FELICIA GUIDE V2.0 FOR CAPCOM'S VAMPIRE HUNTER/NIGHT WARRIORS:
DARKSTALKERS' REVENGE BY STASSY (ANASTASIA)

Added new stuff:

Changed text-format (a little bit) of this guide

New strategies on some moves

Removed typo's, crummy sentences

Number of hits on ES Litterbox Kick Guard Reversal

Versus List Section (Contents no. 17)

Strange Things Section (Contents no. 19)

Corrected Contents List


To the reader

Hello, this is an update for my Felicia Guide. As you can see
above, I have added some new things. I wanted these things in
the original guide, but I never got round to do that. So here
they are...

The moves' names in the newly-added Versus list may or may not
sound familiar to you. Check out my site for the Complete
Moves List with these names, so you can familiarise yourself with
these names.

ENJOY!


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

   - Rolling Scratch

   - Delta Kick

   - Litterbox Kick

   - Scratching Post

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. Versus List

   - Comments

   - Generally Counterable Moves

   - Anakaris

   - Bishamon

   - Demitri Maximoff

   - Donovan Baine

   - Felicia

   - Hsien-Ko/Lei Lei

   - Huitzil

   - Jon Talbain/Gallon

   - Lord Raptor/Zabel Zarock

   - Morrigan Aenslaed

   - Pyron

   - Rikuo/Aulbath

   - Sasquatch

   - Victor von Gerdenheim

18. Short Moves List

19. Strange Things

20. 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 it
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 and
other games from them.

Capcom RULEZ!!!!

*********
*2. BIO *
*********

FELICIA

'Teen Feline Dreamer'

Species       Catwoman
Birth Place   Las Vegas
Birth Date    1967
Height        5 ft. 6 in.
Weight        128 lbs.

Felicia is 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

*************
*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      redbrown
Strong            blonde         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 opponent  (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                                          (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 Chaos Flare, Morrigan's Soul Fist
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 EXSPECIAL 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
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 (Fierce and Roundhouse) 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 hits
or 3 ES 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
(see Counters Against Opponents section for more information).

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 (block an attack)       (1 hit)
ESPECIAL Motion     D, DF, F + 2K (block an attack)       (5 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 also be airblocked.

Use it against fireballs, missed moves and other mistakes.

See the Versus List section for more information.

-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. The PHM is
a move that can be used like the Rolling Uppercut. But there is
one 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 (not against all projectiles), missed
moves and other mistakes.

See the Versus List section for more information.

*************
*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.
Because 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.

-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 off the low Forward, but standing or low
Strong can be used with the same effect.

-ROLLING RISING UPPERCUT COMBOS-

Jumping Roundhouse, Low Forward into Strong/Fierce RRU    (5 hit)
Jumping Roundhouse, Low Forward into Jab RRU, Pursuit   (5+1 hit)
Jumping Roundhouse, Low Forward into Jab RRU, ES Pursuit(5+8 hit)
Jumping Roundhouse, Low 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 it
whenever you can. Playing against CPU on level 8, it takes off
almost half the energybar!

-ROLLING SCRATCH COMBOS-

Low Forward into RS                                      (2+ hit)
Low Forward into ES RS                                   (5+ hit)
Jumping Forward, Low Short into RS                       (3+ hit)
Jumping Forward, Low Short into ES RS                    (6+ hit)

REMARKS

When you connect with the Rolling Scratch tap 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.

-DELTA KICK COMBOS-

Low Short into Short DK                                   (4 hit)
Low Short into ES DK                                      (8 hit)
Jumping Short, Low 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.

-LITTERBOX KICK COMBOS-

Jumping Roundhouse, Low Forward into LBK                  (3 hit)
Jumping Roundhouse, Low 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.

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. Check the Counters Against
Opponents section.

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.

Ticking is still very useful (hit an opponent, when he blocks,
throw). It is not cheap!

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. VERSUS LIST*
*****************

COMMENTS

Countering is cool. A good counterer will make his opponent
change his game. He will be restricted, if his moves are
countered with a high succes rate. Very cool for intimidating,
domination (heh, heh).

Okay, you all know the Guard Reversal, right? It is useful, but
difficult to pull off. But it still is a counter. Use it when you
are blocking chain combos, multi-hit (special) moves and jump-in
attacks.

Felicia's special, ESPECIAL and EXSPECIAL moves are great for
countering an opponents move. The moves are quick and cover great
range. They also do pretty good damage.

The Rolling Rising Uppercut, The Rolling Fury and the Please Help
Me are my first choice for countering opponents. These are the
most useful moves for (fairly) long distance countering.

The Delta Kick and the Rolling Scratch are more useful for
countering moves performed in less than a half screen distance
away from you.

I am sorry to say that I hardly use these moves to counter an
opponent. That is why they are not mentioned in the list below.

Countering firstly requires good reaction, anticipation and
knowledge of your opponent and his/her moves.

In Vampire Hunter/Night Warriors there is a technique called the
'Missed Throw'. When an opponent wants to throw you, but you
either duck or move out of throwing range. He will miss with the
throw, he will then be vulnerable for a short period of time (the
so called 'Missed Throw Animation' occurs). Use this to your
advantage to counter.

Below a list of things to do when an opponent perform a certain
non-special, special or EXSPECIAL moves.

This list is by no means complete, there so many moves in the
game. Instead I have selected, IMHO, the most useful counters
against often used moves.

If you want to add more things, do so, please! E-mail me your
findings. Credits are given, where credits are due, I promise.

GENERALLY COUNTERABLE MOVES

Well, much has been said in the Strategies on the Special Moves.
But here is a list of regular moves that can be countered.

Dashes, opponents can't block during this.

Any moves with long delay or long recovery time.

Opponents that just have landed after jumping.

Missed throws.

THE VERSUS LIST

ANAKARIS - THE MUMMY, PHARAOH FROM THE CRYPT

MUMMY WRAPPER

Anakaris can perform this move over three distances: far, mid,
close. Whatever he does, Felicia can counter his move with either
the RRU of the RF. She will roll underneath Anakaris' hands.

The PHM isn't as useful, because there is a possibility that she
will get wrapped as she is standing still during the PHM.
The ES version can grab Felicia, while she is performing the RRU
and RF. Use the PHM instead.

COFFIN FALL

This move can also be performed over three distances. When
Anakaris performs it, use RRU or RF.

The PHM isn't as useful, for the same reason mentioned above.
Okay, she won't get grabbed. But she can get hit by a coffin.

ROYAL JUDGMENT

When Anakaris performs his Royal Judgment, perform the RRU. When
underneath him, press Punch again to knock him out of the air.
(ES) Pursuit is possible after this.

BISHAMON - THE SAMURAI, ACCURSED WARRIOR

SEAL OF DEATH

Bishamon jumps up and commands his two fires (?) to attack you.

This is very difficult (not impossible) to counter as the move
comes out quick.

If he performs the move a good distance away, use the PHM the RRU
or the RF to counter.

WARRIORS SLASH EX

During this move, six zombie samurai will appear slashing across
the screen. Bishamon is hidden in one of the six samurai. If you
hit him before the first zombie samurai slashes, you will counter
the Warriors Slash EX.

If you are too far away to hit him, use the PHM. The PHM will
_always_ counter any instant of the Warriors Slash EX. Remember
this!

DEMITRI MAXIMOFF - THE VAMPIRE, PRINCE OF DARKNESS

CHAOS FLARE - GROUND VERSION

Use the RF and RRU to roll underneath the Flare. React quickly or
Demitri will already have recovered from his fireball.

CHAOS FLARE - AIR VERSION

Demitri is open for counter, when he performs the air-Chaos
Flare, while you are still on the ground.

After he shoots hit fireball use the RRU, RF or PHM to meet him
where he lands.

DEMON CRADLE

A missed or blocked Demon Cradle has tremendeous recovery time.
Any move can counter.

BAT HURRICANE

Use the PHM an instant after he performs the Bat Hurricane. He
will reappear in the air and come down. When he is near the
ground there is a good chance the catwoman will get him. If he
appears almost above you, you will get hit. So this isn't a fool-
proof counter. But useful nonetheless.

DONOVAN BAINE - THE DARK HUNTER

SWORD SURF

If Donovan does his Sword Surf move from too far, he will land in
front of you. When he does, use the PHM to nail him

ICE GODDESS

When the Ice Goddes appears, a (very) quick PHM will counter.
This is difficult to do, though.

The RRU and RF are easier to counter with. Felicia will roll
underneath the Ice Crystal and hit Donovan.

THE FOOT OF GOD EX

The only way you can get his by the foot is, when it hits you
right on top of your head. It can also hit you while lying on the
ground!

As soon as Donovan summons 'God', quickly perform the RRU or RF.

When he misses with the Foot EX, you can still counter him.

It is possible to roll (with RRU, RF) through the foot/leg itself
to counter Donovan.

FELICIA - THE CATWOMAN, TEEN FELINE DREAMER

ROLLING RISING UPPERCUT

The Roll is very quick, so quick reactions are needed with the
PHM. A missed or blocked Rising Uppercut has a long recovery
time. She will be open for anything, punish her when she comes
down.

ROLLING FURY

Like the RRU, the Rolling Fury is very quick and is hard to
counter. Anticipation is key, here. Use the PHM to counter.

HSIEN-KO/LEI LEI - THE CHINESE GHOST

AIRWALK AWAY

Use the PHM to nail her, when she airwalks away. You don't have
to time the PHM perfectly. If she lands on the catwoman, she gets
nailed. If she has just landed, she gets nailed.

ITEM THROW

Hsien-Ko/Lei Lei can throw her items into three different
directions: straight up, diagonally into the air and low across
the floor.

Perform the RF or RRU when she throws up or diagonally. The low
throw can't be countered with the RF or RRU. Jump over it
instead.

GUILLOTINE SWING

A/K/A 'It slices, it dices'. This one is easy prey for the RRU,
RF and PHM. If I were a Hsien-Ko player fighting Felicia, I would
feel very vulnerable/scared, when using this move.

DEMONIC CUISINARD EX

When Hsien-Ko/Lei Lei performs this, quickly perform the RF or
RRU. When really far away (both in each corner) you can perform
the PHM to counter.

HUITZIL/PHOBOS - THE ROBOT

PLASMA BEAM

His high and upward beam can easily be countered with the RRU and
RF. His low beam is hard to counter, you will have to hit Huitzil
before he fires it.

The ES-version is very easy to counter, you can roll underneath
it. After blocking it, you can still move in with the RRU or RF
to get Huitzil.

GENOCIDE VULCAN

When he misses, he will stand still for quite a while, leaving
him open for many things. Don't jump-in, though, he will nail
you.

JON TALBAIN/GALLON - THE WEREWOLF, WHIRLWIND WOLFMAN

BEAST RUSH

It is a very quick move, quick reaction on the PHM is required.

DIAGONAL BEAST RUSH - FROM AIR TO GROUND

When Talbain Rushes down from the sky, he is open for a PHM
counter.

LORD RAPTOR/ZABEL ZAROCK - THE ZOMBIE, ROCKER OF DEATH

ZOMBIE TELEPORT

After his teleport, Raptor can reappear in three different
places: left, center, right on-screen. When reappearing, he is
vulnerable for a short period of time.

If he is really close use a throw or the Scratching Post throw.
Counter with the any move if he is close. When he is far away use
the RRU, RF or PHM.

AIR WALK AWAY

Just like Hsien-Ko, Lord Raptor can air-walk. Unfortunately for
him, he is also very vulnerable. Use the RRU, RF or PHM to
counter.

DEATH HURRICANE - PERFORMED IN AIR

When the Death Hurricane is moving towards you to hit you,
quickly perform the PHM. The trick is to hit Raptor, right before
he hits you. It is tricky, though. But well worth it.

DEATH VOLTAGE EX - PERFORMED IN AIR

Like the Death Hurricane, the Death Voltage EX can be countered
in the same way.

HELL DUNK EX

Lord Raptor's Hell Dunk EX homes in on his opponent. But it is
very slow. Use the RRU or RF to counter.

MORRIGAN AENSLAED - THE SUCCUBUS, QUEEN OF THE NIGHT

SOUL FIST - GROUND VERSION

Felicia can roll under Morrigan's fireball. Don't perform the RRU
or RF too late, she then will already have recovered. A quick PHM
can also counter.

SOUL FIST - AIR VERSION

Use the RRU to counter her in the air.

SHADOW BLADE

A missed Shadow Blade has long recovery time.

PYRON - THE ALIEN

GALAXY TRIP

Pyron's teleport can move him in 6 different places: left, center
and right both in the air and on the ground. Nail him when he
reappears.

COSMO DISRUPTION EX

His only EX can be seen a mile off. It is so slow, you can
anything you want. Note, though, that when the Disruption is in
progress you can still hit him, but the Disruption can hit you as
well.

RIKUO/AULBATH - THE MERMAN, HERO OF THE SEA

SONIC WAVE

Felicia can roll underneath this move.

POISON BREATH

This move can be countered only at the beginning. When you are
out of its reach, a quick PHM can counter Rikuo.

SASQUATCH - THE BIGFOOT, SNOW HULK

SNOW SPIT

Sasquatch's projectile comes out quick, and he recovers quick as
well. But a well-timed RRU or RF can counter him.

SPINNING BIGFOOT

When Sasquatch performs this move from too far away, so that he
can't connect, use the PHM to counter him.

WHALE ASSAULT EX

If Sasquatch performs this EX from more than a half-screen away,
use the PHM to nail him. If he does this move closer, you will
get Whaled, as you can't block this EX.

VICTOR VON GERDENHEIM - THE FRANKENSTEIN, CRUSHER CORPSE

RUSH PUNCH + RUSH KICK

Missed Rush Moves have long recovery time, counter with RRU, RF
or PHM.

POWER BOLT KNEE

The Knee has long recovery time.

***********************
*18. SHORT MOVES LIST *
***********************

ABILITIES

Forward Dash             F, F
Backward Dash            B, B
Wall Jump                Jump to 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 (in air)

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          F, DF, D, DB, B + K                 (ES)

EXSPECIALS

Rolling Fury             F, D, DF + 2P
Please Help Me           B, DB, D, DF, F + 2K


*********************
*19. STRANGE THINGS *
*********************

Something really strange (and cool!) happened, while playing.

I was fighting Morrigan. She had me in the right corner of the
screen and was close to me. I performed the PHM (Please Help Me
EX) to nail her (not too smart to do). As a result, this didn't
work out as planned. Morrigan hit me, and the first catwoman hits
her. I still am close to her, having recovered from her hit
(during performing the PHM), I hit her with Fierce for a 3 hit
combo started with a failed PHM! This is a very rare combo to
get!

In short (hah!): I perform the PHM, first catwoman appears, I get
hit, PHM fails, Morrigan gets hit by the first catwoman, I
recover quick enough from being hit out of the PHM, I tap Fierce
for a 3 hit combo.

If you have witnessed something cool with Felicia or any other
character, e-mail me!


*****************
*20. 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
cliche 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!

GameFaqs On-line                               (www.gamefaqs.com)

Trent Chau     (www.geocities.com/tokyo/flats/5616/darkstal.html)

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    [email protected] or [email protected]
W.W.W.    http://www.globalxs.nl/l/lhman/welcome.htm