Filia Basics & Combo Thread - Bad Hair Day!

You have to use more hits to restand, meaning you waste both your j.LP and j.LK in the same combo. And with a lot of characters it makes the second hit of j.MK whiff

According to the list from Mike Z that was on the front page a day ago, Filia can combo after air hairball in the next update. Does anyone know just how much you’re allowed to do with this? I’m assuming you’d only be able to squeeze like 2 or 3 more normals after a hairball.

Well for one it would make IAD j.HK xx MK Hairball a viable and reliable crossup option.

Other than that, we’ll just have to wait to see.

My Combo can end at any point after the use of one meter, just change out one of the gregor samsons for her dp.PP and bam you’ve ended the combo. :slight_smile:

thanks for talking about the cross up we discussed earlier

I’m trying to do HP jHP IAD jLK jHK and combo off the OTG on Parasoul and Bella, but it just ends up failing every time (doesn’t connect at all, much less on the blue bounce).

Are there any tips, or do I just have to press buttons faster?

Im having this exact same issue so know that it’s not just you. I think the Bnb posted in the OP feels very either execution heavy or otherwise character specific for this reason. Expect post-patch to j.HP IAD j.LK hairball -something- but at this point I usually dont try to do the otg segment of the combo.

Nice to know it’s not just me. Considering I started Filia just yesterday and I wasn’t into “traditional” fighters until SG I thought I was just sucking.

I try it on every character but those two (still screw it up 50% of the time). However, I have gotten it to work on Bella and Soul on the blue moon, so it’s definitely possible, I just have no idea how it happened. Also I’m not that great at the restand (which I threw in after the OTG because I wanted the heavy chunk of damage first) either but thankfully there’s like countless ways for a mistake to turn into a reset during that whole thing.

I’m very eager for post-patch everything. We should definitely have new BnB threads for every character.

Yeah, the OP BnB isn’t actually meant to be followed step by step, it’s just an idea combining everything above it. But without a proper training mode it’s kind ofhard to actually make BnBs that use OTGs.

I’m just going to fix everything up post-patch, right now things are a mess.

Stupid question but… what would be the reason to use weaker versions of Updo? Don’t they all have the same start-up?

what’s the best bnb for her? AKA the highest damage that works on every character.

I’m pretty sure they have different startups and different invincibility durations. not absolutely positive about this though.

EDIT: just to be more clear, I think the weaker the punch used, the less startup and more invincibility it has. If you’re wondering about assists, lp is a better gtfo assist, and hp is more damaging and easier to combo off of.

Just developed a practical combo while messing around using 5 bars. I’ll upload a video soon.

IAD j.hp j.hk st.lk. st.mk. st.hp j.lk j.mk(2) qcb+lk qcb+kk st.hp j.mp j.mk(2) qcb+lk qcb+kk cr.mp st.hp j.lp j.mp j.mk qcb+lk qcb+kk st.hk qcf+hp qcb+kk dp.hp dp.kk

against how many enemies? bc ive seen 12k+ for five bars. though using all 5 probably isnt considered practical

Well, I only have an xbox, but what are new combos like? damage?

I was trying something simple last night using the new dash cancelling from air hairball:

c.LK, c.MK, s.HP, j.LP, j.MP, j.MK, air dash, j.MP, j.HP, c.LK, c.MK, s.HP, j.LK, j.MP, j.MK xx HK Hairball, dash, s.LP, s.MP, s.HK xx HK Hairball xx Fenrir Drive

I don’t have the game in front of me right now but I want to say this did like 5.5k. The dash cancelling from hairball seems kinda finicky, if you’re too high off the ground you get an air dash instead of a ground dash. Usually this meant I would trigger IPS by accident because I’d do a second j.LP.

Well I’m really liking the feel of Fillia post patch from my experimenting today.

Haven’t got much yet, but I think j.HP xx HK hairball xx dash j.HK is a pretty decent first air series, uses the OTG of course but stacks a lot of damage on early.

EDIT:
Got a combo that I have confirmed on the entire cast, it ranges from super easy to hard as hell (Fortune…) on different members of the cast.

c.LK c.MK s.HP > j.MK(2) xx HK Hairball xx air dash j.MK(1) j.HK > land c.LK c.MP > j.MP(x) xx HK Hairball xx air dash j.LP j.MP > land s.LP c.MK s.HP > j.LK j.MP (y) j.MK(z) xx HK hairball xx dash xx Fenrir Drive.

x: Doesn’t matter too much, you want to cancel it at the peak of Fillia’s jump, this section is slightly character specific.
y: Again this mostly depends on the character specific timing of the j.LK before it, you want to cancel it at a time when the rest of the series will allow HK hairball to hit the ground for a ground dash, an air dash will ruin it, but you can end with j.HP in that case, maybe j.HP j.HK, haven’t tried that.
z: This is 2 for the entire cast except Fortune and Fillia, who you have to cancel on the first. Its much easier on the whole cast if you only do the first hit. Fortune is still really difficult even with the 1 hit because she just sucks.

Does 6K, so its not exactly amazing, but it carries corner to corner, works on every character and isn’t too difficult (on most characters). I’m a day 1 Fillia, so it probably isn’t very optimised.

EDIT2:
If anyone is running Fillia and Cerecopter on the same team, I have another combo with a hit confirm that is SO much easier.

c.LK s.MP + Cerecopter s.HK > dash s.HP > j.HP xx air dash > j.LP j.HK > land c.LK s.MK s.HP > j.MK(2) xx HK Hairball xx air dash > j.MP > land s.LP s.LP s.MP c.MK c.HP xx HK Hairball xx Fenrir Drive

Very simple, much less character specific. Pumps up the damage a fair bit, a few reset opportunities as well.

Almost certain it can be extended somehow.

Practicing combostuff atm, to find a damaging fancy manliness BnB. This is where I’m at atm -
Haven’t gotten around to test the entire combo in one go yet as my execution sucks donkeyballs,
but this should work as all the single segments do. Feel free to test it out and report back!

No assists, no meter, midscreen, should work on all of the cast (tested on Peacock, Filia, Double)

j.LK > j.HK >
c.LK > c.MP > s.MK > s.HP xx SJ >
j.LK > j.MK(2) xx H.ABall(4) xx AD >
j.MP(3) > j.HK >
c.LK[OTG*] > c.MK(2) > s.HP xx SJ >
j.LP > j.MP(5) > j.MK(2) xx H.ABall(4) xx D >
s.LP > s.LP2 > s.LK > c.MP > s.MK > s.HK xx H.Spike

6289** Damage

Notes:

  • That first ground string of mine is the balls as fuck, ya. Doublelauncher all the way!
  • Starting with a j.HP instead of the j.LK tacks another 650 damage on top for 6939*
  • Starting with a c.LK (cutting off the air starter) reduces it to 5600** damage
  • One can cancel the H.Spike into Samson (for another 721 damage, 7010** for one bar and can combo into DHC (can’t follow it up normally as one has used… everything…)
  • Prior to the last ground string (which puts the opponent fullscreen away which one really doesn’t want to happen in an actual match) this deals 5449** (and the opponent is standing and in hitstun, so you can go for whatever reset)

*On Double this is actually a restand, so you can followup with a better groundcombo
**Damage changes slightly depending on character due to j.MP multihits being char specific.
Also, this is just calced so I could have gone wrong somewhere (don’t think so though).

Further (more or less random) notes:

  • Too many people use c.MK as a confirm and j.MP as their second air normal. This cuts one’s damage in half. Don’t.
  • c.LK > c.MP > s.MK is MOTHERFUCKIN SAFE! Probably the only Filia ground string that is (aside from dumb stuff like s.LP > s.LP2 > s.LK). s.MK is -4 on block so rock your socks off, solo Filia players.
  • It might be “the best” to do a c.MP launch as first ground string. On block one can chain into s.MK (safe again!), on hit we get a quick combo that doesn’t use up the OTG and doesn’t require loads of hits to restand either (due to low launching). Noticed that while typing this post, will look into it. Sounds tasty for now! Possible issue: This instantly puts oneself into ComboStage5 (so one can’t do eg dual j.MP-strings later). Will see whether I can come up with something fancy!

Did something change on c.mp > s.mk? I vaguely remember testing that before and noting that it did not work on the entire cast (it did work on Peacock and Double, though).

You have to adjust the timing per character, but it does work on everybody.

On some characters the c.MP launches them too high for s.MK to hit,
so you have to wait a bit before they fall into it.
Don’t know whether something changed or it’s always been like that,
didn’t use that string prepatch ever. But it is character universal now at least.

Filia: Hits always
Painwheel: Needs delayed s.MK
Cerebella: Needs delayed s.MK
Fortune: Hits always
Peacock: Hits always
Valentine: Needs delayed s.MK
Parasoul: Hits always
Double: Hits always

Since the characters which are hit by s.MK if you do it instantly after the c.MP “always” get hit,
one can just practice the delayed chain and doesn’t even have to adjust the timing per character.