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

Filia is a rushdown pixie character who wants to use her nimble mobility and small size to get in the opponent's face and do brutally fast mixups using her quick, low to the ground air dash.

  • Filia's airdash is one of the best. It's quick and has the shortest minimum height for any airdash in the game. It's such an important part of her character that all of her air normals are built around it. This enables her to do blistering fast mixups and resets. The downside to her air normals is that they have little range and are poor for contesting air-to-airs.
  • Her airdash is only one component of her amazing mobility. Her ground dash starts with a quick dash then she can continue to run. Airball (j214K) travels through the air in any one of three arcs and can be airdash canceled no matter what, even on whiff.
  • She has a fireball with her Ringlet Spikes (236P), but they are not normal fireballs like Hadokens. They don't travel; they go to a fixed spot in front of Filia from the ground. While they can't be used in a traditional way, these spikes are still very important for spacing and can be very useful to snipe out opponents trying to keep Filia away from afar. Use these in those tricky matchups on unsuspecting opponents, and confirm from all ranges with Gregor Samson.
  • Updo (623P) is a solid, meterless, Shoryuken type reversal. One of her supers, Fenrir (623PP), comes out in 4 frames which is one of the fastest moves in the game. She also boasts an air reversal with Gregor (214KK)


Important moves:

  • IAD j.HP - Fast and far overhead poke. Can be tricky to convert off of, but mainly this tool is used to brute force your way into IAD jLK or throw range.
  • IAD j.LK - Once you're in range, use this to hit them high.
  • c.LP - Fast jab with good frame advantage
  • j.HK - Big hitbox that hits right below Filia with high hitstun. Important tool for combos and confirms, and is extremely easy to use for crossups from many situations.
  • j.MP - Multi-hit button to use as a jump in and maintain pressure
  • Airball (j214K) - Very active hitbox that travels a far distance in various angles, similar to a Tatsu. Use this in conjunction with airdash canceling on whiff to move around the screen, or airdash cancel on block to continue mounting pressure.


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
  • c.MK: A multi-hitting low assist that can also be somewhat used for lockdown.

Move List

Normals

Standing Normals

SG fil slp.png

Snip Snip

View hitbox
(?)

s.LP Standing SG lp.png
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 300 2.5% ±0 +3
Startup 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
Startup Active Recovery Hit Stun Block Stun Hit Stop
6 3 16 16 19 7


  • Tied only with Ms. Fortune for having the fastest jab in game.
  • Short range and will whiff against many crouching opponents so it's mostly used for punishes/stuffing.
  • It can be a decent anti-air against IADs since it's fast and the hitbox reaches a bit above the hurtbox. Dashing under them and pressing it can be useful for punishing a lot of otherwise difficult to punish air normals (such as Double j.HP) on the way down.



SG fil smp.png

Thinning Shears

View hitbox
(?)

s.MP Standing SG mp.png
Guard Properties Damage Meter On Hit On Block
Mid - 550 7.5% +5 +8
Startup Active Recovery Hit Stun Block Stun Hit Stop
13 3 19 26 29 9


  • Good range with average speed for a medium. Can confirm into c.HP into Gregor (214KK) from most ranges. Can also confirm into sHK from all everywhere but the tip of max range, further into Gregor or a ringlet.
  • Decent in confirm strings; it's plus on block, but pushes back.



SG fil shp.png

Chompadour

View hitbox
(?)

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


  • Filia's main launcher. It's safe on block so you can end blockstrings with it.
  • The hitbox is disjointed during move startup, making it Filia's best non-DP anti-air. Due to being one of the tallest launchers, it's one of the best standing AA normals in the game.



SG fil slk.png

Knee High

View hitbox
(?)

s.LK Standing SG lk.png
Guard Properties Damage Meter On Hit On Block
Mid - 400 2.5% +4 +7
Startup Active Recovery Hit Stun Block Stun Hit Stop
9 3 19 25 26 7


  • Mostly combo filler, there's not much reason to use this over c.LK



SG fil smk.png

Leg Warmer

View hitbox
(?)

s.MK Standing SG mk.png
Guard Properties Damage Meter On Hit On Block
Mid - 450 7.5% +3 -1
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 3 17 22 18 9


  • Fast medium button. Use this in blockstrings over c.MK if you suspect your c.MK will be PBGC'd.
  • Filia's best medium normal to use for Medium Counter Hit punishes, due to not being multihit like c.MK and the fast speed over s.MP.



SG fil shk.png

Samson Boot

View hitbox
(?)

s.HK Standing SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid - 1000 10% Wall Bounce -15
Startup Active Recovery Hit Stun Block Stun Hit Stop
19 9 26 26 19 14


  • Moves you backwards on startup and allows you to avoid some lows or throws, making it a quite tricky button that has niche uses as a poking tool.
  • Can generally confirm using ringlet or hairball, possibly with super if you are outside of the corner.
  • Lifts opponents into the air and causes a knockdown, which can help setup tricky resets in the corner.
  • More damaging than c.HP for the end of combo strings, but is slightly trickier to time.



Crouching Normals

SG fil clp.png

Comb Under

View hitbox
(?)

c.LP Crouching SG lp.png
x1, x2 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 200 2.5% +5 +6
Startup Active Recovery Hit Stun Block Stun Hit Stop
6 3 7 14 15 7


  • 1 frame slower startup than s.LP but it won't whiff and has amazing frame advantage on hit or block.
  • Low blockstun makes it a decent pushblock bait tool, causing the opponent to be too late on a pushblock attempt and get backdash instead.
  • Recovers the fastest out of all of Filia's moves, so in situations like tagging assists where frame advantage on block doesn't matter, it's the safest option.



SG fil cmp.png

Ariel Rave

View hitbox
(?)

c.MP Crouching SG mp.png
Guard Properties Damage Meter On Hit On Block
Mid Launcher 600 7.5% -12 -23
Startup Active Recovery Hit Stun Block Stun Hit Stop
13 3 38 28 17 9


  • Mini launcher, doesn't send the opponent as high as s.HP. Useful for resets and combos.



SG fil chp.png

Queue Sting

View hitbox
(?)

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


  • Mostly used in combos. It can be an OK poke at range and be used to anti-air low opponents. Cancel into Ringlet Psych to make it safe.



SG fil clk.png

Ankle Sock

View hitbox
(?)

c.LK Crouching SG lk.png
Guard Properties Damage Meter On Hit On Block
Low - 200 2.5% +3 +6
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 3 10 15 18 7


  • Main combo starter and Filia's best low. Pretty fast and very plus on block.



SG fil cmk.png

French Twist

View hitbox
(?)

c.MK Crouching SG mk.png
Guard Properties Damage Meter On Hit On Block
Low - 150 x2, 200, 250, 400 1.3% x5 -5 -7
Startup 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


  • Multi-hit low that keeps opponents in blockstun for a long time, but can be punished with PBGC pretty easily and is minus on block anyway.
  • The multiple hits scales the combo, so don't use it in hitconfirms.
  • The semi-far range and multi-hit aspects make this one of Filia's few tools that can deal with armor if used early enough.



SG fil chk.png

Tread of Hair

View hitbox
(?)

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


  • Filia's sweep. Low profile and moves her forward. Used for situational crossunders and a movement option, but you rarely want to actually connect with this move (since opponents can ground tech). Cancel into ringlet psych on whiff or block to try to stay safe.
  • Being a forward advancing sweep, it's one of the more useful sweeps to break armor with.



Jumping Normals

SG fil jlp.png

Straight Razor

View hitbox
(?)

j.LP Jumping SG lp.png
Guard Properties Damage Meter On Hit On Block
High - 250 2.5% +7 +10
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 4 7 17 20 7


  • Good hitbox and very fast, one of Filia's better pokes for air-to-air, confirming with jMK, jHK, or H airball.
  • IAD j.LP whiffs up close, so when cornering the opponent at point blank use IAD jLK instead.
  • IAD j.LP into j.LK at slightly longer than point blank range is a really easy to confirm 2 hit overhead string that's less vulnerable to land cancel punishes than IAD j.LK j.HK.



SG fil jmp.png

Buzz Cut

View hitbox
(?)

j.MP Jumping SG mp.png
Guard Properties Damage Meter On Hit On Block
High - 150 x5, 250 1.1% x6 +7 +8
Startup Active Recovery Hit Stun Block Stun Hit Stop
11 2, 2, 2, 2, 2, 2 9 16 x5, 17 18 x6 4 x5, 9


  • Multi-hit normal that hits below Filia. One of her best air normals for approaching with an airdash and pressure. Easy to confirm from, but the multi-hits will scale the combo.



SG fil jhp.png

Salon Treatment

View hitbox
(?)

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


  • Really strong air normal with decently far hitbox, commonly spammed by newer players but that doesn't make it bad. Solid air-to-air due to horizontal range, good for enemies at or just above your height level.
  • Can be difficult to confirm with, so should ideally be used to close in space to get into proper Filia pressure range, aka IAD jLK or dash cLK range.



SG fil jlk.png

Thigh High

View hitbox
(?)

j.LK Jumping SG lk.png
Guard Properties Damage Meter On Hit On Block
High - 250 2.5% +6 +9
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 4 8 17 20 7


  • Use this with an IAD for your overhead option since j.LP will whiff at point blank.
  • You can use j.LK > j.MP > c.LK to confirm from the overhead. It will fast fall after the j.LK, is a blockstring, and it will beat opponents upbacking as well. Much safer point blank than the alternative j.LK > j.HK.



SG fil jmk.png

Bounce and Volume

View hitbox
(?)

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


  • Alters Filia's air momentum. Really good for resets, a lot of Filia's tricks involve canceling the first hit into something.
  • More recently, its become popular as an IAD tool; j.MK(1) (fastfall with j.HP) is easily confirmable, works from a fair distance away, safejumps a lot of reversals, and has decently good blockstun.
  • When using this button in combos, consistency can vary from character to character depending on if you use one or two hits. If you have difficulty with this move in a combo, try varying the amount of hits to see what works best.



SG fil jhk.png

Split Ends

View hitbox
(?)

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


  • Hits mid, but good crossup hitbox and halts Filia's air momentum. Use an airdash to get behind the opponent and press this.
  • Her only normal move besides s.HK that causes knockdown. Also used for confirming instant overheads (but this is punishable by land cancel so be wary)
  • The change in air momentum can be used to escape many slow air resets or pressure, so don't be afraid to use this button as a defensive tool on occasion.



Throws

SG fil throw.png

Samson Cuddle

View hitbox
(?)

Throw 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
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 1 28 N/A N/A N/A


  • Can confirm midscreen using Gregor, H ringlet into Gregor, or H ringlet into dash IAD jMP.



SG fil airthrow.png

Widow’s Peak

View hitbox
(?)

Air Throw 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
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 3 13 N/A N/A N/A


  • The recovery of the air throw is airdash cancelable, so the conversion will depend on if you used the airdash already or not. See the combo section for more details.



Team Moves

SG fil tag.png

Bounce, No Volume

View hitbox
(?)

Tag 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)
Startup Active Recovery Hit Stun Block Stun Hit Stop
20 19 48 10 13 9


  • Decently fast tag that can setup up burst baits in the corner (character dependent, maybe put a video here)



SG fil snap.png

Lash Out

View hitbox
(?)

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


  • One of the worst snaps in the game in terms of range. For the sake of consistency, try using after a s.MP or a s.MK to help ensure the opponent will be at the appropriate height to be snapped.



Specials

SG fil qcfp.png

"Surprise"

View hitbox
(?)

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
Startup Active Recovery Hit Stun Block Stun Hit Stop
18, 10 18 35 12 15 28 (12 on block)


  • A projectile spike, summoned from the ground away from Filia. The distance depends on the buttons pressed. Stuns the opponent on hit, stunning longer if it hits OTG.
  • SG lp.png
    • Spike appears right in front of Filia
  • SG mp.png
    • Spike appears in between the LP and HP versions.
  • SG hp.png
    • Spike appears about 3/4th of a screen in front of Filia.
  • Useful for approaching zoners (since you can confirm it on hit into Gregor (214KK) for full combo by using your OTG), converting off ground throw without spending meter, extending combos, etc.
  • In general, this tool should be used on defensive opponents who want to sit away from Filia with longer range options. Due to ringlets low profile, this move can be ideal to slip under the opponents options and counter them for a nice punish.



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
Startup Active Recovery Hit Stun Block Stun Hit Stop
18 N/A 10 N/A N/A N/A


  • Same startup animation as Ringlet Spike, but recovers immediately instead of actually doing the projectile. Used mostly for baits/combos and can make some things (e.g. c.HP, s.HK) safe(r) at certain ranges.



SG fil dpp.png



View hitbox
(?)

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
Startup 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
Startup 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
Startup Active Recovery Hit Stun Block Stun Hit Stop
13 14 74 40, 16 x2** 18 10 x2, 9 (8 on block)


  • Filia's reversal and a pretty good one too. Can use Gregor to convert off of it. Gregor can also sometimes be used to make it safer but it's pretty unreliable and if the opponent stands up they will be able to punish it.
  • SG lp.png
    • The fastest version.
  • SG mp.png
    • Not used much
  • SG hp.png
    • Slowest, but invulnerable for the longest.
  • 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.



SG fil qcbk.png



View hitbox
(?)

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
Startup 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
Startup 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
Startup 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 and travels along the ground and hits multiple times. Use the H version as a combo ender, but avoid using it in neutral or anytime else since every version is extremely unsafe.
  • With the above said, if you do land a L hairball from neutral or a frametrap, you can confirm into link a microdash cLK sHP into further combo on the entire cast (on Big Band use dash sLP sMK sHP, on Painwheel use dash cLK cMK sHP)



SG fil jqcbk.png



View hitbox
(?)

Airball (Air Only) 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
Startup 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)


  • Samson rolls Filia into a ball and travels along the air. A versatile tool for both mobility and extending combos. The button used determines the trajectory.
  • SG lk.png
    • Curves upwards
  • SG mk.png
    • Travels straight forward
  • SG hk.png
    • Curves downwards
  • 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.
  • The L version lets Filia travel to the top of the screen, which can be used to catch up to opponents sitting high in the air like Painwheel or Valentine. Use this when you can to quickly reach up to them, or simply use it when trying to get high above to run away for a better situation.
  • The M version travels horizontally straight across the screen, so can be used like a Tatsu or challenge other normal jump approaches if you do it early.
  • The H version travels down making it useful for confirms or to have a active approach to the ground. Combine with using an assist for a somewhat free approach that the opponent has to block. Can also be TK'd after ground chains to combo off it since you can dash cancel the recovery of the air versions.
  • Strong as a pressure tool, but use with care as it's vulnerable to PBGC/being reversaled out of the dash when reacted to early



Supers

SG fil dppp.png

"Get ready... death from above!"

View hitbox
(?)

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)
Startup 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


  • Super version of Updo. One of the fastest startups in the game, making Filia one of the few people able to punish other "safe" moves. Also your main combo ender since it does the most damage when scaled.
  • The last hit of this move, the impact as Filia and her opponent hit the ground, does not increase damage scaling for the combo.



SG fil qcbkk.png

"Metamorphosis!"

View hitbox
(?)

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

(100 x4, 350)

-100% Wall Bounce -25
Startup 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)
Startup 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)


  • Super version of Hairball / Airball. Used for combo extensions and conversions. Having meter available for this lets Filia go into a full combo off of a lot of things she couldn't otherwise (Updo, max range Ringlet Spike, IAD airthrow, etc.).
  • Usefulness as a reversal is a point of contention; Gregor is invulnerable for the full startup but goes active quickly so a lot of things will beat it. However, it does beat meaties and is also Filia's only air reversal.
  • Sometimes randomly crosses up too.
  • Because it is a super that wall bounces, you can combo it into itself as long as you have meter, or combo it into Fenrir / level 3.



SG fil qcbpp.png



View hitbox
(?)

Trichobezoar
Level 3
Qcb.png + SG p.png + SG p.png
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full),
45% Min. Scaling,
Projectile
4750 or 3000

(500)

-300% KD -40
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 + 0 - 73 15 18 (5) 14


  • Fires a projectile at a diagonal. Does damage in a single hit so scaling hurts it a lot, and does significantly less damage if it doesn't hit on the first frame. At max scaling it does less than Gregor into Fenrir, but still does good damage as a DHC as well as doing TONS of damage to an assist and on counterhit to a point.
  • You can follow it up in the corner if you have OTG.
  • The first 2 active frames have a bigger hitbox than the rest of the projectile's active frames.



Taunt

SG fil taunt.png

"Stop wasting my time"

View hitbox
(?)

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
Startup Active Recovery Hit Stun Block Stun Hit Stop
38 1 38 8 11 5


  • Has a hit on it if you want to be a jerk. 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

Video: Skullgirls: Practical Filia Combos


Filia's basic ground chain ender is s.lp s.lp s.lk s.mp c.mk c.hp H Hairball but if you're having trouble the 2nd s.lp can be removed and the c.mk changed to s.mk for a more consistent combo at the cost of damage. You can delay after smp a bit to give them time to land before using c.mk, but of course if you delay too much you'll drop the combo. Also the c.hp can be replaced with s.hk for a bit more damage if the opponent is in the corner by the time you get to the ground chain ender.

In the first string of combos I list s.mk because it results in the most damage and c.lk s.mk is safe if you confirm the 2 hits, however s.mk whiffs at ranges that c.lk does not, and in fact off some starters like crossup IAD j.hk, c.lk s.mk will rarely be possible. c.lk c.mk(1) s.hp is a good string and is relatively pbgc safe despite being 3 hits, c.lk s.mp c.mk(1) s.hp is also very good and it's very easy to confirm c.lk s.mp, however this adds an extra hit to your string which scales your combo.

All combos here are universal, but some maybe be finnicky/tricky on certain characters, this will be noted

Midscreen

Beginner-friendly combo that still has many uses at high levels of play.
c.lk s.mk s.hp
j.hp adc j.lk j.hk
otg c.lk (s.mk) s.hp
j.mk (2 hits) H Airball adc j.mp j.hk
s.lp (s.lp) s.lk s.mp c.mk c.hp H Hairball Fenrir Drive
Against cerebella, omit the s.mk and the 2nd hit of j.mk
Against PW omit the 2nd s.lp in the ground ender
Combo will sometimes switch sides
Replace the 2nd line with (j.hk adc airthrow) for a guaranteed universal sideswitch if you want characters in the corner for a doublesnap for instance


Highest damage of filia's easier combos
c.lk s.mk s.hp
j.hk adc j.lk j.hp j.hk
otg c.lk s.mk s.hp
j.mk (2 hits) H Airball adc j.mp
s.lp s.lp s.lk s.mp c.mk c.hp H Hairball Fenrir Drive
On Beowulf and Double you have to be very sure that you are at the same height as the opponent when you do the 2nd j.hk in the 2nd string or it will whiff.


Notable for a very reset-friendly starter and for preserving OTG
c.lk s.mk s.hp
j.hk adc j.lk j.mp j.hk
c.mp TK H Airball dash cancel s.hp
j.mk adc j.lp j.mp
s.lp s.lk s.mp c.mk c.hp H Hairball Fenrir Drive
Tricky against light characters, TKing the airball will make it come out too low so you will have to actually jump and then quickly input QCF HK (214 HK) so it comes out a bit later than TKing it. Also make sure to delay the j.lp j.mp on lighter characters just enough so that they have enough time to fall so they don't recover before your s.lp in the ground chain.
This combo is the one that IMO you have to make the most adjustments to your ending ground chain depending on opponent's height, especially against light characters expect to use s.mk instead of c.mk until you get the timing really down. Also note the lack of the 2nd s.lp, only do 1x s.lp or the combo becomes much less consistent.


Old combo, otg-less and more consistent against everyone
c.lk s.mk s.hp
(delay) j.lk j.mp j.mk adc j.mp j.hk
c.mk s.hp
(delay) j.lp j.mp j.mk H Airball
s.lp s.lk s.mp c.mk c.hp H Hairball Fenrir Drive


More damaging but harder, uses OTG
c.lk s.mk s.hp
j.hk adc j.lk j.hp j.hk
OTG s.hp TK H airball
dash cancel s.mk c.hp ringlet psych IAD j.mp
s.lp s.lp s.lk s.mp c.mk c.hp H Hairball Fenrir Drive

Corner

Corner BnB
c.lk s.mk s.hp
j.hp j.hk H Airball adc j.mp j.hk
s.lk s.mp c.mk s.hk H Hairball
otg c.lp s.lk s.mp c.mk s.hk H Hairball Fenrir Drive


Winnie Corner Combo
c.lk s.mk s.hp
j.hp j.hk H Airball adc j.mk (x2) j.hp dash
s.lk s.mp c.mk s.hk H Hairball
otg c.lp s.lk s.mp c.mk s.hk H Hairball Fenrir Drive
basically same as previous but a bit harder in exchange for more dmg


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

Conversions

Ground throw
HP Ringlet spike, ground dash 2x IAD j.mp j.hk
c.mp TK H Airball dash cancel s.hp
j.mk adc j.lp j.mp
s.lp s.lk s.mp c.mk c.hp H Hairball Fenrir Drive


HP Ringlet spike, Gregor Samson
dash up s.hp
<stuff>


Air throw
If airdash was not used and you're close enough to the ground:
H Airball dash cancel s.mk s.hp
<stuff>


If airdash was used (i.e. airdash -> airthrow) or you are too high off ground:
H Airball Gregor Samson
dash up s.hp
<stuff>

Setups

Video: Filia Resets Compilation

Resets

Off of s.hp
s.hp IAD j.lp: puts you on the ground before the opponent so you can go for left/right, low/high, airthrow, whatever, this is a cool reset. Sometimes if you do the OTG c.lk s.mk s.hp, the opponent will be too high, but if you omit the s.mk from that chain they won't be, it's character specific.
s.hp j.hp IAD j.lk: you're plus after using j.lk and you land before them so you can do stuff from there
s.hp j.hp IAD j.lk delay j.hk: if you delay enough j.hk will crossup, if you don't it won't. Character specific timing and really hard/impossible on some (who?)
Off of restand
j.hk restand, jump forward j.lp: after doing this you can either delay j.hk for a crossup or airdash backwards for sameside. Only works on characters tall enough to get hit with jump forward j.lp
j.hk restand, c.mp, IAD j.lp j.lk: again you're super plus off j.lk and you land first so you can do stuff off that. Instead of the j.lp j.lk you can also do airthrow, it'll whiff and you'll fastfall for mostly the same result.
Fastfalls
Filia has a bunch of fastfall resets, where you cancel some move into something that drops you to the ground quickly and allows you to act well before your opponent.
j.mp fastfall: use j.mk during j.mp when you're near the ground and you will cancel the j.mp into a fastfall, where you can go for low/throw/high/whatever
j.mk fastfall: cancel the first hit of j.mk into a whiffed j.hp and you will fastfall, same concept as before but used at different combo points cause it's a different move.
Other
j.mk: dash cancel the 1st hit of j.mk into either throw, to get a throw reset you can combo off of with H airball into gregor, or instead of throw use j.mp to stuff the opponents throw, confirm into j.hk, and keep the combo going.
(Corner only) j.hp j.hk IAD j.lk j.hp: Puts the opponent airborne as you land, so you can do high/low/throw when they land or jump and airgrab.
Tick throws/delayed lows also work as well with filia as with any other characters.

Burst Baits

Because of her fast airdash you can basically do any air normal that would trigger IPS right after a launcher, then air backdash, and it's a burst bait. Usually this'll be j.hk because it's consistent and it gives you oki stuff if they don't burst (you cannot ground tech after a soft knockdown that triggers IPS unless otg has already been used), but other normals can be used as well. That said she has some other neat burst tricks too.

s.hp IAD j.lk (when it would trigger IPS, of course): Same as one of the earlier resets except with j.lk instead of j.lp. Good because even if they don't burst you get the crossunder as usual.
OTG s.hp (when it would trigger IPS): Because you can jump cancel launchers on hit, if you do s.hp OTG then jump back you will dodge the burst. Downside is this only works midscreen, and the only followup is airdash j.mp j.hk into combo, which will scale the followup considerably.
(normal) into s.hk ringlet psych: shoutouts to WAAAAAAAAAHNIE. Popularized in the corner with c.lk during the corner combo, this is a bait that will almost certainly catch people that don't know about it. Basically you use a normal that would trigger IPS, chain it into s.hk to move yourself back to avoid the burst, then use ringlet psych to cancel the s.hk before it actually comes out so you don't move forward back into the burst. As mentioned it was first introduced in the corner by using c.lk to start the last ground chain in the corner combo, but can also work midscreen after a gregor wallbounce.

Burst Bait Hard Knockdown

Filia does not have any way to cause a hard knockdown exactly. However, if you do a burst bait with j.HK (without having spent otg), the opponent cannot ground tech because hitting a button would cause a burst, so she can imitate a hard knockdown in this way. Some examples of Filia's options after a "hard" knockdown:

run/jump and block: self-explanatory bait if you think they're mashing
c.lk/throw/IAD j.lk: simple high/low/throw
tick throw
jump over and j.hk: Crossup, relatively easy to see coming but you can quickly airdash backwards during the startup and do a 2nd j.hk to make it same-side.
jump over and call assist: Crossup, same as previous and can be made fake with an airdash backwards as well.

Strategy

Goals
Offense
Neutral
Defense
Other techniques

Counterplay

How to beat this character
Counters to common techniques

Resources

For videos of Filia players, check out the match videos page.

Colors

Click for full size

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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