Filia Basics & Combo Thread - Bad Hair Day!

Am I the only one that has gotten IPS to activate randomly at the end of a hairball?

In the corner, I’ve done c.LK, MK, HP, j.HP, j.HK, airdash, j.LK, j.MP HK Hairball. At this point I randomly get IPS to activate on the last hit or 2 of the hairball when I try to dash out of it.

If Hairball misses one of the hits it triggers IPS I think, it happens sometimes when I space combos poorly, the HK Hairball will go below them and then they land on it, being hit again but triggering IPS.

That, but it also happens randomly if there are no hits whiffing.

I’m assuming it has something to do with grounded airball having different properties than the pure air version (dashcancel rather than airdashcancel), so what the game does is:

  • Stage3 (after eg c.MP): HK Air Hairball used
  • Grounded now, this Airball thing gets new properties (dashcancel)
  • Ohwait whats this hitting this guy? That’s not the Airball he used just now, must be something new. Stage5!
  • Uuuh but what is it? Looks like an HK Airball. Hey, he used that already! IPS burst!
    Pretty much that the change of properties causes the game to spazz out.

Another possibility is that we have a simple oversight and the HK.Airball doesn’t lead to Stage4 (that optional stage in case someone touches the ground during S3), so instead the game hops straight into S5 as soon as the opponents feet touch the ground (and then same thing, game sees “I’m in a new stage now, so this thing hitting me must be something new, wait he used that already in S3!”)

Which of these (or if neither) is true I don’t know (and am way too lazy to play around with that), … either way it’s a bug which thankfully shouldn’t happen too often.

Odd, I haven’t had a problem when I space it correctly. Never triggered it when I start the HK hairball when close above my opponent or level with them on any character.

You can go into Training Mode and test it, it’s really easy to do :stuck_out_tongue:

Don’t be so dead everyone!

:spades::spades::spades:

Most damaging string that doesn’t instantly use up everything which I found so far:
(Jumpstarter)
c.LK > c.MP > s.MK > s.HP xx SJ >
j.HK xx H.ABall(4) xx AD >
j.MP (1) > j.HK >
(Restand)

11 hits, 4109 damage (with a j.HP>j.HK jumpstarter: 13h/5270dmg)

Works on: Filia, Double, Fortune
Strict timing on: Painwheel, Parasoul, Valentine
Haven’t got to work on: Peacock, Cerebella

:spades::spades::spades:

Restand which doesn’t use a j.MP starter:
(Jumpstarter)
(Groundstring > s.HP)
j.LP* > j.MP(5/6) > j.MK(2) xx H.ABall(4) xx AD >
(Restand)

*or j.LK

Works on: Everyone

:spades::spades::spades:

Putting these together and adding some random ground string at the end, I got

j.HP > j.HK
c.LK > c.MP > s.MK > s.HP xx SJ >
j.HK xx H.ABall(4) xx AD >
j.MP (1) > j.HK >
s.MP > c.MK(5) > s.HP xx SJ >
j.LP > j.MP(5) > j.MK(2) xx H.ABall(4) xx AD >
s.LK > c.MK(5) > s.HP xx SJ >
j.LK > j.MP(5) > j.MK(2) xx H.ABall(4) xx AD >
s.LP > s.LP2 > s.LK > c.MK(5) > s.HK xx H.Ball(6)

For 8096 damage
Midscreen, no metercost
Carries from corner to corner

And it isn’t really fleshed out yet (no guarantees this works, it’s still theorycraft, but I don’t see why it shouldn’t)

:spades::spades::spades:

No more low damage, ya

Too bad it wont work on a bunch of the cast though. j.HK xx HK Hairball is amazing on the characters it works on. Works on Parasoul and Valentine too by the way.

Easy combo with decent damage:
IAD, j.HP, j.HK
c.LK, c.MK, s.HP
j.HP, air dash, j.LP (or j.LK depending on character), j.HK, HK Hairball
Hairball super
…etc.

Not necessarily optimized but it works on most of the cast and probably all of the cast with a few slight changes. Obviously you can do more stuff after the super.

Also, if people are running a filia/parasoul team I highly recommend lp tear shot for assist. The Shot makes your IAD pretty safe and tear explosion can protect you or extend your block string. It’s the gift that keeps on giving.

For my BnB combos I prefer the ff:

  1. No OTG (so that there’s no issue when an assist knocks them down and I otg for the full combo)
  2. Universal (or as universal as possible, so that I can maximize damage in happy b-day situations)
  3. Meter efficient (in general DHC combos are better than looping Gregor Samson)
  4. Good wall-carry (the wall is our friend in this game)

Based on the above, here is what I am using right now:
c.LK, c.MP, HP, (jump), j.MP, j.MK, j.HB (HK), GDC, MK, HP, (jump), j.LP, j.MP, j.MK, j.HB (HK), GDC, MP, MK, c.HP, HB (HK), Fenrir (6054 damage)

The above gives an easy DHC from Fenrir, but if I don’t intend to DHC or if I want to use up 2 meters:
c.LK, c.MP, HP, (jump), j.MP, j.MK, j.HB (HK), GDC, MK, HP, (jump), j.LP, j.MP, j.MK, j.HB (HK), GDC, MP, MK, HP, (jump), j.LK, j.MP, j.MK, j.HB (LK), Gregor Samson, (wall bounce), LP, LK, MP, MK, c.HP, HB (HK) (6312 damage, and can go into Fenrir at the end for 7774 damage)

Unfortunately, the above does NOT work on Double. As such, I am forced to do a variant:
c.LK, c.MP, HP, (jump), j.MP, j.MK, ADC, j.MP, j.HK, (restand), MK, HP, (jump), j.LP, j.MP, j.MK, j.HB (HK), GDC, MP, MK, c.HP, HB (HK), Fenrir (6162 damage)

The Gregor Samson loop works on Double, but the timing is strict so I rarely go for it. If I want to use two meters I just DHC from Fenrir. Oh, and I used this notation:

HB -> hairball
GDC -> ground dash cancel
ADC -> air dash cancel

Edit:
Here’s a multiple relaunch combo that works on Valentine:
c.LK, c.MP, HP, (jump), j.MP, j.MK, j.HB (HK), GDC, MK, HP, (jump), j.LK, j.MP, j.MK, j.HB (HK), GDC, MP, MK, HP, (jump), j.LP, j.LK, j.MP, j.MK, HB (HK), GDC, LP, LK, MP, MK, c.HP, HB (HK), Fenrir (7229 damage)

How many hits of j.MP and j.MK are you using? I can’t figure out how you end up back on the ground so quickly after you hit them with two launchers in a row at the start of the first combo here:

Full hits on everything unless I note otherwise. On most characters you want to delay the first j.MP as long as possible after jumping, so you hit them with j.MP at the very peak of your jump. That way you can spend some time falling and hitting them with j.MP and you’ll be part of the way down by the time you j.HB. For Double’s variant you’ll want to do it a bit early.

Oh right, I get it now. Thanks!

Valentine I got to work, but are you sure on the Parasoul? Either the j.HK whiffs or I have to do it so high that the following Hairball crosses her up during the active frames (causing me to airdash away from her, same problem as with Peacock). Any pointers as to what height I have to do the j.HK at?

Hmm might be your hitconfirm, works for me but I don’t use c.MP in my hitconfirm. I just do it as early as possible.

Ah yeah, got it now. Timing seems pretty iffy though<>

Eeeeh <> … Just say you’re lazy, nobody gonna condemn you for that…
Just think about whether being lazy really is a valid reasoning to run a 6k combo for one bar rather than this meterless

:shy:

It’s the combo from above, with a better combo ender, done on Filia and slightly adjusted to actually work rather than being pure theorycraft.

Notes:

  • Could theoretically go up to 7684, but I can’t do that reliably (it’s way easier to cancel the last j.MP a hit early)
  • Costs no meter, ends in an airborne Hairball (cancel into Airdash, but then there’s no jump normal left to do)
  • Carries from corner to corner (literally. I controlled P2 and pushed myself into the left corner before I started - my last string is a corner only combo which I do in the right corner)
  • Builds 1.3 bars for me, 1.7 bars for the opponent
  • The combo actually has a lot of leeway (can basically cancel all of the multihit normals “whenever” one wants to)
  • Without the last strings (last ground string + ending combo) it deals 6397, with the last ground string but without ender 6942
  • This is without jump starter. With a [j.HP > j.HK] starter, it deals 8763 (or 8113 after a [j.LK > j.HK] starter)
  • It’s not optimized yet to work on everyone the [j.HK xx H.ABall] works on. Will fix this bit by bit (most likely going to lose some damage) - right now it’s Filia only

If there’s any interest by people who don’t want to do wussycombos starting with j.MP (that can’t be good! I refuse! And I’m going to find something else to use against those my main string doesn’t work on!), I can post the notation :oops:

:spades::spades::spades:

E: Bella string for now:
c.LK > c.MP > s.MK > s.HP xx SJ >
j.MK(2) xx H.ABall xx AD >
j.MP(4) > j.HK >
etc
Deals 3602 (+700 on 2906 by Ukyo, or +520 on 3084 when one adds a s.MK to his string)

Now to find something for Peacock… which has proven harder than expected… :confused:

Whatever you say brah. I’ll be here killing assists if you need me.

On a different topic, what are you guys using to insta-kill assists in happy birthday situations? I’m personally always fishing for opportunities to land an assist-finite and would love to hear about good ways to corner-carry into insta-kill.

For me if I get a happy birthday I will go into my semi-universal BnB into double-snap if I can carry them into the corner:

c.LK, c.MP, HP, (jump), j.MP, j.MK, j.HB (HK), GDC, MK, HP, (jump), j.LP, j.MP, j.MK, j.HB (HK), GDC, MP, MK, c.HP, snapback

And then after that I can just dash in with c.LK, c.MP, HP

And then I do this loop for an assist-infinite:
j.LP, j.MP, j.MK, j.HB, GDC, MK, HP

If I am unable to get them into the corner with the semi-universal BnB starter, I might go for another loop like this:
c.LK, c.MP, HP, (jump), j.MP, j.MK, j.HB (HK), GDC, MK, HP, (jump), j.LP, j.MP, j.MK, j.HB (HK), GDC, MP, MK, HP, (jump), j.LK, j.MP, j.MK, j.HB (HK), GDC, LP, LK, MP, MK, c.HP, snapback

The above adds another loop for better damage and corner carry, but it doesn’t work on Ms. Fortune (in addition to Double) and the last loop can get finicky depending on what height you hit the two characters at. The inconsistency is why I don’t use it as my go-to BnB.

What would be super-cool, though, is if I could get a nice way to carry Double and another character to the corner from far away. Currently she’s the main exception to my universal BnB and it annoys me because so many people use Dubs for assist. If you have any mid-screen infinite setups also that’d make my day.

Well, the loop I would do, for consistencies sake, would be:

s.LP LP s.MK s.HP > j. MK(2) xx HK Airball xx dash > j.MP > land and repeat

Works easily on everyone, low chance of dropping it.
Setting it up is obviously a different matter

Awesome. Since the dustloop forums are dead, I’m gonna post this here since I’d like an opinion as a new player that’s pretty much a beginner as far as fighting games go:

“”"Okay, I’m a beginner at fighting games, a casual. Since there are no standard combos in this game yet, that I can find, I’ve been trying to make my own, which is a first. So how is the following combo?

(s.LP, s.MK,)* s.HP, forward.j.c, j.MP(1~2hits), j.HK, c.LK, s.HP, f.j.c, j.HP, dash-cancel, j.LP, j.HP

Total Damage (1.0 Scaling): 4368
Total Hits: 10
Carries opponent from midscreen to corner.
Doesn’t seem to be followable with a special or super. Doesn’t seem to leave you in a great position. (I’m an amateur, so I’m not sure.)
(*Optional, still does about the same damage interestingly enough, 4399. If you also leave off j.MP, you get 4558, but I find that less stable.)

So, what do you guys think? Is is an okay combo?"""

Are you sure that’s not techable? I can’t test atm, but it looks like the j.HK hits way too high. Put dummy on any of Fwd/Bwd/Rnd on “Techroll” (or “Groundtech” or something, I’m not sure what exactly it’s called) and try whether it works at all.
Either way, at best it uses up your OTG and flicks the opponent away into nothingness.

If you want a really easy combo, I’d advise something that keeps the opponent extremely close to you so you can reset easily - even if that sacrifices some damage, if it keeps pressure on your opponent it’s worth it - think about it:

  1. A 4k damage combo that leads to nothing = Always 4k damage
  2. A 3k damage combo that leads into more pressure (and thus possibly another 3k combo) = Sometimes 3k, sometimes 6k, sometimes even more.
    This means that even if your followup pressure only leads to something tangible on every 3rd try, it’s just as good as the 4k combo (3+3+6=12; 4+4+4=12),
    it causes way bigger mental stress for your opponent (because it doesn’t give any breathing space), it saves your life (eg because you don’t have to approach again vs a Peacock), etc.

As a random creation in my head (no guarantees this actually works -as said, can’t test atm-, just as a general idea), something along the lines of
c.LK > c.MP > s.HP xx SJ >
j.LP > j.MK(2) xx H.ABall xx AD
j.LP > j.LK(whiffs)
would deal around 3k dmg and have you land slightly before the opponent (so you can setup dash unders, assist calls, crossovers, meaty throws, etc)

Then after you’re confident in being able to do this, you can tag ukyos universal BnB on top, and have
c.LK > c.MP > s.HP xx SJ >
j.MP(5) > j.MK(2) xx H.ABall xx AD >
s.LP > c.MP > s.HP xx SJ >
j.LP > j.MK(2) xx H.ABall xx AD
j.LP > j.LK(whiffs)
or something along these lines, for around 4k (and still keeping the opponent next to you)

Filia really relies on these Airballs now (for all of approach, damage, setups, mixups, whatever);
you have to learn the Dashcancels to work properly anyways, so you might as well start out with that.

P.S. Doesn’t this look scary? And that’s prepatch, and really really old! Model your base combo after that, rather than maximizing damage (if you don’t want to bother learning a 50 hit combo) :wink:

:spades::spades::spades:

Random sidenote: For anyone interested (which seems to be nobody :frowning: ), I posted the Filia BnB (though I cancelled a j.MP one hit too late, but was too lazy to redo since it was just to test the camquality) in the Vidthread a while back; might as well put it here too -
[media=youtube]kMDk2A9Yq18[/media]