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

From SuperCombo Wiki
No edit summary
Line 12: Line 12:
Note worthy normals
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 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 close MP/MK - Both good for starting combos.


Standing far MK - a well rounded poke that hits crouching opponents.
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 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.
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.
Line 24: Line 24:
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 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 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.
Crouching HK - Low long range sweep, with her hitbox low enough to even go under projectiles.


Jumping MP - a 2 hit attack, but this move is more useful during her dash for her pressure.
Jumping LK - Great angle, can link into the other air normals(But not with itself) if you time well.
 
Jumping HP/HK - these moves are pratically interchangeable in that they do good damage, have a large hit box and ridiculous priority.


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.


== Special Moves ==
== Special Moves ==

Revision as of 22:51, 31 August 2017

VHFeliciaportrait.gif
VHFeliciaWin.gif

Introduction

She is a cute kitty speciallized in rush down and air traps

Moves List

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.

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

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)

Advanced Strategy

Frame Data

Normals
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Cancel Notes


LP 6 3 6 +8 +6 // LM ○/連打可
MP 8 3 14 +2 0 // LM
HP 10 3・5 23 -5 -7 // LM ×
LK 6 3 7 +4 +2 // L ○/連打可
MK 7 3 15 +1 -1 // LM
HK 8 5 11 +19 +5 // LM × ヒット時吹き飛び


LP 6 3 7 +7 +5 // LM ○/連打可
MP 7 3 17 -1 -3 // LM
HP 8 2(4)3・2 21 +2 0 // LM ○+×+×
LK 6 4 6 +4 +2 // LM ○/連打可
MK 8 3 18 +1 -1 // LM ×
HK 9 3(4)3 23 0 -2 // LM ×
Crouching LP 6 3 6 +5 +3 // L ○/連打可
MP 7 3(9)3 8 +8 +6 // LM ○+×
HP 10 6(2)2 10 +15 +1 // LM × ヒット時吹き飛び
LK 6 3 6 +5 +3 // L ○/連打可
MK 7 3 15 +1 -1 // LM
HK 9 3 23 Fall -2 // L ×
 







Jumping Normals
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Cancel Notes




LP 6 着地まで - - - // HM × Cancel after Startup
MP 7 4(2)4 4 - - // HM ×
HP 9 6 5 - - // HM ×
LK 6 着地まで - - - // HM × Cancel after Startup
MK 7 11 5 - - // HM ×
HK 8 6 10 - - // HM ×
 







Specials
ローリング
     バックラー

Qcf.gif + P
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
7 30 13 -17 -19 // LM 空中ヒット時KD
     着地のスキ
弱:13 中:15 強:17
8 30 15 -19 -21 // LM
9 30 17 -21 -23 // LM
ES 9 30 17 -24 -26 0/ 0/ 0 LM
ローリング
     バックラー
(追加入力)


突進中にP
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
4 6・4 12+着地13 KD -14 // HML 出際のガード:LM
値は1段目ガード時
4 6・9 15+着地15 KD -24 // HML
4 6・13 19+着地17 KD -34 // HML
ES 4 3・3・16 24+着地17 KD -42 0/ 0/ 0 HML
ローリング
     スクラッチ

Qcb.gif + P
(P連打で変化)
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
5 23 着地8 // HML 空中ヒット時KD
     跳ね返り時の着地Recovery
弱:13 中:15
強:17 ES:17
6 23(3)23 着地8 // HML
7 23(3)23(3)23 着地8 // HML
ES 7 23(3)23(3)23 着地8 0/ 0/ 0 HML
サンド
     スプラッシュ
(GC技)

Qcf.gif + K
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
14 10 17 -4 -6 // LM 空中ヒット時KD
15 12 18 -7 -9 // LM
16 14 19 -10 -12 // LM
ES 16 2・2・2・4・4 23 -4 -6 0/ 0/ 0 LM
デルタキック
     
Rdp.gif
+ K
Strenght Startup Active Recovery Hit Guard Gauge Increase
((miss/hit/equivalent))
Guard Height Notes
7 13(4)14 着地13 KD 0 // HML 出際のガード:LM
Invincible (*1)
7 15(4)15 着地15 KD -2 // HML
7 16(4)19 着地17 KD -6 // HML
ES 7 14(4)23 着地17 +3 +1 0/ 0/ 0 HML
ヘルキャット
     
相手の近くで
Hcb.gif + MKorHK
Strenght Startup Active Recovery 投げ成立 Throw Escape Gauge Increase
(空/当)
Guard Height Notes
- - - - - - - 間合いが遠い場合
Startup:8
2 1(5)1(4)1 29 KD - / 投げ
2 1(5)1(4)1 29 KD - / 投げ
ES 2 1(5)1(4)1 29 KD - 0/ 0 投げ
(*1)Invincible 弱:20F~21F 中:22F~23F 強:23F~24F ES:1F~22F







Supers
ダンシングフラッシュ
     
Dp.gif + PP
Startup Active Recovery Hit Guard Guard Height Notes
13 40 17 KD -23 LM 完全無敵:6、ガード時着地のスキ:17
プリーズヘルプミー
     
Hcf.gif+ KK
Startup Active Recovery Hit Guard Guard Height Notes
弾:10 - 可変 KD HML Recoveryは猫が画面外に消えるまで
 







Throws
Close B.gif or F.gif + MP or HP Startup Active Recovery 投げ成立 Throw Escape Gauge Increase 投げ方向 Notes
2 1(5)1(4)1 29 +17 +17 前方 投げ後吹き飛び
Close B.gif or F.gif + MK or HK Startup Active Recovery 投げ成立 Throw Escape Gauge Increase 投げ方向 Notes
2 1(5)1(4)1 29 KD +20 レバー
 







<A name="throw-air"></A>Air Throw
お互い空中&相手の近くで
Up.gif以外 + MP or HP
Startup Active Recovery 投げ成立 Throw Escape Gauge Increase 投げ方向 Notes
1 KD 不可 レバー
 







追い討ち攻撃</
相手KD or Fall時に
     
Up.gif要素 + K
Strenght Startup Active Recovery Gauge Increase
(空/当)
Notes
ノーマル 12 31 着地1 /
ES 12 31 着地1 0/ 0
 







Others
三角飛び
     
画面端で F.gif要素
Notes
画面端を蹴って、前方にジャンプする
 

Match-ups

Back to - Night Warriors: Darkstalkers' Revenge