Darkstalkers 3

Darkstalkers 3

17.10.2013 13:30:54
Felicia FAQ
~B

Darkstalkers 3 Felicia FAQ
3/27/99
bellybutton21@hotmail.com

Well first off thank Capcom for making such a great game and my Huitzil FAQ is
on the same gamefaqs web site. Well basically the reason for making this FAQ is
because of the lack of Darkstalkers 3 FAQs and the fact that I wanted to make an
FAQ for two of my favorite Darkstalkers characters. Well on to the FAQ.

Background
Moves
Combos
Credits

The good spirited feline cat, summoned to the Dark World realized she had only
one common goal...to achieve happiness and make others feel happy any way she
can.

Rolling Buckler: D,DF,F+P then P(if you want her to do the uppercut)
Well this move is very quick and great for punishing mistakes, if you
continuosly press punch you can get more hits out of it which has Felicia end it
in a rising uppercut, if you choose not to hit the extra punches she will roll
and sorta bounce right off the opponent leaving her safe to block.

Cat Spike: F,D,DF+P
This is a very confusing tactic, but is very damaging! Basically she will throw
a ball of some sort and when it pops she will come in very quickly and claw the
opponent's eyes out! Well not literally, but this is basically a surprise move.

Delta Kick: F,D,DF+K
A nice anti-air attack move that does good damage. When on the ground Felicia
will rise up and come down with her feet and hit the opponent in the face two
times and doing decent chipping damage. She barely has any recovery time after
this so feel free to use this whenever you want.

Wall leap: Jumps towards wall, hit opposite direction
Basically just like Megaman's wall jump in Marvel vs. Capcom, she will bounce
off the wall and go quite a distance from where she had previously stood.

Head Sit: Jump on opponents head and just wait!
Well a really funny move, since that when you jump on the opponents head, the
opponent just stands there and just wonders where is his or her opponent. I am
not sure if the opponent can move while you are on their head but what you can
do is jump on their head and follow with a jumping jab.

Guard Cancel: F,D,DF+K
Well Guard Cancels are counter attacks used by performing the dragon punch
motion and hitting either a punch or a kick(depending on which character is
using the Guard Cancel). What Felicia will do for her counter attack is her
Delta Kick which is an excellent counter attack that deals good damage.

Persuit Attack: U+P(after you have knocked opponent down only)
Basically Felicia will roll into a ball and bounce on the opponents stomach and
bounce right off. This persuit Attack does fair damage and can be used anytime
she knocks an opponent down.

Safety Fall: F+P(after you have been knocked down only)
Felicia will roll away safely to a safe position without being persuited by an
opponent and she can leave the opponent open to attack.

Supers

Dancing Flash: B,DB,D,DF,F+2P
An excellent mistake punisher that hurts. Felicia comes out really fast and when
she connects she will go into an extremely visually impressive 11-hit auto combo
that ends in a rising uppercut. This is comboable but I forgot how but I think
after her C.Strong I'm not sure. She can be tripped or comboed if she misses so
watch out.

CAT-astrophe: B,DB,D,DF,F+2K
Her strongest super(which is one of the strongest supers in the game) leaves her
the most wide open to attack. You can hit the opponent while they are in the air
or anywhere on the ground because this is a great mistake punisher and deals
some serious damage. When it connects a bunch of cats start to come out and claw
the crap out of the opponent as Felicia stands aside and cheers on her feline
friends, 34 monster hits if it connects. If she misses she is left open to
attack for a full 3.5 seconds for an opponent to attack! On kidding! You can
however reduce the time to about 1 second if you start to ram the button
afterwards so that you can shake free.

Hyper Buckler: D,DF,F+2P then P
This move can get very confusing with the Dancing Flash sometimes, since it is
almost the same motion, but this has less recovery time and you can keep hitting
the punch button to get more hits and it will have Felicia end in a rising
uppercut.

Alpha Kick: F,D,DF+2K
Basically the same as her Delta Kick except this one hits up to seven times. If
she is near the opponent and she starts the Alpha Kick she can hit with her knee
on the way up leaving the opponent unable to block, but when she is far away her
knee will miss. This is her best chipper in her arsenal so use this when the
opponent has a little bit of their bar left or before the opponent's white bar
recovers.

Kitty Spike: F,D,DF+2P
Basically the same as her Cat Spike except this one is just a little more
damaging. She basically has no recovery time from this move so you can use it at
will.

Dark Force Power(same as Dark Force Change)
During the duration of this Dark Force Felecia will call out a feline friend and
everytime she hits the opponent her friend will hit the opponent as well
basically doubling the damage done regularly. You must be totally offensive
while in this mode because like all Dark Forces they all last about ten seconds.

Combos
Guard Cancel: F,D,DF+K
Air Magic Series: ZigZag
Ground Magic Series: ZigZag
Knockdowns: C.Roundhouse

1.J.Jab, J.Short, J.Strong \/ C.Jab, C.Foward, S.Roundhouse
2.C.Jab, C.Short, C.Strong, C.Foward, C.Roundhouse --> Persuit Attack
3.Head Sit, J.Jab \/ S.Jab, S.Strong, S.Roundhouse
4.J.Jab, J.Short \/ C.Short, C.Strong --> Dancing Flash
This one seems possible, but I can't seem to get it to connect, so I will
need some clarification on this.

Well that's it for the combos.

Credits
First off, Capcom for making one of the best fighting games since Street Fighter
Alpha 2. Secondly, Gamefaqs.com for posting up my FAQ and lastly me, for typing
up this FAQ. If you have any questions please email me and I will try to get
back to you the next day(peak time: 6:00 P.M.-6:10 P.M. EST).

Dingo Jellybean (C) 1999

 
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