Skullgirls/Filia/Combos

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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)


Combo Resources

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
OTG 2LK 5HP
jLP jLK jMP jMK H-Airball
dash 5LPx2 5LK 5MP 5MK 5HK H-Hairball Fenrir

6623

(video)


2LK 5MK 5HP
jHP
adc jLK jHK
otg 2LK (5MK) 5HP
jMK(2) H Airball
adc jMP jHK
5LPx1-2 5LK 5MP 2MK 2HP H Hairball Fenrir

1

Midscreen (Anywhere?)

  • Against cerebella, omit the 5MK and the 2nd hit of jMK
  • Against PW omit the 2nd 5LP in the ground ender
  • Beginner-friendly combo that still has many uses at high levels of play.
  • Sometimes switches 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


2LK 5MK 5HP
jHK
adc jLK jHP jHK
otg 2LK 5MK 5HP
jMK(2) H Airball
adc jMP
5LPx2 5LK 5MP 2MK 2HP H Hairball Fenrir

1

Midscreen (Anywhere?)

  • 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.
  • Highest damage of filia's easier combos


2LK 5MK 5HP
jHK
adc jLK jHP jHK
otg 2LK 5HP
jMK(1) H Airball
adc jMP
5LPx2 5LK 5MP 5MK 5HK H-Hairball Fenrir

6853

(video)

2LK 5MK 5HP
jHK
adc jLK jMP jHK
2MP
TK H Airball
dash 5HP
jMK
adc jLP jMP
5LPx1 5LK 5MP 2MK 2HP H Hairball Fenrir

1

Midscreen (Anywhere?)

  • 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.
  • Notable for a very reset-friendly starter and for preserving OTG
  • 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.


2LK 5MK 5HP
delay jLK jMP jMK
adc jMP jHK
2MK 5HP
delay jLP jMP jMK H Airball
5LPx1 5LK 5MP 2MK 2HP H Hairball Fenrir

1

Midscreen (Anywhere?)

Universal

  • Old combo, otg-less and more consistent against everyone


2LK 5MK 5HP
jHK adc
jLK jHP jHK
OTG 5HP
TK H airball
dash 5MK 2HP
Psych IAD jMP
5LPx2 5LK 5MP 5MK 5HK H-Hairball Fenrir

7143

1

Midscreen (Anywhere?)

Universal

  • More damaging but harder, uses OTG

(video)

2LK 5MK 5HP
jHK
ADC jLK jMP(1) jHK
2MP
jMK
ADC jLP jMP
2LK 2MP
TK H-Airball
dash 5LPx2 5LK 5MP 5MK 5HK H-Hairball Fenrir

6426

Corner?

Big Band (others?)

(video)

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

1

Corner

Universal

  • Corner BnB


2LK 5MK 5HP
jHP jHK H Airball
adc jMK jHP
dash 5LK 5MP 2MK 5HK H Hairball
otg 2LP 5LK 5MP 2MK 5HK H Hairball Fenrir

1

Corner

Universal

  • Winnie corner combo, basically same as previous but a bit harder in exchange for more dmg


2LK 5MK 5HP
jHP jHK H-Airball
ADC jMP jHK
2MK 5HK H-Hairball
OTG 5LPx2 5LK 5MP 2MK 5HK H_Airball Fenrir

7217

1

Corner

(video)

2LK 5MK 5HP
jHP jHK H Airball
adc jMK jHP
2HP Psych
dash 5MK 5HK H-Hairball
OTG 2LP 5LP 5LK 5MP 2MK 5HK H-Hairball Fenrir

7400

1

Corner

(video)

2LK 5MK 5HP
jHP jHK
ADC jLK jHP jHK
OTG 2LK 5HP
jLP jLK jMP jMK H-Airball Fenrir

6405

Corner

(video)

2LK 5MK 5HP
jHP jHK
ADC jLK jHP
5LK 5MK 5HK H-Hairball
OTG 2LP 5LP 5LK 5MP 2MK 5HK H-Hairball Fenrir

7203

Corner

(video)


Throw

Notation Damage Meter Cost Location Character Specific? Description Video
Throw
H Spike
dashx2 IAD jMP jHK
2MP
TK H Airball
dash 5HP
jMK
adc jLP jMP
5LPx1 5LK 5MP 2MK 2HP H Hairball Fenrir Drive

1

Universal


Throw
H Spike Gregor
dash 5HP
<etc>

1

Universal


Air Throw

Notation Damage Meter Cost Location Character Specific? Description Video
Air throw H Airball
dash 5MK 5HP
<etc>

1

Universal

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


Air throw H Airball Gregor
dash 5HP
<etc>

1

Universal

  • If airdash was used (i.e. airdash > airthrow) or you are too high off ground


Counter hit starters

Notation Damage Meter Cost Location Character Specific? Description Video
CH 5HP
jHP jHK H-Airball
ADC jMK jHP
2HP Psych
dash 5MP 5HP L-Spike
5LK 5MP 2MK 5HK H-Hairball
OTG 2LP 5LP 5LK 5MP 2MK 5HK H-Hairball Fenrir

8904

1

Corner

(video)


Double snap

Notation Damage Meter Cost Location Character Specific? Description Video
Snapback
OTG 2LK 5MK
(5HP
jHP
adc jHP
uncombo 5MK)
repeat

N/A

1

Corner

Universal


Team Combos

Skullgirls 2nd Encore+
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