Difference between revisions of "Skullgirls/Filia/Combos"

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! style="background-color:#262e32;" | Move
 
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! style="background-color:#262e32;" | Damage (max scaling)
 
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! style="background-color:#262e32;" | Undizzy
 
! style="background-color:#262e32;" | Undizzy

Latest revision as of 07:14, 21 November 2019

Filia main page

Abbreviation Meaning
General legend
(N) Multi-hit move hits only X times. Omitted if all hits are used.
xN Normal that chains into itself pressed N times
[X] Hold down X
]X[ Release X
X~Y X then Y done in quick succession
X/Y X or Y
 !X X triggers a burst
OTG Following move hits off the ground, after a red bounce
CH Counter hit
sj Super jump
dj Double jump
jc Jump cancel
ADC Airdash cancel
IAD Instant airdash
TK Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button. Example: 2147LK for TK Airball)
236 Qcf.png
214 Qcb.png
623 Dp.png
421 Rdp.png
[4]6 B.png (hold for 35 frames), F.png
[2]8 D.png (hold for 35 frames), U.png
360 360.png
 
 = 
7 8 9
4 5 6
1 2 3


Character weight classes
Lights Filia/Fukua, Peacock, Ms. Fortune, Painwheel, Valentine, Squigly
Mediums Cerebella, Parasoul, Eliza (for combos), Beowulf, Robo-Fortune
Heavies Double, Big Band
Character legend
Full move name Abbreviated name Input
Ringlet Spike Spike 236P
Ringlet Psych Psych 236K
Fenrir Drive Fenrir 623PP
Gregor Samson Gregor 214KK (Air OK)


General Combo Tips

  • 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 5MP 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.

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 H Hairball
A basic ground chain combo ending in a special cancel. Also unsafe on block.
3.
2LK 5MK 2HP H Hairball Fenrir
A basic ground chain combo ending in a super cancel.
4.
2LK 5MK 5HP.
jLP jMP jMK H Airball 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) H Airball
adc jMP jHK
(restand) 5LP 5MP 2MK 2HP H Hairball 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.

Solo Combos

2LK

Notation Damage Meter Cost Location Character Specific? Description Video
2LK 5MK 5HP
jHP ADC
jLK jHK
2LK 5HP
jLP jMK(1) jH Airball ADC
jMP(4) jHK
5LPx2 5LK 5MP 2MK 2HP H Hairball Fenrir

6682

1

Anywhere

Universal

  • Side switches on everyone except heavies and Beowulf
  • On Big Band, delay the ADC jLK

(video)

2LK 5MK 5HP
jHK
ADC jLK jMP jHK
2MP
TK jH Airball ADC
5HP
jMK(2) ADC
jLP jMP
5LPx2 5LK 5MP 2MK 2HP H Hairball Fenrir

6487

1

Anywhere

Universal

  • Preserves OTG
  • Restands the opponent after jHK for a good reset point

(video)

2LK 5MK 5HP
jHK ADC
jLK jHP jHK
2MP 5MK 5HP
jMK jH Airball ADC
jMP
5LPx2 5LK 5MP 2MK 2HP H Hairball Fenrir

7297

1

Anywhere

Universal

  • On Double delay the jHP after jLK (may restand against heavies and mediums).

(video)

2LK 5MK 5HP
jHP jHK jH Airball ADC
jMP jHK
5LK 5MP 2MK 5HK H Hairball
2LP 5LP 5LK 5MP 2MK 5HK H Hairball Fenrir

7413

1

Corner

Universal

(video)

2LK 5MK 5HP
jHP jHK ADC
jLK delay jHP
5HP L Ringlet
TK jH Airball ADC
5MP 2MK H Hairball
2LP 5LP 5LK 5MP 2MK 5HK H Hairball Fenrir

7857

1

Corner

Universal

(video)


Throw

Notation Damage Meter Cost Location Character Specific? Description Video
Throw
M/H Ringlet Gregor
dash 5HP
<etc>

N/A

1

Anywhere

Universal

  • Easy conversion


Throw H Ringlet
wavedash (x2) 5MK
<etc>

N/A

0

Anywhere

Universal

  • Alternative conversion


Throw
M/H Ringlet
dash IAD jMP
2MK 5HP
jLP jH Airball ADC
5LK 2MK 5HP
jLK jMP jMK(1) jHP (fastfall)
5LPx2 5LK 5MP 2MK 2HP H Hairball Fenrir

5005

1

Anywhere

Universal

(video)


Air Throw

Notation Damage Meter Cost Location Character Specific? Description Video
Air throw jH Airball ADC
5HP
jHK ADC
jLK jMP jHK
2LK 5HP
jLP jMP jMK(1) jHP (fastfall)
5LPx2 5LK 5MP 2MK 2HP H Hairball Fenrir

5062

1

Anywhere

Universal

  • If airdash was not used and you're close enough to the ground.

(video)

Air throw jH Airball ADC
ADC jLK jMP (fastfall)
5LPx1 5MK 5HP
jHK ADC
jLP jMP jHK
2LK 5MP 2MK 2HP H Hairball Fenrir

4624

1

Anywhere

Universal

  • If airdash wasn't used and you're too high from the ground for the first combo.

(video)

Air throw jH Airball Gregor
dash 5HP
<etc>

1

Anywhere

Universal

  • If airdash was used (i.e. airdash > air throw) or you are too high off ground for any of the other combos.


Air throw ADC
jMP jHK
5HP
jHK ADC
jLK jMK(1) jHP (fastfall)
5LK 5MK 5HP
jLP jMK jH Airball ADC
jMP
5LPx2 5LK 5MP 2MK 2HP H Hairball Fenrir

5444

1

Anywhere

Universal

  • Alternative conversion

(video)


Counter hit punishes

Notation Damage Meter Cost Location Character Specific? Description Video
CH 5HP
jHK
ADC jLK jHP jHK
5HP TK H-Airball
dash 5MK 2HP Psych
IAD jMP jHK
2MP
jMK
ADC jLP jMP
5LPx2 5LK 5MP 2MK 2HP H-Hairball Fenrir

8491

1

Anywhere

Universal (except heavies)

(video)

CH 5HP
jHP jHK ADC
jLK jHP jHK
2MP 2HP Psych
5MK 5HP Psych
5MP 5HP
delay jLP jH Airball
ADC jMP
5LPx2 5LK 5MP 2MK 5HK H Hairball Fenrir

9191

1

Corner

Universal (except heavies)

(video)

CH 5HP
jHP jHK ADC
jLK jHP jHK
2LK 2HP Psych
5MK 2HP Ringlet
5MP 5HP
jLP jH Airball ADC
5LPx2 5LK 5MP 2MK 5HK H Hairball Fenrir

9068

1

Corner

Heavies

(video)


Double snap

Notation Damage Meter Cost Location Character Specific? Description Video
Snapback
2LK 5HP
jHP ADC
jHP
5HP
repeat

N/A

1

Corner

Universal

  • Include a 5LP before 5HP on heavy characters

(video)

Snapback
2LK 5HP
IAD delay jHK
repeat

N/A

1

Corner

Universal

(video)


Midscreen assist kill

Notation Damage Meter Cost Location Character Specific? Description Video
2LK 5HP
IAD jHK
repeat

N/A

0

Midscreen

Universal

(video)


Team Combos

Fukua

H-Drill

Notation Damage Meter Cost Location Character Specific? Description Video
2LK 5MK 5HP
jLP jMK(1) H-Airball
ADC jMP jHK
5LPx2 5MP Drill
dash 5MK 2HP H-Hairball
OTG 2LK 5MP delay snap

N/A

1

Midscreen

  • Happy birthday combo
  • This is probably the most effective/consistent happy birthday combo considering you have Drill assist. Notice that you might wanna adjust the last Hairball from H to M or L, depending on the distance you are from the corner, because if you are too close there is going to be a pushback.

(video)

2LK 5MK 2HP Drill Psyche
dash 2MK 5HP
jLP jMK(1) H-Airball
ADC jMP jHK
5MP 5MK H-Hairball
OTG 2LK 5MP delay snap

N/A

1

Midscreen

  • Happy birthday combo
  • If you already have used your first string with drill assist for pressure purposes and they get hit, this is the one to go.

(video)



Damage/Undizzy Ratios

Explanation / how to use

Move Damage/undizzy Damage (max scaling) Undizzy
214HK 19 380 20
623HP 15 300 20
214MK 13 260 20
j.214K 13 260 20
2MK 11.5 230 20
2HK 10.06666667 302 30
623MP 10 200 20
214LK 10 200 20
j.MP 10 200 20
5HP 9.166666667 275 30
5HK 9.166666667 275 30
623LP 8 160 20
5LP 6.666666667 100 15
2MP 6 120 20
2HP 6 180 30
236P 6 120 20
j.HP 6 180 30
j.HK 6 180 30
5MP 5.5 110 20
j.MK 5.5 110 20
2LP 5.333333333 80 15
5LK 5.333333333 80 15
5MK 4.5 90 20
j.LP 3.333333333 50 15
j.LK 3.333333333 50 15
2LK 2.666666667 40 15


Skullgirls 2nd Encore+
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