Have you tried Ground throw > HP Ringlet Spike > Gregor Sampson??

OK, thread updated. For now I’m just quoting everyone’s individual posts, I’ll be fixing everything to look prettier soon.

Oh god this is so good. Much, much love.

Alternatively, if you want to make this easier chain the j.LP into j.MK. The MK will whiff and you’ll land sooner giving you more time to cross under

Some resets I found fuckling around in the lab. Might be shit, might be decent, haven’t tested em out too much yet.
No-assist version of the double assist crossunder reset: c.mp, s.hp, hk hairball, dp.pp. Or, c.mp, c.hk, dp.pp.
Costs meter of course but its an option if you lose your assist. You can delay to choose which side you want the super to go off on, and since the super has zero frames of startup(according to the srk wiki) the enemy has to choose a side to block on preemptively, making it a true 50/50. If you cancel into the super too early you will cross under them and the super will continue the combo, although this can be useful if you are comboing them out of the corner and want to put them back in it.

In the corner: cr.mp, sj adf, air throw, air mk hairball, air throw, air super.
Airball OTGs them, and will put them high enough to air throw usually. Use a j.hk instead of the throw after the hairball if you think they are getting wise to it.

Random midscreen reset: s.hp, sj hk, adf j.lk.
Like the corner combo, the lk will hit them after the j.hk, preventing the ground bounce. Unlike the corner combo, it lands you on a random side. If you hit them on the front, you can air chain and continue the combo. Otherwise, free crossup.

Not really a reset/SF style oki set-up: If you end a combo with a s.hk on an airborne opponent(such as after a c.mp) without having used an otg, the knockdown will be untechable. I shouldn’t have to elaborate on the usefulness of this ability.

Note, these setups should work on every character but the timing varies and on some characters like Cerebella, a few seem almost impossible to hit sometimes. The cross-under reset is one unfortunate case. I’ll update later if I see that they fail on other characters.

EDIT: ACCIDENTAL 2AM TECH WOOHOO

might as well post stuff i find here…though it seems like this forum is dead until the patch hits.

Corner cross-under reset: OTG c.mp, c.mk(1 hit), c.hk, call assist or DP super.
Works on all characters except for double, filia, and ms.fortune. Setup is a bit different on parasoul, you need to do a OTG c.lk, c.mk(2 hits), c.hk. It still a bit inconsistent but this is the best way I’ve found to do it. I’ve only tested this setup off throw, but it should work off any move that puts their ass on the ground.

in the corner. Have only tested on Valentine so far.
c.lk, c.mk, s.hp drop combo here jump forward air grab, heavy airborne hairball, fenrir drive.

You have to figure out the timing on the air grab on your own but what I can tell you is that they have to be as low to the ground as possibly for the combo to continue after the air grab. Whether or not fenrir drive comes out, is dependent on how low your air grab was, and how many hits of hairball actually landed. The fenrir drive just barely counts as a cancel. Wish I had recording equipment so I could put a video :frowning:

Hi guys, I’m mostly a marvel guy, but I am just really getting into skullgirls, and I think the game’s damn perfect. And Filia has by far the coolest movement I’ve ever seen. Her and Cerebella make the game for me. Anyway, I have a few things for here, and a few questions.

I usually get my damage from Bella throw setups/footsies with the updo assist, and I found my damage for Filia is a teeny bit lacking. So, I thought of a few reset ideas, and here they are. Forgive me if they’re crap, but I’m still newish to the game, I decided I’d throw them out there, see if people can improve the basic premise a bit.

My bnb is pretty simple, but it’ll give you the idea. cr. LK, st. or cr. MK (depending on if I know they’re blocking or not), st. HP, air LP LK HP airdash LP HK, and the rest in unimportant. Instead of relaunching, air stuff, gregor samson, and hyper loops, I sometimes enjoy doing from otg cr. LK st. MK, Ringlet L, they reset between the st. MK and the ringlet L while they’re airborne. By this point the combo’s done a decent amount of damage, and if they aren’t blocking, it puts them into an otg, allowing me to relaunch, air series, air gregor samson, st. HK ringlet Heavy at the very least for some extra damage. If they block I’m fine too, I have yet to be punished for trying it.

A ground throw reset I like is after launching air LP LK HP airdash LP LK, they and you both land pretty quick, ground throw. Catches a few folk. Another one that looks a bit less like my bnb, so I find it less useful is launch LP LK MK (one shot) dash LP LK ground throw. And a faster one is launch, air LP LK, airdash LK MK(one shot) then cancel that into the startup of HP, but the active frames don’t come out, and you land a bit before they do, and throw to your delight (this one is really dirty, I find), and other stuff might even be usable, I imagine a jab and command throw assist called simultaneously would wreck shit here, but if I don’t run it, I have no clue. Oh, and final thought, launch LP LK HP dash MP land throw works too, but you need to cancel the HP into a dash fast or they land in the wrong spot for it, also works with LP after the dash.

And then airthrow resets aplenty, air MP, MK (one hit) dash airthrow; air MP, HP dash airthrow (a bit more obvious), and whatever, really. She’s got too many of those kind of resets to count.

And I forget if this one had been mentioned, but air LP LK MP dash whiffed MP for landing in a crossup, but it seems a bit slow for me.

BUT, question time, I’m having serious trouble comboing off an airthrow, not sure if it’s possible. In the corner, I can throw them, land with j.MP and throw out normals into a launcher for fun stuff, but it’s got annoying timing. Also, I can land with j.MK cancel into hairball and gregor samson it (into DP hyper into Bella’s spinnyarms of death, if I wanna use meter to really deal some damage), but that seems like I’m sacrificing some damage or meter doing such a short string of normals (needless to say, that’s the one that drops way less for me, so I’m using it anyway). I was just wondering if people have found ways to combo off an air throw midscreen if they have already used an airdash. Or better corner pickups from the air throw.

And I have another, but I realized it’s more about Cerecopter assist with Filia, so that’ll go into another thread.

You’re in luck, Duke. Filia can actually combo using cerecopter assist off of an airthrow. It requires a combo that puts you on the ground while they are left high enough in the air that you can jump up and airthrow immediately after calling an assist. Not too hard to pull off, but the timing on the assist call is a bitch. Here’s one example, there are others: s.hp, sj. lp lk mk(one hit) hp, call assist, jump up and throw.

Corner only?

Also, did some extensive testing on my sparring buddy testing some new stuff from each of us while giving opinions of said tech on skype. I tried the cr.LK st. MK Ringlet Spike L after an otg, and it got him twice, and his response was “wait, that was a reset?!”, easily blockable, but if you can scare them to try and throw out buttons/reversals/grab techs, it’ll do some damage.

as long as your air throw isn’t too high you can cancel it into HK hairball and then into Samson and go from there. I like to do a lk, mk, hp j. hp, air dash, j. lp as a reset after the samson (you can choose to either walk forward or stay still for a cross under after the j.lp).

Also, it seems like this youtube video by jmcrofts was tailor made for you. “Skullgirls Filia/Cerebella Tutorial HD”
[media=youtube]-wOw19p1Srg[/media]

hope this is helpful.

Edit: video was uploaded by JayfordLOL, but was done by jmcrofts. credit where it’s due.

Wow, this is a good idea

Wow. Quite helpful. I definitely want to stick with cerecopter after seeing this, as I have setups for them waking up into cerecopter, this will make it really hard for them to block her. And here I was thinking Lock and Load H might work better…pshaw.

I’ve discovered a LOT of the DHC synergy and alpha counter stuff he listed, but a lot of these resets and combos are exactly what I was looking for to boost their damage and spookyness. Thanks so much for the valuable link.

Main problem with midscreen setups is that the assist knocks them hella far away so the best you can do is follow up with super. Also pretty hard to pull off.

Hrm…well, from labbing some of these mixup setups, timed right on hit, the normals catch them right after the last hit of copter knocks them away, and it seems to be working pretty consistently for me. I’m assuming online I’m going to drop all of them like crazy, though, haven’t played anyone online with them yet.

Also, I just want to really make this clear, now that I’ve spent a while labbing some of these, WOW, that video. These mixups are dirty.

My P4 got stolen so I decided to go back to SG for a while. Man, I’ve missed this game. :frowning:
On cerebella: st.hp, sj. lp, lk, mp, mk(whiffs). You can hold forward or back to choose which side to land on. Haven’t tested it on everyone but I know it works on at least a few other characters if you launch with c.mp first.
c.mp, iad lk. Does the same thing. Only tried it on bella so far, will update if I see that it works on others.

By the way, does anyone have a setup that allows them to combo off of a midscreen throw without spending meter? Seems like the throw lasts just long enough for most of the long active assists in the game to end before the enemy pops out.
Edit: Welp, call peacock boxcar assist and then throw a double, combo into snapback. Boxcar assist hits everyone after a throw but double is the only character that lands close enough to connect with anything besides the obvious.

don’t know if anyone has posted this yet but just in case no one has
(for my basic left right grab BnB mixup)(in the corner it can be used for high low instead of left right)
st.hp
j.lp>j.mp(hold for certain amount of hits)>j.mk(1hit)>j.hp(this will drop you to the ground quickly)
dash under (works on cerebella, painwheel, peacock and filia) or just go for cr.mk or whatever else you want

also, after the first hit of the j.mk you can >air dash> grab as a tick

if you want to get mass damage before a mixup here is my BnB with the end just incase it doesnt finish em off
st.hp
j.lp>j.mp(hold)>j.mk(2hits)>airdash>j.mp>j.hk
st.lp>st.lk>st.mk>st.hp
j.lk>j.mp(hold)>j.mk(2hits)>airdash>j.hp
land>dash> high low (and left right if you to dash jump hk)

Silliest reset I found (works on Bella, not on Filler/Pea, haven’t tested others):
c.MP xx HK Hairball
The c.MP has to hit from about max range, has to be midscreen (in the corner it combos)

What happens is that you hit the HK Hairball normally, then it whiffs a hit,
crosses under and hits again with the last hit (allowing a reset into raw lv.3 or Fenrir > DHC)

Not much use other than surprise value one time because there’s nothing else you can do (it will always do the crossup, so it’s no mixup),
and the spacing is very specific (if you’re off it can do any of comboing, whiffing the HK Roll completely and whiffing the last hit) but I thought it was funny so w/e

I’ve been messing around with airball HK and found it gives a shitload of reset options. After this basic combo:

Filler xx HP, J.MP, J.MK xx hairball HK. from there you have the options of an airgrab reset, J.LK reset into the classic low or throw, Deleayed J.LK into J.HK for a double over head. It’s also possible for the J.HK to hit as a crossup if the J.LK is timed right. I’ve only tested this on cerebella as of now though so i dont know if this is universal. Speaking of does filia have a universal relaunch bnb?

j.LP/LK > j.MP (4 hits I think?) > j.MK(2) xx AD >
j.MP xx j.HK
For the restand, and then whatever you didn’t use yet into s.HP

Timing varies per character, but the combo itself works on everybody

does this count for a ground hairball HK too or just air?

For the reset options you have to use the aerial hairball HK. I’m not sure Filia can airdash after her ground hairball lol I haven’t tried. But there’s alot of potential in this new tool she got. I’ll try messing around with her other hairballs and see if I can come up with more.