FELICIA GUIDE FOR NIGHT WARRIORS: DARKSTALKERS' REVENGE BY STASSY (ANASTASIA) CONTENTS 1. About this guide 2. Bio 3. Ending 4. Win Quotes 5. Abreviations 6. Control 7. Colours 8. Abilities 9. Regular Moves - Excellent Regular Attacks - Two-in-ones 10. Throws - Face Scratcher - Rolling Throw - Air Throw 11. Special/ESPECIAL Moves - Rolling Rising Uppercut - Litterbox Kick - Delta Kick - Rolling Scratch 12. Guard Reversal 13. Pursuit 14. EXSPECIAL Moves - Rolling Fury - Please Help Me 15. Combos - Chain Combos - Two-in-one Combos 16. General Strategy 17. Short Moves List 18. Last Words ********************** *1. ABOUT THIS GUIDE * ********************** Night Warriors is a great fighting game from Capcom. Gorgeous 2D animation, good music, excellent control and nicely balanced characters. It plays tight, like the Street Fighter games. But is a bit looser. Thank God though, not as loose as X-Men: Children of the Atom. I actually wrote this guide to Felicia, because of the lack of guides for Felicia. The lack of guides surprised me (I found zero guides!): she is a very good character for both beginners and advanced players. Mmmm... or does it mean that I can't surf the web to safe my life? So I started writing.... The main focus of this guide is strategy for Felicia, not explaining the Night Warriors techniques (like throw softening, reversals etc.). If you are new to Capcom fighting, I suggest reading general FAQ's on Night Warriors. Capcom RULEZ!!!! ********* *2. BIO * ********* 'Teen Feline Dreamer' Species : Catwoman Birth Place: Las Vegas Birth Date : 1967 Height : 5 ft. 6 in. Weight : 128 lbs. Felicia an exotic battle dancer. Being the youngest of the DarkStalkers she wants to prove her strength to them all. As a dancer she wants to hit the big time. ************ *3. ENDING * ************ After defeating Pyron... A picture showing Felicia surrounded by reporters. Reporters: Who are you? Where did you come from? Agent (?): I don't care who you are or what you are, sign up with me and I'll make you rich and famous beyond your dreams! Felicia : Sure, where do I sign? But I warn you now though, I have big dreams! Next, a picture of Felicia in a hot tub. Text : Felicia, known as one of the Dark Stalkers made a series of films detailing her adventures with them. Felicia : Hope I can have Blanka as my leading man! **************** *4. Win Quotes * **************** After an easy win... "You're not good enough to be my scratching post!" After a tougher match... "You've lost to the rest now you've lost to the best!" After a hard fight... "Not bad mouse, next time I'll have to make an effort!" After a Felicia vs. Felicia match up... "A cheap copy, and I do mean cheap, is no match for me!" ****************** *5. ABREVIATIONS * ****************** In this guide, I use a couple of abreviations. They're explained here. ES - Enhanced Special EX - Extra Special GR - Guard Reversal RRU - Rolling Rising Uppercut RS - Rolling Scratch DK - Delta Kick LBK - Litterbox Kick RF - Rolling Fury PHM - Please Help Me J - Jumping S - Standing L - Low ************* *6. CONTROL * ************* KEY: Directional Pad Attack Buttons F - forward X - Jab Y - Strong Z - Fierce B - back A - Short B - Forward C - Roundhouse U - up Left Shoulder Button - All Kicks D - down Right Shoulder Button - All Punches AP - Any Punch AK - Any Kick 2P - Any Two Punches 2K - Any 2 Kicks NOTE: All buttons can be reconfigured in the options screen ************* *7. COLOURS * ************* Different buttons choose different character colours Button Hair Colour Clothing Tan Claws Jab - cyan light beige dark brown/red Strong - blond white pink red Fierce - blue yellow sun tan orange Short - red white pink blue Forward - dark purple light beige dark purple Roundhouse - blue white pink red START - red/purple light beige dark purple Hold Jab+Forward - light purple black white grey *************** *8. ABILITIES * *************** DASHING Motion: F, F for a dash forward Felicia makes a long jump. Motion: B, B for a dash backward Felicia jumps backwards. OFF THE WALL JUMP Jump to the wall (the farsides of the screen), then jump in the opposite direction. STRATEGY ON ABILITIES DASH Felicia's dash is pretty useful. Her forward dash goes past enemies. Great for confusing a blocking opponent. Attacking while dashing produces a quick long reaching attack. It also doubles as an overhead move, perform the dash and press any attack button. Back-dashing should be avoided as it will leave you vulnerable. Because you can't block while dashing and there's no way you can hit your opponent as you are moving away. Use it with caution. OFF THE WALL JUMP Great move for catching your opponents off-guard. Use it to make them think you're jumping away and then attack while jumping off the wall. Off the wall jump-attacks are quicker than the regular jump-ins as Felicia makes a further, but relatively lower jump. ******************************* *9. REGULAR MOVES DESCRIPTION * ******************************* STANDING FAR Jab : Felicia does a mid-height tailwhip (1 hit) Strong : She throws a nasty hook (1 hit) Fierce : Double pawed triangle slash (3 hit) Short : A quick high kick (1 hit) Forward : Roundhouse kick at mid-level (1 hit) Roundhouse : She uses her tail to perform a mid-drop kick (2 hit) LOW Jab : Low paw stab at toe-level (1 hit) Strong : Two-pawed slash (2 hit) Fierce : Spinning straight-up jumping slash (1 hit) Short : Low kick at toe-level (1 hit) Forward : Straight kick to the stomach (1 hit) Roundhouse : Leg Sweep (1 hit) JUMPING Jab : Felicia jumps in with her paws (1 hit) Strong : Like jab, but timing needed to hit opp. (1 hit) Fierce : Big lunge with both claws (1 hit) Short : She jumps in with her front leg straight (1 hit) Forward : Jumps in with straight leg (1 hit) Roundhouse : Jumps in upside-down with straight leg (1 hit) STANDING UP-CLOSE Jab : Paw slash (1 hit) Strong : Over the top slash (1 hit) Fierce : From down to up, uppercut (2 hit) Short : Low kick (1 hit) Forward : Knee to stomach (1 hit) Roundhouse : High kick to the head (1 hit) EXCELLENT REGULAR ATTACKS -Standing Short- An excellent air-defense move, perhaps the best for Felicia. It has an extremely high priority. Very useful, but it doesn't do a lot of damage. -Standing Forward- A quick kick at stomach level, very useful for poking your opponent. -Standing Roundhouse- Has an excellent reach and recovers quickly. Use it to keep your opponent at a distance to control the pace of the fight. -Low Fierce- Useful move for hitting opponents right above you. -Jumping Jab and Short- These moves have great priority. But do little damage. -Standing Up-close Roundhouse- Good air-defense, this move can be used like the Standing Short. But if your opponent isn't close enough, you'll perform the Standing Roundhouse and miss. And probably eat your opponent's attack. -Low Roundhouse- It has good reach and it knocks down. It also goes under certain projectiles. Like: Demitri's, Morrigan's and others. TWO-IN-ONES Felicia's Jab, Strong, Short and Forward all two-in-one, except for the far Forward. The Jab and Short aren't very useful for her. The time to opponent is stunned by the Jab or Short is very short. So short that the opponent almost always would already have recovered before your special move will connect. Two-in-ones from a weak attack do have a chance of succeeding, provided you are up-close. All two-in-one combos should be centred around the Strong and Forward. They do pretty good damage and will stun the opponent long enough for a special to follow-up. It is not possible to two-in-one into either EXSPECIALS for combos (Darn!). ************* *10. THROWS * ************* -FACE SCRATCHER- Motion: B or F + Strong or Fierce Felicia gets in your opponnent's face and scratches it. -ROLLING THROW- Motion: B or F + Forward or Roundhouse A rolling throw. -AIR TOSS - AIR THROW- Motion: B or F + Strong or Fierce in air Felicia tosses the opponent away. STRATEGY ON THROWS Use throws on opponents that block a lot. All these throws can be recovered from. When you are knocked down and the opponent is close to you, always try to throw. Getting up from the floor gives you a bit more priority. The air-throw is very useful. When blocking an air-attack with both characters in the air, quickly do the throw command. You will almost always throw the opponent. An succesful air-throw and rolling throw always guarantees (ES) Pursuit. ******************** *11. SPECIAL MOVES * ******************** NOTE: - The strength of the attack-buttons used, controls the distance of the attacks. Weak attacks (Jab and Short) are used for close range, Medium Attacks (Strong and Forward) for medium range and Hard Attacks for long range. - All specials can be airblocked. -ROLLING RISING PUNCH- Regular Motion : D, DF, F + AP, P (3 HIT) ESPECIAL Motion : D, DF, F + 2P, P (4 HIT) DESCRIPTION Performing the motion D, DF, F + P/2P starts the roll. Press P again to come out the roll (1 hit) with a rising uppercut (2 or 3 hits). STRATEGY ON ROLLING RISING PUNCH Very useful move as it can be used in many situations. It is great in combos. It is very quick, has excellent range (virtually the whole screen) and can counter most fireball attacks and some EXSPECIALS. Also, it can be used as an aerial defense. Performing the motion and pressing Punch twice quickly will result in a quick Rising Uppercut. But since it is a special, it can be air-blocked, be careful using it. Use it to punish your opponent's mistakes, like: coming down from a jump, dashing without attacking, missed moves with long recovery time, etc. -ROLLING SCRATCH- Regular Motion : D, DB, B + AP, All P repeatedly (? HIT) ESPECIAL Motion : D, DB, B + 2P, All P repeatedly (? HIT) DESCRIPTION Motion D, DB, B + P/2P makes Felicia bounce towards her opponent. When you hit your opponent, tap all Punches repeatedly for extra hits. STRATEGY ON ROLLING SCRATCH The RS consists of two parts: the advancing bounce and the scratches. The regular version bounce hits once and after the hit you can tap all punches repeatedly for extra hits. The enhanced version bounce can hit up to four times, providing you do not press punch again before all hits have connected. The scratches will hit for extra hits. I don't know the exact method for getting maximum hits, as a result I don't know how many hit you can get. My highest hit totals are six and nine (regular and ESPECIAL versions respectively). And I thought those numbers were the maximum. But the other day the CPU pulled off seven hits with the regular Rolling Scratch. So if some-one knows the exact method to get all hits, mail me please! -DELTA KICK- Regular Motion : B, D, DB + AK (3 HIT) ESPECIAL Motion : B, D, DB + 2K (7 HIT) DESCRIPTION Felicia jumps up and comes down diagonally to hit the opponent. When performed up-close, the jump-up will hit as well. STRATEGY ON DELTA KICK Excellent countermove against mid-range fireballs. This move is very useful as it is very quick. Thanks to the speed of this move (and mid-range distance to the opponent), a good reaction will virtually always counter fireballers. -LITTERBOX KICK- Regular Motion : D, DF, F + AK (1 HIT) ESPECIAL Motion : D, DF, F + 2K (5 HIT) DESCRIPTION Felicia kicks up sand, different strength kicks control the distance. This is as close to a projectile as Felicia will get. STRATEGY ON LITTERBOX KICK As mentioned before Felicia's (more or less) projectile. Be careful when using it, because it has not a great range (half screen max.) and can be easily jumped over. The Litterbox Kick cancels an opponent's projectile and can still hit the opponent provided he is close enough. A pretty useful move, even better in combos. -SCRATCHING POST - COMMAND THROW- Regular Motion : F, DF, D, DB ,B + K (up-close) ESPECIAL Motion : F, DF, D, DB ,B + 2K (up-close) (more damage) DESCRIPTION Felicia grabs the opponent and spins around him. The ES version adds more spins and damage. STRATEGY ON SCRATCHING POST Command-throws can not be countered or softened. The special version does not do a lot of damage (a bit more than the regular throws), the ESPECIAL one does. Use it on opponents that block a lot. The range is pretty good, you do not have to be up-close to pull it off. ********************* *12. GUARD REVERSAL * ********************* -LITTERBOX KICK- Regular Motion : D, DF, F + AK (after blocking an attack) (1 hit) ESPECIAL Motion: D, DF, F + 2K (after blocking an attack) (? hit) This move looks the same as the special/ESPECIAL versions. STRATEGY ON GUARD REVERSAL Guard reversals are great retalitiation moves, but are difficult to pull off (I mean insanely quick reflexes are called for!). The motion has to be performed _right_ after you block your opponent's attack. Try to predict you opponent's attack. Even then, it's still hard to do. Guard reversals are most likely to pulled off during a blocked chain combo, two-in-one combo or special/regular moves that hit several times. So perform the Guard Reversal always during this situation. ************** *13. PURSUIT * ************** Regular Motion : U + AK (opponent knocked-down) (1 hit) ESPECIAL Motion: U + 2K (opponent knocked-down) (8 hit) The regular pursuit makes Felicia bounce once of the downed opponent. The enhanced version sees Felicia bounce and scratch the crap out the opponent. STRATEGY ON PURSUIT When your opponent is knocked down, quickly press UP + K/2K. This will make Felicia pounce on the enemy for extra hits. To make a succesful pursuit, you have to react quickly to a knockdown. Also do not perform the pursuit too early. Sometimes performing the pounce too early you will miss. After some knockdowns, it is impossible to pursuit. ********************** *14. EXSPECIAL MOVES * ********************** -ROLLING FURY- Motion: F, D, DF + 2P (11 hit) DESCRIPTION Felicia rolls in with high speed and smacks the opponent for eight hits and finishes with a three hit uppercut. STRATEGY ON ROLLING FURY The Rolling Fury (RF) can be used much like the Rolling Uppercut. The Fury is very quick and goes through most fireball attacks. Most projectile attacks have long recovery time for the user, so a good reaction will almost always nail them. Good anticipation is required to have a high success rate of hitting an opponent with the Fury. Try to predict your opponent's move and counter it. If you are having difficulties performing the RF in the short time that is required to counter opponent's move or do not know when the situation arises to use it. Try this: perform F, D, DF motions but do not press 2P right away. This way you will be able to pull of an RF at will as you already have performed the motion. Because it is possible to perform the RF even by pressing the 2P a short time after the motion is performed. This will give you a little bit more time to assess the situation and it gives you the opportunity to wait a (small) bit longer for a mistake. Practice this, it is a _very_ useful technique. Be careful though, Felicia can be knocked out of the RF with a well timed attack. It can be airblocked. Use it against fireballs, missed moves and other mistakes. -PLEASE HELP ME- Motion: B, DB, D, DF, F + 2K (34 hit) Felicia screams for help and another catwoman comes running to help her. If the first catwoman hits, three others will come in to clobber the opponent for 34 hits! When they are done, Felicia jumps up happily and says something in Japanese. It means something like: "Nice fighting ya!". STRATEGY ON PLEASE HELP ME Excellent move, but use it at distance, not up-close. Another move that can be used like the Rolling Uppercut. But there is a big difference. The Rolling Uppercut and the RF both send Felicia racing towards the opponent. With Please Help Me, Felicia sends others to do the job for her and stays at a relatively safe distance. So when performing PHM in a situation using the Rolling Fury in which she would be knocked out of, the PHM will always connect. The only way for an opponent to counter it is hitting Felicia herself before he is hit himself, but this is more difficult as she is further away. Be careful when using it against a fireballer as the fireball usually hits before the first catwoman does. But when the PHM connects, Felicia becomes invincible. All launched projectiles will either be canceled or go through her. As the feline team are invincible themselves, the PHM can counter any attack (unlike the RF). This move can also be airblocked. Use it against all attacks (except projectiles), missed moves and other mistakes. ************* *15. COMBOS * ************* -CHAIN COMBOS- You can basically do anything you want with chains, as they are pretty versatile. I recommend, though, to keep things simple. It's still easy to mess chains up. So, what I'm trying to say is, find your own favourite chain combos. If anyone cares, these are my favourite chains: LONG CHAIN Jab, Short, Strong, Forward, Roundhouse (5 hit) USEFUL, QUICK KNOCK-DOWN CHAIN COMBO Low Jab, Low Roundhouse (2 hit) DISTANT POKING CHAIN Standing/Low Forward, *Standing/Low Roundhouse (2 hit) If you are close enough and using the Standing Roundhouse, you will get 3 hits. STRATEGY ON CHAIN COMBOS Practice chaining, once you have got hang of it, it becomes an invaluable weapon. Invaluable as it is easier to do than two-in- ones and it does good damage. Another advantage is that a blocked chain combo doesn't leave you wide open for a counter-attack, unlike most two-in-one combos. Important: if an opponent blocks the first hit of your chain combo, don't continue it. You will be open to Guard Reversals. Long chains do less damage per next hit. -TWO-IN-ONE COMBOS- This is how two-in-ones work: hit your opponent with a regular move (Strong and Forward are most useful), during your attack quickly perform (or buffer) a special (ESPECIAL) move to complete the two-in-one. I prefer to two-in-one of the low Forward, but standing or low Strong can be used with the same effect. -ROLLING RISING UPPERCUT COMBOS- J Roundhouse, L Forward into Strong/Fierce RRU (5 hit) J Roundhouse, L Forward into Jab RRU, Pursuit (5+1 hit) J Roundhouse, L Forward into Jab RRU, ES Pursuit (5+8 hit) J Roundhouse, L Forward into ES RRU (6 hit) REMARKS - It's important not to press Punch too quickly after performing the RRU. If you press before the roll hits, you will only get 2 of the 3 hits and less damage. - Using the Jab RRU always guarantees a Pursuit. But, the Pursuit doesn't count as a combo. Note though, it is a bit harder to connect with the Jab RRU as it is slower than the Strong or Fierce version. - The best combo is the ES RRU combo. It does -mega- damage, use whenever you can. Playing against CPU on level 8, it takes off almost half the energybar! -LITTERBOX KICK COMBOS- J Roundhouse, L Forward into LBK (3 hit) J Roundhouse, L Forward into ES LBK (7 hit) REMARKS - When two-in-oneing into the Litterbox Kick always use the Short or Forward version. The Roundhouse version is slower and harder to connect with. - If you're really hard and want to connect with the Roundhouse version, you have to perform the two-in-one -very- quickly. - The ES Litterbox Kick is also hard to connect with. But it does awesome damage! Like the Roundhouse version: perform a very quick two-in-one. -DELTA KICK COMBOS- L Short into Short DK (4 hit) L Short into ES DK (8 hit) J Short, L Short into ES DK (9 hit) REMARKS - The Delta Kick isn't very useful in combos. Two-in-oneing off Strong or Forward pushes you and your opponent too far away for all the hits to connect as a combo. - To get all the hits, these combos have to be performed very close to the opponent. - Jump-in combos with an attack stronger than Jab or Short will push the opponent too far away for the rest of the hits to connect. - The jump-in ESPECIAL combo (9 hit) seems to be the only jump-in combo that works with the Delta Kick. This combo is very hard to get, jump in as deep as possible and perform the two-in-one very quickly. Otherwise you won't get all the hits. - Shorts can be replaced with Jabs, ofcourse. -ROLLING SCRATCH COMBOS- L Forward into RS (2+ hit) L Forward into ES RS (5+ hit) J Forward, L Short into RS (3+ hit) J Forward, L Short into ES RS (6+ hit) REMARKS - When you connect with the Rolling Scratch press all punches to get more hits. - Like the Delta Kick, the Rolling Scratch also isn't very useful in combos. - To get all the hits, every combo has to be performed really close. - The ES jump-in combo is very hard to pull off, jump in deep and perform the two-in-one very fast. - After jumping in with the Forward, use a light attack to two- in-one off. I you don't, the Rolling Scratch is likely not to connect due to the recoil. - The reason behind the +'s is that I don't know the maximum of hits possible. - Once again, Short can be replaced with Jab. STRATEGY ON TWO-IN-ONE COMBOS Two-in-one combos do great damage. Use them to punish mistakes heavily. Missing with the RRU is deadly, use it only when you are sure of connecting with it. When in doubt, whether the combo can be continued or your jump in blocked, two-in-one into the LBK. The LBK pushes the opponent away to a safe distance, making sure the opponent can't retaliate immediately. Like chain combos, a blocked two-in-one combo is open for guard reversals. ********************************** *16. GENERAL STRATEGY ON FELICIA * ********************************** Felicia is a very versatile character: she can be played both offensively and defensively. Her speed is amongst the best in the game. I believe her strength is her speed. Use her speed to get in close after an opponent's mistake and punish them with her many combo's. Her EXSPECIALS are very useful, almost any mistake can be punished with them. I personally only feel at ease with a couple of special meters filled, so I can punish opponents for (small) mistakes and keep them out of my face. Two-in-one combos with a jump-in do the most damage for Felicia, so use these combos when the opportunity arises. When in doubt whether your two-in-one or chain combo can be continued or not, use a move that pushes you to a safe distance (e.g. Litterbox Kick or Standing Roundhouse). Ofcourse, you still are open for a Guard Reversal. Chain combos should be used when you have got a surprise chance for comboing. For example: You jump-in with an attack and your opponent blocks it. But he doesn't block your next move (e.g. a low Short), so he is open for the next chain move. When someone blocks your jump-in, it is likely for the next hit to be blocked as well. Which leaves you open for easy Guard Reversals. If the next hit does connect it is difficult to two-in-one off it, because of the surprise chance. You would need very quick reflexes to perform the combo. Chains on the other hand are easier to pull off and great (the only?) alternative. Chains are most useful for poking, generally controlling the pace of the match. Use chains to build up special bars. When you are losing a round, don't give up! If you are gonna lose, make it as tough as possible for your opponent to win. This way, you will build up your special meter. This will help you in later rounds. *********************** *17. SHORT MOVES LIST * *********************** ABILITIES Forward Dash : F, F Backward Dash : B, B Wall Jump : Jump into a wall, jump into opposite direction THROWS Face Scratcher : F or B + Strong/Fierce Rolling Throw : F or B + Forward/Roundhouse Air Throw : F or B + Strong/Fierce SPECIALS Rolling Rising Punch : D, DF, F + P (ES) Rolling Scratch : D, DB, B + P (ES) Delta Kick : D, B, DB + K (ES) Litterbox Kick : D, DF, F + K (ES/GR) Scratching Post(Throw): F, DF, D, DB, B + K (ES) EXSPECIALS Rolling Fury : F, D, DF + 2P Please Help Me : B, DB, D, DF, F + 2K ***************** *18. LAST WORDS * ***************** Well, I hope you find this guide useful. If you find stuff that isn't true or things that just don't make any sense, say so! I mean: we're all human beings, we all make mistakes. That's a clich‚ and the lamest of excuses, I know. Night Warriors is one of my favourite games ever, and I play it regularly. So if I find more stuff on Felicia, I'll update this guide. All input, negative or positive, is welcome! Thanx to: Capcom, for making this game. Excellent, dudes! Sega, for making the Saturn. 2D-Monster!! My brother, for lending me his Sega Saturn. Nice one! You, for reading this one!!! NO THANKS TO: Our local arcades, these schmucks don't have _any_ Capcom games. If I wanna play a Capcom fighting game, I have to go to Amsterdam (1 hour trainride). This can't be right. The arcade owners also don't check whether the controls work or not. Ask them, and they'll say: "We will take look.". Which basically means: I am going to play the game once (to check it), button mash the crap out of it and do zilch about it!! E-mail: lhman@globalxs.nl