GameplayAs I said earlier, she has gotten worse.
- I can barely pull off any chains with her. MoveContact alone is not too reliable a trigger, in my opinion. I feel it is best to use a VarSet along with MoveHitReset.
- The above is also caused by another problem: Improper timings. Not even her Rolling Buckler dust has proper timing.
- Her CLSNs are retarded and her attacks have infinite priority. I'll admit a few CLSNs in my Felicia are retarded too, but at least they don't have infinite priority and most are 3 or less. I mean dear God, just look at your STANCE CLSN. I noticed this in the STANCE. The STANCE. Not only does it change in 9000 different places, but apparently you also have the idea that hair has nerves and that one can feel pain through it when it is hit or cut. I guess I need to see a doctor because I've had many haircuts in my life and none of them were painful!
- Why in the world does she have CLSN in her intros? Are you EXPECTING her to get hit during her intro? Maybe I should revive the Intro of Doom and have it trigger before the round even starts like it usually does just to show you what could potentially happen. Okay, that was probably unnecessary, not to mention I can't think of any character that can attack during the intro. Still, it would be wise to remove the CLSN if not just to cut down on the filesize by just a little, among other things.
- Velocities are incorrect, even the WALK velocities. This goes especially for Rolling Buckler. It's been a while since I've played MvC2, but I am pretty sure that even in that, her light version should not have the same velocity as the heavy version.
- I do not believe the yaccel is correct, either.
- I cannot super jump!
- The ability to walk during the intro seems a bit unfair as not all characters are able to do that.
- The pausetime for P1 should not EVER be higher than the pausetime for P2 unless in some cases when it is guarded. There may be rare exceptions to this, but I am not sure.
- There should be a velocity in Hellcat when she spins!
- Throw velocities seem WAY too high.
- Not only does she cling to the wall by HOLDING back while she is jumping, she clings onto the wall even after the back button is released!
- There is no damage dampener!
- I'm pretty sure the opponent shouldn't CRASH into the ground when hitting them while they're airborne with a standing move.
- Speaking of crashing, the opponent shouldn't be able to recover after her kick throw or automatically recover in her Hellcat.
- Her punch throw does not look proper for all opponents. Head pos is there for a reason.
This all seems like guesswork to me. Terrible guesswork, at that. Anyone who thinks this is anything beyond crap has obviously never used Felicia. The old version of this mentioned earlier was SO much better, and I honestly cannot see how the hell it turned into this.