Vampire Savior/Felicia

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Costume Colors
Felicia


Introduction

Felicia (フェリシア), the Catwoman (Nekomata). Felicia is a fast character that comes equipped with a wide variety of good normal moves both in the air and on the ground. Felicia is generally regarded as one of the less technical yet solid characters in the game, since she can hold her own while relying on the basics. Many of her attacks are "all-purpose", have good range and speed, and very good hitboxes. If you enjoy jumping around a lot and using normal pokes to beat the opponent out of their own attacks then Felicia might be the character for you. To play Felicia you will need some sense of footsies and dash mixups, though simply learning her move properties can take you a long way.

Primary objective: Spam j.MK/j.HP/j.HK, dash in mixups into Buckler/cmd-grab.

Normal Moves

Far Standing Normals


Far Standing Light Punch
Damage 3/6 1f
Felicia s.lp 1.png
5f
Felicia s.lp 2.png
8f
Felicia s.lp 3.png
11f
Felicia s.lp 1.png
Hit Advantage +5
Guard Advantage +4
Renda Bonus H:+8 G:+7
Rapid Cancel  ?
Special Cancel Yes
Meter Gain W:0/G:3/H:6
Start/Active/Recovery Frames 4 3 8

Pretty decent range for a light attack. Maybe most effectively used for walking jab pressure, but while it has good frame data its not good enough to completely abuse this move like that.

This move will not hit crouching: Gallon, Lilith, Morrigan or Q-Bee.


Far Standing Medium Punch
Damage 8/13 1f
Felicia s mp 1.png
4f
Felicia s mp 2.png
6f
Felicia s mp 3.png
9f
Felicia s mp 4.png
21f
Felicia s mp 5.png
Hit Advantage 0
Guard Advantage -1
Renda Bonus None
Rapid Cancel No
Special Cancel Yes
Meter Gain W:3/G:9/H:15
Start/Active/Recovery Frames 5 3 18

Useful in a pressure strings to catch jumpers. Hit with the tip. Do not use this on opponents who can crouch under it.

Potentially good as a guard break after the opponent blocks an air-to-air chain.

This move will not hit crouching: Bulleta, Gallon, Lilith, Morrigan or Q-Bee.


Far Standing Heavy Punch
Damage 3 hit:12/20
2 hit:7/12
1 hit:4/7
1f
Felicia s hp 1.png
7f
Felicia s hp 4.png
9f
Felicia s hp 5.png
13f
Felicia s hp 6.png
16f
Felicia s hp 7.png
18f
Felicia s hp 8.png
 ?f
Felicia s hp 10.png
Hit Advantage +3
Guard Advantage +2
Renda Bonus None
Rapid Cancel No
Special Cancel No
Meter Gain W:6
G:9+3+3
H:12+6+6
Start/Active/Recovery Frames 6 2 4 3 2 22

Hits three times.

Not a very useful button when compared to the rest of Felicia's normals. Avoid using.

The second hit of this move will whiff on crouching Q-Bee.

Forgot to redraw part of the lower hurtbox on the 2nd and 3rd images.


Far Standing Light Kick
Damage 4/7 1f
Felicia s lk 1.png
5f
Felicia s lk 2.png
9f
Felicia s lk 3.png
Hit Advantage +5
Guard Advantage +4
Renda Bonus H:+8 G:+7
Rapid Cancel  ?
Special Cancel Yes
Meter Gain W:0/G:3/H:6
Start/Active/Recovery Frames 4 4 7

A key attack in Felicia's game plan as it's one of the strongest normal attack anti-airs in the game. This will crush most mid to far range jump in attacks, and there are very few normals it will outright lose to. Great as a guard break after getting your opponent in an air-to-air block string.

On hit, recovery from Far 5.LK is so fast you have more than enough time to set up a high/low with a dash overhead or a 2.LK/2.HK low attack. Depending how close they were when you hit them you can even walk forward and go for a throw.

Since it's also a light attack, you can rapid fire it on whiff to put up a bit of a wall. Do not abuse this though as there are still plenty of ways around it.

The dangerous aspect of using this normal is when the opponent is so close that this turns into a Close 5.LK, which has no anti-air properties what-so-ever. Get accustomed to the range that this turns into a Close 5.LK so you don't get it on accident and eat a huge jump in combo.

This move will only hit crouching: Bishamon, Victor.


Far Standing Medium Kick
Damage 8/14 1f
Felicia s mk 1.png
7f
Felicia s mk 2.png
10f
Felicia s mk 3.png
19f
Felicia s mk 4.png
Hit Advantage +2
Guard Advantage +1
Renda Bonus None
Rapid Cancel No
Special Cancel No
Meter Gain W:3/G:9/H:15
Start/Active/Recovery Frames 6 3 19

Amazing long poke that dominates the mid range game. After training your opponent to stay grounded with a strong anti-air defense, you can control their approach on the ground with this.

Great for catching characters out of their jump start up as well. Inserting this at the end of a pressure string or when you have a bit of frame advantage is a great way to catch jumpers. Space it out so you'll hit them with the tip.

This move will not hit crouching Q-Bee.


Far Standing Hard Kick
Damage 2 hits:11/19
1st hit:5/9
2nd hit:6/11
1f
Felicia s hk 1.png
5f
Felicia s hk 2.png
8f
Felicia s hk 3.png
11f
Felicia s hk 4.png
15f
Felicia s hk 5.png
18f
Felicia s hk 6.png
 ??f
Felicia s hk 7.png
 ??f
Felicia s hk 8.png
 ??f
Felicia s hk 9.png
Hit Advantage -2
Guard Advantage -3
Renda Bonus None
Rapid Cancel No
Special Cancel No
Meter Gain W:6
G:10+4
H:15+9
Start/Active/Recovery Frames 4 3 3 4 3 4
Lower Body Invincible for 13 frames

Hits twice.

This has the most range out of any of Felicia's attacks by far. Mostly used as a long range poke by utilizing the second hit, though the lower body invincibility starting on the 5th frame may come in handy in some matchups. While the ideal second hit of the attack is a little slow, you must be choose when and where you use it carefully, it is still shouldn't be ignored and has a place in Felicia's arsenal. Just don't overdo it.

The first hit of this move will whiff on crouching Q-Bee.


Close Standing Normals


Close Standing Light Punch
Damage 4/7 1f
Felicia n.lp 1.png
5f
Felicia n.lp 2.png
8f
Felicia n.lp 4.png
Hit Advantage +9
Guard Advantage +8
Renda Bonus H:+12 G:+11
Rapid Cancel Yes
Special Cancel Yes
Meter Gain W:0/G:3/H:6
Start/Active/Recovery Frames 4 3 7

Best frame advantage out of all of Felicia's normals. The Renda Bonus value is incredible, but she is easily pushed far enough away from chaining light punches and it's difficult to have the second hit be a Close 5.LP instead of a Far 5.LP.

Good for guard breaking opponents that are low to the ground in the corner.

At 36 pixels away from the opponent this turns into a Far 5.LP.


Close Standing Medium Punch
Damage 9/14 1f
Felicia n.mp 1.png
7f
Felicia n.mp 2.png
10f
Felicia n.mp 3.png
13f
Felicia n.mp 4.png
Hit Advantage +3
Guard Advantage +2
Renda Bonus None
Rapid Cancel No
Special Cancel Yes
Meter Gain W:3/G:9/H:15
Start/Active/Recovery Frames 6 3 15

Decent frame advantage for a medium strength attack. This option selects from a Punch Throw attempt, and it probably wouldn't be too bad of an option either if her Punch throw wasn't so outclassed by her Kick Throw.

At 36 pixels away from the opponent this turns into a Far 5.MP.


Close Standing Heavy Punch
Damage 2 hits:12/20
1st hit:7/12
2nd hit:5/9
1f
Felicia cl hp 1.png
9f
Felicia cl hp 2.png
12f
Felicia cl hp 3.png
14f
Felicia cl hp 4.png
18f
Felicia cl hp 5.png
Hit Advantage -5
Guard Advantage -6
Renda Bonus None
Rapid Cancel No
Special Cancel No
Meter Gain W:6
G:10+4
H:15+9
Start/Active/Recovery Frames 8 3 2 4 24

Hits two times.

Mainly used as an option select with her Punch Throw, it can hit very small crouching characters while anti-airing opponents who try to jump out. Would be more a bit more useful if her Punch Throw was better.

Its very negative on hit and guard, so be sure to cancel it into a 2.HK on block or when it hits a grounded opponent.

At 32 pixels away from the opponent this turns into a Far 5.HP.


Close Standing Light Kick
Damage 3/6 1f
Felicia cl lk 1.png
5f
Felicia cl lk 2.png
8f
Felicia cl lk 3.png
Hit Advantage +5
Guard Advantage +4
Renda Bonus H:+8 G:+7
Rapid Cancel Yes
Special Cancel Yes
Meter Gain W:0/G:3/H:6
Start/Active/Recovery Frames 4 3 8

Just use 2.LK instead. This isn't particularly useful when considering her other light attacks.

At 36 pixels away from the opponent this turns into a Far 5.LK.


Close Standing Medium Kick
Damage 9/15 1f
Felicia n.mk 1.png
6f
Felicia n.mk 2.png
9f
Felicia n.mk 3.png
17f
Felicia n.mk 4.png
Hit Advantage +2
Guard Advantage +1
Renda Bonus None
Rapid Cancel No
Special Cancel Yes
Meter Gain W:3/G:9/H:15
Start/Active/Recovery Frames 5 3 16

Felicia's highest damage special cancelable normal. If you want to combo into this off of a jump in attack, you must jump in very deep.

An option select button for her kick throw. This will hit every crouching character, unlike her Close 5.HK, so if you don't think a short opponent is going to jump this may be a safer option incase you mistime your throw attempt.

At 36 pixels away from the opponent this turns into a Far 5.MK.

Forgot to resize the first image, it is stretched.


Close Standing Hard Kick
Damage 12/19 1f
Felicia n.hk 1.png
4f
Felicia n.hk 2.png
7f
Felicia n.hk 3.png
12f
Felicia n.hk 4.png
Hit Advantage +25
Guard Advantage +12
Renda Bonus None
Rapid Cancel No
Special Cancel No
Meter Gain W:6/G:15/H:24
Start/Active/Recovery Frames 6 5 12

Amazing option select button for Felicia's Kick Throw and Command Throw. Though it is a bit dangerous to use on opponents who can crouch it, if you are timing your throws 100% perfectly this is her best option. If your timing is correct either get grabbed by the throw or hit by Close 5.HK while attempting to jump out. If they are hit at all by Close 5.HK, Felicia recovers so fast she can set up a dash overhead/low mix-up, or even cross under the opponent for a left/right mix-up while in the corner. Due to the massive frame advantage that applies even to grounded opponents.

Also works as a guard break after an air chain against cornered opponents who are high in the air.

This move will only hit crouching: Anakaris, Aulbath, Bishamon, Demitri, Jedah and Victor.

These characters can jump higher than this move can reach: Anakaris, Felicia, Gallon, Jedah, Victor, Zabel

At 36 pixels away from the opponent this turns into a Far 5.HK.

Forgot to resize the second image, it is stretched.


Crouching Normals


Crouching Light Punch
Damage 2/5 1f
Felicia c lp 1.png
5f
Felicia c lp 2.png
8f
Felicia c lp 1.png
Hit Advantage +7
Guard Advantage +6
Renda Bonus H:+10 G:+9
Rapid Cancel Yes
Special Cancel Yes
Meter Gain W:0/G:3/H:6
Start/Active/Recovery Frames 4 3 6

Must be blocked low.

This is a bit outshined by 2.LK when it comes to a starter attack for a ground chain, but the extra frame advantage makes this very useful for linking into 2.MP or when attempting a tick throw.


Crouching Medium Punch
Damage 8/14 1f
Felicia c mp 1.png
5f
Felicia c mp 2.png
9f
Felicia c mp 3.png
19f
Felicia c mp 5.png
Hit Advantage +3
Guard Advantage +2
Renda Bonus None
Rapid Cancel No
Special Cancel Yes
Meter Gain W:3/G:9/H:15
Start/Active/Recovery Frames 4 4 14

A very good button. Useful as a poke, an anti-air and it's your go-to button when it comes to special cancels.

When anti-airing, you want to hit them with the tip of her paw so it works best from a long distance jump in. After an air reset, you can immediately do a dash hop overhead attack, or walk forward slightly and do a 2.HK low.

Some characters have a ridiculously difficult time just getting around this normal to start an offense.


Crouching Hard Punch
Damage 11/18 1f
Felicia c hp 1.png
6f
Felicia c hp 3.png
8f
Felicia c hp 4.png
14f
Felicia c hp 7.png
21f
Felicia c hp 1.png
Hit Advantage +19
Guard Advantage +9
Renda Bonus None
Rapid Cancel No
Special Cancel No
Meter Gain W:6/G:15/H:24
Start/Active/Recovery Frames 5 2 6 7 5
Airborne for 15 frames

Though an incredible anti-air in both hitbox and active frames, the fact Felicia is considered airborne during it gives 2.HP a few interesting properties.

  • Since 2.HP puts Felicia in an airborne state, it is possible for the opponent to just air block this normal like they could any air-to-air attack. It's hard for many characters to really punish this, but be careful when using it on those with air dashes and on a cornered opponent.
  • If Felicia is hit during the airborne state of this move, she is air reset rather than just taking the hit on the ground which limits the opponents combo potential if this move is mistimed.
  • Being airborne means that Felicia cannot be thrown, which makes it potentially useful against things like Demitri's EX Throw moves. However, due to it being 6 frames before she becomes airborne it's not a guaranteed escape.
  • It is not possible to chain out of this move into either hard kick attack.

Out of all her anti-airs, 2.HP is the most useful when the opponent is doing a deep jump in or making a cross up attempt. If this hits the opponent, you have enough time after the air reset to do a high/low mix-up like with her other anti-airs. Since the opponent is usually air reset close enough to you that you can actually walk forward and do a 2.LK instead of relying solely on her 2.HK for the low mix-up.

This move will not hit crouching: Bulleta, Felicia, Gallon, Lei-Lei, Lilith, Morrigan, Q-Bee, Sasquatch or Zabel.


Crouching Light Kick
Damage 3/5 1f
Felicia c lk 1.png
7f
Felicia c lk 2.png
10f
Felicia c lk 1.png
Hit Advantage +6
Guard Advantage +5
Renda Bonus H:+9 G:+8
Rapid Cancel Yes
Special Cancel Yes
Meter Gain W:0/G:3/H:6
Start/Active/Recovery Frames 4 3 7

Must be blocked low.

The starter for most of Felicia's ground chain combos. Range is noticeably good for a light attack.


Crouching Medium Kick
Damage 8/13 1f
Felicia c mk 1.png
6f
Felicia c mk 2.png
9f
Felicia c mk 3.png
19f
Felicia c mk 4.png
Hit Advantage 0
Guard Advantage -1
Renda Bonus None
Rapid Cancel No
Special Cancel Yes
Meter Gain W:3/G:9/H:15
Start/Active/Recovery Frames 5 3 18

Despite being a crouching kick attack, this does not hit low. This move hits pretty much the same space as 2.MP, but the overall frame data on 2.MK is much worse. Though, depending on positioning the hitbox may be slightly more useful as an anti-air.


Crouching Hard Kick
Damage 9/15 1f
Felicia c hk 1.png
5f
Felicia c hk 2.png
8f
Felicia c hk 3.png
10f
Felicia c hk 4.png
22f
Felicia c hk 7.png
 ??f
Felicia c hk 8.png
Hit Advantage Knockdown
Guard Advantage +3
Renda Bonus None
Rapid Cancel No
Special Cancel No
Meter Gain W:6/G:15/H:24
Start/Active/Recovery Frames 7 2 21

Must be blocked low.

A pretty amazing sweep. Great range and hits low. Use this in conjunction the rest of her amazing footsie game. Mixing this in when your opponent thinks you'll go for a dash hop overhead is vital.

The guard advantage is surprisingly good for this kind of attack.


Jumping Normals


Jumping Light Punch
Damage 4/8 1f
Felicia j lp 1.png
5f
Felicia j lp 3.png
11f
Felicia j lp 4.png
Special Cancel No
Meter Gain W:0/G:3/H:6
Start/Active/Recovery Frames 4 6 4

Not the most useful button but it can do a couple things. Depending on your opponents jump height it may work decently as an air-to-air block string starter.

Out of all her air normals j.LP has the best potential for a cross up. As a cross up attack it's not great, works well on the especially fat characters(Gallon, Lei-Lei, Q-Bee), but it generally requires very precise aiming to hit and even then it won't work on most of the cast properly. It can be difficult to incorporate this properly into your game plan, and empty cross ups in Savior can be dangerous so use this with caution.


Jumping Medium Punch
Damage 2 hit:9/14
1 hit:5/8
1f
Felicia j mp 1.png
7f
Felicia j mp 2.png
11f
Felicia j mp 3.png
13f
Felicia j mp 4.png
17f
Felicia j mp 5.png
Special Cancel No
Meter Gain W:3/G:9/H:15
Start/Active/Recovery Frames 6 4 2 4 6

Hits two times.

A multi-hit jump in attack. Its primary use is during her dash hop; being the easiest out of her jump normals to link from. Refer to the combo section for more information on this.

Option selects into an air throw. When attempting an air throw, this is a little bit of a better option than her j.HP air throw option select.

The second hit of j.MP has the same cross up potential as j.LP(refer to that for more info). You can actually hit the button early, whiff the first hit and have the second hit as a cross up.

Useful during air-to-air block-strings.


Jumping Hard Punch
Damage 11/18 1f
Felicia j hp 1.png
5f
Felicia j hp 2.png
8f
Felicia j hp 3.png
14f
Felicia j hp 4.png
18f
Felicia j hp 5.png
Special Cancel No
Meter Gain W:6/G:15/H:24
Start/Active/Recovery Frames 7 6 8

One of the single best jump in attacks in the game. Covers a wide range and the hitbox extends far past the hurt box. Using this from a neutral jump or well spaced forward jump can be extremely difficult to deal with, especially with Felicia's fast jump speed.

Option selects into an air throw, though j.MP is a better option if you are explicitly aiming for an air throw.


Jumping Light Kick
Damage 4/8 1f
Felicia j lk 1.png
5f
Felicia j lk 2.png
10f
Felicia j lk 3.png
13f
Felicia j lk 4.png
Special Cancel No
Meter Gain W:0/G:3/H:6
Neutral Jump Frames 4 5 7
Forward/Back Jump Frames 4 4 6

Felicia's second best jump in attack to be used on grounded opponents. This actually extends further down than her j.HP, but has a much smaller hitbox and doesn't have as favorable of a hurtbox. Used mostly if you want to do a 2 hit air chain when jumping in on shorter opponents. A great button to press after chicken guarding an opponents air attack.

From a neutral jump j.LK can be used as an instant overhead on: Anakaris, Aulbath(Hardest), Bishamon, Demitri, Jedah and Victor.


Jumping Medium Kick
Damage 8/13 1f
Felicia j mk 1.png
6f
Felicia j mk 3.png
12f
Felicia j mk 4.png
16f
Felicia j mk 5.png
Special Cancel No
Meter Gain W:3/G:9/H:15
Start/Active/Recovery Frames 5 6 8

Has a bit of use out of a dash hop, but you need to delay attacking with j.MK out of it if you want to link into a ground combo.


Jumping Hard Kick
Damage 10/16 1f
Felicia j hk 1.png
5f
Felicia j hk 2.png
8f
Felicia j hk 3.png
12f
Felicia j hk 4.png
20f
Felicia j hk 5.png
Special Cancel No
Meter Gain W:6/G:15/H:24
Neutral Jump Frames 7 4 12
Forward/Back Jump Frames 7 6 10

Felicia's furthest extending jump attack. When used from a forward jump it can be more susceptible to anti-air than her other normals because the hitbox doesn't extend very far downward, but j.HK still has its uses.

From a long distance hop this can be a quick overhead or poke. Good as an air-to-air poke from a neutral jump, not so much from a forward jump though since you can't chain out of it. It also works excellently in blockstrings in the air.

Command Normal Moves

P Throw: Cat scratch. Mashable, forces reset. Not particularly good for a throw since the opponent can wiggle out, and the damage is negligible. But you may end up using it a lot because close MP and close HP are good option selects for throw/anti-jump.

K Throw: Rolling toss. Good damage and tosses them really far, great throw in general. You can sometimes

Air Throw: Air toss. Really great airthrow. Exceptional range and vertical reach. Decent damage. Easy to pursuit or OTG scratch after. If teched it sets the opponent backwards which makes it difficult/impossible to reversal after, giving you a free oki.

Pursuit: Bounce. Sets Felicia on the opposite side of the opponent on hit, so it's not particularly good if you knock the opponent into the corner, or else you'll end up in the corner. On the other hand, if your back was to the corner you can get out of the corner using this. ES version does more hits and a bit more recoverable damage, no actual damage. Generally speaking this isn't really as useful as her scratch OTG.

Command Pursuit: Toy Touch (22K). Your go-to pursuit in the corner. Normal versions are fast, allowing you to recover quick if you're late on a hit; ES Toy Touch does the most damage (4 white, 8 red) and reaches further than the normal Toy Touches, making it preferable in most situations.

Movement

Walk: Good walk speed and average height.

Dash: Hop. Good for high/low mixups. Her mids are more useful than her heavies when using this dash. At the end of the dash Felicia has a 7F recovery window, but the latter 6 frames are special cancelable. Therefor it's possible (albeit difficult) to do things like deep d.MK 236LP. This dash is also short-stoppable. Tapping or holding back during the forward dash will end the dash sooner and maker her drop faster. This also makes links/cancels off of it much easier, though it's rather difficult to time a dashing attack after quickstoping the dash because she falls so quickly after the quickstop, but it is possible.

Jump: Great jump arc. Very fast and highly obnoxious.

Headsit: Jumping on a standing opponent will cause this move to activate, there's no real input for it. The headsit is cancelable into anything, a jump or air attack. While headsitting the opponent can also cancel it by doing anything, which will cause Felicia to rejump. However, the headsit activation will also cancel an opponent's attack regardless of what kind of attack it was, so long as it was considered standing at the time. For example, if the opponent tries an anti-air MP and you activate the headsit it will cancel their MP entirely.

Wall Cling: Pressing towards the wall when near the wall makes Felicia cling to it momentarily. If the direction is held she will eventually start to gradually slide down the wall, and at a certain height from the ground she will automatically dismount. Releasing the button dismounts her. Felicia has freeaction after the dismount and can attack/airblock/headsit just as a normal jump. However, the dismount causes her to jump much further and faster than a normal jump, making it quite good for getting in on the opponent when alternated between normaljump and walljump.

Special Moves and Throws

Throws


Punch Throw — (6.gif or 4.gif) 6 or 4.MP ⁄ HP
Damage No Mash:10/20
Mashed:14/28
CounterMash:??/??
Both Mash:??/??
1f
File:Felicia throw.png
Tech Damage 2/4
Hit Advantage +2 to +5
Tech Advantage +2 to +5
Meter Gain 9
Active Frames 1

Frame advantage on hit and tech varies depending on the character:

  • +2f: Anakaris
  • +3f: Jedah, Victor
  • +4f: Bishamon, Bulleta, Demitri, Gallon, Lilith, Morrigan, Sasquatch, Zabel
  • +5f: Aulbath, Felicia, Lei-Lei, Q-Bee


Kick Throw — (6.gif or 4.gif) 6 or 4.MK ⁄ HK
Damage 13/21 1f
File:Felicia throw.png
Tech Damage 6/10
Hit Advantage Knockdown
Tech Advantage -1 to +3
Meter Gain 9
Active Frames 1

Frame advantage on tech varies based on the character:

  • -1f: Q-Bee
  • 0f: Felicia, Jedah, Morrigan
  • +1f: Anakaris, Aulbath, Lilith, Victor, Sasquatch
  • +2f: Bishamon, Bulleta, Lei-Lei
  • +3f: Demitri, Gallon, Zabel


Air Throw — (6.gif or 4.gif) 6 or 4.MP ⁄ HP
Damage 13/21 1f
File:Felicia airthrow.png
Tech Damage 6/10
Hit Advantage Knockdown
Tech Advantage ~
Meter Gain 9
Active Frames 1

DESCRIPTION


Hell Cat — (6.gif3.gif2.gif4.gif) 6324.MK ⁄ HK ⁄ ES
Damage MP/HP:18/27
ES:??/??
2f
File:Felicia cmdthrow.png
Hit Advantage Knockdown
Meter Gain Whiff: 12
Hit: 21
ES: 0
Active Frames 1
  • (M Version) 2F startup makes this pretty useful off a dash-in, jump-in, or whatever other tick setup. It does pretty good damage so use it plenty.
  • (H Version) Same as M version.
  • (ES Version) Despite how it looks, this version only does slightly more damage and slightly more recoverable damage. Thus, is probably not worth the meter.

It seems like some characters get thrown away further than others. Some you can follow up with a Toy Touch afterwards and others not. Make a proper list


Specials


Delta Kick6.gif2.gif3.gif 623.LK ⁄ MK ⁄ HK ⁄ ES Guard Cancel
Damage 15??/21?? 1f
Felicia Delta Kick 1.png
7f
Felicia Delta Kick 2.png
10f
Felicia Delta Kick 3.png
~f
Felicia Delta Kick 4.png
~f
Felicia Delta Kick 5.png
~f
Felicia Delta Kick 6.png
Chip Damage Per Hit:0/2
Hit Advantage Knockdown
ES:-5
Guard Advantage LK:-3
MK:-5
HK:-10
ES:-6
Meter Gain LK/MK/HK:~
ES:None
Frames LK 6 3 13 4 16 14
MK 6 3 15 4 18 15
HK 6 3 15 4 22 16
ES 6 3 13 4 27 18
1f~13f Guard Cancel Invincible

An upperkick followed by a divekick. This move actually doesn't have much use outside of GC. It has no invincibility, doesn't work well in combos, nor is it safe on block. The guard cancel version is extremely useful, but must be performed close to the opponent or it has a high chance of whiffing. For the regular, non-GC version, use is much more limited and should be used sparingly, if at all.

  • (LK Version) Low upperkick. The knee will combo with the dive if point blank, but can sometimes also fail.
  • (MK Version) Medium upperkick. This version can sometimes combo with the dive against cornered opponents at point blank, but will sometimes fail.
  • (HK Version) High upperkick. The dive-kick almost never combos with the knee, making this version really worthless.
  • (ES Version) This version will cause Felicia to do five rapid kicks during her dive-kick rather than just two, which makes it slightly more useful for chipping. However, it's fairly easy tech/GC bait so even this version doesn't get used much.
  • (GC Version) This version gains 13F startup inv, which is good because the first hit is 7F startup. Not a particularly bad GC, but the followup dive-kick makes it counter-GC or DP bait if the first hit whiffs. Still, because of the inv and fast startup it has it's uses, just make sure the first hit connects. The very first active frame of the ES Guard Cancel version is unblockable.


Cat Spike - 623 LP/MP/HP/ES
Damage LP:16/22
MP:17/23
HP:18/25
ES:18/26
1f
Felicia catspike lp 1.png
 ??f
Felicia catspike lp 2.png
 ??f
Felicia catspike lp 3.png
 ??f
Felicia catspike lp 4.png
 ??f
Felicia catspike lp 5.png
 ??f
Felicia catspike lp 6.png
Chip Damage Normal:0/2
ES:0/0
Hit Advantage LP:+2
MP:+5
HP:+5
ES:~
Guard Advantage LP:+1
MP:+4
HP:+4
ES:~
Meter Gain Whiff:18
Guard:22
Hit:26
ES:0
Start/Active/Recovery Frames  ?? ??  ??  ??

DESCRIPTION


Cat Spike (Light) - 623 LP
Damage 16/22  ??f
Felicia catspike lp 1.png
13f
Felicia catspike lp 3.png
17f
Felicia catspike lp 4.png
30f
Felicia catspike lp 5.png
 ??f
Felicia catspike lp 6.png
Chip Damage 0/2
Hit Advantage +2
Guard Advantage +1
Meter Gain Whiff:18
Guard:22
Hit:26
Start/Active/Recovery Frames 12 4 21
Cat Spike (Medium) - 623 MP
Damage 17/23  ??f
Felicia catspike mp 1.png
11f
Felicia catspike mp 2.png
19f
Felicia catspike mp 3.png
25f
Felicia catspike mp 4.png
27f
Felicia catspike mp 5.png
 ??f
Felicia catspike mp 6.png
36f
Felicia catspike mp 7.png
Chip Damage 0/2
Hit Advantage +5
Guard Advantage +4
Meter Gain Whiff:18
Guard:22
Hit:26
Start/Active/Recovery Frames 24 2 2 16

Ball pop move. This move is safe on block/hit for all normal versions. The ball itself doesn't actually do anything for the normal versions, but rather the scratch itself is the attack. Because this moves Felicia forward and is advantageous on hit/block it's a pretty decent move to use during pressure or to set up tickthrow OS'ing.

  • (LP Version) Short quick scratch. Combos off her mids. Good for tick throwing or pressure.
  • (MP Version) Jumping scratch. Unable to combo into it, but works well for throwing off the opponents tech attempt. When the MP version hits crouching opponents, it is possible link combo off of it.
  • (HP Version) Similar to the MP version, but Felicia goes much further. Needs to be performed from long range, otherwise you'll just go sailing over your opponent.
  • (ES Version) The ball itself is the attack in this version. Felicia spikes the ball like a volley ball (hence the name), and once spiked it becomes a projectile attack. Destroys most other projectile attacks. Very slow and not a very useful attack.
  • Missing Frame Data to go with each hitbox shift.
  • Should probably re-take photos with shadow showing to demonstrate height.
  • need to confirm end frames photos for LP version are accurate
  • there are no photos of HP and ES hitboxes
  • double-check hit/guard values of MP and HP version on standing/crouching characters

Rolling Buckler - 236P, P: A two part roll attack. First part is a one hit ball roll that goes under fireballs and high hitting attacks. Pressing P again will cause a follow up uppercut scratch that can hit twice. The follow up uppercut can be performed during the roll or even after the roll hits the opponent, allowing the roll and uppercut to combo with each other for three hits or allowing you to cancel the roll early. This is her basic combo move as it's fast and causes knockdown, plus decent damage. However, neither the roll nor the uppercut are safe on block with any version, so use with caution.

  • (L Version) Short slow roll, very low and fast uppercut.
  • (M Version) Medium range and speed, medium uppercut height.
  • (H Version) Long range and fast speed, high uppercut height.
  • (ES Version) Very long range and fast speed. ball roll can hit up to four times. Uppercut is very high, hits three times.

Meter Charge (sp-taunt) - 22KK: Holdable taunt. Felicia will constantly build meter while charging the taunt. Ironically though, it's not quite as good at building meter as her other options, such as air whiff chaining or ground kara-cancelling.

EX Moves

Dancing Flash - 4123.PP
Damage 29/41 1f
Felicia dancingflash 1.png
9f
Felicia dancingflash 2.png
11f
Felicia dancingflash 3.png
13f
Felicia dancingflash 4.png
~~f
Felicia dancingflash 5.png
Chip Damage 0/0
Hit Advantage Knockdown
Guard Advantage -33
Meter Gain None
Start/Active/Recovery Frames 12 40 ~~
8f Invincibility

An EX move similar to her Rolling Buckler. On hit it goes into an auto-combo animation.

Compared to her ES Rolling Buckler, this travels much further, but has a longer startup time. The most stand out difference however is that this has some frames of startup invincibility. If used well this can be considered a reversal attack, however it is not without risk as the invincibility does not last until her first active frame. There is more than enough time to interrupt Dancing Flash by a stray hit or late throw. Watch out for moves that have an extremely active hitbox as well. This is a good move, just don't use it without thought or care. On block it is extremely punishable.

Usable in combos the same way Rolling Buckler is, though generally getting all the hits from an ES Rolling Buckler will do more damage in most combos.

It's possible to use this as a corner escape if you read a jump in from your opponent.


Please Help Me! - 4123.PP
Damage 27/40 1f
Felicia Please Help me 1.png
~f
Felicia Please Help me 2.png
~f
Felicia Please Help me 3.png
Chip Damage 0/0
Hit Advantage Knockdown
Guard Advantage ~
Meter Gain None
Start/Active/Recovery Frames ~ ~ ~

There are three versions of this move, depending on what button combination used to activate it.

  • (LK+MK Version) The kitten runs across the ground. On block the kitten will backflip her way back towards Felicia's corner and off the screen. On whiff the kitten will keep running until she exit's the opposite end of the screen.
  • (LK+HK Version) The kitten drops forward from the upper corner of the side of the screen Felicia is on and lands a bit before midscreen. On block she will bounce off the opponent then run back towards Felicia's corner. On whiff the kitten will land and start running for Felicia's corner.
  • (MK+HK Version) The kitten leaps across the screen with a long jump arc. She comes out from about Felicia's standing height and travels the entire screen. On block the kitten will bounce off the opponent and run back towards Felicia's corner. On whiff the cat lands and runs back towards Felicia's corner. In rare cases the recovery can end early if the opponent blocks the kitten from full screen and then scrolls the screen forward while the kitten is bouncing off. Doesn't hit most standing characters close to Felicia to about midscreen due to the arc of the jump.

One of the riskiest moves in the game, for not much payoff. Though it seems to be a favorite of many new players, it is very ill advisable to use outside of a few very specific punishes. On whiff or block, Felicia remains immobile until the kitten exits the screen, giving this the worst recovery out of any move in the game.

The "safest" of the three versions if used as a gamble would probably be the LK+HK one since the kitten leaves the screen quickest on both block and whiff. It isn't very effective outside of Felicia being in the corner with the opponent close to her though.

Dark Force

Cat Helper: Kitty the Helper - Same strength P + K

  • (Any Version) A little cat will follow Felicia around and attack after Felicia does. The jump arc of the little cat is based on the strength of attack you use. Jab is narrow and low, Fierce is wide and high. It is possible to create combo loops by using the delayed hit from the helper to link another attack string.

Is possible to set up an unblockable with the kitty thanks to the Guard Switch Mechanic, like this video show, However: is very unsafe and the opponent can counter attack pretty easily, so is not worth it

Strategies

Combos

Terminology

> = next move is a chain
>> = next move is a link
xx = next move is a special or EX cancel

Basic Combos

  • 2.LK > 2.MP > 2.MK > 2.HK
22 red/38 white [with ES Pursuit: 23 red/48 white]
Felicia's most basic, no-meter combo with a low attack starter. If you're new to Felicia, use this and the next combo listed while starting out. Slowly working in ES Rolling Buckler combos into your game-plan for big damage. Can't connect a Toy Touch at the end of this combo unless you have the opponent in the corner.
  • 2.LK > 2.MP > 2.HK
17 red/30 white
Mid-range combo into a knockdown. Use when you're too far away to chain into all four hits of the combo above.
  • 5.MK > 2.HK
?? red/?? white
A good long range chain combo into a knockdown starting from a strong poke. The 2.HK will whiff after a max range 5.MK so be careful.

Comboing into Rolling Buckler

  • 2.MP xx 236.PP (4 hits) xx P
37 red/56 white [with ES Toy Touch: 41 red/64 white]
Not something you can easily confirm from a raw hit, but a very good punish. Will not combo from max range.
  • 2.LK > 2.LK xx 236.PP (4 hits) xx P
32 red/47 white [with ES Toy Touch: 36 red/55 white]
A hit confirm into ES Rolling Buckler. Must be performed from point blank. Good when going for left/right wake up okizeme. This combo is too inconsistent when performed from a jump-in due to the pushback.
  • 2.LP >> 2.MP xx 236.PP (4 hits) xx P
36 red/56 white [with ES Toy Touch: 40 red/64 white]
More damaging hit confirm into ES Rolling Buckler, but requires you to link into 2.MP. Can be performed from a bit further away than the above combo.

Comboing into LP Cat Spike

  • 2.MP xx 623.LP
23 red/34 white
Good damage for a single hit canceled into a special move. Doesn't knock down but leaves Felicia at +2 on hit and +1 on guard. It's an excellent pressure tool which you can basically do over and over, even on block. Doing this to an opponent in the corner or from point blank pretty much gives you a free command grab attempt afterwards. LP Cat Spike will whiff from 2.MP's max distance. You can mix in MP Cat Spike for a frame trap when doing LP Cat Spike pressure springs, though it will not combo.
  • 2.LP >> 2.MP xx 623.LP
23 red/37 white
A little more damage, gives you time to confirm, and 2.LP hits low.

Jump-In Combos

  • j.HP >> 2.LK > 2.MP > 2.MK > 2.HK
30 red/52 white
Most basic combo from a jump-in.
  • j.HP >> 2.MP xx 623.LP
32 red/50 white
Decent damage and sets up additional pressure. Refer to the LP Cat Spike combo above.
  • j.HP >> 2.MP xx 236.LP xx P
32 red/53 white
You can get a bit of extra damage by comboing into into a Rolling Buckler. Switch this to a 236.MP combo and recalculate damage
  • j.HP >> 2.MP xx 236.PP (4 hits) xx P
45 red/69 white [with ES Toy Touch: 49 red/77 white]
Big damage if you can confirm 2.MP from a jump in attack.
  • j.HP >> 2.LP >> 2.MP xx 236.PP (4 hits) xx P
43 red/68 white [with ES Toy Touch: 47 red/76 white]
Gives you an extra hit to confirm into ES Rolling Buckler by linking from 2.LP. Should be done from a relatively deep jump in attack.
  • j.HP > j.HK >> 2.MP xx 236.PP (4 hits) xx P
50 red/79 white [with ES Toy Touch: 54 red/87 white]
Double hard attack jump in for massive damage. Only works from a Forward Jump on tall standing characters: Anakaris, Bishamon(Hard), Demitri, Jedah, Victor. From a Neutral Jump it will also hit: Bulleta, Lilith, Morrigan, Q-Bee and Zabel. If you're going to land and do a chain combo, just do 2.MP > 2.MK > 2.HK.
  • j.LK > j.MK >> ...
~~ red/~~ white
If you want to do a 2-hit jump chain on the shorter characters, I'd recommend this. j.LK is Felicia's second best jump in attack.

Overhead Dash Combos

Comboing from Felicia's dash can be a bit tricky at first, there is two ways to make it easier. While it is possible to just double tap forward and immediate attack with j.MP, land, and combo, this is extremely tight and not the ideal method. The two ways to combo from Felicia's dash are to short hop; or to simply delay your button press after dashing for a split second, until she is closer to landing naturally. To short hop, double tap forward to dash like normal and then immediately press any back direction (4, 1 or 7) to cancel the dash and land sooner. The timing for the j.MP should be immediately after pressing one of the back directions. It may be easier to grasp the concept and execution of short hopping a bit more easily with Sasquatch, so consider trying it out with him first.

  • 66.MP >> 2.LK > 2.MP > 2.MK > 2.HK
26 red/42 white
A quick overhead into a low.
  • 66.MP >> 2.MP > 2.MK > 2.HK
26 red/44 white
While this combo does slightly more damage, it's most useful when you connect the dashing MP from further away, since you cannot connect all four hits in the ground chain shown in the combo above. 2.MP and 2.LK both have the same start up time so the link isn't any harder.
  • 66.MP >> 2.MP xx 236.PP (4 hits) xx P
39 red/60 white
Big damage from an overhead. If you are confident in linking the 2.MP after dashing do this whenever possible.
  • 66.MK >> ...
~~ red/~~ white
It possible to combo from Felicia's j.MK out of a dash as well, but the timing is a bit trickier. Even out of a short hop, you need to delay your button press for j.MK for a brief moment, until right before Felicia lands. From a regular hop just hold the attack until you're just about to land. The benefit of using j.MK is that it has slightly more range than j.MP, and that it is a single hit normal (which allows you to change up your timing a bit). If you are comboing this from outside the range j.MP reaches, your combo can't extend to much more than a 2.MP > 2.HK.

Other Combos

  • 2.LP >> 2.MP xx 236.MP xx P
23 red/40 white [with Toy Touch: 23 red/44 white]
Pretty optimized as far as a no-meter hit-confirm combo goes, though it's not really necessary, especially if you aren't getting the link 100% of the time. Need to be very close for the Rolling Buckler to connect as its slower than the ES version. Use the MP Rolling Buckler over LP and HP gives you the best position and plus frames to get the most out of connecting the Toy Touch and doing okizeme. This combo is too inconsistent when performed from a jump-in due to the pushback. If you want to follow up with a Toy Touch afterwards walk forward slightly after the Rolling Buckler and then Toy Touch from mid-screen, in the corner you'll need to walk backwards.
  • Close 5.MP > Close 5.MK > 5.HP (1 hit) > 2.HK
26 red/43 white
...
  • 623.MP >> 2.LK > 2.MP > 5.MK > 2.HK
36 red/57 white
...
  • 623.MP >> 2.MP > 2.MK > 2.HK
36 red/57 white
...
  • 623.MP >> 2.MP xx 236.PP (4 hits) xx P
51 red/74 white
Crouching opponents only(mostly). Does not work on crouching Victor since he is too tall, or crouching Q-Bee who it whiffs on. It is also extremely inconsistent on Bishamon but the link seems easier if you do the move point blank. Works on standing Felicia as well as Lei-Lei(You have to hit her outstretched arms which have a low hitbox; easier than it sounds).
You can link against standing characters if you meaty them with 623 .MP, however, it's inconsistent against Qbee and bishamon (for Qbee you need to hit her at a certain distance but the follow up link will not connect, while for bishamon you need to be really close to him). It does not work against Victor
  • 623.HP >> 2.MP xx 236.PP (4 hits) xx P
52 red/76 white
...
  • Close 5.MK xx 41236.LK+MK (or) LK+HK.
36 red/55 white
Impractical combo into Please Help Me!, and not something to use in a real match, but here it is! Felicia's back must be right up against the corner and the opponent directly next to her. Other normals will work, but Close 5.MK does the most damage. The LK+HK version seems to combo most consistently, and from further away, but the opponent may need to be standing for it to combo properly.

Dark-Force Combos

  • Corner Only Dark-Force Combo(30 hits)
http://www.youtube.com/watch?v=nRyl773zfns
                                                            REPEAT FOUR                    DARK-FORCE
                                                              TIMES MAX                    ENDS ABOUT
                                                                      ↓                          HERE
                                                        _____________/ \______________              ↓
  2.LP > 2.LK >> Kitten >> 2.MP xx 623.LP >> Kitten >> [Close 5.MK xx 623.LP >> Kitten] >> Close 5.MK xx 4321.PP
     ↑                        ↑                                 ↑
 CALLS                    CALLS                             CALLS
KITTEN                   KITTEN                            KITTEN
  • Midscreen Only Dark-Force Combo
http://www.youtube.com/watch?v=KL1qoTE5eyY

Matchups

Frame Data

Notable Players

Japanese Player Index: http://www21.atwiki.jp/vsplayer/pages/27.html

Name (English) Name (Japanese) Color Location Contact Notes
Cat-K cat-k@アライ LP Felicia color lp small.png Kansai region http://twitter.com/araidon
Orecom 俺こん LK Felicia color lk small.png Kansai region http://www.youtube.com/user/orecomchan
Rine リネ HK Felicia color hk small.png Kanto region Sometimes goes by Lyne.
Guratan グラタン LP Felicia color lp small.png Kanto region http://twitter.com/guratan_felicia
http://blog.livedoor.jp/guratan_felicia/
P KK Felicia color kk small.png Sendai
Nekohashi ねこはし HK Felicia color hk small.png Kansai region http://twitter.com/u1yutty
http://twitter.com/YOUDEAL_INC
Retired. Sometimes enters at EVO and other overseas tournaments.
Teruchika てるちか MP Felicia color mp small.png Kansai region http://twitter.com/tel1999 Retired.


Vampire Savior
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Characters AnakarisAulbath (Rikuo)BishamonBulleta (BB Hood)DemitriFeliciaGallon (Talbain)JedahLei-Lei (Hsien-ko)LilithMorriganQ-BeeSasquatchVictorZabel (Lord Raptor)
Mechanics EsotericsDark ForceCommand SupersRenda BonusTutorial
Other Color HacksVampire Savior 2 ChangesVampire Chronicle ChangesExtra Characters