User:Hypergrav/sandbox: Difference between revisions

From SuperCombo Wiki
No edit summary
 
(152 intermediate revisions by the same user not shown)
Line 1: Line 1:
= MvC2 Character Wiki Page Template=
{{MVC2 Character Intro|char= felicia|full=Felicia|short=FEL|content=
 
== Story ==
 
Felicia is a Catwoman who was taken in and raised by a Sister named Rose who gave her the name Felicia from the word Felicity. Despite her identity as a Darkstalker being exposed, she was not turned away by her as Felicia had feared. When Rose passed away, Felicia left her town hoping to be a musical star.
{{MVC2 Character Intro|char= strider|full=Strider Hiryu|short=SRD|content=
== Introduction ==
 
Strider for the most part is not for beginners or for those with limited execution.  He takes a very deep understanding of the engine to manipulate his trap to perfection.  On top of that, its very easy to cancel a dog\bird into a grab super w\o perfect buffers and all teleport inputs must be put in precisely.  Other wise, he'll end up on the wall and that's not a place where you want to be as a Strider player.
 
Aside from execution, he doesn't play quite like anyone else. He doesn't have an air dash so he can't overhead all that well, only when he has orbs can he do this and be truly effective.  His biggest problem is constantly gaining bar to perform his trap so essentially, your goal is build bar while trapping. 
 
Usually, Strider based teams are Doom-centric for their assists.  Meaning that the entire team revolves around Doom as your only useful assist.  Coming from a few years of Strider experience, Striders assists are damn near useless to an extent.  You don't really want to use him because for starters, his assists suck ass. Secondly, if he gets glanced, he's bleeding and in the hospital.  Its just not worth the risk to get him hurt because he IS the team.  All Strider teams for the most part are there to help aid Strider to become purely effective @ the expense of the other 2 characters.
 
strider\sent\doom seems to be the strongest version of a Strider team in the game. Since doom is the main assist and IS NOT invincible.  Its inevitable that he will lose cleanly to those assist who have it or can extend a hit box into his sprite box.  In the scope of top tier play, this is mainly quite a few characters.  You'll have to play very sneaky and smart to make up for this handicap.
 
Strider really shines because of the complexity of dealing with all his options.  Its very easy to overwhelm someone who is not accustomed to a competent s\d.  He literally shuts the game down with his super.  Add to the fact that you can't name more than 3 well known Strider players and the amount of players that are able to really fight s\d are rare.  IMO, it has a value to it that's not easily accessible to most people because most people aren't willing to play s\d because it's too hard.
 
'''shoultzula'''
 
'''TO-DO''': Add frame data, as well as missing sprites
== Gameplay ==
== Gameplay ==
{{2 Column Flex|flex1=6|flex2=4
{{2 Column Flex|flex1=6|flex2=4
|content1=
|content1=
{{Content Box|content='''Strider''' is a rushdown/trap character who can use his Ouroboros super to lockdown the opponent. His main strengths is his relentless pressure but his weakness is his reliance on meter and his health.
{{Content Box|content=
'''Felicia''' is a fast rushdown character with low health
{{ProConTable
{{ProConTable
|pros=
|pros=
* '''Orbs:''' Ouroboros gives control of the screen and huge pressure while active.
* '''Magic series:''' Having access to full magic series and some long reaching attacks allows Felicia to have long pressure strings.
* '''Sword normals:''' Strider has amazing hitboxes and good range.
* '''Help Me! loops:''' Her kitty helper super can be looped in the corner for huge damage.
* '''Mobility:''' Strider doesn't have airdashes but he has quick dashes, a double jump, and teleports to move around.
* '''Trap lockdown:''' With the right assists, Strider can force opponents to block indefinitely.
|cons=
|cons=
* '''Paper health:''' Strider has a 125% damage modifier, a solid hit will make his health bar disappear.
* '''Low health:''' Takes 112% damage.
* '''Execution required:''' Strider's motion inputs overlap in awkward ways. Accidentally doing the wrong teleport, wrong super, or wrong special can open him to a big punish.
* '''Strict team composition:''' Strider needs Doom rocks to really bring out his trap potential.
}}
}}
}}
}}
|content2=
|content2=
{{Content Box|content=
{{Content Box|content=
<center><youtube>https://youtu.be/GGm1u-uPeyg?si=owhi_XgLIOKCnY-o</youtube></center>
<center><youtube>Y9KtdeABelM</youtube></center>
}}
}}
}}
}}
Line 44: Line 25:
{{3 Column Flex
{{3 Column Flex
|content1=
|content1=
{{Content Box|header=Special Moves|content=
{{Content Box|header=Special Moves |content=
;Ame no Murakumo
;Rolling Buckler
*{{qcf}}+{{p}}
*{{qcf}}+{{p}}, then {{p}} or {{k}}
;Excalibur
;Cat Spike
*{{qcf}}+{{p}} or {{k}} {{air}}
*{{dp}}+{{p}}
;Gram
;Sand Splash
*{{dp}}+{{p}} {{airok}}
*{{qcf}}+{{k}}
;Low Gram
;Delta Kick (Air Ok)
*{{dp}}+{{k}}
*{{dp}}+{{k}}
;Warp
;Hell Cat
* {{rdp}}+{{p}} or {{k}}
*near opponent {{hcb}}+{{k}}
;Vajra
;Wall Clutch
* {{qcb}}+{{k}}
*near wall {{b}}
;Formation A
*{{qcf}}+{{k}}
;Formation B
*Charge {{b}},{{f}}+{{p}} Do again to release (Release is {{airok}}).
;Formation C
*Charge {{b}},{{f}}+{{k}}
;Kabe Hari Tsuki
* {{qcb}}+{{p}}
During Kabe Hari Tsuki: {{u}}/{{d}}, {{p}}, {{k}}, or ({{b}},{{f}})
;Double Jump
* While in the air: {{u}} {{air}}
;Wall bounce
* While touching a wall: {{f}} (away from the wall). {{air}}
}}
}}
|content2=
|content2=
{{Content Box|header=Hyper Combos|content=
{{Content Box|header=Hyper Combos |content=
;Ouroboros
;Dancing Flash
*{{qcf}}+{{lp}}+{{hp}}
*{{qcf}}+{{lp}}+{{hp}}
;Ragnarok
;Super Sand Splash
*{{dp}}+{{lp}}+{{hp}}  
*{{qcf}}+{{lk}}+{{hk}}  
;Legion
;Please Help Me!
*{{qcf}}+{{lk}}+{{hk}}
*{{qcb}}+{{lk}}+{{hk}}
}}
}}
|content3=
|content3=
{{Content Box|header=Assist Types|content=
{{Content Box|header=Assist Types |content=
;Type α - Ground Type
;Type α - Expansion Type
*Assist: {{hp}} Ame no Murakumo
*Assist: {{hk}} Delta Kick
*Counter: {{hp}} Ame no Murakumo
*Counter: {{hk}} Delta  Kick
*Combination: Legion
*Combination: Super Sand Splash
;Type β - Variety Type
;Type β - Ground Type
*Assist: {{hk}} Vajra
*Assist: {{hk}} Sand Splash
*Counter: {{hk}} Vajra
*Counter: {{hp}} Cat Spike
*Combination: Legion
*Combination: Super Sand Splash
;Type γ - Projectile Type
;Type γ - Variety Type
*Assist: {{hk}} Formation A
*Assist: {{hp}} Cat Spike
*Counter: {{hk}} Formation A
*Counter: {{hk}} Sand Splash
*Combination: Legion
*Combination: Super Sand Splash
}}
}}
}}
}}
Line 100: Line 68:


=== Assists ===
=== Assists ===
  {{MoveData
  {{MoveData
|image=  
|image=  
|caption= Type α
|caption= Type α
|name= Ground Type
|name= Assist Type
|linkname=   
|linkname=   
|input= A1 // A2
|input= A1 // A2
Line 118: Line 87:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Strider does {{hp}} Ame no Murakumo.
  |description= Crossover Assist move. Alpha Counter is X. Team Hyper Combo super is Y.
  }}
  }}
  }}<br>
  }}<br>
Line 125: Line 94:
|image=  
|image=  
|caption= Type β
|caption= Type β
|name= Vareity Type
|name= Assist Type
|linkname=   
|linkname=   
|input= A1 // A2
|input= A1 // A2
Line 140: Line 109:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= {{hk}} Vajra. Useful inside of blockstrings and combos. This is his most useful assist.
  |description= Crossover Assist move. Alpha Counter is X. Team Hyper Combo super is Y.
  }}
  }}
  }}<br>
  }}<br>
Line 147: 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 162: Line 131:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=Strider gives them the bird ({{hk}} Formation A).
  |description= Crossover Assist move. Alpha Counter is X. Team Hyper Combo super is Y.
  }}
  }}
  }}<br>
  }}<br>


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


==== Ground Normals ====
==== Ground Normals ====
Line 190: Line 158:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 212: Line 180:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 234: Line 202:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=Excellent priority at the tip.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 256: Line 224:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 278: Line 246:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 300: Line 268:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=Excellent priority at the tip.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 322: Line 290:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 344: Line 312:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 366: Line 334:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=VERY difficult AA to stop.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 388: Line 356:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 410: Line 378:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 416: Line 384:
{{MoveData
{{MoveData
|image=  
|image=  
|caption=
|caption=  
|name= Crouching Heavy Kick
|name= Crouching Heavy Kick
|linkname= 2HK
|linkname= 2HK
Line 432: Line 400:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>


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




Line 458: Line 427:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 480: Line 449:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 502: Line 471:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 524: Line 493:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=j.lk is an instant overhead.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 533: 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 546: Line 515:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 568: 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= Slide
|linkname= 4HK
|input= {{df}}+{{hk}}
|input= {{b}}+{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 591: Line 563:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description=  
  |description= 2 hits, cancellable.
  }}
  }}
  }}<br>
  }}<br>


=== Universal Mechanics ===
=== Universal Mechanics ===
Line 600: 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 610: 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= Strider's crouching {{hp}}
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 637: Line 611:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Strider does the ninja throw on the opponent into the floor.
  |description= Mash attack buttons for more damage.
  }}
  }}
  }}<br>
  }}<br>
Line 659: Line 633:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Strider tosses the opponent forward.
  |description=
  }}
  }}
  }}<br>
  }}<br>
Line 681: Line 655:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Strider does the ninja throw on the opponent into the floor.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 688: Line 662:
|image=  
|image=  
|caption=  
|caption=  
|name= Variable Attack (raw tag)
|name= Raw Tag
|linkname= Variable Attack
|linkname= Raw Tag
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}}
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}}
|data=
|data=
Line 725: Line 699:
  |Adv. Guard=  
  |Adv. Guard=  
  |Adv. Pushblock=  
  |Adv. Pushblock=  
  |description=Strider's {{hk}}
  |description= 2 {{mk}}
  }}
  }}
  }}
  }}


=== Special Moves ===
=== Special Moves ===
{{MoveData
{{MoveData
|image=  
|image=  
|image2=
|caption=  
|caption=  
|name= Ame no Murakumo
|name= Rolling Buckler
|linkname= Ame no Murakumo
|linkname= Rolling Buckler
|input= {{qcf}}+{{p}}
|input= {{qcf}}+{{p}}, then {{p}} or {{k}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage=  
  |Damage=  
|version={{lp}}
  |Startup=  
  |Startup=  
  |Active=  
  |Active=  
Line 750: Line 725:
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= Strider runs forward and slashes towards the enemy. Never use in block strings unless canceled into orbs. Has a wide cancel window. Has a pretty bad startup.
  |description= {{lp}} for neko punch, {{hp}} for uppercut, {{k}} for slide.
  }}
  }}
  }}<br>
  }}<br>
Line 757: Line 732:
|image=  
|image=  
|caption=  
|caption=  
|name= Excalibur
|name= Cat Spike
|linkname= Excalibur
|linkname= Cat Spike
|input= {{qcf}}+{{p}} or {{k}}
|input= {{dp}}+{{p}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 772: Line 747:
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= Strider kinda just goes flying around. The lp version is good for air combo's seeing how it does pretty solid life. The lk version during orbs can be used to combo into his instant overhead and his fp\rh version can be used to capture assists during funny bounces in order to land assist kill oppurtunites. Each has a unique purpose. Note, the lp version creates OTG properties.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 779: Line 754:
|image=  
|image=  
|caption=  
|caption=  
|name= Gram
|name= Sand Splash
|linkname= Gram
|linkname= Sand Splash
|input= {{dp}}+{{p}} or {{k}}
|input= {{qcf}}+{{k}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 794: Line 769:
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= A very far poke that can be canceled into orbs. Basically, its 90% screen. iirc, the lp\lk versions are the easiest to cancel into orbs. Comes out fairly quick.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 801: Line 776:
|image=  
|image=  
|caption=  
|caption=  
|name= Warp
|name= Delta Kick
|linkname= Warp
|linkname= Delta Kick
|input= {{dp}}+{{p}} or {{k}}
|input= {{dp}}+{{k}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 811: 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= Strider teleports to a part of the screen based on the button. {{p}} buttons go in the air and let you press an attack, {{k}} buttons put you very close to the ground. {{lp}} and {{lk}} are the left side of the screen; {{hp}} and {{hk}} are the right side.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 823: Line 798:
|image=  
|image=  
|caption=  
|caption=  
|name= Kabe Hari Tsuki
|name= Hell Cat
|linkname= Kabe Hari Tsuki
|linkname= Hell Cat
|input= {{qcb}}+{{p}}
|input= {{hcb}}+{{k}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 833: 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= Primarily, you don't want to do this move. However, it happens to every strider from time to time. Its impossible to input that teleport perfectly every time so its good to know how the wall climb works. First off, once you get stuck on the wall there are 4 things you can do. You can hit P to slash at your opponent, hit K to jump off the wall and kick someone, hit d+k to slide down the wall and kick down and lastly, b-f input to sling to wall opposite of strider.
  |description= Command throw.
 
useful tip: if you ever get stuck on the wall, you can use the b-f twice. Once you do this, you will be immediately released from the wall and you will be able to attack and call your assist as you're falling.
 
essentially, when wall climbs happen, you have to try your best to out smart your opponent to get down safe. Strider has no advantages while on the wall. Everything has to be done in reaction to your opponents move. Since striders teleport is a staple point of his game play, this is something that every s\d player has learned to deal w\ over time because it happens.
  }}
  }}
  }}<br>
  }}<br>


{{MoveData
|image=
|image2=
|caption=
|name= Formation A
|linkname= Formation A
|input= {{qcf}}+{{k}}
|data=
{{AttackData-MVSC2
|Damage=
|version=Tiger
|subtitle={{lk}}
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Strider summons an animal that comes running in from behind the screen and the out towards the enemy covering the ground. Pretty decent hit box on this thing. Much taller than it appears and has a wide cancel window. Quick startup.
}}
{{AttackData-MVSC2
|Damage=
|version=Eagle
|subtitle={{hk}}
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Strider summons a bird that comes from behind the screen again. Except, this version comes on top of his head and forms a wide arching "U" on the screen. Quick startup.
}}
}}<br>


{{MoveData
=== Hyper Combos ===
|image=  
|caption=  
|name= Formation B
|linkname= Formation B
|input= Charge {{b}},{{f}}+{{p}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= One of striders least used moves while ironically its his fastest projectile. Strider summons a tiny machine with the first sonic boom. Upon the summon, the machine will hang around w\him until you tag or dhc out, if he dies or he throws it w\ another sonic boom input + p. Can be canceled orbs for practical setups. Also can be used in the air but not really recommended. The air version leaves him in a very vulnerable state since it has bad recovery frames. Bad block stun frames.
}}
}}<br>


{{MoveData
{{MoveData
|image=  
|image=  
|caption=  
|caption=  
|name= Formation C
|name= Dancing Flash
|linkname= Formation C
|linkname= Dancing Flash
|input= Charge {{b}},{{f}}+{{k}}
|input= {{qcf}}+{{lp}}{{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage=  
  |Damage=  
  |Startup=  
  |Startup=
  |Active=  
  |Active=
  |Recovery=  
  |Recovery=
  |Guard=  
  |Guard=  
  |Special Property=  
  |Special Property=
  |Cancel=  
  |Cancel=  
  |Adv. Hit= -
  |Adv. Hit=
  |Adv. Guard= -
  |Adv. Guard=
  |Adv. Pushblock= -
  |Adv. Pushblock=
  |description= The bombs. A very useful tool and from my experience, its useful in all of his fights. Some more than others but very useful none the less. Can be canceled into orbs, average\great block stun time, horrible recovery unless canceled into. Strider summons a bomb from off the screen. The lk version lands next to him and the RH version goes 90% screen. When you summon the bomb, it cannot be destroyed. It can only be destroyed when the bomb has the parachute on it as its descending. The best feature of the bomb is its explosion animation which lasts for a quite a while. Even once the animation has totally disappeared, there are still active hit box frames for 2-3 frames estimating after that.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
=== Hyper Combos ===


{{MoveData
{{MoveData
|image=  
|image=  
|caption=  
|caption=  
|name= Ouroboros
|name= Super Sand Splash
|linkname= Ouroboros
|linkname= Super Sand Splash
|input= {{qcf}}+{{lp}}+{{hp}}
|input= {{qcf}}+{{lk}}{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 950: Line 860:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Striders best super. Upon activation, he gets 2 machines that rotate around him. As the punch buttons are pressed, each of the machines will shoot 1 projectile in the form of a ring. Depending where they are in relation to strider as the spin, determines where the rings will be released from.
  |description=  
  }}
  }}
  }}<br>
  }}<br>
Line 957: Line 867:
|image=  
|image=  
|caption=  
|caption=  
|name= Ragnarok
|name= Please Help Me!
|linkname= Ragnarok
|linkname= Please Help Me!
|input= {{dp}}+{{lp}}+{{hp}}
|input= {{qcb}}+{{lk}}{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage=
  |Damage=  
  |Startup=   
  |Startup=   
  |Active=   
  |Active=   
Line 972: Line 882:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Strider dashes forward and does a hit grab super. Nothing too much to report. Yes there are some setups but for the most part, you don't want to use this seeing how you need bar for his orbs.
  |description= Mash for more damage.
 
This is a fancy finisher but beware of the motion overlap with Ragnarok and Ouroboros. You can lose entire games off of this missed input.
  }}
  }}
  }}<br>
  }}<br>
== Other ==


{{MoveData
{{MoveData
|image=  
|image=  
|caption= What's that?!
|caption=  
|name= Legion
|name= Wall Clutch
|linkname= Legion
|linkname= Wall Clutch
|input= {{qcb}}+{{lk}}+{{hk}}
|input= near the wall {{b}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage=
  |Damage=  
  |Startup=
  |Startup=  
  |Active=
  |Active=  
  |Recovery=
  |Recovery=  
  |Guard=  
  |Guard=  
  |Special Property=
  |Special Property=  
  |Cancel=  
  |Cancel= None
  |Adv. Hit=   
  |Adv. Hit=   
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= To an extent, striders 2nd best super. Although, most of his supers are supposed to be used for his orbs, this super has very quick activation time. Since strider is often paired with sentinel, you can use it to dhc combo into hsf very easily off a magic series, s.fp
  |description= Release {{b}} and Felicia will jump off the wall, hold towards the wall and she will slowly slide down while scratching the wall. Holding up keeps her in place a little longer.
  }}
  }}
  }}<br>
  }}<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-strider.png]]
[[Image:Mvc2-felicia.png]]  




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

Latest revision as of 14:52, 9 October 2024

Story

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

Gameplay

Felicia is a fast rushdown character with low health

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

Character Summary

Special Moves

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

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

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

Moves List

Assists

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

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


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

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


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

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


Normal Moves

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

Ground Normals

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


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


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


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


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


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


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


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


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


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


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


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



Air Normals

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


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


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


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


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


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


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



Command Normals

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

2 hits, cancellable.



Universal Mechanics

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


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

Mash attack buttons for more damage.


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


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


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


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

2 Mk.png


Special Moves

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

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


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


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


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


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

Command throw.



Hyper Combos

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


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


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

Mash for more damage.


Other

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

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



Taunt

Colors

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

Mvc2-felicia.png



Game Navigation

General
FAQ
Controls
System
HUD
Glossary
Esoterics
Metagame
Tiers
Teams
Characters (Marvel)
Blackheart
Cable
Colossus
Cyclops
Doctor Doom
Gambit
Hulk
Iceman
Iron Man
Juggernaut
Magneto
Marrow
Omega Red
Psylocke
Rogue
Sentinel
Silver Samurai
Spiral
Storm
Thanos
Venom
Wolverine - Claw
Characters (Capcom)
Akuma
Amingo
Anakaris
B.B.Hood
Cammy
Captain Commando
Dan
Dhalsim
Felicia
Guile
Hayato
Jill
Jin
Ken
Mega Man
Roll
Ruby Heart
Ryu
Sakura
Servbot
SonSon
Strider
Tron Bonne
Characters (Updating)
Morrigan
Characters (Old Pages)
Captain America
Sabretooth
Shuma-Gorath
Spiderman
War Machine
Wolverine - Bone
Charlie
Chun-Li
M.Bison
Zangief