv    = Knockdown
   | Hit Adv    =  
   | Block Adv  = -
   | Block Adv  =  
   | Property    = -
   | Property    =  
   | description =  
   | description =  
  }}
  }}
Line 505: Line 541:


{{MoveData
{{MoveData
| name    = Shell Kick
| name    = Rolling Buckler
| input    = (In Air)  {{Motion|2}}+{{Icon-Capcom|k}}
| input    = {{Motion|236}}+{{Icon-Capcom|P}}
| subtitle =  
| subtitle =  
| image    = VHUNT_Morrigan_Shell_Kick.png
| image    = VHUNT_Felicia_Rolling_Buckler.png
| image2  = VHUNT_Felicia_Rolling_Buckler_ES.png
| caption  =  
| caption  =  
| linkname =  
| linkname =  
Line 515: Line 552:
   | version    = L/M/H
   | version    = L/M/H
   | subtitle    =  
   | subtitle    =  
   | Guard      = High
   | Guard      =  
   | Startup    = 7
   | Startup    =  
   | Active      = 6・3・3
   | Active      =  
  | Recovery    =
  | Hit Adv    =
  | Block Adv  =
  | Property    =
  | description =
}}
  {{AttackData-VHUNT
  | version    = ES
  | subtitle    =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Hit Adv    =
  | Block Adv  =
  | Property    =
  | description = Felicia rolls across the screen for an attack. Button strength determines the distance it goes with LP going 3/4th of the screen and MP & HP both going full-screen. It is useful for punishing projectiles from afar since her hitbox shrinks and goes right under most of them and other high attacks. Good for combos outside of close range.
 
ES Rolling Buckler goes full-screen and does slightly more damage.
 
}}
}}
{{MoveData
| name    = Rolling Upper
| input    = (During Rolling Buckler) {{Icon-Capcom|P}}
| subtitle =
| image    = VHUNT_Felicia_Rolling_Upper.png
| image2  = VHUNT_Felicia_Rolling_Upper_ES.png
| caption  =
| linkname =
| data  =
  {{AttackData-VHUNT
  | version    = L/M/H
  | subtitle    =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Hit Adv    =
  | Block Adv  =
  | Property    =
  | description =
}}
{{AttackData-VHUNT
  | version    = ES
  | subtitle    =
  | Guard      =
  | Startup    =
  | Active      =
   | Recovery    =  
   | Recovery    =  
   | Hit Adv    =  
   | Hit Adv    =  
   | Block Adv  =  
   | Block Adv  =  
   | Property    =  
   | Property    =  
   | description = Its a good overhead and varies her lenght depends of the button, LK version is for the deep land and HK for overheads.
   | description = This is the follow-up to her Rolling Buckler that ends in an uppercut and knocks down. You cancel the Rolling Buckler anytime into Rolling Upper, even before Rolling Buckler hits.
 
ES Rolling Upper does more damage
  }}
  }}
}} <br>
}} <br>
{{MoveData
{{MoveData
| name    = Soul Fist
| name    = Rolling Scratch
| input    = {{Motion|236}}+{{Icon-Capcom|p}}
| input    = {{Motion|214}}+{{Icon-Capcom|P}}  
| subtitle =  
| subtitle =  
| image    = VHUNT_Morrigan_Soul_Fist.png
| image    = VHUNT_Felicia_Rolling_Scratch.png
| image2   = VHUNT_Morrigan_Soul_Fist_ES.png
| image2   = VHUNT_Felicia_Rolling_Scratch_ES.png
| caption  = Soul Fist
| caption  =  
| caption2 = ES Soul Fist
| linkname =  
| linkname =  
| data  =  
| data  =  
Line 538: Line 625:
   | version    = L/M/H
   | version    = L/M/H
   | subtitle    =  
   | subtitle    =  
   | Guard      = Mid
   | Guard      =  
   | Startup    = 18
   | Startup    =  
   | Active      =  
   | Active      =  
   | Recovery    = 53
   | Recovery    =  
   | Hit Adv    = -2
   | Hit Adv    =  
   | Block Adv  = -4
   | Block Adv  =  
   | Property    =  
   | Property    =  
   | description =  
   | description =  
  }}
  }}
{{AttackData-VHUNT
{{AttackData-VHUNT
  | version    = ES
  | subtitle    =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Hit Adv    =
  | Block Adv  =
  | Property    =
  | description = Felicia bounces across the screen for an attack. Button strength determines the distance traveled. LP bounces once and travels 1/3rd of the screen, MP bounces twice and travels 3/4th of the screen. HP bounces three times and travels full-screen. Rolling Scratch has the ability to hit on either the way up or on the way down. It can be used as a last minute anti-air but the priority ain't great and can still be air blocked. Knocks down jumping opponents. In addition, you can bounce over some low attacks.
 
ES Rolling Scratch goes full-screen for more damage.
}}
}}
{{MoveData
| name    = (Follow Up{{Icon-Capcom|P}})
| input    = (During Rolling Scratch) {{Icon-Capcom|P}}
| subtitle =
| image    = VHUNT_Felicia_Rolling_Scratch_Follow_Up.png
| image2  = VHUNT_Felicia_Rolling_Scratch_Follow_Up_ES.png
| caption  =
| linkname =
| data  =
  {{AttackData-VHUNT
  | version    = L/M/H
  | subtitle    =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Hit Adv    =
  | Block Adv  =
  | Property    =
  | description =
}}
{{AttackData-VHUNT
   | version    = ES
   | version    = ES
   | subtitle    =  
   | subtitle    =  
   | Guard      = Mid
   | Guard      =  
   | Startup    = 20
   | Startup    =  
   | Active      =  
   | Active      =  
   | Recovery    = 55
   | Recovery    =  
   | Hit Adv    = Knockdown
   | Hit Adv    =  
   | Block Adv  = +22
   | Block Adv  =  
   | Property    =  
   | Property    =  
   | description = She Throws a fireball with her fist, it have good recovery but isn't damaging, anyway its good for projectile battles.<br>ES Version had Strong properties and covers more space.
   | description =  
  }}
  }}
}}<br>
}} <br>
{{MoveData
{{MoveData
| name    = Air Soul Fist
| name    = Sand Splash
| input    = (In Air) {{Motion|8}}{{Motion|9}}{{Motion|6}}+{{Icon-Capcom|p}}
| input    = {{Motion|236}}+{{Icon-Capcom|k}}
| subtitle =  
| subtitle =  
| image    = VHUNT_Morrigan_Air_Soul_Fist.png
| image    = VHUNT_Felicia_Sand_Splash.png
| image2  = VHUNT_Morrigan_Air_Soul_Fist_ES.png
| image2  = VHUNT_Felicia_Sand_Splash_ES.png
| caption  = Air Soul Fist
| caption  = Sand Splash
| caption2 = Air ES Soul Fist
| caption2 = ES Sand Splash
| linkname =  
| linkname =  
| data  =  
| data  =  
Line 573: Line 696:
   | version    = L/M/H
   | version    = L/M/H
   | subtitle    =  
   | subtitle    =  
   | Guard      = High
   | Guard      =  
   | Startup    = 20/21/22
   | Startup    =  
   | Active      =  
   | Active      =  
   | Recovery    = Variable + 7
   | Recovery    =  
   | Hit Adv    =  
   | Hit Adv    =  
   | Block Adv  =  
   | Block Adv  =  
Line 585: Line 708:
   | version    = ES
   | version    = ES
   | subtitle    =  
   | subtitle    =  
   | Guard      = High
   | Guard      =  
   | Startup    = 19
   | Startup    =  
   | Active      =  
   | Active      =  
   | Recovery    = Variable + 7
   | Recovery    =  
   | Hit Adv    = Knockdown
   | Hit Adv    =
   | Block Adv  =  
   | Block Adv  =  
   | Property    =  
   | Property    =  
   | description = The diagonally aerial downward version of the projectile, its good for overhead pressure when you hover.<br>ES Version it covers more space.
   | description = Sand Splash is a complete lack luster Guard Reversal - it is rather slow and does not knock down. If you're going to Guard Reversal use it with LP since it has the least start-up. This move best serves as a poke from far away and to negate fireballs. In addition, this move has the ability to both negate the fireball and push on to punish the opponent, including ES projectiles. Another interesting trait is that it cannot be airblocked. Button strength determines the range, but the range difference is subtle. Knocks down jumping opponents.
 
ES Sand Splash does more damage and has slightly more range.  
* This move also acts as Felicias GC
 
  }}
  }}
}}<br>
}}<br>
{{MoveData
{{MoveData
| name    = Shadow Blade
| name    = Delta Kick
| input    = {{Motion|623}}+{{Icon-Capcom|p}}
| input    = {{Motion|421}}+{{Icon-Capcom|k}}
| subtitle =  
| subtitle =  
| image    = VHUNT_Morrigan_Shadow_Blade.png
| image    = VHUNT_Felicia_Delta_Kick.png
| image2  = VHUNT_Morrigan_Shadow_Blade_ES.png
| image2  = VHUNT_Felicia_Delta_Kick_ES.png
| caption  =  Shadow Blade
| caption  =  Delta Kick
| caption2 =  ES Shadow Blade
| caption2 =  ES Delta Kick
| linkname =  
| linkname =  
| data  =  
| data  =  
Line 608: Line 735:
   | version    = L/M/H
   | version    = L/M/H
   | subtitle    =  
   | subtitle    =  
   | Guard      = Mid
   | Guard      =  
   | Startup    = 5
   | Startup    =  
   | Active      = 18/23/28
   | Active      =  
   | Recovery    = 17+4/15+4/24+7
   | Recovery    =  
   | Hit Adv    = Knockdown
   | Hit Adv    =  
   | Block Adv  = -18/-21/-35
   | Block Adv  =  
   | Property    =  
   | Property    =  
   | description =  
   | description =  
Line 620: Line 747:
   | version    = ES
   | version    = ES
   | subtitle    =  
   | subtitle    =  
   | Guard      = Mid
   | Guard      =  
   | Startup    = 5
   | Startup    =  
   | Active      = 3・3・3・3・5・5・9
   | Active      =  
   | Recovery    = 27+4
   | Recovery    =  
   | Hit Adv    = Knockdown
   | Hit Adv    =  
   | Block Adv  =  
   | Block Adv  =  
   | Property    =  
   | Property    =  
   | description = Morrigan use her bat wing to make a jumping uppercut. One of the best anti airs in the game and your 2-in-1 low special, it doesn't make big damage but it has good recovery.<br>ES Version does more damage and has better range.
   | description = Felicia leaps up her leg up for a hit on the way up and comes back down with a dive-kick for a knockdown. This move has no use in combos, since the second phase of the attack can be blocked. It's best use is for anti-air and basic reversals. Button strength determines range with LK going 1/3rd of the screen, MK going half of the screen & then HK going 3/4th of the screen.
 
ES Delta Kick is much more useful in the case of anti-airs and as a reversal in that it has a bunch of invincibility and is safer on block. It travels the same distance as the HK version but does not knock down. You can use this for combos since the second phase can connect for an on-going combo but that depends if you're OK with a combo that does not knock down.
  }}
  }}
}}<br>
}}<br>
{{MoveData
{{MoveData
| name    = Hell Cat
| name    = Hell Cat
| input    = Close {{Motion|63214}} +{{Icon-Capcom|mp}} or {{Icon-Capcom|hp}}
| input    = Close {{Motion|63214}} +{{Icon-Capcom|mk}} or {{Icon-Capcom|hk}}
| subtitle =  
| subtitle =  
| image    = VHUNT_Felicia_Command_Throw.png
| image    = VHUNT_Felicia_Command_Throw.png
Line 662: Line 791:
   | Block Adv  =
   | Block Adv  =
   | Property    =  
   | Property    =  
   | description =  
   | description = Felicia's untechable command grab that does slightly more damage than her regular throw, but doesn't throw as far.
 
ES Hell Cat does more damage.
 
  }}
  }}
   }}<br>
   }}<br>
Line 703: Line 835:
== EX Moves ==
== EX Moves ==
{{MoveData
{{MoveData
| name    = Valkyrie Turn
| name    = Dancing Flash
| input    =  {{Motion|63214}}+{{Icon-Capcom|k}}(Press Again){{Icon-Capcom|k}}
| input    =  {{Motion|623}}+{{Icon-Capcom|p}}{{Icon-Capcom|p}}
| subtitle =  
| subtitle =  
| image    = VHUNT_Morrigan_Valkyrie_Turn_1.png
| image    = VHUNT_Felicia_Dancing_Flash1.png
| image2  = VHUNT_Morrigan_Valkyrie_Turn_2.png  
| image2  = VHUNT_Felicia_Dancing_Flash2.png
| image3  = VHUNT_Felicia_Dancing_Flash3.png
| caption  =  
| caption  =  
| linkname =  
| linkname =  
Line 714: Line 847:
   | version    =  
   | version    =  
   | subtitle    =  
   | subtitle    =  
   | Guard      = Mid
   | Guard      =  
   | Startup    =  
   | Startup    =  
   | Active      =  
   | Active      =  
Line 721: Line 854:
   | Block Adv  =  
   | Block Adv  =  
   | Property    =  
   | Property    =  
   | description = She travels to the screen and then comes back and you can make a Shell Kick that makes multiple hits, its a good option for corner escape, the attitude depends of the strenght of the button, you can combo a crouching chain after.
   | description = Dancing Flash is very similar to her ES Rolling Buckler>ES Rolling Upper. It goes full-screen and roll underneath fireballs. However Dancing Flash has more start-up and cannot be comboed. On the plus side it does have some invincibility on start-up, an all around larger hit box and does slightly more damage. Just like the Rolling Buckler it cannot be airblocked, but unlike Rolling Buckler once the initial hit connects, the rest of the super will hit irregardless against a jumping opponent. In the end, this move is best used for punishing fireballs or as a last minute anti-air.
  }}
  }}
}} <br>
}} <br>
{{MoveData
{{MoveData
| name    = Darkness Illusion
| name    = Please Help Me!!
| input    =  {{Icon-Capcom|lp}}, {{Icon-Capcom|lp}}, {{Motion|6}}, {{Icon-Capcom|lk}}, {{Icon-Capcom|hp}}
| input    =  {{Motion|41236}}+{{Icon-Capcom|k}}{{Icon-Capcom|k}}
| subtitle =  
| subtitle =  
| image    = VHUNT_Morrigan_Darkness_Illusion_1.png
| image    = VHUNT_Felicia_Please_Help_Me1.png
| image2  = VHUNT_Morrigan_Darkness_Illusion_2.png
| image2  = VHUNT_Felicia_Please_Help_Me2.png
| image3  = VHUNT_Morrigan_Darkness_Illusion_3.png
| image3  = VHUNT_Felicia_Please_Help_Me3.png
| caption  =
| linkname =
| data  =
  {{AttackData-VHUNT
  | version    =
  | subtitle    =
  | Guard      =
  | Startup    = 4
  | Active      = 20
  | Recovery    = 0
  | Hit Adv    = Knockdown
  | Block Adv  = -24
  | Property    =
  | description = Her best Super and the comboable one, timing is strict and fast and the speed is slow, but is one of the most damageful and funny ones of the game because she makes a temporal clone of herself and makes a Ryuko Ranbu esque combo. Strike invincible on frame one.
}}
}} <br>
{{MoveData
| name    = Astral Vision
| input    =  {{Icon-Capcom|lp}}, {{Icon-Capcom|lp}}, {{Motion|6}}, {{Icon-Capcom|mp}}, {{Icon-Capcom|hk}}
| subtitle =
| image    = VHUNT_Morrigan_Astral_Vision_1.png
| image2  = VHUNT_Morrigan_Astral_Vision_2.png
| image3  = VHUNT_Morrigan_Astral_Vision_3.png
| caption  =  
| caption  =  
| linkname =  
| linkname =  
Line 767: Line 877:
   | Block Adv  =  
   | Block Adv  =  
   | Property    =  
   | Property    =  
   | description = Morrigan creates a holographic clone of herself, it had a decent startup and suitable to release it after a knockdown, you can combo it with Darkness Illusion.
   | description = Please Help Me is a bit of a gimmick. It has slightly less start up than Dancing Flash but it can be airblocked and results in slightly less damage. You can use it to punish fireballs from afar but it has to be done early, otherwise you will the fireball will hit you as the initial kitty helper connects, but the rest of the super does not come out. If you're certain it will hit a projectile thrower from afar but you don't want to re-establish point-blank range, then you may want to consider this super over Dancing Flash. Plus, if it's blocked from max range you are relatively safe.
 
  }}
  }}
}} <br>
}} <br>
Line 797: Line 908:
Jumping HP/HK - These moves are pratically interchangeable in that they do good damage, have a large hit box and ridiculous priority.
Jumping HP/HK - These moves are pratically interchangeable in that they do good damage, have a large hit box and ridiculous priority.


== Special Moves ==
'''Rolling Buckler:''' QCF + P [ES]
Felicia rolls across the screen for an attack. Button strength determines the distance it goes with LP going 3/4th of the screen and MP & HP both going full-screen. It is useful for punishing projectiles from afar since her hitbox shrinks and goes right under most of them and other high attacks. Good for combos outside of close range.
ES Rolling Buckler goes full-screen and does slightly more damage.
----
'''>Rolling Upper:''' During Rolling Upper, press P [ES]
This is the follow-up to her Rolling Buckler that ends in an uppercut and knocks down. You cancel the Rolling Buckler anytime into Rolling Upper, even before Rolling Buckler hits.
ES Rolling Upper does more damage
----
'''Delta Kick:''' B, D, DB + K [ES]
Felicia leaps up her leg up for a hit on the way up and comes back down with a dive-kick for a knockdown. This move has no use in combos, since the second phase of the attack can be blocked. It's best use is for anti-air and basic reversals. Button strength determines range with LK going 1/3rd of the screen, MK going half of the screen & then HK going 3/4th of the screen.
ES Delta Kick is much more useful in the case of anti-airs and as a reversal in that it has a bunch of invincibility and is safer on block. It travels the same distance as the HK version but does not knock down. You can use this for combos since the second phase can connect for an on-going combo but that depends if you're OK with a combo that does not knock down.
----
'''Sand Splash:''' QCF + K (Guard Reversal) [ES]
Sand Splash is a complete lack luster Guard Reversal - it is rather slow and does not knock down. If you're going to Guard Reversal use it with LP since it has the least start-up. This move best serves as a poke from far away and to negate fireballs. In addition, this move has the ability to both negate the fireball and push on to punish the opponent, including ES projectiles. Another interesting trait is that it cannot be airblocked. Button strength determines the range, but the range difference is subtle. Knocks down jumping opponents.
ES Sand Splash does more damage and has slightly more range.
----
'''Rolling Scratch:''' QCB + P [ES]
Felicia bounces across the screen for an attack. Button strength determines the distance traveled. LP bounces once and travels 1/3rd of the screen, MP bounces twice and travels 3/4th of the screen. HP bounces three times and travels full-screen. Rolling Scratch has the ability to hit on either the way up or on the way down. It can be used as a last minute anti-air but the priority ain't great and can still be air blocked. Knocks down jumping opponents. In addition, you can bounce over some low attacks.
ES Rolling Scratch goes full-screen for more damage.
----
'''>Scratch Attack:''' During Rolling Scratch, press P [ES]
Scratch Attack is the follow-up to Rolling Scratch where Felicia comes down for a knock down attack. Scratch Attack gets the most damage out of your Rolling Scratch. With the follow-up included this should be used for combos instead of Rolling Buckler>Rolling Upper. 1)Rolling Scratch>Scratch Attack does slightly more damage and 2) you can follow up with a pursuit.
ES Scratch Attack does more damage.
----
'''Hell Cat:''' Close, HCB + MK or HK [ES]
Felicia's untechable command grab that does slightly more damage than her regular throw, but doesn't throw as far as her MK/HK throw.
ES Hell Cat does more damage.
----
== Super Moves ==
'''Dancing Flash:''' F, D, DF + 2P
Dancing Flash is very similar to her ES Rolling Buckler>ES Rolling Upper. It goes full-screen and roll underneath fireballs. However Dancing Flash has more start-up and cannot be comboed. On the plus side it does have some invincibility on start-up, an all around larger hit box and does slightly more damage. Just like the Rolling Buckler it cannot be airblocked, but unlike Rolling Buckler once the initial hit connects, the rest of the super will hit irregardless against a jumping opponent. In the end, this move is best used for punishing fireballs or as a last minute anti-air.
----
'''Please Help Me!:''' HCF + 2K
Please Help Me is a bit of a gimmick. It has slightly less start up than Dancing Flash but it can be airblocked and results in slightly less damage. You can use it to punish fireballs from afar but it has to be done early, otherwise you will the fireball will hit you as the initial kitty helper connects, but the rest of the super does not come out. If you're certain it will hit a projectile thrower from afar but you don't want to re-establish point-blank range, then you may want to consider this super over Dancing Flash. Plus, if it's blocked from max range you are relatively safe.
----
= The Basics =
Your objective as Felicia will be to stay close to your opponent and use your Crouching LK mixups, your Special Moves are more like approaching tools and your Super Move will be your best combo ender.


=Combos=
=Combos=
Line 887: Line 923:
*When Felicia is in the corner, Standing close MK, Please Help Me! - 35 hits, 35% (this is a very situational combo in that both you and your opponent's sprites must be overlapping. In addition, this combo does not work on Demitri, Morrigan and Anakaris)
*When Felicia is in the corner, Standing close MK, Please Help Me! - 35 hits, 35% (this is a very situational combo in that both you and your opponent's sprites must be overlapping. In addition, this combo does not work on Demitri, Morrigan and Anakaris)


= Advanced Strategy =
= Frame Data =
<table class="data">
    <TR>
      <TD colspan="11" class="color1-center attack-name">Normals</TD>
    </TR>
    <TR>
      <TD class="color1-center attack-header1"></TD>
      <TD class="color1-center attack-header2">Strenght</TD>
      <TD class="color1-center attack-header3">Startup</TD>
      <TD class="color1-center attack-header4">Active</TD>
      <TD class="color1-center attack-header5">Recovery</TD>
      <TD class="color1-center attack-header6">Hit</TD>
      <TD class="color1-center attack-header7">Guard</TD>
      <TD class="color1-center attack-header8">Gauge Increase<br>
      ((miss/hit/equivalent))</TD>
      <TD class="color1-center attack-header9">Guard Height</TD>
      <TD class="color1-center attack-header10">Cancel</TD>
      <TD class="color1-center attack-header11">Notes</TD>
    </TR>
    <TR>
      <TD rowspan="6" class="color1-center attack-header1">近<br>
      立<br>
      ち</TD>
      <TD class="color1-center">LP</TD>
      <TD class="color2-center">6</TD>
      <TD class="color2-center">3</TD>
      <TD class="color2-center">6</TD>
      <TD class="color2-center">+8</TD>
      <TD class="color2-center">+6</TD>
      <TD class="color2-center">//</TD>
      <TD class="color2-center">LM</TD>
      <TD class="color2-center">○/連打可</TD>
      <TD class="color2-center"></TD>
    </TR>
    <TR>
      <TD class="color1-center">MP</TD>
      <TD class="color3-center">8</TD>
      <TD class="color3-center">3</TD>
      <TD class="color3-center">14</TD>
      <TD class="color3-center">+2</TD>
      <TD class="color3-center">0</TD>
      <TD class="color3-center">//</TD>
      <TD class="color3-center">LM</TD>
      <TD class="color3-center">○</TD>
      <TD class="color3-center"></TD>
    </TR>
    <TR>
      <TD class="color1-center">HP</TD>
      <TD class="color2-center">10</TD>
      <TD class="color2-center">3・5</TD>
      <TD class="color2-center">23</TD>
      <TD class="color2-center">-5</TD>
      <TD class="color2-center">-7</TD>
      <TD class="color2-center">//</TD>
      <TD class="color2-center">LM</TD>
      <TD class="color2-center">×</TD>
      <TD class="color2-center"></TD>
    </TR>
    <TR>
      <TD class="color1-center">LK</TD>
      <TD class="color3-center">6</TD>
      <TD class="color3-center">3</TD>
      <TD class="color3-center">7</TD>
      <TD class="color3-center">+4</TD>
      <TD class="color3-center">+2</TD>
      <TD class="color3-center">//</TD>
      <TD class="color3-center">L</TD>
      <TD class="color3-center">○/連打可</TD>
      <TD class="color3-center"></TD>
    </TR>
    <TR>
      <TD class="color1-center">MK</TD>
      <TD class="color2-center">7</TD>
      <TD class="color2-center">3</TD>
      <TD class="color2-center">15</TD>
      <TD class="color2-center">+1</TD>
      <TD class="color2-center">-1</TD>
      <TD class="color2-center">//</TD>
      <TD class="color2-center">LM</TD>
      <TD class="color2-center">○</TD>
      <TD class="color2-center"></TD>
    </TR>
    <TR>
      <TD class="color1-center">HK</TD>
      <TD class="color3-center">8</TD>
      <TD class="color3-center">5</TD>
      <TD class="color3-center">11</TD>
      <TD class="color3-center">+19</TD>
      <TD class="color3-center">+5</TD>
      <TD class="color3-center">//</TD>
      <TD class="color3-center">LM</TD>
      <TD class="color3-center">×</TD>
      <TD class="color3-center">ヒット時吹き飛び</TD>
    </TR>
    <TR>
      <TD rowspan="6" class="color1-center attack-header1">遠<br>
      立<br>
      ち</TD>
      <TD class="color1-center">LP</TD>
      <TD class="color2-center">6</TD>
      <TD class="color2-center">3</TD>
      <TD class="color2-center">7</TD>
      <TD class="color2-center">+7</TD>
      <TD class="color2-center">+5</TD>
      <TD class="color2-center">//</TD>
      <TD class="color2-center">LM</TD>
      <TD class="color2-center">○/連打可</TD>
      <TD class="color2-center"></TD>
    </TR>
    <TR>
      <TD class="color1-center">MP</TD>
      <TD class="color3-center">7</TD>
      <TD class="color3-center">3</TD>
      <TD class="color3-center">17</TD>
      <TD class="color3-center">-1</TD>
      <TD class="color3-center">-3</TD>
      <TD class="color3-center">//</TD>
      <TD class="color3-center">LM</TD>
      <TD class="color3-center">○</TD>
      <TD class="color3-center"></TD>
    </TR>
    <TR>
      <TD class="color1-center">HP</TD>
      <TD class="color2-center">8</TD>
      <TD class="color2-center">2(4)3・2</TD>
      <TD class="color2-center">21</TD>
      <TD class="color2-center">+2</TD>
      <TD class="color2-center">0</TD>
      <TD class="color2-center">//</TD>
      <TD class="color2-center">LM</TD>
      <TD class="color2-center">○+×+×</TD>
      <TD class="color2-center"></TD>
    </TR>
    <TR>
      <TD class="color1-center">LK</TD>
      <TD class="color3-center">6</TD>
      <TD class="color3-center">4</TD>
      <TD class="color3-center">6</TD>
      <TD class="color3-center">+4</TD>
      <TD class="color3-center">+2</TD>
      <TD class="color3-center">//</TD>
      <TD class="color3-center">LM</TD>
      <TD class="color3-center">○/連打可</TD>
      <TD class="color3-center"></TD>
    </TR>
    <TR>
      <TD class="color1-center">MK</TD>
      <TD class="color2-center">8</TD>
      <TD class="color2-center">3</TD>
      <TD class="color2-center">18</TD>
      <TD class="color2-center">+1</TD>
      <TD class="color2-center">-1</TD>
      <TD class="color2-center">//</TD>
      <TD class="color2-center">LM</TD>
      <TD class="color2-center">×</TD>
      <TD class="color2-center"></TD>
    </TR>
    <TR>
      <TD class="color1-center">HK</TD>
      <TD class="color3-center">9</TD>
      <TD class="color3-center">3(4)3</TD>
      <TD class="color3-center">23</TD>
      <TD class="color3-center">0</TD>
      <TD class="color3-center">-2</TD>
      <TD class="color3-center">//</TD>
      <TD class="color3-center">LM</TD>
      <TD class="color3-center">×</TD>
      <TD class="color3-center"></TD>
    </TR>
    <TR>
      <TD rowspan="6" class="color1-center attack-header1">Crouching</TD>
      <TD class="color1-center">LP</TD>
      <TD class="color2-center">6</TD>
      <TD class="color2-center">3</TD>
      <TD class="color2-center">6</TD>
      <TD class="color2-center">+5</TD>
      <TD class="color2-center">+3</TD>
      <TD class="color2-center">//</TD>
      <TD class="color2-center">L</TD>
      <TD class="color2-center">○/連打可</TD>
      <TD class="color2-center"></TD>
    </TR>
    <TR>
      <TD class="color1-center">MP</TD>
      <TD class="color3-center">7</TD>
      <TD class="color3-center">3(9)3</TD>
      <TD class="color3-center">8</TD>
      <TD class="color3-center">+8</TD>
      <TD class="color3-center">+6</TD>
      <TD class="color3-center">//</TD>
      <TD class="color3-center">LM</TD>
      <TD class="color3-center">○+×</TD>
      <TD class="color3-center"></TD>
    </TR>
    <TR>
      <TD class="color1-center">HP</TD>
      <TD class="color2-center">10</TD>
      <TD class="color2-center">6(2)2</TD>
      <TD class="color2-center">10</TD>
      <TD class="color2-center">+15</TD>
      <TD class="color2-center">+1</TD>
      <TD class="color2-center">//</TD>
      <TD class="color2-center">LM</TD>
      <TD class="color2-center">×</TD>
      <TD class="color2-center">ヒット時吹き飛び</TD>
    </TR>
    <TR>
      <TD class="color1-center">LK</TD>
      <TD class="color3-center">6</TD>
      <TD class="color3-center">3</TD>
      <TD class="color3-center">6</TD>
      <TD class="color3-center">+5</TD>
      <TD class="color3-center">+3</TD>
      <TD class="color3-center">//</TD>
      <TD class="color3-center">L</TD>
      <TD class="color3-center">○/連打可</TD>
      <TD class="color3-center"></TD>
    </TR>
    <TR>
      <TD class="color1-center">MK</TD>
      <TD class="color2-center">7</TD>
      <TD class="color2-center">3</TD>
      <TD class="color2-center">15</TD>
      <TD class="color2-center">+1</TD>
      <TD class="color2-center">-1</TD>
      <TD class="color2-center">//</TD>
      <TD class="color2-center">LM</TD>
      <TD class="color2-center">○</TD>
      <TD class="color2-center"></TD>
    </TR>
    <TR>
      <TD class="color1-center">HK</TD>
      <TD class="color3-center">9</TD>
      <TD class="color3-center">3</TD>
      <TD class="color3-center">23</TD>
      <TD class="color3-center">Fall</TD>
      <TD class="color3-center">-2</TD>
      <TD class="color3-center">//</TD>
      <TD class="color3-center">L</TD>
      <TD class="color3-center">×</TD>
      <TD class="color3-center"></TD>
    </TR>
    <TR>
      <TD colspan="11" class="color3-left"> </TD>
    </TR>
</table>
<br>
<br>
<br>
<br>
<br>
<br>
<table class="data">
    <TR>
      <TD colspan="11" class="color1-center attack-name">Jumping Normals</TD>
    </TR>
    <TR>
      <TD class="color1-center attack-header1"></TD>
      <TD class="color1-center attack-header2">Strenght</TD>
      <TD class="color1-center attack-header3">Startup</TD>
      <TD class="color1-center attack-header4">Active</TD>
      <TD class="color1-center attack-header5">Recovery</TD>
      <TD class="color1-center attack-header6">Hit</TD>
      <TD class="color1-center attack-header7">Guard</TD>
      <TD class="color1-center attack-header8">Gauge Increase<br>
      ((miss/hit/equivalent))</TD>
      <TD class="color1-center attack-header9">Guard Height</TD>
      <TD class="color1-center attack-header10">Cancel</TD>
      <TD class="color1-center attack-header11">Notes</TD>
    </TR>
    <TR>
      <TD rowspan="6" class="color1-center attack-header1">垂<br>
      直<br>
      /<br>
      斜<br>
      め</TD>
      <TD class="color1-center">LP</TD>
      <TD class="color2-center">6</TD>
      <TD class="color2-center">着地まで</TD>
      <TD class="color2-center">-</TD>
      <TD class="color2-center">-</TD>
      <TD class="color2-center">-</TD>
      <TD class="color2-center">//</TD>
      <TD class="color2-center">HM</TD>
      <TD class="color2-center">×</TD>
      <TD class="color2-center">Cancel after Startup</TD>
    </TR>
    <TR>
      <TD class="color1-center">MP</TD>
      <TD class="color3-center">7</TD>
      <TD class="color3-center">4(2)4</TD>
      <TD class="color3-center">4</TD>
      <TD class="color3-center">-</TD>
      <TD class="color3-center">-</TD>
      <TD class="color3-center">//</TD>
      <TD class="color3-center">HM</TD>
      <TD class="color3-center">×</TD>
      <TD class="color3-center"></TD>
    </TR>
    <TR>
      <TD class="color1-center">HP</TD>
      <TD class="color2-center">9</TD>
      <TD class="color2-center">6</TD>
      <TD class="color2-center">5</TD>
      <TD class="color2-center">-</TD>
      <TD class="color2-center">-</TD>
      <TD class="color2-center">//</TD>
      <TD class="color2-center">HM</TD>
      <TD class="color2-center">×</TD>
      <TD class="color2-center"></TD>
    </TR>
    <TR>
      <TD class="color1-center">LK</TD>
      <TD class="color3-center">6</TD>
      <TD class="color3-center">着地まで</TD>
      <TD class="color3-center">-</TD>
      <TD class="color3-center">-</TD>
      <TD class="color3-center">-</TD>
      <TD class="color3-center">//</TD>
      <TD class="color3-center">HM</TD>
      <TD class="color3-center">×</TD>
      <TD class="color3-center">Cancel after Startup</TD>
    </TR>
    <TR>
      <TD class="color1-center">MK</TD>
      <TD class="color2-center">7</TD>
      <TD class="color2-center">11</TD>
      <TD class="color2-center">5</TD>
      <TD class="color2-center">-</TD>
      <TD class="color2-center">-</TD>
      <TD class="color2-center">//</TD>
      <TD class="color2-center">HM</TD>
      <TD class="color2-center">×</TD>
      <TD class="color2-center"></TD>
    </TR>
    <TR>
      <TD class="color1-center">HK</TD>
      <TD class="color3-center">8</TD>
      <TD class="color3-center">6</TD>
      <TD class="color3-center">10</TD>
      <TD class="color3-center">-</TD>
      <TD class="color3-center">-</TD>
      <TD class="color3-center">//</TD>
      <TD class="color3-center">HM</TD>
      <TD class="color3-center">×</TD>
      <TD class="color3-center"></TD>
    </TR>
    <TR>
      <TD colspan="11" class="color3-left"> </TD>
    </TR>
</table>
<br>
<br>
<br>
<br>
<br>
<br>
<table class="data">
    <TR>
      <TD colspan="10" class="color1-center attack-name">Specials</TD>
    </TR>
    <TR>
      <TD rowspan="5" class="color1-center sp-header1"><B>ローリング<br>
      バックラー</B><br>
      <br>
      [[File:Qcf.gif]] + P</TD>
      <TD class="color1-center sp-header2">Strenght</TD>
      <TD class="color1-center sp-header3">Startup</TD>
      <TD class="color1-center sp-header4">Active</TD>
      <TD class="color1-center sp-header5">Recovery</TD>
      <TD class="color1-center sp-header6">Hit</TD>
      <TD class="color1-center sp-header7">Guard</TD>
      <TD class="color1-center sp-header8">Gauge Increase<br>
      ((miss/hit/equivalent))</TD>
      <TD class="color1-center sp-header9">Guard Height</TD>
      <TD class="color1-center sp-header10">Notes</TD>
    </TR>
    <TR>
      <TD class="color1-center">弱</TD>
      <TD class="color2-center">7</TD>
      <TD class="color2-center">30</TD>
      <TD class="color2-center">13</TD>
      <TD class="color2-center">-17</TD>
      <TD class="color2-center">-19</TD>
      <TD class="color2-center">//</TD>
      <TD class="color2-center">LM</TD>
      <TD rowspan="4" class="color2-left">空中ヒット時KD<br>
      着地のスキ<br>
      弱:13 中:15 強:17</TD>
    </TR>
    <TR>
      <TD class="color1-center">中</TD>
      <TD class="color3-center">8</TD>
      <TD class="color3-center">30</TD>
      <TD class="color3-center">15</TD>
      <TD class="color3-center">-19</TD>
      <TD class="color3-center">-21</TD>
      <TD class="color3-center">//</TD>
      <TD class="color3-center">LM</TD>
    </TR>
    <TR>
      <TD class="color1-center">強</TD>
      <TD class="color2-center">9</TD>
      <TD class="color2-center">30</TD>
      <TD class="color2-center">17</TD>
      <TD class="color2-center">-21</TD>
      <TD class="color2-center">-23</TD>
      <TD class="color2-center">//</TD>
      <TD class="color2-center">LM</TD>
    </TR>
    <TR>
      <TD class="color1-center">ES</TD>
      <TD class="color3-center">9</TD>
      <TD class="color3-center">30</TD>
      <TD class="color3-center">17</TD>
      <TD class="color3-center">-24</TD>
      <TD class="color3-center">-26</TD>
      <TD class="color3-center">0/ 0/ 0</TD>
      <TD class="color3-center">LM</TD>
    </TR>
    <TR>
      <TD rowspan="5" class="color1-center sp-header1"><B>ローリング<br>
      バックラー<br>
      (追加入力)</B><br>
      <br>
      突進中にP</TD>
      <TD class="color1-center sp-header2">Strenght</TD>
      <TD class="color1-center sp-header3">Startup</TD>
      <TD class="color1-center sp-header4">Active</TD>
      <TD class="color1-center sp-header5">Recovery</TD>
      <TD class="color1-center sp-header6">Hit</TD>
      <TD class="color1-center sp-header7">Guard</TD>
      <TD class="color1-center sp-header8">Gauge Increase<br>
      ((miss/hit/equivalent))</TD>
      <TD class="color1-center sp-header9">Guard Height</TD>
      <TD class="color1-center sp-header10">Notes</TD>
    </TR>
    <TR>
      <TD class="color1-center">弱</TD>
      <TD class="color2-center">4</TD>
      <TD class="color2-center">6・4</TD>
      <TD class="color2-center">12+着地13</TD>
      <TD class="color2-center">KD</TD>
      <TD class="color2-center">-14</TD>
      <TD class="color2-center">//</TD>
      <TD class="color2-center">HML</TD>
      <TD rowspan="4" class="color2-left">出際のガード:LM<br>
      値は1段目ガード時</TD>
    </TR>
    <TR>
      <TD class="color1-center">中</TD>
      <TD class="color3-center">4</TD>
      <TD class="color3-center">6・9</TD>
      <TD class="color3-center">15+着地15</TD>
      <TD class="color3-center">KD</TD>
      <TD class="color3-center">-24</TD>
      <TD class="color3-center">//</TD>
      <TD class="color3-center">HML</TD>
    </TR>
    <TR>
      <TD class="color1-center">強</TD>
      <TD class="color2-center">4</TD>
      <TD class="color2-center">6・13</TD>
      <TD class="color2-center">19+着地17</TD>
      <TD class="color2-center">KD</TD>
      <TD class="color2-center">-34</TD>
      <TD class="color2-center">//</TD>
      <TD class="color2-center">HML</TD>
    </TR>
    <TR>
      <TD class="color1-center">ES</TD>
      <TD class="color3-center">4</TD>
      <TD class="color3-center">3・3・16</TD>
      <TD class="color3-center">24+着地17</TD>
      <TD class="color3-center">KD</TD>
      <TD class="color3-center">-42</TD>
      <TD class="color3-center">0/ 0/ 0</TD>
      <TD class="color3-center">HML</TD>
    </TR>
    <TR>
      <TD rowspan="5" class="color1-center sp-header1"><B>ローリング<br>
      スクラッチ</B><br>
      <br>
      [[File:Qcb.gif]] + P<br>
      (P連打で変化)</TD>
      <TD class="color1-center sp-header2">Strenght</TD>
      <TD class="color1-center sp-header3">Startup</TD>
      <TD class="color1-center sp-header4">Active</TD>
      <TD class="color1-center sp-header5">Recovery</TD>
      <TD class="color1-center sp-header6">Hit</TD>
      <TD class="color1-center sp-header7">Guard</TD>
      <TD class="color1-center sp-header8">Gauge Increase<br>
      ((miss/hit/equivalent))</TD>
      <TD class="color1-center sp-header9">Guard Height</TD>
      <TD class="color1-center sp-header10">Notes</TD>
    </TR>
    <TR>
      <TD class="color1-center">弱</TD>
      <TD class="color2-center">5</TD>
      <TD class="color2-center">23</TD>
      <TD class="color2-center">着地8</TD>
      <TD class="color2-center"></TD>
      <TD class="color2-center"></TD>
      <TD class="color2-center">//</TD>
      <TD class="color2-center">HML</TD>
      <TD rowspan="4" class="color2-left">空中ヒット時KD<br>
      跳ね返り時の着地Recovery<br>
      弱:13 中:15<br>
      強:17 ES:17</TD>
    </TR>
    <TR>
      <TD class="color1-center">中</TD>
      <TD class="color3-center">6</TD>
      <TD class="color3-center">23(3)23</TD>
      <TD class="color3-center">着地8</TD>
      <TD class="color3-center"></TD>
      <TD class="color3-center"></TD>
      <TD class="color3-center">//</TD>
      <TD class="color3-center">HML</TD>
    </TR>
    <TR>
      <TD class="color1-center">強</TD>
      <TD class="color2-center">7</TD>
      <TD class="color2-center">23(3)23(3)23</TD>
      <TD class="color2-center">着地8</TD>
      <TD class="color2-center"></TD>
      <TD class="color2-center"></TD>
      <TD class="color2-center">//</TD>
      <TD class="color2-center">HML</TD>
    </TR>
    <TR>
      <TD class="color1-center">ES</TD>
      <TD class="color3-center">7</TD>
      <TD class="color3-center">23(3)23(3)23</TD>
      <TD class="color3-center">着地8</TD>
      <TD class="color3-center"></TD>
      <TD class="color3-center"></TD>
      <TD class="color3-center">0/ 0/ 0</TD>
      <TD class="color3-center">HML</TD>
    </TR>
    <TR>
      <TD rowspan="5" class="color1-center sp-header1"><B>サンド<br>
      スプラッシュ</B><br>
      (GC技)<br>
      <br>
      [[File:Qcf.gif]] + K</TD>
      <TD class="color1-center sp-header2">Strenght</TD>
      <TD class="color1-center sp-header3">Startup</TD>
      <TD class="color1-center sp-header4">Active</TD>
      <TD class="color1-center sp-header5">Recovery</TD>
      <TD class="color1-center sp-header6">Hit</TD>
      <TD class="color1-center sp-header7">Guard</TD>
      <TD class="color1-center sp-header8">Gauge Increase<br>
      ((miss/hit/equivalent))</TD>
      <TD class="color1-center sp-header9">Guard Height</TD>
      <TD class="color1-center sp-header10">Notes</TD>
    </TR>
    <TR>
      <TD class="color1-center">弱</TD>
      <TD class="color2-center">14</TD>
      <TD class="color2-center">10</TD>
      <TD class="color2-center">17</TD>
      <TD class="color2-center">-4</TD>
      <TD class="color2-center">-6</TD>
      <TD class="color2-center">//</TD>
      <TD class="color2-center">LM</TD>
      <TD rowspan="4" class="color2-left">空中ヒット時KD</TD>
    </TR>
    <TR>
      <TD class="color1-center">中</TD>
      <TD class="color3-center">15</TD>
      <TD class="color3-center">12</TD>
      <TD class="color3-center">18</TD>
      <TD class="color3-center">-7</TD>
      <TD class="color3-center">-9</TD>
      <TD class="color3-center">//</TD>
      <TD class="color3-center">LM</TD>
    </TR>
    <TR>
      <TD class="color1-center">強</TD>
      <TD class="color2-center">16</TD>
      <TD class="color2-center">14</TD>
      <TD class="color2-center">19</TD>
      <TD class="color2-center">-10</TD>
      <TD class="color2-center">-12</TD>
      <TD class="color2-center">//</TD>
      <TD class="color2-center">LM</TD>
    </TR>
    <TR>
      <TD class="color1-center">ES</TD>
      <TD class="color3-center">16</TD>
      <TD class="color3-center">2・2・2・4・4</TD>
      <TD class="color3-center">23</TD>
      <TD class="color3-center">-4</TD>
      <TD class="color3-center">-6</TD>
      <TD class="color3-center">0/ 0/ 0</TD>
      <TD class="color3-center">LM</TD>
    </TR>
    <TR>
      <TD rowspan="5" class="color1-center sp-header1"><B>デルタキック</B><br>
      <br>
      [[File:Rdp.gif]]
      + K</TD>
      <TD class="color1-center sp-header2">Strenght</TD>
      <TD class="color1-center sp-header3">Startup</TD>
      <TD class="color1-center sp-header4">Active</TD>
      <TD class="color1-center sp-header5">Recovery</TD>
      <TD class="color1-center sp-header6">Hit</TD>
      <TD class="color1-center sp-header7">Guard</TD>
      <TD class="color1-center sp-header8">Gauge Increase<br>
      ((miss/hit/equivalent))</TD>
      <TD class="color1-center sp-header9">Guard Height</TD>
      <TD class="color1-center sp-header10">Notes</TD>
    </TR>
    <TR>
      <TD class="color1-center">弱</TD>
      <TD class="color2-center">7</TD>
      <TD class="color2-center">13(4)14</TD>
      <TD class="color2-center">着地13</TD>
      <TD class="color2-center">KD</TD>
      <TD class="color2-center">0</TD>
      <TD class="color2-center">//</TD>
      <TD class="color2-center">HML</TD>
      <TD rowspan="4" class="color2-left">出際のガード:LM<br>
      Invincible (*1)</TD>
    </TR>
    <TR>
      <TD class="color1-center">中</TD>
      <TD class="color3-center">7</TD>
      <TD class="color3-center">15(4)15</TD>
      <TD class="color3-center">着地15</TD>
      <TD class="color3-center">KD</TD>
      <TD class="color3-center">-2</TD>
      <TD class="color3-center">//</TD>
      <TD class="color3-center">HML</TD>
    </TR>
    <TR>
      <TD class="color1-center">強</TD>
      <TD class="color2-center">7</TD>
      <TD class="color2-center">16(4)19</TD>
      <TD class="color2-center">着地17</TD>
      <TD class="color2-center">KD</TD>
      <TD class="color2-center">-6</TD>
      <TD class="color2-center">//</TD>
      <TD class="color2-center">HML</TD>
    </TR>
    <TR>
      <TD class="color1-center">ES</TD>
      <TD class="color3-center">7</TD>
      <TD class="color3-center">14(4)23</TD>
      <TD class="color3-center">着地17</TD>
      <TD class="color3-center">+3</TD>
      <TD class="color3-center">+1</TD>
      <TD class="color3-center">0/ 0/ 0</TD>
      <TD class="color3-center">HML</TD>
    </TR>
    <TR>
      <TD rowspan="5" class="color1-center sp-header1"><B>ヘルキャット</B><br>
      <br>
      相手の近くで<br>
      [[File:Hcb.gif]] + MKorHK</TD>
      <TD class="color1-center sp-header2">Strenght</TD>
      <TD class="color1-center sp-header3">Startup</TD>
      <TD class="color1-center sp-header4">Active</TD>
      <TD class="color1-center sp-header5">Recovery</TD>
      <TD class="color1-center sp-header6">投げ成立</TD>
      <TD class="color1-center sp-header7">Throw Escape</TD>
      <TD class="color1-center sp-header8">Gauge Increase<br>
      (空/当)</TD>
      <TD class="color1-center sp-header9">Guard Height</TD>
      <TD class="color1-center sp-header10">Notes</TD>
    </TR>
    <TR>
      <TD class="color1-center">弱</TD>
      <TD class="color2-center">-</TD>
      <TD class="color2-center">-</TD>
      <TD class="color2-center">-</TD>
      <TD class="color2-center">-</TD>
      <TD class="color2-center">-</TD>
      <TD class="color2-center">-</TD>
      <TD class="color2-center">-</TD>
      <TD rowspan="4" class="color2-left">間合いが遠い場合<br>
      Startup:8</TD>
    </TR>
    <TR>
      <TD class="color1-center">中</TD>
      <TD class="color3-center">2</TD>
      <TD class="color3-center">1(5)1(4)1</TD>
      <TD class="color3-center">29</TD>
      <TD class="color3-center">KD</TD>
      <TD class="color3-center">-</TD>
      <TD class="color3-center">/</TD>
      <TD class="color3-center">投げ</TD>
    </TR>
    <TR>
      <TD class="color1-center">強</TD>
      <TD class="color2-center">2</TD>
      <TD class="color2-center">1(5)1(4)1</TD>
      <TD class="color2-center">29</TD>
      <TD class="color2-center">KD</TD>
      <TD class="color2-center">-</TD>
      <TD class="color2-center">/</TD>
      <TD class="color2-center">投げ</TD>
    </TR>
    <TR>
      <TD class="color1-center">ES</TD>
      <TD class="color3-center">2</TD>
      <TD class="color3-center">1(5)1(4)1</TD>
      <TD class="color3-center">29</TD>
      <TD class="color3-center">KD</TD>
      <TD class="color3-center">-</TD>
      <TD class="color3-center">0/ 0</TD>
      <TD class="color3-center">投げ</TD>
    </TR>
    <TR>
      <TD colspan="10" class="color3-left">
      (*1)Invincible 弱:20F~21F 中:22F~23F 強:23F~24F ES:1F~22F</TD>
    </TR>
</table>
<br>
<br>
<br>
<br>
<br>
<br>
<table class="data">
    <TR>
      <TD colspan="8" class="color1-center attack-name">Supers</TD>
    </TR>
    <TR>
      <TD rowspan="2" class="color1-center ex-header1"><B>ダンシングフラッシュ</B><br>
      <br>
      [[File:Dp.gif]] + PP</TD>
      <TD class="color1-center ex-header2">Startup</TD>
      <TD class="color1-center ex-header3">Active</TD>
      <TD class="color1-center ex-header4">Recovery</TD>
      <TD class="color1-center ex-header5">Hit</TD>
      <TD class="color1-center ex-header6">Guard</TD>
      <TD class="color1-center ex-header7">Guard Height</TD>
      <TD class="color1-center ex-header8">Notes</TD>
    </TR>
    <TR>
      <TD class="color2-center">13</TD>
      <TD class="color2-center">40</TD>
      <TD class="color2-center">17</TD>
      <TD class="color2-center">KD</TD>
      <TD class="color2-center">-23</TD>
      <TD class="color2-center">LM</TD>
      <TD class="color2-left">完全無敵:6、ガード時着地のスキ:17</TD>
    </TR>
    <TR>
      <TD rowspan="2" class="color1-center ex-header1"><B>プリーズヘルプミー</B><br>
      <br>
      [[File:Hcf.gif]]+ KK</TD>
      <TD class="color1-center ex-header2">Startup</TD>
      <TD class="color1-center ex-header3">Active</TD>
      <TD class="color1-center ex-header4">Recovery</TD>
      <TD class="color1-center ex-header5">Hit</TD>
      <TD class="color1-center ex-header6">Guard</TD>
      <TD class="color1-center ex-header7">Guard Height</TD>
      <TD class="color1-center ex-header8">Notes</TD>
    </TR>
    <TR>
      <TD class="color2-center">弾:10</TD>
      <TD class="color2-center">-</TD>
      <TD class="color2-center">可変</TD>
      <TD class="color2-center">KD</TD>
      <TD class="color2-center"></TD>
      <TD class="color2-center">HML</TD>
      <TD class="color2-left">Recoveryは猫が画面外に消えるまで</TD>
    </TR>
    <TR>
      <TD colspan="8" class="color3-left"> </TD>
    </TR>
</table>
<br>
<br>
<br>
<br>
<br>
<br>
<table class="data">
    <TR>
      <TD colspan="9" class="color1-center attack-name">Throws</TD>
    </TR>
    <TR>
      <TD rowspan="2" class="color1-center throw-header1">Close [[File:B.gif]] or [[File:F.gif]] + MP or HP</TD>
      <TD class="color1-center throw-header2">Startup</TD>
      <TD class="color1-center throw-header3">Active</TD>
      <TD class="color1-center throw-header4">Recovery</TD>
      <TD class="color1-center throw-header5">投げ成立</TD>
      <TD class="color1-center throw-header6">Throw Escape</TD>
      <TD class="color1-center throw-header7">Gauge Increase</TD>
      <TD class="color1-center throw-header8">投げ方向</TD>
      <TD class="color1-center throw-header9">Notes</TD>
    </TR>
    <TR>
      <TD class="color2-center">2</TD>
      <TD class="color2-center">1(5)1(4)1</TD>
      <TD class="color2-center">29</TD>
      <TD class="color2-center">+17</TD>
      <TD class="color2-center">+17</TD>
      <TD class="color2-center"></TD>
      <TD class="color2-center">前方</TD>
      <TD class="color2-center">投げ後吹き飛び</TD>
    </TR>
    <TR>
      <TD rowspan="2" class="color1-center throw-header1">Close [[File:B.gif]] or [[File:F.gif]] + MK or HK</TD>
      <TD class="color1-center throw-header2">Startup</TD>
      <TD class="color1-center throw-header3">Active</TD>
      <TD class="color1-center throw-header4">Recovery</TD>
      <TD class="color1-center throw-header5">投げ成立</TD>
      <TD class="color1-center throw-header6">Throw Escape</TD>
      <TD class="color1-center throw-header7">Gauge Increase</TD>
      <TD class="color1-center throw-header8">投げ方向</TD>
      <TD class="color1-center throw-header9">Notes</TD>
    </TR>
    <TR>
      <TD class="color2-center">2</TD>
      <TD class="color2-center">1(5)1(4)1</TD>
      <TD class="color2-center">29</TD>
      <TD class="color2-center">KD</TD>
      <TD class="color2-center">+20</TD>
      <TD class="color2-center"></TD>
      <TD class="color2-center">レバー</TD>
      <TD class="color2-center"></TD>
    </TR>
    <TR>
      <TD colspan="9" class="color3-left"> </TD>
    </TR>
</table>
<br>
<br>
<br>
<br>
<br>
<br>
<table class="data">
    <TR>
      <TD colspan="9" class="color1-center attack-name"><A name="throw-air"></A>Air Throw</TD>
    </TR>
    <TR>
      <TD rowspan="2" class="color1-center throw-header1">お互い空中&相手の近くで<br>
      [[File:Up.gif]]以外 + MP or HP</TD>
      <TD class="color1-center throw-header2">Startup</TD>
      <TD class="color1-center throw-header3">Active</TD>
      <TD class="color1-center throw-header4">Recovery</TD>
      <TD class="color1-center throw-header5">投げ成立</TD>
      <TD class="color1-center throw-header6">Throw Escape</TD>
      <TD class="color1-center throw-header7">Gauge Increase</TD>
      <TD class="color1-center throw-header8">投げ方向</TD>
      <TD class="color1-center throw-header9">Notes</TD>
    </TR>
    <TR>
      <TD class="color2-center">1</TD>
      <TD class="color2-center"></TD>
      <TD class="color2-center"></TD>
      <TD class="color2-center">KD</TD>
      <TD class="color2-center">不可</TD>
      <TD class="color2-center"></TD>
      <TD class="color2-center">レバー</TD>
      <TD class="color2-center"></TD>
    </TR>
    <TR>
      <TD colspan="9" class="color3-left"> </TD>
    </TR>
</table>
<br>
<br>
<br>
<br>
<br>
<br>
<table class="data">
    <TR>
      <TD colspan="7" class="color1-center attack-name">追い討ち攻撃</</TD>
    </TR>
    <TR>
      <TD rowspan="3" class="color1-center pursuit-header1">相手KD or Fall時に<br>
      <br>
      [[File:Up.gif]]要素 + K</TD>
      <TD class="color1-center pursuit-header2">Strenght</TD>
      <TD class="color1-center pursuit-header3">Startup</TD>
      <TD class="color1-center pursuit-header4">Active</TD>
      <TD class="color1-center pursuit-header5">Recovery</TD>
      <TD class="color1-center pursuit-header6">Gauge Increase<br>
      (空/当)</TD>
      <TD class="color1-center pursuit-header7">Notes</TD>
    </TR>
    <TR>
      <TD class="color1-center">ノーマル</TD>
      <TD class="color2-center">12</TD>
      <TD class="color2-center">31</TD>
      <TD class="color2-center">着地1</TD>
      <TD class="color2-center">/</TD>
      <TD rowspan="2" class="color2-left"></TD>
    </TR>
    <TR>
      <TD class="color1-center">ES</TD>
      <TD class="color3-center">12</TD>
      <TD class="color3-center">31</TD>
      <TD class="color3-center">着地1</TD>
      <TD class="color3-center">0/ 0</TD>
    </TR>
    <TR>
      <TD colspan="7" class="color3-left"> </TD>
    </TR>
</table>
<br>
<br>
<br>
<br>
<br>
<br>
<table class="data">
    <TR>
      <TD colspan="2" class="color1-center attack-name">Others</TD>
    </TR>
    <TR>
      <TD rowspan="2" class="color1-center move-header1"><B>三角飛び</B><br>
      <br>
      画面端で [[File:F.gif]]要素</TD>
      <TD class="color1-center move-header2">Notes</TD>
    </TR>
    <TR>
      <TD class="color2-left">画面端を蹴って、前方にジャンプする</TD>
    </TR>
    <TR>
      <TD colspan="2" class="color3-left"> </TD>
    </TR>
</table>
= Match-ups =




{{Navbox-VHUNT}}
{{Navbox-VHUNT}}
[[Category:Night Warriors: Darkstalkers' Revenge]]
[[Category:Night Warriors: Darkstalkers' Revenge]]

Latest revision as of 18:08, 10 June 2022

Introduction

VHFeliciaportrait.gif

"You're not good enough to be my scratching post!"


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.

She knew that the outside world was not pretty as it was filled with much prejudice towards Darkstalkers for being different. Despite this, Felicia never lost hope, as she remembered what she was told before that one has to obtain happiness on their own. She wishes there to be a way for peaceful coexistence between Darkstalkers and humans alike. For that, she pursues her dream of becoming a famous musical star to serve as a bridge between the two races.


Strengths Weaknesses
  • Low Damage Output
  • Does not have any reliable full screen punishes, giving her a rough time against zoning
  • All specials, except Delta Kick, are unsafe and limits her options for safe block string enders or punishes
  • Requires meter to do decent damage, making her very meter dependent

Color Options

LP MP HP Hold Start
VHUNT Felicia Color LP.png VHUNT Felicia Color MP.png VHUNT Felicia Color HP.png VHUNT Felicia Color Start.png
LK MK HK Hold LP+MK 950302 Build Hold LP+MK
VHUNT Felicia Color LK.png VHUNT Felicia Color MK.png VHUNT Felicia Color HK.png VHUNT Felicia Color LP+MK.png Felicia dark palette from older build.png
Felicia
Felicia Artwork.png
Stats
Defense Light
Standing Height 80px
Crouching Height 59px
Ground Movement
Forward Walk Speed 3.75
Backward Walk Speed 3.125
Dash Type HOP
Jumping
Forward Jump Speed 5
Back Jump Speed 5.5

Move List

Standing Normal Moves

LP
Lp.png
VHUNT Felicia Close Stand LP.png
Close LP
VHUNT Felicia Far Standing LP.png
Far LP
Version Guard Startup Active Recovery Hit Adv Block Adv Property
Close Mid 6 3 6 +8 +6 Cancellable
Far Mid 6 3 7 +7 +5 Cancellable


MP
Mp.png
VHUNT Felicia Close Stand MP.png
Close MP
VHUNT Felicia Far Standing MP.png
Far MP
Version Guard Startup Active Recovery Hit Adv Block Adv Property
Close Mid 8 3 14 +2 0 Cancellable
Far Mid 7 3 17 -1 -3 Cancellable


HP
Hp.png
VHUNT Felicia Close Stand HP.png
Close HP
VHUNT Felicia Far Standing HP.png
Far HP
Version Guard Startup Active Recovery Hit Adv Block Adv Property
Close Mid 10 3・5 23 -5 -7 -
Far Mid 8 2(4)3・2 21 +2 0 Cancellable on first hit


LK
Lk.png
VHUNT Felicia Close Stand LK.png
Close Standing LK
VHUNT Felicia Far Standing LK.png
Far Standing LK
Version Guard Startup Active Recovery Hit Adv Block Adv Property
Close Low 6 3 7 +4 +2 Cancellable
Far Mid 6 4 6 +4 +2 Cancellable


MK
Mk.png
VHUNT Felicia Close Stand MK.png
Close Standing MK
VHUNT Felicia Far Standing MK.png
Far Standing MK
Version Guard Startup Active Recovery Hit Adv Block Adv Property
Close/Far Mid 7 3 15 +1 -1 Cancellable
Far Mid 8 3 18 +1 -1 -


HK
Hk.png
VHUNT Felicia Close Stand HK.png
Close Standing HK
VHUNT Felicia Far Standing HK.png
Far Standing HK
Version Guard Startup Active Recovery Hit Adv Block Adv Property
Close Mid 8 5 11 +19 +5 -
Far Mid 9 3(4)3 23 0 -2 -

Crouching Normal Attacks

c.LP
D.png+Lp.png
VHUNT Felicia Close Crouch LP.png
Guard Startup Active Recovery Hit Adv Block Adv Property
Low 6 3 6 +5 +3 Cancellable


c.MP
D.png+Mp.png
VHUNT Felicia Close Crouch MP.png
Guard Startup Active Recovery Hit Adv Block Adv Property
Mid 7 3(9)3 8 +8 +6 Cancellable on first hit


c.HP
D.png+Hp.png
VHUNT Felicia Close Crouch HP.png
Guard Startup Active Recovery Hit Adv Block Adv Property
Mid 10 6(2)2 10 +15 +1 -


c.LK
D.png+Lk.png
VHUNT Felicia Close Crouch LK.png
Guard Startup Active Recovery Hit Adv Block Adv Property
Low 6 3 6 +5 +3 Cancellable


c.MK
D.png+Mk.png
VHUNT Felicia Close Crouch MK.png
Guard Startup Active Recovery Hit Adv Block Adv Property
Mid 7 3 15 +1 -1 Cancellable


c.HK
D.png+Hk.png
VHUNT Felicia Close Crouch HK.png
Guard Startup Active Recovery Hit Adv Block Adv Property
Low 9 3 23 Knockdown -2 -


Jumping Normal Attacks

j.LP
U.png+Lp.png
VHUNT Felicia Jumping LP.png
Guard Startup Active Recovery Hit Adv Block Adv Property
- - - - - - -


j.MP
U.png+Mp.png
VHUNT Felicia Jumping MP.png
Guard Startup Active Recovery Hit Adv Block Adv Property
- - - - - - -


j.HP
U.png+Hp.png
VHUNT Felicia Jumping HP.png
Guard Startup Active Recovery Hit Adv Block Adv Property
- - - - - - -


j.LK
U.png+Lk.png
VHUNT Felicia Jumping LK.png
Guard Startup Active Recovery Hit Adv Block Adv Property
- - - - - - Cancellable


j.MK
U.png+Mk.png
VHUNT Felicia Jumping MK.png
Guard Startup Active Recovery Hit Adv Block Adv Property
- - - - - - -


j.HK
U.png+Hk.png
VHUNT Felicia Jumping HK.png
Guard Startup Active Recovery Hit Adv Block Adv Property
- - - - - - -

Throws

Ground Throw
B.png or F.png +Mp.png or Hp.png
B.png or F.png +Mk.png or Hk.png
VHUNT Felicia Standing Throw Forward.png
MP/HP Grab
VHUNT Felicia Standing Throw Backwards.png
MK/HK Grab
Guard Startup Active Recovery Hit Adv Block Adv Property
- - - - - - -


Air Throw
(In Air) F.png +Mp.png or Hp.png
VHUNT Felicia Jumping Throw.png
Air Throw
Guard Startup Active Recovery Hit Adv Block Adv Property
- - - - - - -

Special Moves

Rolling Buckler
Qcf.png+P.png
VHUNT Felicia Rolling Buckler.png
VHUNT Felicia Rolling Buckler ES.png
Version Guard Startup Active Recovery Hit Adv Block Adv Property
L/M/H - - - - - - -
Version Guard Startup Active Recovery Hit Adv Block Adv Property
ES - - - - - - -

Felicia rolls across the screen for an attack. Button strength determines the distance it goes with LP going 3/4th of the screen and MP & HP both going full-screen. It is useful for punishing projectiles from afar since her hitbox shrinks and goes right under most of them and other high attacks. Good for combos outside of close range.

ES Rolling Buckler goes full-screen and does slightly more damage.

Rolling Upper
(During Rolling Buckler) P.png
VHUNT Felicia Rolling Upper.png
VHUNT Felicia Rolling Upper ES.png
Version Guard Startup Active Recovery Hit Adv Block Adv Property
L/M/H - - - - - - -
Version Guard Startup Active Recovery Hit Adv Block Adv Property
ES - - - - - - -

This is the follow-up to her Rolling Buckler that ends in an uppercut and knocks down. You cancel the Rolling Buckler anytime into Rolling Upper, even before Rolling Buckler hits.

ES Rolling Upper does more damage


Rolling Scratch
Qcb.png+P.png
VHUNT Felicia Rolling Scratch.png
VHUNT Felicia Rolling Scratch ES.png
Version Guard Startup Active Recovery Hit Adv Block Adv Property
L/M/H - - - - - - -
Version Guard Startup Active Recovery Hit Adv Block Adv Property
ES - - - - - - -

Felicia bounces across the screen for an attack. Button strength determines the distance traveled. LP bounces once and travels 1/3rd of the screen, MP bounces twice and travels 3/4th of the screen. HP bounces three times and travels full-screen. Rolling Scratch has the ability to hit on either the way up or on the way down. It can be used as a last minute anti-air but the priority ain't great and can still be air blocked. Knocks down jumping opponents. In addition, you can bounce over some low attacks.

ES Rolling Scratch goes full-screen for more damage.

(Follow UpP.png)
(During Rolling Scratch) P.png
VHUNT Felicia Rolling Scratch Follow Up.png
VHUNT Felicia Rolling Scratch Follow Up ES.png
Version Guard Startup Active Recovery Hit Adv Block Adv Property
L/M/H - - - - - - -
Version Guard Startup Active Recovery Hit Adv Block Adv Property
ES - - - - - - -


Sand Splash
Qcf.png+K.png
VHUNT Felicia Sand Splash.png
Sand Splash
VHUNT Felicia Sand Splash ES.png
ES Sand Splash
Version Guard Startup Active Recovery Hit Adv Block Adv Property
L/M/H - - - - - - -
Version Guard Startup Active Recovery Hit Adv Block Adv Property
ES - - - - - - -

Sand Splash is a complete lack luster Guard Reversal - it is rather slow and does not knock down. If you're going to Guard Reversal use it with LP since it has the least start-up. This move best serves as a poke from far away and to negate fireballs. In addition, this move has the ability to both negate the fireball and push on to punish the opponent, including ES projectiles. Another interesting trait is that it cannot be airblocked. Button strength determines the range, but the range difference is subtle. Knocks down jumping opponents.

ES Sand Splash does more damage and has slightly more range.

  • This move also acts as Felicias GC


Delta Kick
Rdp.png+K.png
VHUNT Felicia Delta Kick.png
Delta Kick
VHUNT Felicia Delta Kick ES.png
ES Delta Kick
Version Guard Startup Active Recovery Hit Adv Block Adv Property
L/M/H - - - - - - -
Version Guard Startup Active Recovery Hit Adv Block Adv Property
ES - - - - - - -

Felicia leaps up her leg up for a hit on the way up and comes back down with a dive-kick for a knockdown. This move has no use in combos, since the second phase of the attack can be blocked. It's best use is for anti-air and basic reversals. Button strength determines range with LK going 1/3rd of the screen, MK going half of the screen & then HK going 3/4th of the screen.

ES Delta Kick is much more useful in the case of anti-airs and as a reversal in that it has a bunch of invincibility and is safer on block. It travels the same distance as the HK version but does not knock down. You can use this for combos since the second phase can connect for an on-going combo but that depends if you're OK with a combo that does not knock down.


Hell Cat
Close Hcb.png +Mk.png or Hk.png
VHUNT Felicia Command Throw.png
Normal
VHUNT Felicia Command Throw.png
ES
Version Guard Startup Active Recovery Hit Adv Block Adv Property
Normal (MP or HP) - - - - - - -
Version Guard Startup Active Recovery Hit Adv Block Adv Property
ES - - - - - - -

Felicia's untechable command grab that does slightly more damage than her regular throw, but doesn't throw as far.

ES Hell Cat does more damage.


Pursuit Attack
(After Knockdown) U.png+K.png
VHUNT Felicia Pursuit Attack.png
Pursuit Attack
VHUNT Felicia Pursuit Attack2.png
ES Pursuit Attack
Version Guard Startup Active Recovery Hit Adv Block Adv Property
Normal - - - - - - -
Version Guard Startup Active Recovery Hit Adv Block Adv Property
ES - - - - - - -

EX Moves

Dancing Flash
Dp.png+P.pngP.png
VHUNT Felicia Dancing Flash1.png
VHUNT Felicia Dancing Flash2.png
VHUNT Felicia Dancing Flash3.png
Guard Startup Active Recovery Hit Adv Block Adv Property
- - - - - - -

Dancing Flash is very similar to her ES Rolling Buckler>ES Rolling Upper. It goes full-screen and roll underneath fireballs. However Dancing Flash has more start-up and cannot be comboed. On the plus side it does have some invincibility on start-up, an all around larger hit box and does slightly more damage. Just like the Rolling Buckler it cannot be airblocked, but unlike Rolling Buckler once the initial hit connects, the rest of the super will hit irregardless against a jumping opponent. In the end, this move is best used for punishing fireballs or as a last minute anti-air.


Please Help Me!!
Hcf.png+K.pngK.png
VHUNT Felicia Please Help Me1.png
VHUNT Felicia Please Help Me2.png
VHUNT Felicia Please Help Me3.png
Guard Startup Active Recovery Hit Adv Block Adv Property
- - - - - - -

Please Help Me is a bit of a gimmick. It has slightly less start up than Dancing Flash but it can be airblocked and results in slightly less damage. You can use it to punish fireballs from afar but it has to be done early, otherwise you will the fireball will hit you as the initial kitty helper connects, but the rest of the super does not come out. If you're certain it will hit a projectile thrower from afar but you don't want to re-establish point-blank range, then you may want to consider this super over Dancing Flash. Plus, if it's blocked from max range you are relatively safe.


Normal Moves

Note worthy normals

Standing LP - Has enough frame advantage to link a crouching MK. This includes standing close LP and standing far LP. Standing far LP has pretty decent range.

Standing close MP/MK - Both good for starting combos.

Standing far MK - A well rounded poke that hits crouching opponents.

Standing far HK - Excellent range, hits crouching opponents and can hit up to two times if done closer.

Standing close HK - a decent anti-air that cannot be airblocked. On standing opponents it will knock them off their feet, giving you enough frame advantage to walk up and pressure them. Use this button for her throws, in case the opponent attempts to jump away they will get it hit this attack.

Crouching HP - Felicia hops up spinning around with her claws out. This move has a wide hit box hitting both in front and behind. Great priority and good anti-air. Strangely enough, even though she's off the ground this attack cannot be airblocked, use this trait to your advantage.

Crouching MK - Great poke, but can be blocked high. Useful for combos outside of close range.

Crouching HK - Low long range sweep, with her hitbox low enough to even go under projectiles.

Jumping LK - Great angle, can link into the other air normals(But not with itself) if you time well.

Jumping MP - A 2 hit attack, but this move is more useful during her dash for her pressure.

Jumping HP/HK - These moves are pratically interchangeable in that they do good damage, have a large hit box and ridiculous priority.


Combos

  • Standing close LK, MP, MK, crouching HK - 4 hits, 28% damage
  • Standing close MK, Rolling Scratch (LP/HP), Scratch Attack - 4 hits, 29% damage (can follow-up with a pursuit for 5% more damage)
  • Standing close MK, ES Rolling Scratch, ES Scratch Attack - 7 hits, 41% damage (can follow-up with an ES pursuit for 13% more damage, making this in total a 53% damage combo)
  • Standing LP, link Crouching MK, Rolling Bucker (HP), Rolling Upper (HP) - 5 hits, 28% damage
  • Standing LP, link crouching MK, ES Rolling Buckler, ES Rolling Upper - 6 hits, 37% damage
  • When Felicia is in the corner, Standing close MK, Please Help Me! - 35 hits, 35% (this is a very situational combo in that both you and your opponent's sprites must be overlapping. In addition, this combo does not work on Demitri, Morrigan and Anakaris)


Game Navigation

General
Controls
System
FAQ
Characters
Anakaris
Aulbath (Rikuo)
Bishamon
Demitri Maximoff
Donovan
Felicia
Gallon (J. Talbain)
Lei Lei (Hsien Ko)
Morrigan
Phobos (Huitzil)
Pyron
Sasquatch
Victor
Zabel (Lord Raptor)