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.
Rushdown pixie character with an amazing airdash and mobility
Low IAD height for overheads. Air normals built around it
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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!
c.LK > s.MK > c.HK
A basic ground chain combo ending in sweep. Safe on block.
c.LK > s.MK > c.HP xx H Hairball
A basic ground chain combo ending in a special cancel. Also unsafe on block.
c.LK > s.MK > c.HP xx H Hairball xx Fenrir
A basic ground chain combo ending in a super cancel.
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
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.