Filia Basics & Combo Thread - Bad Hair Day!

damn im stupid. Totally forgot about it. its only 4026 on x1 :frowning:

Not sure if this counts fully as Filia related but.
[media=youtube]qT_YGYjy90M[/media]
It shows you a few ways to do stuff with her Ringlet Spike loop with assists.

Iā€™m really struggling to find a *reliable *BnB with Filia thatā€™s preferably hit-confirmable.

The main BnB listed in the first post, thereā€™s just too many chances to drop it for the damage it does (due to character weight etc.) Plus itā€™s not safely hit-confirmable unless you can hit-confirm off 2 cr.jabs.

The next BnB I tried was launch into j.HP adc j.LK j.HK OTG but the OTG always seems techable??

All Iā€™m left with then is c.LP s.MP s.HK ringlet > super > relaunch which tbh, does ok damage, is hit-confirmable and itā€™s not like thereā€™s much else to spend the meter on. It seems like I can do a difficult combo that Iā€™ll probably drop, or spend a bar and do a braindead combo that does nearly as much. Filia always has atleast one bar. The re-stand combo is nice for resets though.

Honestly, I wouldnā€™t bother with OTG combos. What I recommend is just use the restand combo if you want to go for damage, or even the corner combo if youā€™re going to kill, but mainly do short combos with an assist to boost your damage a bit into resets like these:

[media=youtube]KWl5Sad8uiE[/media]

The cross-up high is iffy, but the other options definitely work. Couple this with a few gimmicks and youā€™ll be able to score some damage without building meter for the opponent.

Thatā€™s why i use an assist to back Filia up and i can make c.mk hit confirmable into a combo. For example, if i do c.lk, c.mk and i see the person blocking, i immediately call Cerebellaā€™s Cerecopter assist which gives her enough time to recover to do something else. If they donā€™t block the c.mk then its time to do a combo. One of the main things i dislike about this game is the character specific combos. Sure it doesnā€™t sound too bad right now since thereā€™s only 8 characters, but what about when the roster grows and we get like 30 characters, that would mean weā€™d have to learn a combo against every character.

The thing with Filia is that sheā€™s not a good solo character. Youā€™re going to have to figure out your own strategies and use assists to either help mix-up or make things safe (for example, st.LP, st.LP, cr.MK, Napalm Pillar Assist).

This game is kind of a tough one for saying ā€œhere are your BnBs, get used to doing this every timeā€ ā€“ so instead of just writing a bunch of combos, I decided to split them up into pieces and allow you to string things together yourself. But I promise the first BnB I put up there works on every character (I canā€™t promise the OTG will be untechable, though), you just have to time the j.LP differently based on weight.

Thanks guys, will experiment.

One thing Iā€™m a little confused with, how does j.mp j.mk adc j.mp not trigger the infinite prevention? The second j.mp is the start of a new chain and has already been used?

I need some help with Filiaā€™s corner loop combo. I seem to be able to get it to work on everyone with slight alterations except for Double. That bitch is too fat and the combo always drops after like the 2nd loop. Is there a way to do it on her? Keep in mind im doing the throw xx c.mp, c.hp, ringlet, s.mk, c.hp, ringlet (c.lk/s.lk/c.lp/s.lp) s.mk c.hp ringlet for almost everyone with slight alterations.

You have to look at the stage of the IPS. Stages 1-2 are not tracked, stages 3 and 4 are tracked, and stage 5 is when the IPS will actually trigger. Stage 5 isnā€™t reached in that combo until you hit the ground, I believe.

So, for example (I may be wrong, someone correct me if I am ā€“ I wonā€™t have the game back until Wednesday)

Stage 1/2: st.LP, st.MK, st.HP
Stage 2/3: j.LP, j.MP, j.MK, adc, j.MP
stage 4: j.HK
stage 5: st.LP, st.MK, st.HP
IPS trigger: j.MP

Stages 1 and 2 arenā€™t tracked by the IPS, so that combo is free. Now, stage 3 is tracked but the IPS isnā€™t active (as in, it wonā€™t actually trigger until you go into stage 5). Stage 4 is an attack done while youā€™re in air an the opponent has been restanded, not too important.

Stage 5 in this combo will work because stage 1 wasnā€™t tracked at all.

And then the j.MP after stage 5 will trigger the IPS

I found a fun Cerebella loop thatā€™s probably useless BUT I like HK and character specific combos now (!)

7796 damage, ALMOST builds 1 bar, enemy will gain 1 bar
RS = Re-Stand

(Jump in) > LP > LK > cr.MP > HK > cr.MK > cr.MP > HK > LP > LK > cr.MP > HK > cr. LP > LK (RS) > cr.MP > cr.HP > MP > cr.MK > HP > j.HK > IAD > j.MK > j.MP > j.HK (RS) > MK > HP > delay j.LP > j.MP > j.MK > IAD > j.HP > HK Hairball > Fenrir

If you donā€™t wanna waste meter, the last j.HP leaves you in a good position

Edit: ack double post, I meant to edit the post before this one, sorryā€¦

So we should compile a list of universal launch > restand stuff, shouldnā€™t we?

  1. cr.MP > IAD j.MP (babyā€™s first relaunch)

I know in the corner

  1. HP > j.HK > IAD > j.LK > j.MP > j.HK
  2. HP > j.MK > IAD > j.LP > j.MP > Land LP
  3. cr.MP > j.MK > IAD j.MK > j.HP (lol)

are both universal (and can be used in the same combo)ā€¦gonna edit this post with more

Universal Throw Combo - slight change for double

Throw > cr.LK > HP > j.HK > IAD > j.LK > j.MP > j.HK (RS) > LK > MP > MK > HP > j.MK > IAD > j.LP > j.MP > (LPP > LK > MP > MK > cr.HP) > cr.LP > LK (RS) > MP > cr.MK > HK > HK Hairball)

for double (cerebella optional), replace () with (LPP > LK (RS) > cr.MP > cr.HP)

Both do 6.7 (5.6 no super) and almost build a bar, opponent gains a bar.

Iā€™m not going to update the OP until I can test all this stuff out in training, but keep it coming and Iā€™ll take a crack at it on Wednesday when I get home from college.

I tested this combo on Filia, Ms Fortune and Peacock before my sister stole the PS3 to play CoD, but Iā€™ll get around to testing it on the others laterā€¦I can already guess it wonā€™t work on Painwheel, Cerebella and Double

7.1k with super, builds one bar.

Throw > cr.LK > HP > j.HK > IAD > j.LK > j.MP > j.HK (RS) > MK > HP > j.MK > IAD > j.LP > j.MP > LPP > MK > cr.HP > LP Ringlet > MP > MK > LP Ringlet > LK > MP > MK > cr.HP > LP Ringlet > cr.LP > LK (RS) > MP > MK > HK > HK Hairball > Super

I bet updo does more damage but my execution is shit hue hue hue

Just gonna ask but can people put how much meter the opponent gains from being hit by a combo? Thatā€™d be really useful.

s.LK, s. MK, s.HK, HK hairball xx Gregor Samson [Wallbounce] s. HP, j.MP, j.MK, j. MP

^^The bolded part is where IPS activates. Can anyone tell me why that is?

You air dashed before the j.MP right? IPS is triggered because the first time you did j.MP was during combo stage 3-5 and it remembers that so it triggered when you started an air chain during combo stage 5 with airdash j.MP. The reason why j.MP j.MK adc j.MP works in some other combos is that the second j.MP was done before combo stage 5. In order to circumvent this you need to do a different move after your airdash and chain into j.MP.

Ah, thanks.

So I got this corner combo that has some pretty nasty reset setups and can do a good 6000 without a hyper or assist.

hit confirm into HP, j.LP, j.MP, j.MK : AD : j.MP, j.HK : Land : LP, MK, HP, j.HP, j.HK : AD : j.LK, j.MPā€¦

At this point, they can be easily reset. This part of the combo is fast and is hard to react to so you can do a low, quick overhead or go for a grab. If you want to continue the combo you can do:

hit confirm into HP, j.LP, j.MP, j.MK : AD : j.MP, j.HK : Land : LP, MK, HP, j.HP, j.HK : AD : j.LK, j.MP, j.HK : Land : LK, MK, HK, HK hairball : Super and w/e you can fit in

I only tried this combo out on Parasoul, Cerebella and Peacock.

I could get the restand with the last j.HK consistently against Cerebella and Parasoul but against peacock I would get the ground bounce. Iā€™m pretty sure I can also get the restand against Double. Against peacock I usually would go for a reset or replace j.HK with j.MK and hairball > super. I donā€™t know if you can squeeze in the j.HK after the j.MK to get the restand.

It helps sometimes to delay the j.HP after the second launcher, it helps to not whiff the j.HK against parasoul, although I found its easier to do the j.HP asap against peacock. You just need to play around with it to figure out the timing.

I havenā€™t really finalized this and toying around with possibilities, but figured I might put it out there in case someone else can work something out with it.

EDIT: Works on Filia, Valentine and Double. Iā€™m thinking you might actually be able to combo off the ground bounce against peacock, looks like you have enough time to react before the blue bounce on the ground.

EDIT2: So I got the second restand to work on everyone except Peacock. The trick I found is to delay the j.HP on some characters, you want them to be hit with the top of the j.HK hitbox to make it consistent. Iā€™d get a video up but I donā€™t have any recording equipment :[ Hit confirming with j.HP, j.HK, c.LK, MK net me 9k damage with 1 meter on a 3v3.

EDIT3: And for kicks and giggles, Iā€™ll throw in a reset Iā€™ve been doing if they arenā€™t close enough to the corner. During the second launcher, I cancel it with Hairball and call in Doubleā€™s hornet bomber at the same time. The hairball will put me on the other side of them so hornet bomber crosses them up and will usually put them in the corner for me and let me do the drill loop. You can jump and do an IAD to cross under as well instead of using hairball.

A slight variant is after the first restand, Iā€™ll c.LP c.MP : call hornet bomber : c.HK. Iā€™ll cross under them with c.HK just before hornet bomber hits.

**LAST EDIT **(I hope)

Hit confirm into HP, j.LP, j.MP, j.MK : AD : j.MP, j.HK : Land : LK, MK, HP, j.HP, j.HK : AD : j.LK, j.MP, j.HK : Land : LP, LP, MK, HK, HK Hairball, Super.

Works on everyone. Leave out the last j.HK and itā€™ll work on Peacock and makes it easier against painwheele and msfortune.

Random Labnotes - if someone could help on this / tell me where Iā€™m wrong, Iā€™d be very thankful.

  1. ā€œApproachā€ Choices
    j.HP has a terrible terrible hitbox and will get beat by pretty much everything; it also pushes oneself away, so from a distance the followup j.HK is going to whiff.
    j.HK alone lifts oneself off the ground way too far to combo afterwards
    j.LK has an okay hitbox but itā€™s upwards so whiffs eg on crouching painwheel.
    j.LP on the other hand has a really good hitbox, quick startup, chains into j.HK nicely (and always), and after the followup j.HK itā€™s very difficult to see where Filia is going to land against smaller characters.
    And then thereā€™s j.MP with an okay hitbox, a load of active frames to make hitting it easier, crossup/fake crossup possibilities as the easiest to hit normal.

  2. BnB Starter
    Rather than for optimal damage optimization Iā€™d go for higher likelihood of dealing damage -
    cr.LK > s.MP > cr.MK > s.HP works when one is really close (which is usually the case after an IAD <anything>), deals almost as much damage as the chain in the OP (1814 vs 2000), adds the possibility of stopping after the s.MP (which has tons of hitstun so hitconfirming off it is extremely easy) and continuing ones offense after a +5-on-block-move and, what is the most important, starts off a low - which Iā€™d deem crucial to force people to crouchblock.

  3. My execution is terrible and Iā€™d like as easy (read: universal) combos as possible. Iā€™m practicing stuff on Painwheel (smallest hitbox?) and then doublechecking whether it works on Double (fattest one). Does everything that works on both work on everyone? Or is there some other way to get universal combos easily?

j.LK >>>>> j.LP as an approach IMO. It hits lower then j.LP, if you look at the hitbox, it actually hits pretty low because it extends all the way to her butt and chaining it into j.HK can also be pretty effective. I find j.LP really unreliable in close quarters because the hitbox starts above her.

Also you arenā€™t giving j.HP enough credit IMO. Itā€™s easily one of the best aerials in the game. It doesnā€™t hit super low early on, but itā€™ll catch someone if they try to jump because of the huge hitbox.

As my approach of choice, I usually do IAD j.MP and chain it into j.HK. for a mixup option where I can chain j.HP which will whiff and let me do a fast low.

IMO practice combos on peacock instead of painwheel if you are looking for something universal. Most combos I do that are universal are usually the tightest against peacock.