Difference between revisions of "Skullgirls/Filia"
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;Ground throw | ;Ground throw | ||
− | :HP Ringlet spike, ground dash 2x IAD | + | :HP Ringlet spike, ground dash 2x IAD jMP jHK |
− | : | + | :2MP TK H Airball dash cancel 5HP |
− | : | + | :jMK adc jLP jMP |
− | : | + | :5LP 5LK 5MP 2MK 2HP H Hairball Fenrir Drive |
:HP Ringlet spike, Gregor Samson | :HP Ringlet spike, Gregor Samson | ||
− | :dash up | + | :dash up 5HP |
:<stuff> | :<stuff> | ||
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;Air throw | ;Air throw | ||
:If airdash was not used and you're close enough to the ground: | :If airdash was not used and you're close enough to the ground: | ||
− | :H Airball dash cancel | + | :H Airball dash cancel 5MK 5HP |
:<stuff> | :<stuff> | ||
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:If airdash was used (i.e. airdash -> airthrow) or you are too high off ground: | :If airdash was used (i.e. airdash -> airthrow) or you are too high off ground: | ||
:H Airball Gregor Samson | :H Airball Gregor Samson | ||
− | :dash up | + | :dash up 5HP |
:<stuff> | :<stuff> | ||
Revision as of 06:43, 28 June 2019
Contents
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.
Assists
For assist info, see here.
Stats
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: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Crouching: | 5 Buttons: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Air: | 6 Buttons: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Move List
Normals
Standing Normals
![]() Snip Snip View hitbox (?) |
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![]() Thinning Shears View hitbox (?) |
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![]() Chompadour View hitbox (?) |
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![]() Knee High View hitbox (?) |
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![]() Leg Warmer View hitbox (?) |
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![]() Samson Boot View hitbox (?) |
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Crouching Normals
![]() Comb Under View hitbox (?) |
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![]() Ariel Rave View hitbox (?) |
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![]() Queue Sting View hitbox (?) |
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![]() Ankle Sock View hitbox (?) |
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![]() French Twist View hitbox (?) |
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![]() Tread of Hair View hitbox (?) |
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Jumping Normals
![]() Straight Razor View hitbox (?) |
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![]() Buzz Cut View hitbox (?) |
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![]() Salon Treatment View hitbox (?) |
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![]() Thigh High View hitbox (?) |
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![]() Bounce and Volume View hitbox (?) |
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![]() Split Ends View hitbox (?) |
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Throws
![]() Samson Cuddle View hitbox (?) |
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![]() Widow’s Peak View hitbox (?) |
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Team Moves
![]() Bounce, No Volume View hitbox (?) |
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![]() Lash Out View hitbox (?) |
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Specials
![]() "Surprise" View hitbox (?) |
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![]() View hitbox (?) |
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![]() View hitbox (?) |
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![]() View hitbox (?) |
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Supers
![]() "Get ready... death from above!" View hitbox (?) |
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![]() "Metamorphosis!" View hitbox (?) |
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Taunt
![]() "Stop wasting my time" View hitbox (?) |
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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.
- 2LK > 5MK > 2HK
- A basic ground chain combo ending in sweep. Unsafe on block.
- 2.
- 2LK > 5MK > 2HP xx H Hairball
- A basic ground chain combo ending in a special cancel. Also unsafe on block.
- 3.
- 2LK > 5MK > 2HP xx H Hairball xx Fenrir
- A basic ground chain combo ending in a super cancel.
- 4.
- 2LK > 5MK > 5HP.
- jLP > jMP > jMK 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.
- 2LK > 5MK > 5HP.
- jLP > jMK(1) xx H Airball adc jMP > jHK,
- (restand) 5LP > 5MP > 2MK > 2HP 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
- Playlist: https://www.youtube.com/playlist?list=PLgLPYjs8Xw3FHrNA6Lm5RNPNosm3fYjvc
- Doc: Filia Compendium - by Acido
Filia's basic ground chain ender is 5LP 5LP 5LK 5MP 2MK 2HP H Hairball but if you're having trouble the 2nd 5LP can be removed and the 2MK changed to 5MK 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 2MK, but of course if you delay too much you'll drop the combo. Also the 2HP can be replaced with 5HK 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 5MK because it results in the most damage and 2LK 5MK is safe if you confirm the 2 hits, however 5MK whiffs at ranges that 2LK does not, and in fact off some starters like crossup IAD jHK, 2LK 5MK will rarely be possible. 2LK 2MK(1) 5HP is a good string and is relatively pbgc safe despite being 3 hits, 2LK 5MP 2MK(1) 5HP is also very good and it's very easy to confirm 2LK 5MP, 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.
- 2LK 5MK 5HP
- jHP adc jLK jHK
- otg 2LK (5MK) 5HP
- jMK (2 hits) H Airball adc jMP jHK
- 5LP (5LP) 5LK 5MP 2MK 2HP H Hairball Fenrir Drive
- Against cerebella, omit the 5MK and the 2nd hit of jMK
- Against PW omit the 2nd 5LP in the ground ender
- Combo will sometimes switch sides
- Replace the 2nd line with (jHK 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
- 2LK 5MK 5HP
- jHK adc jLK jHP jHK
- otg 2LK 5MK 5HP
- jMK (2 hits) H Airball adc jMP
- 5LP 5LP 5LK 5MP 2MK 2HP 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 jHK in the 2nd string or it will whiff.
- Notable for a very reset-friendly starter and for preserving OTG
- 2LK 5MK 5HP
- jHK adc jLK jMP jHK
- 2MP TK H Airball dash cancel 5HP
- jMK adc jLP jMP
- 5LP 5LK 5MP 2MK 2HP 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 jLP jMP on lighter characters just enough so that they have enough time to fall so they don't recover before your 5LP 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 5MK instead of 2MK until you get the timing really down. Also note the lack of the 2nd 5LP, only do 1x 5LP or the combo becomes much less consistent.
- Old combo, otg-less and more consistent against everyone
- 2LK 5MK 5HP
- (delay) jLK jMP jMK adc jMP jHK
- 2MK 5HP
- (delay) jLP jMP jMK H Airball
- 5LP 5LK 5MP 2MK 2HP H Hairball Fenrir Drive
- More damaging but harder, uses OTG
- 2LK 5MK 5HP
- jHK adc jLK jHP jHK
- OTG 5HP TK H airball
- dash cancel 5MK 2HP ringlet psych IAD jMP
- 5LP 5LP 5LK 5MP 2MK 2HP H Hairball Fenrir Drive
Corner
- Corner BnB
- 2LK 5MK 5HP
- jHP jHK H Airball adc jMP jHK
- 5LK 5MP 2MK 5HK H Hairball
- otg 2LP 5LK 5MP 2MK 5HK H Hairball Fenrir Drive
- Winnie Corner Combo
- 2LK 5MK 5HP
- jHP jHK H Airball adc jMK (x2) jHP dash
- 5LK 5MP 2MK 5HK H Hairball
- otg 2LP 5LK 5MP 2MK 5HK H Hairball Fenrir Drive
- basically same as previous but a bit harder in exchange for more dmg
- Double Snap combo
- (OTG) 2LK > 5MK >
- [5HP,
- jHP adc jHP,
- (uncombo) 5MK]
- repeat
Conversions
- Ground throw
- HP Ringlet spike, ground dash 2x IAD jMP jHK
- 2MP TK H Airball dash cancel 5HP
- jMK adc jLP jMP
- 5LP 5LK 5MP 2MK 2HP H Hairball Fenrir Drive
- HP Ringlet spike, Gregor Samson
- dash up 5HP
- <stuff>
- Air throw
- If airdash was not used and you're close enough to the ground:
- H Airball dash cancel 5MK 5HP
- <stuff>
- If airdash was used (i.e. airdash -> airthrow) or you are too high off ground:
- H Airball Gregor Samson
- dash up 5HP
- <stuff>
Resets and Setups
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
This section has not been started yet. If you'd like to see this section filled out, please consider creating an account and contributing!
- Goals
- Offense
- Neutral
- Defense
- Other techniques
Counterplay
This section has not been started yet. If you'd like to see this section filled out, please consider creating an account and contributing!
- How to beat this character
- Counters to common techniques
Resources
Match Videos
Twitter Tech Hashtag
Guides
Discord Character Channel
- https://discord.gg/skullgirls - Read the #rules channel, then use #role-assignment to get the Filia role
Skullheart
When browsing Skullheart, keep in mind it was most active when the game was on an older patch.
Colors
Click for full size
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Color 1![]() Default color palette. |
Color 2![]() Original alternate color palette. |
Color 3![]() Original alternate color palette. |
Color 4![]() Original alternate color palette based on an alternate costume design. |
Color 5![]() Original alternate color palette. |
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Color 6![]() Original alternate color palette. |
Color 7![]() Original alternate color palette based on pre-Samson Filia from her story mode. |
Color 8![]() Original alternate color palette based on Filia's color map. |
Color 9![]() Based on the Vocaloid Hatsune Miku. |
Color 10![]() Based on Rei Miyamoto from High School of the Dead. |
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Color 11![]() Original alternate color palette. |
Color 12![]() Based on Magneto from Marvel Vs Capcom 2. |
Color 13![]() Original alternate color palette. |
Color 14![]() Based on Millia Rage from Guilty Gear XX. |
Color 15![]() Original alternate color palette. |
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Color 16![]() Based on Zeruel from Neon Genesis Evangelion. |
Color 17![]() Based on Scanty Panty & Stocking with Garterbelt. |
Color 18![]() Based on Madoka Kaname from Puella Magi Madoka Magica. |
Color 19![]() Original alternate color palette. Crowdfunding request. |
Color 20![]() Based on Fionna from Adventure Time. Crowdfunding request. |
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Color 21![]() Based on Shantae. Crowdfunding request. |
Color 22![]() Original alternate color palette. |
Color 23![]() Based on Millia Rage from Guilty Gear Xrd. |
Color 24![]() Original alternate color palette. |
Color 25![]() Based on Ryūko Matoi from Kill la Kill. |
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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.
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Winpose 1: Hold ![]() ![]() It's over... |
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Winpose 2: Hold ![]() ![]() Maybe next time! |
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Winpose 3: Hold ![]() ![]() Sigh... |
Skullgirls 2nd Encore+ | |
Help | FAQ • Controls • Glossary • UI/HUD • Training Room • Frame Data • Hitboxes • Team Building |
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Mechanics | Movement • Attacks / Hit Effects • Defense • Team Mechanics • Combos / Damage • Advanced Mechanics • Esoteric • Frame Data & Hitboxes |
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