Filia General Resets and Mixups

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.

I feel like this thread has a severe lack of everything MikeZ does at Salty Cupcakes. Learning this stuff seriously upped my Filia game :

Cross Under :
HP - jLP jLK jMK (1 hit) AirDash jLP jLK -land- Dash Under

Corner Burst Bait
HP jHK Airdash jLK jHP jHK land OTG (or restand on heavier characters) crLK crMP HP jHP airdash backwards into whatever to avoid burst.

Midscreen Mixup Tree
HP jLK jMP (3-4 hits) jMK AirDash jLP jLK ->
[LIST]
[]Land, Jump, Airdash over opponent head jHK for crossup
[
]Land Throw / crLK
[/LIST]
~~
My own shenanigans :

After any restand :
(Easier on heavy characters, need to delay initial jLP on lighter ones)
crLK crMP Jump Airdash jLP jLK Land Jump Throw/DP

Midscreen Burst Bait
(Basically only requires that you use jLK somewhere in the combo before hand, which isnt difficult given the nature of Filia Combos)
HP jHP Airdash jLK

As an aside, Burst Baits are usually much more effective after you've conditioned your opponent to throws during the middle of your combos. Get them into the habit of wanting to tech and the burst baits start flowing quite easily.

I have a question regarding fillia’s resets.

So in the media topic, Vulpes showed me a basic concept video (pre-patch) regarding how fillia’s resets work and such.

I wanted to ask if her resets only work in specific combos, or I can apply resets to the combos I currently know. An example would be this:

j.HP xx airdash > j.HP c.LP c.LK c.MK s.HP j.LK j.MP j.MK xx airdash > j.MP j.HK c.LP c.LK c.MK s.HP j.LP j.MP j.MK Hairball (H) xx Super Hairball

Is there a way I can change it up so that I can add a reset to it? Hopefully someone can answer!

(Also sorry if I wrote out the combo wrong, never written out a combo before lol)

You don’t “add resets to a combo”. You find points where you can reset.
For example taking yours and the video, j.LP(same as j.LK) > j.MK these reset options will work for you too
Or another example, after the j.MK xx AD, you can delay your followup a bit and Airthrow instead of j.MP
Or after the j.LP you can do the things from ↑ there again
Or directly after either of the launchers you can apply this (though I deem that very telegraphed and obvious, it’s just an example)

Reset points work no matter the combo. As long as you haven’t Airdashed already, at any point where you land a j.HP you can do the xxAD > j.LP > j.MK (whiff) shown here (and noted in the startpost).

You can learn specific reset “combos” like here (or just think up some kind of specific reset setup after your combo is done), but the issue here is that it’s far, far easier to defend against if your opponent knows it’s coming.

[media=youtube]eDrl6SMsV1w[/media]

Thank you so much for clearing all of that up for me, now I feel less retarded :smiley: This is definitely something I should practice. Thanks!

Ok, Skullheart is down so I’ll post this here to make sure I don’t forget it:

http://www.youtube.com/watch?v=lwL6sYwGzR8 Shows a vortex situation from HP j.LK j.MP j.MK(1-hit) which Folks came up with as far as I know.

I also have been playing around with Parasoul’s Napalm shot assist, and think that any mid-screen HP can be made into a vortex as well. Not as tight as the one in the video, but using the assist it has its own advantages like tear explosion lockdown on block.

-HP sjc airdash under j.LK(whiff) land

–tap forward then c.MK for cross-under low
–tap back then c.MK for same side low
–instant overhead with j.HK can be on either side depending on the airdash height
–air throw obviously

-HP (assist) sjc airdash under j.LK (whiff) land

–walk in a direction to change which side the projectile hits from
–dp+super beats anything they try to do
–airthrow can hit before the projectile

-HP (late assist) last sjc airdash under

–j.HP or j.HK can hit as an overhead depending on the timing
–whiffing j.LK drops you down for a low
–airthrow obviously
–Gregor with the right timing hits as a double crossup

that last one I think would be a bit weaker since you’re in air throw range which would make mashing throw a pretty good option

-HP assist sjc j.LK(fast)

–The opponent lands on the projectile as a crossup or non crossup depending on the delay between HP and the assist

You have all your air options during and after this, do you can use the hairballs or airdashes to make it very confusing

-HP (late assist)

–Hairball HK crosses under
–Hairball MK is ambiguous depending on timing
–Hairball LK stays on the same side

With this one you need to use a meter to confirm it into a combo and you can opt to go for the cross-under dp super gimmick too.