Skullgirls/Filia

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Image:SG_Filia_portrait.jpg
Filia: Femme Fatale
Voiced by: Christine Marie Cabanos / Del Stetson‎
Age: 16
Birthday: March 18
Bloodtype: AB
Height: 5' 4
Weight: 142 lbs.
Measurements: 34C-26-39
Likes: Eating, Coffee, Milkshakes, Reading and learning, Radio dramas, Comics, Romance novels, Dogs

Dislikes: Samson’s bluffing and gambling, Seeing innocents get hurt, Hair getting tangled, Being lied to, Getting drunk when Samson drinks

Filia

Image:SG_Filia_icon.png
Filia was once just an average schoolgirl, but one day woke up without any memories and a second mouth on the back of her head. She was now playing host to a Parasite named Samson, an unruly mop of demonic hair with incredible power.

With no memories or anyone to turn to for help, if she ever hopes to piece together her past and survive the inevitable clash with the Skullgirl, Filia will need to trust this mysterious being.[1]

In a nutshell
Filia, despite the schoolgirl uniform and 3 familiar special moves, never wants to play boring. As the archetypal pixie of Skullgirls she wants to take Samson to the opponents face and make them guess which way to block. Her excellent suite of jumping normals combines with her air dash to create crossups, extend combos, and even cover space with mid screen pokes. As a protagonist and hero of Skullgirls, Filia is extremely comfortable starting on point, applying immediate pressure to the opponent with her rushdown tactics, then finding a combo leading to a Blockbuster Sequel.

Contents


Basics

Movement
Walk: Average
Jump: Single jump
Dash or Run: Filia has a forward run with an uneven speed. The dash at the beginning is much faster than the extended run. Her backward dash has average speed and travels a short distance.
Air Dash: Very fast, 2 way (forward and backward) air dash.
Chains
Standing: 5 Buttons: File:lp.png File:---.png File:lk.png File:---.png File:mp.png File:---.png File:mk.png File:---.png File:hp.png OR File:hk.png
Crouching: 5 Buttons: File:lp.png File:---.png File:lk.png File:---.png File:mp.png File:---.png File:mk.png File:---.png File:hp.png OR File:hk.png
Air: 6 Buttons: File:lp.png File:---.png File:lk.png File:---.png File:mp.png File:---.png File:mk.png File:---.png File:hp.png File:---.png File:hk.png

Signature Techniques

  • Filia's run starts with a very fast dash forward before the slightly slower continuous run, making Wavedashing extremely effective. By rapidly starting a ground dash then crouching (PP then ↓, repeat), Filia can move across the screen much faster than holding the run. No other character in the game receives as large of a speed increase when using this technique.
  • Instant air dashing helps Filia's offense more than any other character. Filia can IAD 5f after starting a jump, giving her the fastest and lowest to the ground air dash in the game. Thigh High (j.LK) out of an IAD is the fastest File:high.png attack Filia has. An instant air dash into a Salon Treatment (j.HP) covers ground with a strong poke and has ample hit stun for confirming into a ground chain.
  • Filia can always rely on her File:startupinv.png , anti-air special move, the Updo (→↓↘+P). Aggressive opponents always have to worry about Filia throwing out an uppercut at an unsafe jump, as a reversal after using a ground recovery, or even while pushblocking to interrupt a what should be block string. A successful Updo can always cancel into a Blockbuster for a combo and becomes quite safe if Filia burns some tension and cancels to Gregor Samson (↓↙←+KK). The classic utility of an invincible anti-air also makes Updo one of the more powerful Ensembles in the game.

Ensemble Choices

  • Ringlet Spike (↓↘→+P): As a File:proj.png Ensemble, the Default Ensemble Choice MP version has a fixed range. Using the LP and HP versions for a custom Ensemble will cover different distances, but the attack will never control as much space as the typical fireball. The point character must carefully position the opponent before calling Filia.
  • Updo (→↓↘+P): An anti-air Ensemble with File:startupinv.png , which both protects the opponent at close range and causes a File:knockdown.png that can start a combo after an OTG. The LP version is a Default Ensemble Choice, so using the more damaging and higher reaching MP or HP versions as a custom Ensemble may be the better option. All versions rank among the best overall Ensembles in the game.
  • French Twist (c.MK): As a custom Ensemble this normal can trap an opponent in its multiple File:low.png hits, giving the point character enough time to attack from a different direction.
  • Hairball (↓↙←+K): Any version of this attack, especially the 6 hit HK version, can catch the opponent in a lengthy block stun as a custom Ensemble.

Move List

Normals

Command Name / Quote Properties (glossary)
File:lp.png Snip Snip Chains Twice
Filia's uses Samson for a short range jab, her overall fastest normal.
Damage Meter Gain Start Up Active Recovery
300 2.5% 5 3 14
Hit Stop Hit Stun Block Stun On Hit On Block
7 16 19 0 3
  • Filia can break throws during the last 4f of recovery.
File:---.png File:lp.png
Damage Meter Gain Start Up Active Recovery
200 2.5% 5 3 16
Hit Stop Hit Stun Block Stun On Hit On Block
7 16 19 -2 1
  • Filia can break throws during the last 3f of recovery.
File:mp.png Thinning Shears
Damage Meter Gain Start Up Active Recovery
550 7.5% 13 3 19
Hit Stop Hit Stun Block Stun On Hit On Block
9 26 29 5 8
File:hp.png Chompadour File:launch.png
Samson bites at a large area above Filia to launch the opponent. This attack has a shorter horizontal range than many of Filia's other ground normals, but will always work in specific chain combos. c.MP > s.HP lifts the opponent off of the ground first to let s.HP connect. Chaining c.MK > s.HP will pull opponents to Filia, leaving them at close range for the launcher.
Damage Meter Gain Start Up Active Recovery
1000 10.0% 12 3 21
Hit Stop Hit Stun Block Stun On Hit On Block
11 31 19 8 -4
File:lk.png Knee High
Damage Meter Gain Start Up Active Recovery
400 2.5% 9 3 19
Hit Stop Hit Stun Block Stun On Hit On Block
7 25 28 4 7
  • Filia can break throws during the last 9f of recovery.
File:mk.png Leg Warmer
Damage Meter Gain Start Up Active Recovery
450 7.5% 10 3 17
Hit Stop Hit Stun Block Stun On Hit On Block
9 22 18 3 -1
File:hk.png Samson Boot
Eat Boot!
Damage Meter Gain Start Up Active Recovery
1200 10.0% 19 9 19
Hit Stop Hit Stun Block Stun On Hit On Block
14 26 19 File:wallbounce.png OR
Image:slide.png (vs air)
-8
File:d.png + File:lp.png Comb Under Chains Twice
Damage Meter Gain Start Up Active Recovery
200 2.5% 6 3 7
Hit Stop Hit Stun Block Stun On Hit On Block
7 14 17 5 8
  • When chaining twice, the second attack is identical to the first.
File:d.png + File:mp.png Ariel Rave File:launch.png
Filia's second launcher readily combos off of any weaker normal but is not as powerful as s.HP. The opponent won't travel as high. Comboing after a super jump cancel will require different air chains than those used with s.HP.
Damage Meter Gain Start Up Active Recovery
600 7.5% 13 3 38
Hit Stop Hit Stun Block Stun On Hit On Block
9 28 17 -12 -23
File:d.png + File:hp.png Queue Sting
Samson's attack causes a ground bounce vs aerial opponents, making it's careful use in a combo send the opponent into the air without using an OTG or a conventional launcher. The hit box on the last active frame of this attack reaches significantly father than the first 2f.
Damage Meter Gain Start Up Active Recovery
900 10.0% 12 3 32
Hit Stop Hit Stun Block Stun On Hit On Block
9 24 19 -10 OR
File:groundbounce.png (vs air)
-15
File:d.png + File:lk.png Ankle Sock File:low.png
Damage Meter Gain Start Up Active Recovery
200 2.5% 7 3 10
Hit Stop Hit Stun Block Stun On Hit On Block
7 15 18 3 6
File:d.png + File:mk.png French Twist File:low.png
Filia leans back to let Samson attack low to the ground. As a multi hit ground normal, when used in a chain this gives Filia plenty of time to hit confirm to a launcher.
Damage Meter Gain Start Up Active Recovery
150 x2, 200, 250, 400 1.3% x5 10 2, (2), 2, (2), 2, (2), 2, (2), 2 24
Hit Stop Hit Stun Block Stun On Hit On Block
4 x4, 9 20 x4 18 x4 -5 -7
File:d.png + File:hk.png Tread of Hair File:low.png
Don't look down!
Damage Meter Gain Start Up Active Recovery
1000 10.0% 12 26 19
Hit Stop Hit Stun Block Stun On Hit On Block
11 14 17 File:sweep.png -27
(air) File:lp.png Straight Razor
Damage Meter Gain Start Up Active Recovery
250 2.5% 7 4 7
Hit Stop Hit Stun Block Stun On Hit On Block
7 17 20 7 10
(air) File:mp.png Buzz Cut
Samson spins around Filia for multiple hits. In an instant air dash the move stays active for a long time and can hit as a cross up, but it isn't necessarily the best move to start a combo. The multiple hits carry a hidden disadvantage from damage scaling. A more damaging, single strike is a better choice as the first hit of a combo.
Damage Meter Gain Start Up Active Recovery
150 x5, 250 1.1% x6 11 2, 2, 2, 2, 2, 2 9
Hit Stop Hit Stun Block Stun On Hit On Block
4 x5, 9 16 x5, 17 18 x6 7 8
(air) File:hp.png Salon Treatment
Samson's attack creates a large hitbox in front of and above Filia, causing high hit stun for such a fast attack. This is Filia's preferred poke in an instant air dash.
Damage Meter Gain Start Up Active Recovery
900 10.0% 10 8 15
Hit Stop Hit Stun Block Stun On Hit On Block
11 25 20 3 -2
(air) File:lk.png Thigh High
Damage Meter Gain Start Up Active Recovery
250 2.5% 7 4 8
Hit Stop Hit Stun Block Stun On Hit On Block
7 17 20 6 9
(air) File:mk.png Bounce and Volume
Filia kicks before Samson attacks, leaving time to cancel into an air dash after the first or second hit. The attack gives Filia a sudden change of momentum during her jump and can hit as a cross up, so an air dash cancel at an unpredictable time during this move can create a tricky block situation for the opponent.
Damage Meter Gain Start Up Active Recovery
200, 350 7.5% x2 11 3, (9), 3 19
Hit Stop Hit Stun Block Stun On Hit On Block
7 x2 17, 20 20, 23 -1 -1
(air) File:hk.png Split Ends
Samson bites directly below Filia. The attack brings Filia to a sudden stop in the air, making it ideal for cross ups against a standing opponent. j.HP > j.HK works as a highly damaging 2 hit jump in to start a combo. Against an aerial opponent it will always cause a knockdown, allowing Filia to end an air chain close to the ground, land, then continue a combo using an OTG.
Damage Meter Gain Start Up Active Recovery
1100 10.0% 13 2 26
Hit Stop Hit Stun Block Stun On Hit On Block
14 28 21 1 -6

Normal Throws

Command Name / Quote Properties (glossary)
File:lp.png + File:lk.png Samson Cuddle File:throw.png
Damage Meter Gain Start Up Active Recovery
0, 212 x4 0, 5.0% x4 7 3 18
Hit Stop Hit Stun Block Stun On Hit On Block
N/A N/A N/A File:knockdown.png N/A
(air) File:lp.png + File:lk.png Widow’s Peak File:airthrow.png
Damage Meter Gain Start Up Active Recovery
300, 1000 10.0% x2 7 3 18
Hit Stop Hit Stun Block Stun On Hit On Block
N/A N/A N/A File:knockdown.png N/A

Special Moves

Command Name / Quote Properties (glossary)
File:qcf.png + File:p.png Ringlet Spike File:proj.png File:knockdown.png Default Ensemble Choice (MP)
Look out below!
Filia drops to the floor as Samson sends a spike from the ground. It's not very useful as a conventional fireball, but it can get under some enemy projectiles. The spike will send the opponent upward on hit, making the short range LP version useful for some combos in the corner. The longer range MP and HP versions can cancel the recovery animation of Filia's normal throw then immediately cancel to a Gregor Samson, starting a lengthy combo off of a mid screen throw.
Damage Meter Gain Start Up Active Recovery
600 (2.5%) 3.9% 18, 10 18 45
Hit Stop Hit Stun Block Stun On Hit On Block
12 12 15 File:knockdown.png -7
File:dp.png + File:p.png Updo File:startupinv.png File:knockdown.png Default Ensemble Choice (LP)
All versions of Filia's signature anti-air attack are horribly unsafe on block or whiff. Fortunately, Filia can sacrifice meter and cancel to a low height Gregor Samson for a much faster recovery.
File:lp.png
Damage Meter Gain Start Up Active Recovery
800 (2.5%) 3.9% 10 8 69
Hit Stop Hit Stun Block Stun On Hit On Block
9 16 19 File:knockdown.png -57
File:mp.png
Damage Meter Gain Start Up Active Recovery
1000 (2.5%) 3.9% 10 10 69
Hit Stop Hit Stun Block Stun On Hit On Block
9 16 19 File:knockdown.png -59
File:hp.png
Damage Meter Gain Start Up Active Recovery
1500 (2.5%) 3.9% 10 14 74
Hit Stop Hit Stun Block Stun On Hit On Block
9 16 19 File:knockdown.png -68
File:qcb.png + File:k.png Hairball File:strk.png
Samson rolls Filia into a ball for a multiple hits. Increasing button strength does not change the start up, recovery, or block disadvantage for this attack. Filia has few reasons to use anything but the HK version to add hits and cancel to a Blockbuster at the end of a combo.
File:lk.png
Damage Meter Gain Start Up Active Recovery
300x2, 400 (2.5%) 2.0% x2, 3.9% 14 14 29
Hit Stop Hit Stun Block Stun On Hit On Block
2 x2, 18 12 x2, 32 15 x2, 18 1 -13
File:mk.png
Damage Meter Gain Start Up Active Recovery
300x3, 400 (2.5%) 2.0% x3, 3.9% 14 20 29
Hit Stop Hit Stun Block Stun On Hit On Block
2 x3, 18 12 x3, 32 15 x3, 18 1 -13
File:hk.png
Damage Meter Gain Start Up Active Recovery
300 x5, 400 (2.5%) 2.0% x5, 3.9% 14 32 29
Hit Stop Hit Stun Block Stun On Hit On Block
2 x5, 18 12 x4, 32 15 x4, 18 1 -13
(air) File:qcb.png + File:k.png Airball File:aironly.png File:airdashcancel.png
When Filia uses Hairball in the air, it becomes a versatile tool for both mobility and extending combos. All strengths of Airball have the same number of hits and damage as the MK version of Hairball, with the button strength controlling Filia's trajectory in the air. LK curves upwards, MK goes straight forward, and HK curves down. Using the HK version to cancel the recovery animation of Filia's normal air throw can hit the opponent OTG and transition to a combo after Filia lands. Even if it doesn't hit anything, the attack can work like a second air dash in an unexpected direction. On hit or miss, Filia can cancel the recovery of Airball with an air dash. This is a unique property that allows Filia to cancel directly into another air chain on hit, but can't make the move safer on block.
Damage Meter Gain Start Up Active Recovery
300 x3, 400 (2.5%) 2.0% x3, 3.9% 14 20 16
Hit Stop Hit Stun Block Stun On Hit On Block
2 x3, 16 12 x3, 19 15 x3, 18 1 0

Team Moves

Command Name / Quote Properties (glossary)
File:mp.png + File:mk.png OR File:hp.png + File:hk.png Bounce, No Volume Tag In
Let's go, babe!
A one hit Bounce and Volume, jumping in from the side of the screen and causing a knockdown on hit. Filia's recovery is the taunt animation after she lands.
Damage Meter Gain Start Up Active Recovery
500 10.1% N/A N/A 48
Hit Stop Hit Stun Block Stun On Hit On Block
9 10 13 File:knockdown.png N/A
File:qcf.png + File:mp.png + File:mk.png OR File:hp.png + File:hk.png Lash Out Outtake File:startupinv.png
You bore me!
Damage Meter Gain Start Up Active Recovery
0 -100% 12 + 3 8 28
Hit Stop Hit Stun Block Stun On Hit On Block
13 14 17 N/A -18
  • Invulnerability starting 1f before the super flash, ending after 3f after the flash.

Blockbusters

Command Name / Quote Properties (glossary)
File:dp.png + File:p.png + File:p.png Fenrir Drive Uses 1 level of Dramatic Tension File:startupinv.png
Death from above!
The Blockbuster version of the Updo cannot be blocked after the super flash; opponents must start holding a block before the flash starts to defend against this move at close range. If opponents don't respect Filia's invincible Updo, a Fenrir Drive might be what it takes to stop their offense. The last hit of this move, the impact as Filia and her opponent hit the ground, does not increase damage scaling for the combo. If used as a Blockbuster Sequel, the move has additional frames of start up after the flash.
Damage Meter Gain Start Up Active Recovery
400, 200 x6, 400, 3500, 500 -100% 3 + 0 28, (4), 2 73
Hit Stop Hit Stun Block Stun On Hit On Block
7, 3 x6, 7, N/A 16 x8, N/A 19 x8, N/A File:knockdown.png -81
  • Invulnerability through all start up and 7f of active.
File:qcb.png + File:k.png + File:k.png Gregor Samson Uses 1 level of Dramatic Tension File:airok.png File:startupinv.png
Metamorphosis!
Samson transforms into insect wings as Filia charges forward, attacks with multiple hits, and ends with a guaranteed wall bounce. Using the super at different distances from the sides of the stage will send the helpless opponent in various directions. The air version's recovery depends on Filia's height, with a shorter fall to the ground giving a shorter recovery. Filia must adjust her follow up combos accordingly. Gregor Samson stays in active frames indefinitely, only ending when it makes contact with an opponent or crosses sides with the enemy point character.
Damage Meter Gain Start Up Active Recovery
300 x4, 1750 -100% 4 + 4 N/A 42
Hit Stop Hit Stun Block Stun On Hit On Block
20 25 28 File:wallbounce.png -25
  • Invulnerability through all start up and 1f of active.
(air)
Damage Meter Gain Start Up Active Recovery
300 x4, 1750 -100% 3 + 4 N/A 18 (min)
Hit Stop Hit Stun Block Stun On Hit On Block
20 15 18 File:wallbounce.png -4 (or worse)
  • Invulnerability through all start up and 1f of active.
File:qcb.png + File:p.png + File:p.png Trichobezoar Uses 3 levels of Dramatic Tension File:startupinv.png File:proj.png
Samson hurls a massive, single hit projectile. The upward angle will miss against most standing opponents, so it is best placed in a combo against an opponent who is already off the ground. Unfortunately, the super will deal less damage if it doesn't connect on the first frame. Updo can get the opponent in the air and cancel to Trichobezoar if done quickly, guaranteeing the blockbuster hits for full damage.
Damage Meter Gain Start Up Active Recovery
4750 or 3000 -300% 8 + 1 N/A 83
Hit Stop Hit Stun Block Stun On Hit On Block
14 15 18 File:knockdown.png -65
  • Invulnerability through all start up and 42f of recovery.

Colors and Costumes

File:SG_palette_Fil01.jpg Palette 1:
File:lp.png

Default color palette.
File:SG_palette_Fil02.jpg Palette 2:
File:mp.png

Original alternate color palette.
File:SG_palette_Fil03.jpg Palette 3:
File:hp.png

Original alternate color palette.
File:SG_palette_Fil04.jpg Palette 4:
File:lk.png

Original alternate color palette.
File:SG_palette_Fil05.jpg Palette 5:
File:mk.png

Original alternate color palette.
File:SG_palette_Fil06.jpg Palette 6:
File:hk.png

Original alternate color palette.
File:SG_palette_Fil07.jpg Palette 7:
File:lp.png + File:mp.png + File:hp.png

Original alternate color palette based on pre-Samson Filia from her story mode.
File:SG_palette_Fil08.jpg Palette 8:
File:lk.png + File:mk.png + File:hk.png

Original alternate color palette.
File:SG_palette_Fil09.jpg Palette 9:
File:lp.png + File:lk.png

Based on Hatsune Miku from Vocaloid.
File:SG_palette_Fil10.jpg Palette 10:
File:mp.png + File:lk.png

Based on Rei Miyamoto from High School of the Dead.
File:SG_palette_Fil11.jpg Palette 11:
File:lp.png + File:mp.png + File:lk.png

Original alternate color palette.
File:SG_palette_Fil12.jpg Palette 12:
File:lp.png + File:hp.png

Based on Magnteo from Marvel Vs Capcom 2.
File:SG_palette_Fil13.jpg Palette 13:
File:lp.png + File:hp.png + File:lk.png

Original alternate color palette.
File:SG_palette_Fil14.jpg Palette 14:
File:mp.png + File:hp.png + File:lk.png

Based on Millia Rage from Guilty Gear.
File:SG_palette_Fil15.jpg Palette 15:
File:lp.png + File:mp.png + File:hp.png + File:lk.png

Original alternate color palette.
File:SG_palette_Fil16.jpg Palette 16:
File:lp.png + File:mp.png

Based on Zeruel from Neon Genesis Evangelion.
File:SG_palette_Fil17.jpg Palette 17:
File:lp.png + File:mk.png

Based on Scanty Panty & Stocking with Garterbelt.
File:SG_palette_Fil18.jpg Palette 18:
File:mp.png + File:mk.png

Based on Madoka Kaname from Puella Magi Madoka Magica.

Patch History

Version 1.0 to 1.01

  • Hairball received the following adjustments:
    • Increased hit stun on the last hit so Gregor Samson should always combo afterwards.
    • It's no longer unsafe on hit against characters performing aerial Blockbuster attacks.
  • Airball received the following adjustments:
    • Now possible with negative edge.
    • Now correctly allows Ensemble calls alongside the move.
    • Shortened recovery.
    • No longer unsafe on hit, still unsafe on block.
    • Will always do the air version of the recovery even if Filia lands during the attack.
    • Now allows forward dash cancels from the last hit on hit or miss, but not on block. Only possible if you have not airdashed.
    • Filia is unable to crouch or jump out of the dash if the HK version is cancelled into a ground dash, but can do ground attacks as usual.
  • Gregor Samson received the following adjustments:
    • Increased recovery time by 4 frames.
    • Aerial Gregor Samson is now possible with negative edge.
  • Tricobezoar received the following adjustments:
    • Adjusted damage: 4750 if it connects on the first frame, and 3000 after. Was previously always 4200.
    • Startup improved: was 12 + 3 frames, and is now 8 + 1 frames.
    • Reduced recovery time by 9 frames.
    • Enlarged the first frame's hitbox.
  • When cancelling Valentine's Checkmate Incision's last hit into Fenrir Drive against another Filia, the rest of Fenrir Drive will no longer miss.
  • Extended j.HP and j.LP hit area closer to Filia's body to prevent missing up close.
  • Extended j.LP's vertical hit area.
  • Filia's j.HP has received the following adjustments:
    • Increased hit stun by 2 frames.
    • Slightly reduced knockback against airborne opponents.
  • Increased j.HK's hit stop on opponent by 3 frames.
  • Enlarged s.HP's hitbox slightly to allow it to combo in situations where it would previously miss by one pixel.
  • Missed ground and air throws by Filia no longer cancel Ensemble calls.
  • Shortened air throw recovery when missed to match everyone else.
  • Re-added two previously removed win poses; selectable by holding various buttons after the round.
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