Marvel Vs. Capcom 2: Felicia v1.1
-Elff Zero   elff_zero@yahoo.com

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This copyright to Robert Blumel. Redistribution and and/or resale of this 
document or it's contents is strictly prohibited. This document may be
obtained freely at www.gamefaqs.com and is for personal use only.
deal with it :)
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Contents:

intro
I. Conventions
II. Basic Attacks
III. Special Attacks
IV. Supers
V. Combos
VI.Credits and Thanks

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intro

Felica is from Capcoms Darkstalker series and has been there since day one.
Her motives for being in each game have changed over time but it usually has
something to do with Becoming a celebrity or helping poor orphaned kitty 
cats or something  like that.

Why Felicia?

+Shes fast. Dang fast. If you have fast fingers and love big combos look
 no further.
+Shes cute. Well duh... you already knew that. 
+Good Hyper Combos.  Her hyper combos are fairly strong and the all 
 combo easily.
+Great OTG game. Its insane really.

-Shes weak. Physically shes almost as bad as roll seriously. 
-Takes damage poorly. Thats never good.   
-Her OTG game is so strong that of your opponent is a good roller...



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I. Conventions 

u = up
b = back
d = down
f = forward
d/b = down,back
d/f = down, forward
u/b = up,back
u/f = up forward
jp = jab punch
sp = strong punch
fp = fierce punch
sk = short kick
fk = forward kick
rk = roundhouse kick
pp = jp+fp
kk = sk+rk
/\ =  super jump
\/ = land
_ = or

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II. Basic Attacks

ground attacks:

jp - a little flick with the tail -deceptive range a little longer than 
     it looks.
sp - a quick scratch
fp - multi-hitting downwards scratch. upto 3 hits depends on distance.
sk - a 'short' kick.
fk - a slighty stringer kick* if you don't have room to combo off of a 
     fp or rk combo off this. it gives you more time than the strong for
     whatever reason.
rk - Felicia's launcher. poor range.
b+rk - a multi-hitting handstand kick with good range. 2 hits if close.
           exellent for combos into supers.

crouching attacks:

jp - a cute paw to the ground. 
sp - a slighty less cute paw to the ground
fp - a punch attack straight up with no range that lifts the opponent
     just barely off the ground but not high enough to follow it with
     anything that i've found. 
sk - your standard crouching kick. good range for a short. 
fk - same thing just stronger.
rk - same thing but it's a knockdown. excellent speed follow this up 
     with otg tactics
       
jumping attacks:

jp - a quick scratch
sp - a double hitting scratch. you can let it hit twice by delaying 
     the next button.
fp - a downward angled big slash type thing.
sk - a small kick in the air
fk - a bigger kick in the air.
rk - kinda like the hanstand kick in the air but without the two hit effect.

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III. Special attacks

Rolling Buckler: d,d/f,f+p
-the jp version is slow, the fp version is fast
-you can combo any super afterwards
-you can go into any variation of the rolling attack at any time or
 you can let the roll itself hit once then press the button of the
 rolling attack you want.* i recommend you let it hit once
-this hits otg

Neko punch: d,d/f,f+p, jp
-the rolling bucker followed by a quick punch. use this if you don't want
 to end up 15 feet in the air if you wiff. not a heck of whole lot of 
 damage though. 
-you can combo a super but the timing is super fast and not really worth it.

Rising Slash: d,d/f,f+p, fp
-a 3 hitting uppercut. one of her stronger attacks (she doesn't have many)
 great for finishing ground combos and if you finish in the corner you can 
 otg.

Siding kick: d,d/f,f+p, any kick
-this move acts like a crouching roundhouse except that if you combo it
 off of the buckler it leaves you as close to your opponent as possible,
 which means that your otg possibilities are almost endless

Neko Spike: f,d,d/f+p
-a ball comes out of nowhere and Felicia jumps after it and pops it.
-not much range not much damage not much use. *but it's cute!
-you can work the jp version into ground combos if you want.
-jp version is hyper cancellable

Delta Kick: f,d,d/f+k(air)
-Felicia goes straight up a little bit then comes down at an angle with
 a kick.
-kinda hard to work into ground combos but you can.
-her best ac finisher.
-you can otg after this if you start it on the ground.

Sand Splash: d,d/f,f+k
-the strength of the kick determines the distance of the splash
-3/4 screen range and it's fast!
-hyper cancellable
-its on the ground
-works well in ground combos
-might as well make you breakfast too.

Throws:

Hell Cat: f,d/f,d,d/b,b+k (throw)
-Felicia swings around you a couple of times doing moderate damage in
 the process.
-not much range but it's fun. and it does decent damage (for Felicia)

b or f+fp
-Felicia hops on your chest and scratches your face into shreds.
-mash the buttons to scratch faster 
-if you choose to mash the buttons you get a heck of whole lot more damage.

b or f+k
-Felicia picks you up flips you around and tosses you across the screen.
-usefull if you want to toss someone in a corner or something like that.

Wall Clutch: jump u/b and then press u/b or b to hold onto a wall.
-if you hold on for a second or so you start to slide down.
-if you hold d/b right away you start to slide right away.
-it's cute and it avoids nasty beam supers from time to time.

Assists: 

alpha: delta kick, hyper sand slash
beta:  sand splash,  hyper sand slash
gamma: neko spike, hyper sand splash


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IV. Supers

Dancing Flash: d,d/f,f+pp
-Felicia does a rolling buckler that if it connects goes ino an 11 hit 
 auto combo finishing with a rising slash.
-combos very easily average, damage for a super.
-only works on standing opponents and those who are slightly off of the
 ground.

Hyper Sand Splash: d,d/f,f+kk
-covers the entire bottom of the screen with sand and carries your
 opponent away.
-great because it covers behind you if you miss.
-does good chipping damage
-if you get hit during the super the sand continues but doesn't hit.
-fast but only average damage.
-hits off the ground but you have to be quick or else only the first
 few hits connect then you opponent can continue blocking.

Please Help Me!: d,d/b,b+kk
-a small kitty cat comes flying out of nowhere and if it connects your 
 opponent is brutally assaulted by a whole pack of kitties.
-good damage
-it combos with a little effort.
-the kitty is auto tracking unlike in darkstalkers.
-the recovery time has been toned waaay down since darkstalkers.
-still pretty bad recovery though. so don't whiff.
-did i mention the brutal and not to mention humiliating assault by a whole
 pack of kitties with little bows in their hair? this is my personal fav 
 for reasons soon to be explained.

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V. Combos

Chains: ground 6, jumping 6, S.jump 6
Finishers: fp, rk, delta kick
Jump-ins: jp,sk,sp_fk  jp,fp_rk,  sk,fp_rk

Beginner Combos:

1.jp,sk,sp,fk,b+rk

2..jp,sk,rk /\ jp,sk,sp,fk, delta kick (either one)

4. jumping jp,sk,sp \/ dash,jp,sk,rk /\ jp,sk,sp,fk, delta kick (either one)

*try to learn to dash after landing so you can pull off bigger combos!

Intermediate Combos:

5. jumping jp,sp,delta kick rk version

6. jp,sk,sp,fp,rolling buckler*,rishing slash_neko punch_sliding kick
	*the trick here is to let the buckler hit once then go into the
         attack the timing is easy you'll pick it up quick.
	*also if you finish in the corner with a rising slash you can 
         otg into anything mentioned elsewhere in this FAQ

7. jp,sk,fp(2-3 hits)* rolling buckler,rishing slash_neko punch_sliding kick
 	*I actually prefer letting the fp hit a few times instead
         of a sp or fk.

8. jp,sk,sp,fp,rolling buckler,sliding kick,cr.sk,standing rk,
   /\* jp,sk,sp,fk,delta kick

	*make sure to jump higher than normal to get all the hits to connect.

9. jp,sk,sp,fp,rolling buckler,sliding kick,rolling buckler,
   rishing slash_neko punch

9b. jp,sk,sp,fp,rolling buckler,sliding kick,cr.rk, rolling buckler,
    rishing slash_neko punch

10. jp,sk,sp,fp,b+rk,sand splash
	
11. jp,sk,sp,fk,fp,b+rk,dancing flash_hyper sand splash_help me*
	*help me only works in the corner.

12. jp,sk,sp,fp,rolling buckler,sliding kick, help me*
	*my personal fave does great damage. with jump in about 50%

13.jp,sk,sp,fp,rolling buckler,sliding kick,crouching rk, dancing flash
	
Corner Combos:
(obviously your opponent must be in the very corner for these to work)
(oh yeah and they require 3-5 levels of super.)

15. jumping jp,sk,sp \/ dash, jp,sk,sp,fk,fp,rolling buckler,sliding kick
    help me,crouching rk,help me,crouching roundhouse, help me*,sand splash
    help me, sand splash, help me.
	*your opponent is usually dead around this point the rest kinda
        only works in practicemode on the dreamcast or on machines with
        really low damage settings.

16. jumping jp,sk,sp \/ dash, jp,sk,sp,fk,fp,rolling buckler,sliding kick
    help me,crouching rk, help me, crouching roundhouse, dancing flash.

17. jumping jp,sk,sp \/ dash, jp,sk,sp,fk,fp,rolling buckler,sliding kick
    help me,crouching rk, help me, triple team hyper combo*
	*it's important that you don't insert a crouching move here or
         the hyper sand splash doesn't hold long enough for the other 2 
         combos to connect.

ok thats it. there's more but they're mostly variations or just stuff
that kinda sucks. figure it out on your own. that's the fun part.

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VI. Credits and thanks. 

Der_Wunder_Baron@yahoo.com
-permanent sparring partner/punching bag/jr. apprentice

Tenchi Lozano & eminem jr.
-a slightly more advanced sparring partner/punching bag/jr. apprentice
-and his crazy little brother who falls into the punching bag category

Sailor Bacon <sailor_bacon@hotmail.com>
-for writing a good felicia faq and reminding me of a 
 few things that i forgot.

CjayC for hosting gamefaqs.com (my personal favorite gaming site)

Rainbow Mika & Zangeif
-my heros (*sniff* thank you Capcom)










