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