Difference between revisions of "Skullgirls/Filia"
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* 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. | * 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. | + | * Her airdash is only one component of her amazing mobility. Her ground dash starts with a quick dash then she can continue to run, wavedashing by cancelling the dash after the initial burst forward allows for even faster traversal. Airball (j214K) travels through the air in any one of three arcs and can be airdash canceled no matter what, even on whiff or block. |
− | * 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. | + | * 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. As this attack will often win trades, L Ringlet can be used as an anti-air. |
− | * Updo (623P) is a solid, meterless, Shoryuken type reversal. One of her supers, Fenrir (623PP), comes out in | + | * Updo (623P) is a solid, meterless, Shoryuken type reversal. One of her supers, Fenrir (623PP), comes out in 3 frames which is one of the fastest moves in the game. She also boasts an air reversal with Gregor (214KK). |
===Important Moves=== | ===Important Moves=== | ||
− | * | + | * 2LP - Fast jab with good frame advantage |
− | * | + | * 2LK - Your go-to grounded starter as it is a fast low, decent frame advantage making it good for tick throws. |
− | * | + | * jLP - Your go-to air-to-air due to its good hitbox and fast startup. |
− | * | + | * jHK - 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. As this move will delay Filia's falling momentum, it can be used to get out of the less tight air resets. |
− | * | + | * IAD jLK - Once you're in range, use this to hit them high. |
+ | * IAD jMP - A multi-hit overhead starter. As it is a multi-hit with decent range, this is a good tool for starting pressure. | ||
+ | * IAD jHP - 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 jHK - Will crossup an opponent. | ||
* 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. | * 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. | ||
− | + | ===Attributes=== | |
− | + | ||
− | === | + | |
{{SGBasicSystems | {{SGBasicSystems | ||
|Medium | |Medium | ||
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|6 Buttons: {{SG_LP}} --- {{SG_LK}} --- {{SG_MP}} --- {{SG_MK}} --- {{SG_HP}} --- {{SG_HK}} | |6 Buttons: {{SG_LP}} --- {{SG_LK}} --- {{SG_MP}} --- {{SG_MK}} --- {{SG_HP}} --- {{SG_HK}} | ||
|}} | |}} | ||
− | |||
==Directory== | ==Directory== | ||
− | <div style="float: left; margin-right:50px"> | + | <div style="float:left; margin-right:50px; font-size:125%"> |
===[[Skullgirls/Filia/Combos|Combos]]=== | ===[[Skullgirls/Filia/Combos|Combos]]=== | ||
+ | ===[[Skullgirls/Filia/Resets|Resets]]=== | ||
+ | </div> | ||
+ | <div style="float:left; font-size:125%"> | ||
===[[Skullgirls/Filia/Strategy|Strategy & Counterplay]]=== | ===[[Skullgirls/Filia/Strategy|Strategy & Counterplay]]=== | ||
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===[[Skullgirls/Help/Team_Building#Filia|Assists & Team Building]]=== | ===[[Skullgirls/Help/Team_Building#Filia|Assists & Team Building]]=== | ||
</div> | </div> | ||
+ | <br clear=all/> | ||
==Resources== | ==Resources== | ||
− | + | ;Match Videos | |
* [https://tunawithbacon.com/?p1char1=FI Filia match videos] | * [https://tunawithbacon.com/?p1char1=FI Filia match videos] | ||
− | + | ;Twitter Tech Hashtag | |
* [https://twitter.com/search?q=%23SG_FIL&src=typd #SG_FIL] | * [https://twitter.com/search?q=%23SG_FIL&src=typd #SG_FIL] | ||
− | + | ;Guides | |
* [https://steamcommunity.com/sharedfiles/filedetails/?id=325227275 Filia Character Guide by Ashzu and Tomo009] | * [https://steamcommunity.com/sharedfiles/filedetails/?id=325227275 Filia Character Guide by Ashzu and Tomo009] | ||
* [https://youtu.be/VWcE8kxk0d4 Filia Tutorial Feat. Pikmario!] | * [https://youtu.be/VWcE8kxk0d4 Filia Tutorial Feat. Pikmario!] | ||
− | = | + | ;YouTube Videos and Playlists |
+ | * [https://www.youtube.com/playlist?list=PLgLPYjs8Xw3FHrNA6Lm5RNPNosm3fYjvc Filia Tech Playlist] | ||
+ | |||
+ | ;Discord Character Channel | ||
* https://discord.gg/skullgirls - Read the #rules channel, then use #role-assignment to get the Filia role | * 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. | When browsing Skullheart, keep in mind it was most active when the game was on an older patch. | ||
* [http://skullheart.com/index.php?threads/filia-encore-combos.1414/ Combo thread] | * [http://skullheart.com/index.php?threads/filia-encore-combos.1414/ Combo thread] | ||
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* Tied only with Ms. Fortune for having the fastest jab in game. | * 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 | + | * Short range and will whiff against many crouching opponents so it's mostly used for punishes. |
− | * 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 | + | * 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 jHP) on the way down. |
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− | * Good range with average speed for a medium. Can confirm into | + | * Good range with average speed for a medium. Can confirm into 2HP into Gregor (214KK) from most ranges. Can also confirm into 5HK from all everywhere but the tip of max range, further into Gregor or a ringlet. |
− | * | + | * Is used as part of Filia's hitconfirm 2LK 5MP as it leaves her very plus on block, pushes the opponent back and on hit can be confirmed with 2MK(1) 5HP. |
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* Filia's main launcher. It's safe on block so you can end blockstrings with it. | * Filia's main launcher. It's safe on block so you can end blockstrings with it. | ||
− | * The hitbox is disjointed during move startup, | + | * The hitbox is disjointed during move startup which, along with being very fast for a heavy, makes 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. |
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− | * Mostly combo filler, there's not much reason to use this over | + | * Mostly combo filler, there's not much reason to use this over 2LK |
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− | * Fast medium button. Use this in blockstrings over | + | * Fast medium button. Use this in blockstrings over 2MK if you suspect your 2MK will be PBGC'd. |
− | * Filia's best medium normal to use for Medium Counter Hit punishes, due to not being multihit like | + | * Filia's best medium normal to use for Medium Counter Hit punishes, due to not being multihit like 2MK and the fast speed over 5MP. |
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− | * Moves you backwards on startup and allows you to avoid some lows or throws, making it a | + | * Moves you backwards on startup and allows you to avoid some lows or throws, making it a 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. | * 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. | * Lifts opponents into the air and causes a knockdown, which can help setup tricky resets in the corner. | ||
− | * More damaging than | + | * More damaging than 2HP for the end of combo strings, but doesn't combo into Hairball unless you are in the corner. |
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− | * 1 frame slower startup than | + | * 1 frame slower startup than 5LP but it won't whiff and has amazing frame advantage on hit or block. |
− | * Low blockstun makes it a decent pushblock bait tool | + | * Low blockstun makes it a decent pushblock bait tool. |
* 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. | * 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. | ||
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− | * Mini launcher, doesn't send the opponent as high as | + | * Mini launcher, doesn't send the opponent as high as 5HP. Useful for resets and combos. |
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* 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. | * 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 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. | + | * 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. This range also makes it decent as a mid-range poke when you are outside 2LK range. |
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* Good hitbox and very fast, one of Filia's better pokes for air-to-air, confirming with jMK, jHK, or H airball. | * Good hitbox and very fast, one of Filia's better pokes for air-to-air, confirming with jMK, jHK, or H airball. | ||
− | * IAD | + | * IAD jLP whiffs up close, so when cornering the opponent at point blank use IAD jLK instead. |
− | * IAD | + | * IAD jLP into jLK 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 jLK jHK. |
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* 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. | * 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 | + | * 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 2LK range. |
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− | * Use this with an IAD for your overhead option since | + | * Use this with an IAD for your overhead option since jLP will whiff at point blank. |
− | * You can use | + | * You can use jLK > jMP > 2LK to confirm from the overhead. It will fastfall after the jLK, is a blockstring, and it will beat opponents upbacking as well. Much safer point blank than the alternative jLK > jHK. |
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− | * Alters Filia's air momentum. Really good for resets, a lot of Filia's tricks involve canceling the first hit into | + | * Alters Filia's air momentum. Really good for resets, a lot of Filia's tricks involve canceling the first hit into a fastfall. |
− | * More recently, its become popular as an IAD tool; | + | * More recently, its become popular as an IAD tool; jMK(1) (fastfall with jHP) 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. | * 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. | ||
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* Hits mid, but good crossup hitbox and halts Filia's air momentum. Use an airdash to get behind the opponent and press this. | * 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 | + | * Her only normal move besides 5HK 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. | * 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. | ||
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− | * Can confirm midscreen using Gregor, H ringlet into Gregor, or H ringlet into dash IAD jMP. | + | * Can confirm midscreen using Gregor, M/H ringlet into Gregor, M/H Ringlet into wavedash (x2) 5MK or M/H ringlet into dash IAD jMP. |
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− | * | + | * Poor vertical range. For the sake of consistency, try using after a 5MP or a 5MK to help ensure the opponent will be at the appropriate height to be snapped. |
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** Spike appears in between the LP and HP versions. | ** Spike appears in between the LP and HP versions. | ||
* {{SG_HP}} | * {{SG_HP}} | ||
− | ** Spike appears about 3/ | + | ** Spike appears about 3/4s 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. | * 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. | * 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. | ||
+ | * As this move will win most trades it can be used as an anti-air against deep jump ins. | ||
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− | * 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. | + | * 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. 2HP, 5HK) less punishable. |
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* 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. | * 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 | + | * With the above said, if you do land a L hairball from neutral or a frametrap, you can confirm into link a microdash 2LK 5HP into further combo on the entire cast (on Big Band use dash 5LP 5MK 5HP, on Painwheel use dash 2LK 2MK 5HP) |
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* 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 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 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. | + | * The H version travels down making it useful for confirms or to have a active approach to the ground (particularly useful for jumping over Peacock's bombs and punishing). 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 | * 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 | ||
<br> | <br> |
Latest revision as of 05:39, 18 September 2019
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, wavedashing by cancelling the dash after the initial burst forward allows for even faster traversal. Airball (j214K) travels through the air in any one of three arcs and can be airdash canceled no matter what, even on whiff or block.
- 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. As this attack will often win trades, L Ringlet can be used as an anti-air.
- Updo (623P) is a solid, meterless, Shoryuken type reversal. One of her supers, Fenrir (623PP), comes out in 3 frames which is one of the fastest moves in the game. She also boasts an air reversal with Gregor (214KK).
Important Moves
- 2LP - Fast jab with good frame advantage
- 2LK - Your go-to grounded starter as it is a fast low, decent frame advantage making it good for tick throws.
- jLP - Your go-to air-to-air due to its good hitbox and fast startup.
- jHK - 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. As this move will delay Filia's falling momentum, it can be used to get out of the less tight air resets.
- IAD jLK - Once you're in range, use this to hit them high.
- IAD jMP - A multi-hit overhead starter. As it is a multi-hit with decent range, this is a good tool for starting pressure.
- IAD jHP - 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 jHK - Will crossup an opponent.
- 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.
Attributes
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: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Directory
Resources
- Match Videos
- Twitter Tech Hashtag
- Guides
- YouTube Videos and Playlists
- 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.
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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![]() View hitbox (?) |
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Taunt
![]() "Stop wasting my time" View hitbox (?) |
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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 |
Characters | Filia • Cerebella • Peacock • Parasoul • Ms. Fortune • Painwheel • Valentine • Double • Squigly • Big Band • Eliza • Fukua • Beowulf • Robo-Fortune |
Mechanics | Movement • Attacks / Hit Effects • Defense • Team Mechanics • Combos / Damage • Advanced Mechanics • Esoteric • Frame Data & Hitboxes |
Other | Community • Videos • PC Launch Options • Patch History • Extra |
Meta | Contribute! |