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.
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)
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.
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.
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.
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.
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.
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.
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.
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.
Spike appears right in front of Filia
Spike appears in between the LP and HP versions.
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.
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.
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.
The fastest version.
Not used much
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 successful hit does 200, the rest do 100.
** Only the first hit that connects has 40f of hitstun, any remaining hits have 16f of hitstun.
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)
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.
Travels straight forward
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
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.
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.
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.
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.
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.
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.
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
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.