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= MvC2 Character Wiki Page Template=
{{MVC2 Character Intro|char= felicia|full=Felicia|short=FEL|content=
 
== Story ==
 
Felicia is a Catwoman who was taken in and raised by a Sister named Rose who gave her the name Felicia from the word Felicity. Despite her identity as a Darkstalker being exposed, she was not turned away by her as Felicia had feared. When Rose passed away, Felicia left her town hoping to be a musical star.
{{MVC2 Character Intro|char= jill|full=Jill Valentine|short=Jill|content=
== Introduction ==
 
She a member of S.T.A.R.S. !!
 
Jill is a fan favorite character, with tons of game references scattered throughout her move set. This can be to her detriment at times because some of her moves are much more fun to watch than to actually try to fight with.<br>
She has a solid rushdown game backed by an arsenal of Resident Evil weapons and zombies that she can summon. The summons are not suitable for zoning against most of the cast but they can be very annoying. Her 2 most infamous tools are her 2HK slide that can otg and her unblockable zombie sequences.
 
'''TO-DO''': Add frame data, as well as missing sprites
== Gameplay ==
== Gameplay ==
{{2 Column Flex|flex1=6|flex2=4
{{2 Column Flex|flex1=6|flex2=4
|content1=
|content1=
{{Content Box|content='''Jill''' is a rushdown character who can use summons to create setups and harass their opponent. Her main strengths are consistent damage off rushdown but her weaknesses are low health and inflexible team placement.
{{Content Box|content=
'''Felicia''' is a fast rushdown character with low health
{{ProConTable
{{ProConTable
|pros=
|pros=
* '''Straight-forward gameplay:''' Jill is easy to pick up and play, with some good tools that make her easy to build around.
* '''Magic series:''' Having access to full magic series and some long reaching attacks allows Felicia to have long pressure strings.
* '''God slide:''' 2HK is a big, easy to use low that can hit confirm into an OTG for a full combo.
* '''Help Me! loops:''' Her kitty helper super can be looped in the corner for huge damage.
* '''Good normals:''' All of her buttons associated with HP or HK have pretty good hitboxes, at least good for a Capcom character.
* '''Zombie summons:''' Jill can create pressure and setups with her zombies, even creating unblockable reset sequences for huge damage.
* '''Anti-roll strategies:''' Using her grab Zombie, Jill can convert a full combo off a rolling opponent.
|cons=
|cons=
* '''Lower health:''' Jill has a 106% damage modifier, slightly more damage than normal.
* '''Low health:''' Takes 112% damage.
* '''Inconsistent specials:''' Summons have weak priority, preventing her from actually zoning. Her specials and supers can be fickle to hit with.
* '''No good assists:''' Her DHC potential is alright but her lack of any real assist relegate her to being primarily a Point character.
}}
}}
}}
}}
|content2=
|content2=
{{Content Box|content=
{{Content Box|content=
<center><youtube>https://youtu.be/ufpazUNrxfk?si=hmKhHUlHopFawSW6</youtube></center>
<center><youtube>Y9KtdeABelM</youtube></center>
}}
}}
}}
}}
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{{3 Column Flex
{{3 Column Flex
|content1=
|content1=
{{Content Box|header=Special Moves|content=
{{Content Box|header=Special Moves |content=
;Charging STARS
;Rolling Buckler
*{{qcf}}+{{p}} {{airok}} Hold {{hp}} to charge {{hp}} version
*{{qcf}}+{{p}}, then {{p}} or {{k}}
;Return Fire
;Cat Spike
*{{hcb}}+{{p}} {{counter}} Mash {{p}}
*{{dp}}+{{p}}
;Grenade Launcher
;Sand Splash
*{{dp}}+{{p}} Hold {{p}} to delay explosion
*{{qcf}}+{{k}}
;Zombie Escape
;Delta Kick (Air Ok)
*{{qcb}}+{{k}} {{unblockable}}
*{{dp}}+{{k}}
;Cerberus Escape
;Hell Cat
* {{qcf}}+{{lk}}
*near opponent {{hcb}}+{{k}}
;Crow Escape
;Wall Clutch
* {{qcf}}+{{hk}}
*near wall {{b}}
}}
}}
|content2=
|content2=
{{Content Box|header=Hyper Combos|content=
{{Content Box|header=Hyper Combos |content=
;Hyper Charging STARS
;Dancing Flash
*{{qcf}}+{{lp}}+{{hp}} {{airok}}
*{{qcf}}+{{lp}}+{{hp}}
;Rocket Launcher
;Super Sand Splash
*{{dp}}+{{lk}}+{{hk}}  
*{{qcf}}+{{lk}}+{{hk}}  
;Tyrant Escape
;Please Help Me!
*{{qcb}}+{{lk}}+{{hk}}, then {{qcf}}+{{k}}
*{{qcb}}+{{lk}}+{{hk}}
}}
}}
|content3=
|content3=
{{Content Box|header=Assist Types|content=
{{Content Box|header=Assist Types |content=
;Type α - Heal Type
;Type α - Expansion Type
*Assist: Life-up
*Assist: {{hk}} Delta Kick
*Counter: Crow Escape
*Counter: {{hk}} Delta  Kick
*Combination: Rocket Launcher
*Combination: Super Sand Splash
;Type β - Projectile Type
;Type β - Ground Type
*Assist: {{hp}} Charging STARS
*Assist: {{hk}} Sand Splash
*Counter: {{hp}} Charging STARS
*Counter: {{hp}} Cat Spike
*Combination: Hyper Charging STARS
*Combination: Super Sand Splash
;Type γ - Anti-air Type
;Type γ - Variety Type
*Assist: {{hp}} Grenade Launcher
*Assist: {{hp}} Cat Spike
*Counter: {{hp}} Grenade Launcher
*Counter: {{hk}} Sand Splash
*Combination: Rocket Launcher
*Combination: Super Sand Splash
}}
}}
}}
}}
Line 81: Line 68:


=== Assists ===
=== Assists ===
  {{MoveData
  {{MoveData
|image=  
|image=  
|caption= Type α
|caption= Type α
|name= Heal Type
|name= Assist Type
|linkname=   
|linkname=   
|input= A1 // A2
|input= A1 // A2
Line 99: Line 87:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Jill holds out a medicinal herb that heals your red health. Green is common, red will heal more. Alpha Counter is Crow Escape. THC is Rocket Launcher.
  |description= Crossover Assist move. Alpha Counter is X. Team Hyper Combo super is Y.
 
Mildly useful Life-Up that is easy to grab but keep in mind it can only heal red health. Take the Green Herb?
  }}
  }}
  }}<br>
  }}<br>
Line 108: Line 94:
|image=  
|image=  
|caption= Type β
|caption= Type β
|name= Dash Type
|name= Assist Type
|linkname=   
|linkname=   
|input= A1 // A2
|input= A1 // A2
Line 123: Line 109:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Jill does an uncharged {{hp}} Charging STARS. Alpha Counter is the same. THC is super version.
  |description= Crossover Assist move. Alpha Counter is X. Team Hyper Combo super is Y.
 
Jill dives headfirst into the opponent, leaving herself vulnerable. At least the alpha counter has a chance to hit anything.
  }}
  }}
  }}<br>
  }}<br>
Line 132: Line 116:
|image=  
|image=  
|caption= Type γ
|caption= Type γ
|name= Projectile Type
|name= Assist Type
|linkname=   
|linkname=   
|input= A1 // A2
|input= A1 // A2
Line 147: Line 131:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Jill does an uncharged {{hp}} Grenade Launcher. Alpha counter is the same. THC is Rocket Launcher.
  |description= Crossover Assist move. Alpha Counter is X. Team Hyper Combo super is Y.
 
This can be used for unorthodox combo routes or guardbreak setups. Or to preemptively deny space.
  }}
  }}
  }}<br>
  }}<br>


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


==== Ground Normals ====
==== Ground Normals ====
Line 177: Line 158:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 199: Line 180:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 221: Line 202:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 243: Line 224:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 265: Line 246:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 287: Line 268:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 309: Line 290:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 331: Line 312:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 353: Line 334:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 375: Line 356:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 397: Line 378:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 419: Line 400:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>


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




Line 445: Line 427:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 467: Line 449:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 489: Line 471:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 511: Line 493:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 520: Line 502:
|name= Air Medium Kick
|name= Air Medium Kick
|linkname= j.MK
|linkname= j.MK
|input= {{mk}} after a j.{{lp}}, j.{{lk}}, or j.{{mp}} connects
|input= {{lk}} after a j.{{lp}}, j.{{lk}}, or j.{{mp}} connects
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 533: Line 515:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 555: Line 537:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>


==== Command Normals ====
==== Command Normals ====
{{MoveData
{{MoveData
|image=  
|image=  
|caption=  
|caption=  
|name= Slide
|name= 4HK
|linkname=  
|linkname= 4HK
|input= 2{{hk}}
|input= {{b}}+{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 578: Line 563:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Jill does a long slide, causing a knockdown. Easy to combo into and confirm into an otg.
  |description= 2 hits, cancellable.
 
This move is rollable. If the opponent is rolling, Jill can call her zombies to catch the opponent's roll.
  }}
  }}
  }}<br>
  }}<br>


=== Universal Mechanics ===
=== Universal Mechanics ===
Line 589: 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 599: Line 584:
  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property= Launcher (high)
  |Special Property= Launcher (away)
  |Cancel=  
  |Cancel=  
  |Adv. Hit=   
  |Adv. Hit=   
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Jill's crouching {{hp}} but 1 frame faster.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 626: Line 611:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Jill grapples her opponent and pulls out a knife, slashing them while jumping back. Throws opponent forward.
  |description= Mash attack buttons for more damage.
  }}
  }}
  }}<br>
  }}<br>
Line 633: Line 618:
|image=  
|image=  
|caption=  
|caption=  
|name= Air Throw (Punch)
|name= Throw (Kick)
|linkname= Air Throw (Punch)
|linkname= Throw (Kick)
|input= j.6{{hp}} // j.4{{hp}} near airborne opponent
|input= 6{{hk}} // 4{{hk}} near opponent
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 648: Line 633:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Same as Jill's standard throw.
  |description=
  }}
  }}
  }}<br>
  }}<br>
Line 655: Line 640:
|image=  
|image=  
|caption=  
|caption=  
|name= Variable Attack (raw tag)
|name= Air Throw (Punch)
|linkname= Variable Attack
|linkname= Air Throw (Punch)
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}}
|input= j.6{{hp}} // j.4{{hp}} near airborne opponent
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 677: Line 662:
|image=  
|image=  
|caption=  
|caption=  
|name= Snap Back
|name= Raw Tag
|linkname= Snap Back
|linkname= Raw Tag
|input= {{qcf}} + A1 / A2
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 689: Line 674:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Jill's standing {{hk}}. Jill's snapback is very fast.
  |description=  
}}
  }}
  }}
}}<br>


=== Special Moves ===
{{MoveData
{{MoveData
|image=  
|image=  
|image2=
|caption=  
|caption=  
|name= Charging STARS
|name= Snap Back
|linkname= Charging STARS
|linkname= Snap Back
|input= {{qcf}}+{{p}}
|input= {{qcf}} + A1 / A2
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage=  
  |Damage=  
|version={{lp}}
  |Startup=  
  |Startup=  
  |Active=  
  |Active=  
Line 714: Line 696:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit= -
  |Adv. Hit=  
  |Adv. Guard= -
  |Adv. Guard=  
  |Adv. Pushblock= -
  |Adv. Pushblock=  
  |description= Jill does a quick shoulder tackle, travelling about half screen.
  |description= 2 {{mk}}
 
}}
Useful as a combo filler or to stay in. Hits otg.
  }}
  }}
{{AttackData-MVSC2
|Damage=
|version={{hp}}
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Jill does her shoulder tackle, going full screen. Can work as a pseudo air dash, though the recovery is long.


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


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


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


{{MoveData
{{MoveData
|image=  
|image=  
|caption=  
|caption=  
|name= Return Fire
|name= Rolling Buckler
|linkname= Return Fire
|linkname= Rolling Buckler
|input= {{hcb}}+{{p}}
|input= {{qcf}}+{{p}}, then {{p}} or {{k}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 761: Line 725:
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= Counters non-projectile physical attacks. Jill will counter attack with a push. If the push hits, she pulls out a gun and shoots up to 10 times. Mash {{p}} for more hits.
  |description= {{lp}} for neko punch, {{hp}} for uppercut, {{k}} for slide.
 
This is a high risk, low return move. Can be useful if you predict someone will mash out but be aware that even if it triggers you are not always guaranteed to get the push to work. Extremely funny if you finish someone with this move.
  }}
  }}
  }}<br>
  }}<br>
Line 770: Line 732:
|image=  
|image=  
|caption=  
|caption=  
|name= Grenade Launcher
|name= Cat Spike
|linkname= Grenade Launcher
|linkname= Cat Spike
|input= {{dp}}+{{p}}
|input= {{dp}}+{{p}}
|data=
|data=
Line 785: Line 747:
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= Jill pulls out a grenade launcher and fire it in an arc. {{lp}} is a lower shot and {{hp}} goes higher up. Hold {{p}} to delay the explosion.
  |description=  
 
The explosion has 2 hits, the first does almost no damage and the center of the explosion does the rest. The actual area covered is small, so this attack is more about controlling space than doing damage.
 
{{hp}} version used on point or as an assist are useful for creating a guard break scenario in the corner.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
{{MoveData
|image=
|image=  
|image2=  
|caption=  
|caption=
|name= Sand Splash
|name= Zombie Escape
|linkname= Sand Splash
|linkname= Zombie Escape
|input= {{qcf}}+{{k}}
|input= {{qcb}}+{{k}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
|Damage=
|version=Grab Zombie
|subtitle={{lk}}
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= A zombie is on the loose! This zombie will walk forward half the stage's length and will grab an opponent and hold them there if it gets close enough. Jill can attack the zombie to knock it down, knocked down zombies still grab but are immobile.
The zombie always appears at the end of the screen behind Jill, this makes it a useful way to catch a rolling opponent. Zombies are not durable, they are easily stopped by enemy attacks or projectiles. The grab zombie is more of a setup tool than a zoning tool. Knocked down zombies can discourage dashing in.
}}
{{AttackData-MVSC2
  |Damage=  
  |Damage=  
|version=Flame Zombie
|subtitle={{hk}}
  |Startup=  
  |Startup=  
  |Active=  
  |Active=  
Line 831: Line 769:
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= A zombie is on the loose (and it is on fire)! This zombie will walk forward half the stage's length and explode when close to the opponent; the explosion is unblockable.
  |description=  
 
The zombie always appears at the end of the screen behind Jill. Zombies are not durable, they are easily stopped by enemy attacks or projectiles. The flame zombie is useful for setting up unblockable reset sequences.
  }}
  }}
  }}<br>
  }}<br>
Line 840: Line 776:
|image=  
|image=  
|caption=  
|caption=  
|name= Cerberus Escape
|name= Delta Kick
|linkname= Cerberus Escape
|linkname= Delta Kick
|input= {{qcf}}+{{lk}}
|input= {{dp}}+{{k}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 850: Line 786:
  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property=  
  |Special Property= {{airok}}
  |Cancel=  
  |Cancel=  
  |Adv. Hit= -
  |Adv. Hit= -
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= A zombie dog is on the loose! The dog will run from the back of the screen. Jill sees the dog and jumps over it.
  |description=  
 
Jill will wait the full distance for the dog to run by her, she will recover much faster if she is close to where the dog appears.
 
Fast enough to be a useful harassment tool.
  }}
  }}
  }}<br>
  }}<br>
Line 866: Line 798:
|image=  
|image=  
|caption=  
|caption=  
|name= Crow Escape
|name= Hell Cat
|linkname= Crow Escape
|linkname= Hell Cat
|input= {{qcf}}+{{lk}}
|input= {{hcb}}+{{k}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 876: Line 808:
  |Recovery=  
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property=  
  |Special Property= {{airok}}
  |Cancel=  
  |Cancel=  
  |Adv. Hit= -
  |Adv. Hit= -
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= A crow is on the loose! The crow flies forward in a downward arc. Jill sees the bird and crouches under it.
  |description= Command throw.
 
Jill will wait the full distance for the crow to pass her, she will recover much faster if she is close to where the crow appears.
 
Hits most characters standing, making it a useful harrassment tool. Also good for guard breaks on incoming.
  }}
  }}
  }}<br>
  }}<br>


=== Hyper Combos ===
=== Hyper Combos ===
Line 894: Line 823:
|image=  
|image=  
|caption=  
|caption=  
|name= Hyper Charging STARS
|name= Dancing Flash
|linkname= Hyper Combo Name
|linkname= Dancing Flash
|input= {{qcf}}+{{lp}}+{{hp}} {{airok}}
|input= {{qcf}}+{{lp}}{{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 45
  |Damage=  
  |Startup=   
  |Startup=   
  |Active=   
  |Active=   
Line 909: Line 838:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Jill does a bigger version of her tackle. 10 hits. Contrary to popular belief, this move is not mash-able.
  |description=  
 
Part of Jill's staple combo, her most consistent route to damage.
  }}
  }}
  }}<br>
  }}<br>
Line 918: Line 845:
|image=  
|image=  
|caption=  
|caption=  
|name= Rocket Launcher
|name= Super Sand Splash
|linkname= Rocket Launcher
|linkname= Super Sand Splash
|input= {{qcf}}+{{lk}}+{{hk}}
|input= {{qcf}}+{{lk}}{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage=
  |Damage=  
  |Startup=   
  |Startup=   
  |Active=   
  |Active=   
Line 933: Line 860:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Jill pulls out a giant rocket launcher and fires multiple times. Close up, the rocket appearing will hit opponents into the air for a juggle.
  |description=  
 
The damage on this is pretty variable, if the initial hit puts them airborne it will typically do much less damage.
 
Needs a stable route to ensure damage but this is Jill's only real long distance attack.
  }}
  }}
  }}<br>
  }}<br>
Line 943: Line 866:
{{MoveData
{{MoveData
|image=  
|image=  
|caption= What's that?!
|caption=  
|name= Tyrant Escape
|name= Please Help Me!
|linkname= Tyrant Escape
|linkname= Please Help Me!
|input= {{qcb}}+{{lk}}+{{hk}}
|input= {{qcb}}+{{lk}}{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage=
  |Damage=  
  |Startup=   
  |Startup=   
  |Active=   
  |Active=   
Line 959: Line 882:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= A hole appears in the ground. If the opponent is hit, Tyrant Zombie is on the loose and rampages, hitting the opponent for a lot of damage.
  |description= Mash for more damage.
}}
}}<br>


This move is difficult to hit with (it is blockable) but it is Jill's strongest super. Easiest used as a DHC.
== Other ==
}}
 
{{MoveData
|image=
|caption=
|name= Wall Clutch
|linkname= Wall Clutch
|input= near the wall {{b}}
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage=
  |Damage=  
|version=During last hit of Tyrant Escape:
  |Startup=  
|subtitle={{qcf}}+{{k}}
  |Active=  
  |Startup=
  |Recovery=  
  |Active=
  |Recovery=
  |Guard=  
  |Guard=  
  |Special Property=
  |Special Property=  
  |Cancel=  
  |Cancel= None
  |Adv. Hit=   
  |Adv. Hit=   
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Jill fires one last rocket at Tyrant, blowing up the zombie and the opponent at the same time.
  |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.
 
This move costs a whole super and does barely any damage. Use it to secure a kill if possible, but mostly it's just a cool hidden super.
  }}
  }}
  }}<br>
  }}<br>


== Other ==
 
 
=== 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-jill.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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