Skullgirls/Filia

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SG fil.jpg

Filia

Voiced by: Christine Marie Cabanos, Patrick Seitz (EN), Ayana Taketatsu, Takashi Kondo (JP)
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
SG Filia icon.png

Skullgirls main page


Story

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.

Basics

Rushdown pixie character with an amazing airdash and mobility

  • Low IAD height for overheads. Air normals built around it
  • A good vertical DP
  • Airdash cancel airball on whiff
  • Great jab buttons
  •  ???


Important moves:


Movement
Walk: Medium
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 slow extended run. Her backward dash has medium speed and travels a short distance.
Air Dash: Very fast, 2 way (forward and backward) air dash
Weight: Light
Chains
Standing: 5 Buttons: SG lp.png ---.png SG lk.png ---.png SG mp.png ---.png SG mk.png ---.png SG hp.png OR SG hk.png
Crouching: 5 Buttons: SG lp.png ---.png SG lk.png ---.png SG mp.png ---.png SG mk.png ---.png SG hp.png OR SG hk.png
Air: 6 Buttons: SG lp.png ---.png SG lk.png ---.png SG mp.png ---.png SG mk.png ---.png SG hp.png ---.png SG hk.png

Assists

Default Assists
Noteworthy Custom Assists

Move List

Normals

Standing Normals

s.LP
Snip Snip
SG lp.png (standing)
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 300 2.5% ±0 +3
Start Up Active Recovery Hit Stun Block Stun Hit Stop
5 3 14 16 19 7
x2 Guard Properties Damage Meter On Hit On Block
Mid - 200 2.5% -2 +1
Start Up Active Recovery Hit Stun Block Stun Hit Stop
6 3 16 16 19 7


  • Filia's uses Samson for a short range jab, her overall fastest normal.
  • Unlike other attacks that chain into itself, the fastest possible input for the 2nd jab will have all the active frames of the first occur, instead of only one.



s.MP
Thinning Shears
SG mp.png (standing)
Guard Properties Damage Meter On Hit On Block
Mid - 550 7.5% +5 +8
Start Up Active Recovery Hit Stun Block Stun Hit Stop
13 3 19 26 29 9




s.HP
Chompadour
SG hp.png (standing)
Guard Properties Damage Meter On Hit On Block
Mid Launcher 1000 10% +8 -4
Start Up Active Recovery Hit Stun Block Stun Hit Stop
12 3 21 31 19 11


  • 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.



s.LK
Knee High
SG lk.png (standing)
Guard Properties Damage Meter On Hit On Block
Mid - 400 2.5% +4 +7
Start Up Active Recovery Hit Stun Block Stun Hit Stop
9 3 19 25 26 7




s.MK
Leg Warmer
SG mk.png (standing)
Guard Properties Damage Meter On Hit On Block
Mid - 450 7.5% +3 -1
Start Up Active Recovery Hit Stun Block Stun Hit Stop
10 3 17 22 18 9




s.HK
Samson Boot
SG hk.png (standing)
Guard Properties Damage Meter On Hit On Block
Mid - 1000 10% Wall Bounce -15
Start Up Active Recovery Hit Stun Block Stun Hit Stop
19 9 26 26 19 14




Crouching Normals

c.LP
Comb Under
SG lp.png (crouching)
x1, x2 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 200 2.5% +5 +6
Start Up Active Recovery Hit Stun Block Stun Hit Stop
6 3 7 14 15 7




c.MP
Ariel Rave
SG mp.png (crouching)
Guard Properties Damage Meter On Hit On Block
Mid Launcher 600 7.5% -12 -23
Start Up Active Recovery Hit Stun Block Stun Hit Stop
13 3 38 28 17 9


  • 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.



c.HP
Queue Sting
SG hp.png (crouching)
Guard Properties Damage Meter On Hit On Block
Mid - 900 10% -10,
Ground Bounce (vs air)
-15
Start Up Active Recovery Hit Stun Block Stun Hit Stop
12 3 32 24 19 9


  • 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.



c.LK
Ankle Sock
SG lk.png (crouching)
Guard Properties Damage Meter On Hit On Block
Low - 200 2.5% +3 +6
Start Up Active Recovery Hit Stun Block Stun Hit Stop
7 3 10 15 18 7




c.MK
French Twist
SG mk.png (crouching)
Guard Properties Damage Meter On Hit On Block
Low - 150 x2, 200, 250, 400 1.3% x5 -5 -7
Start Up Active Recovery Hit Stun Block Stun Hit Stop
10 2, (2), 2, (2), 2, (2), 2, (2), 2 24 20 x5 18 x5 4 x4, 9


  • 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.



c.HK
Tread of Hair
SG hk.png (crouching)
Guard Properties Damage Meter On Hit On Block
Low Sweep 1100 10% Soft KD (Invuln.) -27
Start Up Active Recovery Hit Stun Block Stun Hit Stop
12 26 19 14 17 11




Jumping Normals

j.LP
Straight Razor
SG lp.png (in air)
Guard Properties Damage Meter On Hit On Block
High - 250 2.5% +7 +10
Start Up Active Recovery Hit Stun Block Stun Hit Stop
7 4 7 17 20 7




j.MP
Buzz Cut
SG mp.png (in air)
Guard Properties Damage Meter On Hit On Block
High - 150 x5, 250 1.1% x6 +7 +8
Start Up Active Recovery Hit Stun Block Stun Hit Stop
11 2, 2, 2, 2, 2, 2 9 16 x5, 17 18 x6 4 x5, 9


  • 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.



j.HP
Salon Treatment
SG hp.png (in air)
Guard Properties Damage Meter On Hit On Block
High - 900 10% +3 -3
Start Up Active Recovery Hit Stun Block Stun Hit Stop
10 8 15 23 OR 19 (vs air) 20 11


  • 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.



j.LK
Thigh High
SG lk.png (in air)
Guard Properties Damage Meter On Hit On Block
High - 250 2.5% +6 +9
Start Up Active Recovery Hit Stun Block Stun Hit Stop
7 4 8 17 20 7




j.MK
Bounce and Volume
SG mk.png (in air)
Guard Properties Damage Meter On Hit On Block
High - 200, 350 7.5% x2 -1 +1
Start Up Active Recovery Hit Stun Block Stun Hit Stop
11 3, (9), 3 19 17, 20 20, 23 7 x2


  • 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.



j.HK
Split Ends
SG hk.png (in air)
Guard Properties Damage Meter On Hit On Block
Mid - 900 10%
KD (vs air)
-13
Start Up Active Recovery Hit Stun Block Stun Hit Stop
13 2 26 29 OR 28 (vs air) 21 13


  • 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.



Throws

Throw
Samson Cuddle
SG lp.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
Throw 50% Damage Scaling 0, 212 x4 0, 5% x4 KD N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
7 1 28 N/A N/A N/A




Air Throw
Widow’s Peak
SG lp.png + SG lk.png (in air)
Guard Properties Damage Meter On Hit On Block
Air Throw 50% Damage Scaling,
Airdash Cancel
300, 1000 10% x2 KD N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
7 3 13 N/A N/A N/A


  • Filia can air dash cancel her otherwise standard air throw, allowing her to immediately chase after her opponent. Canceling the air throw's recovery into an HK Airball can hit the opponent OTG and will then air dash cancel into a combo after Filia lands.



Team Moves

Tag
Bounce, No Volume
SG mp.png + SG mk.png / SG hp.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Tag 500 10.% KD -35 (At best)
Start Up Active Recovery Hit Stun Block Stun Hit Stop
20 19 48 10 13 9


  • 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.



Snapback
Lash Out
Qcf.png + SG mp.png + SG mk.png / SG hp.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Snapback 0 -100% N/A -12
Start Up Active Recovery Hit Stun Block Stun Hit Stop
12 + 3 3 23 14 13 (9) 10




Specials

Ringlet Spike Qcf.png + SG p.png
Guard Properties Damage Meter On Hit On Block
Mid Projectile,
50% Damage Scaling
600 (100) (2.5%) 1.9565% KD -7
Start Up Active Recovery Hit Stun Block Stun Hit Stop
18, 10 18 35 12 15 28 (12 on block)


  • 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.



SG fil qcfk.png
Ringlet Psych Qcf.png + SG k.png
Guard Properties Damage Meter On Hit On Block
N/A - N/A 0% N/A N/A
Start Up Active Recovery Hit Stun Block Stun Hit Stop
18 N/A 10 N/A N/A N/A


  • Filia drops to the floor, faking a Ringlet Spike. The feint recovers faster than the real attack.



Updo Dp.png + SG p.png
SG lp.png Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full) 800 (100) (2.5%) 2.5% KD -59
Start Up Active Recovery Hit Stun Block Stun Hit Stop
8 8 69 16 18 9 (8 on block)
SG mp.png Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full) 600, 400 (100) (2.5%) 2.5% x2 KD -61
Start Up Active Recovery Hit Stun Block Stun Hit Stop
10 10 69 16, 40 18 7, 8 (8 on block)
SG hp.png Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full) 900, 300, 300

(200 OR 100*)

(2.5%) 2.5% x3 KD -70
Start Up Active Recovery Hit Stun Block Stun Hit Stop
13 14 74 40, 16 x2** 18 10 x2, 9 (8 on block)


  • Filia's signature invulnerable anti-air attack. Horribly unsafe on block or whiff. Fortunately, Filia can sacrifice meter and cancel to a low height Gregor Samson for a much faster recovery.
  • Additional hits from the M and H versions only trigger after a successful first hit. They also won't occur when used as an assist.
* The first hit does 200, the rest do 100.
** Only the first hit that connects has 40f of hitstun, any remaining hits have 16f of hitstun.



Hairball Qcb.png + SG k.png
SG lk.png Guard Properties Damage Meter On Hit On Block
Mid - 300x2, 400

(50 x2, 150)

(2.5%) 2% x2, 4.5% KD -15
Start Up Active Recovery Hit Stun Block Stun Hit Stop
14 14 29 16 x2, 32 15 x2, 16 2 x2, 18
SG mk.png Guard Properties Damage Meter On Hit On Block
Mid - 300x3, 400

(50 x3, 150)

(2.5%) 2% x3, 4.5% KD -15
Start Up Active Recovery Hit Stun Block Stun Hit Stop
14 20 29 16 x3, 32 15 x3, 16 2 x3, 18
SG hk.png Guard Properties Damage Meter On Hit On Block
Mid - 300 x5, 400

(50 x5, 150)

(2.5%) 2% x5, 4.5% KD -15
Start Up Active Recovery Hit Stun Block Stun Hit Stop
14 32 29 16 x5, 32 15 x5, 16 2 x5, 18


  • 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 super at the end of a combo.



Airball Aironly.png Qcb.png + SG k.png
Guard Properties Damage Meter On Hit On Block
Mid Airdash Cancel 300 x3, 400

(50, x3, 150)

(2.5%) 2% x3, 4.5% +1 -12
Start Up Active Recovery Hit Stun Block Stun Hit Stop
13 20 16 16 x3, 19 15 x3, 13 3 x3, 16

(4 x3, 11 on block)


  • 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. LK curves upwards, MK goes straight forward, and HK curves down. Even if it doesn't hit anything, the attack can work like a second air dash in an unexpected direction. On hit, block 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. Filia can only air dash cancel Airball once per combo.



Supers

Fenrir Drive
Level 1
Dp.png + SG p.png + SG p.png
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full),
Hit Grab (2nd to last hit)
400, 200x6, 400, 1500, 200

(250, 100 x6, 250)

-100% KD -57 (At best)
Start Up Active Recovery Hit Stun Block Stun Hit Stop
3 + 1 5 x5, 3, (4), 2 74 16 x7, N/A 19 x8 (3), 7, 3 x6, 7


  • The super 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. 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 DHC, the move has additional frames of start up after the flash.



Gregor Samson
Level 1
Qcb.png + SG k.png + SG k.png Airok.png
Ground Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full) 300 x4, 1750

(100 x4, 350)

-100% Wall Bounce -25
Start Up Active Recovery Hit Stun Block Stun Hit Stop
4 + 4 3, 3, 2, 3, 2 49 30 x4, 25 27 x4, 28 (5) 4 x4, 20

(5 x4, 20 on block)

Air Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full) 250 x4, 1250

(100 x4, 350)

-100% Wall Bounce -5 (At best)
Start Up Active Recovery Hit Stun Block Stun Hit Stop
3 + 4 3, 3, 2, 3, 2 (Until ground) 30 x4, 15 27 x4, 18 (4) 4 x5, 20

(5 x4, 20 on block)


  • 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.



Trichobezoar
Level 3
Qcb.png + SG p.png + SG p.png
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full),
Projectile
4750 or 3000

(500)

-300% KD -40
Start Up Active Recovery Hit Stun Block Stun Hit Stop
8 + 0 2*, -- 73 15 18 (5) 14


  • 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 super hits for full damage.
* The first 2 active frames have a bigger hitbox than the rest of the projectile's active frames.



Taunt

Born With It SG lp.png , SG mp.png , F.png , SG mk.png , SG mk.png
Guard Properties Damage Meter On Hit On Block
Mid - 5 0% -30 -27
Start Up Active Recovery Hit Stun Block Stun Hit Stop
38 1 38 8 11 5


  • Cannot KO the opponent.



Combos

Beginner Combos

If the bread and butter combos are too daunting, try to become comfortable doing each of these combos. Start with the first, then move to the next one. When you play matches, it's good enough to use the one you can perform the most consistently. Once you can do all of them, try learning the combos in the following sections!

1.
c.LK > s.MK > c.HK
A basic ground chain combo ending in sweep. Safe on block.
2.
c.LK > s.MK > c.HP xx H Hairball
A basic ground chain combo ending in a special cancel. Also unsafe on block.
3.
c.LK > s.MK > c.HP xx H Hairball xx Fenrir
A basic ground chain combo ending in a super cancel.
4.
c.LK > s.MK > s.HP.
j.LP > j.MP > j.MK xx H Airball xx Gregor
A basic launcher into air chain, ending with an air super. The Gregor allows for the combo to continued via the wall bounce
5.
c.LK > s.MK > s.HP.
j.LP > j.MK(1) xx H Airball adc j.MP > j.HK,
(restand) s.LP > s.MP > c.MK > c.HP xx H Hairball xx Fenrir
A basic combo that utilizes an air chain and airdash cancels to setup a restand. During the restand, you can choose to go for a reset such as IAD j.LK or throw.

Bread and Butter Combos

While these combos may not be optimal, they contain the most common, effective combo routes and are a great place to start learning.

Midscreen - 6682 dmg (video)
c.LK > s.MK > s.HP,
j.HP adc j.LK > j.HK,
(OTG) c.LK, s.HP,
j.LP > j.MK(1) xx H Airball xx ADC, j.MP(4) > j.HK,
s.LP > s.LK > s.MP > c.MK > c.HP xx H Hairball xx Fenrir Drive


Midscreen (Damage route) - 7297 dmg (video)
c.LK > s.MK > s.HP,
j.HK adc j.LK > j.HP > j.HK,
(OTG) c.MP > s.MK > s.HP,
j.MK xx H Airball adc j.MP(5),
s.LP > s.LK > s.MP > c.MK > c.HP xx H Hairball xx Fenrir Drive


Corner Carry - 5943 dmg (video)
c.LK > s.MK > s.HP,
j.LK > j.MP(5) > j.MK adc j.MP(4) > j.HK,
c.MK > s.HP,
j.LP > j.MP(5) > j.MK xx H Airball,
(dash) s.LP > s.LK > s.MP > c.MK > s.HP xx H Hairball xx Fenrir Drive


Corner only - 7413 dmg (video)
c.LK > s.MK > s.HP,
j.HP > j.HK xx H Airball adc j.MP(4) > j.HK,
s.LK > s.MP > c.MK > s.HK xx H Hairball,
(dash) (OTG) c.LP > s.LP > s.LK > s.MP > c.MK > s.HK xx H Hairball xx Fenrir Drive


Double Snap combo
(OTG) c.LK > s.MK >
[s.HP,
j.HP adc j.HP,
(uncombo) s.MK]
repeat

Strategy

Resources


Colors

SG fil color1.png SG fil color2.png SG fil color3.png SG fil color4.png SG fil color5.png
Color 1
SGColor1.png
Default color palette.
Color 2
SGColor2.png
Original alternate color palette.
Color 3
SGColor3.png
Original alternate color palette.
Color 4
SGColor4.png
Original alternate color palette based on an alternate costume design.
Color 5
SGColor5.png
Original alternate color palette.

SG fil color6.png SG fil color7.png SG fil color8.png SG fil color9.png SG fil color10.png
Color 6
SGColor6.png
Original alternate color palette.
Color 7
SGColor7.png
Original alternate color palette based on pre-Samson Filia from her story mode.
Color 8
SGColor8.png
Original alternate color palette based on Filia's color map.
Color 9
SGColor9.png
Based on the Vocaloid Hatsune Miku.
Color 10
SGColor10.png
Based on Rei Miyamoto from High School of the Dead.

SG fil color11.png SG fil color12.png SG fil color13.png SG fil color14.png SG fil color15.png
Color 11
SGColor11.png
Original alternate color palette.
Color 12
SGColor12.png
Based on Magneto from Marvel Vs Capcom 2.
Color 13
SGColor13.png
Original alternate color palette.
Color 14
SGColor14.png
Based on Millia Rage from Guilty Gear XX.
Color 15
SGColor15.png
Original alternate color palette.

SG fil color16.png SG fil color17.png SG fil color18.png SG fil color19.png SG fil color20.png
Color 16
SGColor16.png
Based on Zeruel from Neon Genesis Evangelion.
Color 17
SGColor17.png
Based on Scanty Panty & Stocking with Garterbelt.
Color 18
SGColor18.png
Based on Madoka Kaname from Puella Magi Madoka Magica.
Color 19
SGColor19.png
Original alternate color palette. Crowdfunding request.
Color 20
SGColor20.png
Based on Fionna from Adventure Time. Crowdfunding request.

SG fil color21.png SG fil color22.png SG fil color23.png SG fil color24.png SG fil color25.png
Color 21
SGColor21.png
Based on Shantae. Crowdfunding request.
Color 22
SGColor22.png
Original alternate color palette.
Color 23
SGColor23.png
Based on Millia Rage from Guilty Gear Xrd.
Color 24
SGColor24.png
Original alternate color palette.
Color 25
SGColor25.png
Based on Ryūko Matoi from Kill la Kill.

Win Poses

Filia has 3 win poses, and the winning player can select a win pose by holding a button at the end of the match.

SG winpose FilL.jpg Winpose 1:
Hold
SG lp.png OR SG lk.png
It's over...
SG winpose FilM.jpg Winpose 2:
Hold
SG mp.png OR SG mk.png
Maybe next time!
SG winpose FilH.jpg Winpose 3:
Hold
SG hp.png OR SG hk.png
Sigh...


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