Vampire Savior/Felicia/Combos
Combos
Terminology
- - = next move is a chain
- >> = next move is a link
- xx = next move is a special or EX cancel
Basic Combos
- 2LK - 2MP - 2MK - 2HK
- 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.
- 2LK - 2MP - 2HK
- 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.
- 5MK - 2HK
- ?? red/?? white
- A good long range chain combo into a knockdown starting from a strong poke. The 2HK will whiff after a max range 5MK so be careful.
Comboing into Rolling Buckler
- 2MP xx 236PP (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.
- 2LK - 2LK xx 236PP (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.
- 2LP >> 2MP xx 236PP (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
- 2MP xx 623LP
- 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.
- 2LP >> 2MP xx 623LP
- 23 red/37 white
- A little more damage, gives you time to confirm, and 2LP hits low.
Jump-In Combos
- j.HP >> 2LK - 2MP - 2MK - 2HK
- 30 red/52 white
- Most basic combo from a jump-in.
- j.HP >> 2MP xx 623LP
- 32 red/50 white
- Decent damage and sets up additional pressure. Refer to the LP Cat Spike combo above.
- j.HP >> 2MP xx 236LP 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 >> 2MP xx 236PP (4 hits) xx P
- 45 red/69 white [with ES Toy Touch: 49 red/77 white]
- Big damage if you can confirm 2MP from a jump in attack.
- j.HP >> 2LP >> 2MP 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 2LP. Should be done from a relatively deep jump in attack.
- j.HP > j.HK >> 2MP xx 236PP (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.
- 66MP >> 2LK - 2MP - 2MK - 2HK
- 26 red/42 white
- A quick overhead into a low.
- 66MP >> 2MP - 2MK - 2HK
- 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. 2MP and 2LK both have the same start up time so the link isn't any harder.
- 66MP >> 2MP xx 236PP (4 hits) xx P
- 39 red/60 white
- Big damage from an overhead. If you are confident in linking the 2MP after dashing do this whenever possible.
- 66MK >> ...
- ~~ 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 2MP - 2HK.
Other Combos
- 2LP >> 2MP xx 236MP 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.
- c.5MP - c.5MK - 5HP (1 hit) - 2HK
- 26 red/43 white
- ...
- 623MP >> 2LK - 2MP - 5MK - 2HK
- 36 red/57 white
- ...
- 623MP >> 2MP - 2MK - 2HK
- 36 red/57 white
- ...
- 623MP >> 2MP xx 236PP (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 623MP, however, it's inconsistent against Q-Bee and Bishamon (for Q-Bee 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
- 623HP >> 2MP xx 236PP (4 hits) xx P
- 52 red/76 white
- ...
- c.5MK xx 41236LK+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 5MK 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
- Reliable - Corner Loop - hits standing & crouching
REPEAT FOUR DARK-FORCE TIMES MAX ENDS ABOUT ↓ HERE ________________/ \_____ ↓ 2LP - 2LK >> Kitten >> 2MP xx 623.LP >> Kitten >> [c.5MK xx 623LP >> Kitten] >> c.5MK xx 4321PP ↑ ↑ ↑ CALLS CALLS CALLS KITTEN KITTEN KITTEN
- Mid-screen Loop - Standing-only
- Inconsistent as DF-helper has a variable follow-up
- Mid-screen loop - crouching
- Corner loop - Standing only - hits as low - extended damage
- Corner only loop - Crouching only reset
- Corner reset - Standing only reset
- Corner reset examples
- Corner loop - Crouching Q-Bee only
- Corner loop - Crouching only - Hits as a jumpin
- Corner loop - standing opponent, hit's as Overhead
- Corner loop - Throw bait - Standing only
- Corner loop - Overhead from a dash j.mp - hits crouching
- Corner loop - Head-ride Openers useless, but fun
- Corner loop - Standing Demitri loops
- Corner Loop - Jump-in which Hits Standing
- If the opponent is crouching, Felicia can side switch & combo into Please Help Me