Ah, I didn’t try it on any other characters. I’ll make a variation of that combo and test it on everyone.
Th3 Rofl Waffle, none of those combos work, if you see a blue bounce it means that the opponant can tech it.
Ah, I didn’t try it on any other characters. I’ll make a variation of that combo and test it on everyone.
Th3 Rofl Waffle, none of those combos work, if you see a blue bounce it means that the opponant can tech it.
s.lp > s.mp > c.mk > s.hp > SJ delay j.lp > j.mk > AD j.lk > j.mp > s.lp > s.mp > s.mk > c.hp (causes ground bounce in air double and cerebella will be grounded) > dash forward c.lk > s.hp > SJ delay Hairball Lk xx air Gregor samson
optional after gregor samson Updo Hp xx Fenrir drive
if you have one bar after the c.hp ground bounce do Hairball HK then cancel into fenrir drive for one bar around 5800 but 7600 for the two bar combo
I guess I must be color blind, i thought i saw pink and i thought we get 1 OTG per combo?
What assist do you guys use for Filia when you have another character out on point? I’m really liking HK Hairball at the moment as it helps my Parasoul out immensely with lock down pressure, especially in the corner where I can go for J.HP/J.HK/J.B+LK ambiguous cross-up/Block string into overhead or throw/Tear traps.
Hmm I’m an old mvc2 player, i always want an anti-air assist so i use the MP version of Updo. It’s got the invulnerable start up which is pretty useful against jump-in mcgees
then after the pink, she bounces really quick and you se bluie. TBH if you don’t do split ends on a grounded oppoinent or cancel it into hairball it sucks at extending combos…
9.5k level 3 combo (But I guess by the time you have 3 meters it should be enough) tested on Ms. Fortune…
cr.LP > cr.MP > BLAAAAAAAARGH (level 3) > cr.LK > MP > MK > cr.HP > (dash) cr.LP > LK > (delay so opponent falls to the ground) MP > MK > HP > j.LP > j.MP > Dash j.LK > j.MP > Land LP(LP) > LK > MP > MK > HK > HK Hairballlll > FENRIR
The combo builds the bar
Also, her level 3 has really shitty minimum damage (1050)
Edit: Double Ver
cr.LP > cr.MP > BLAAAAAAAARGH > cr.LK > MK > cr.HP > (dash) cr.LP > LK > (delay so opponent falls to the ground) MP > MK > HP > j.LK > j.MP > Dash j.LP > MP > Land LP(LP) > LK > MP > MK > HK > HK Hairballlll > FENRIR
9.4K, also builds one bar
On double, cr.MP > Airdash MP > j.HK will leave her grounded!
cr.LP > cr.MP > Airdash MP > j.HK > cr.LP > cr.MP > Delay cr.HP > Dash cr.LK > MK > HP > j.LK > j.MP > dash j.LP > j.MP > LP(LP) > LK > MP > HK Hairball > FEEEEENRIR!
for 5k
Is it just me or is Filia the character that their hit box is the furthest away when they’re launched?
Filia is getting really aggravating to play as for me. It seems like her throw range is awful and I can’t for the life of me figure out how to get through decent zoning. It doesn’t help that hairball occasionally doesn’t combo off of throw with no indication as to why.
edit: Wow. Filia just got SO MUCH WORSE. I didn’t realize you can’t combo out of her throw midscreen because the knockdown is techable before you recover! What good is a reset character without resets?
I think Filia’s best 4 assists are s.HK, cr.HK (slide), qcb+HK (hairball) and srk+HP (DP). Are there any others that are real good? I’ve just been using the DP to help protect my peacock when getting rushed down. I have seen some other filia players online using hairball seems pretty good.
Man I really like using Fillia, such a fun character.
J.HP is great as an air to air, and J.MP is a great jump-in.
Are there any good times to use J.HK? I try to combo after it ground bounces but people recover before I can follow up.
J.Hk has like some sort of delay and makes filia go up a little bit, you can mix it in when you IAD Hp since if they think they blocked the first hit that they immediately crouch to block the ground hits and if you get the j.Hk to hit, you get a free combo. But i don’t think it’s too useful
I always use cr.MK or dp.
If you guys haven’t figured it out already you should abuse s.HK, works as a great anti air against IAD and is a pretty decent poke too.
does anyone know if c.mk is safe on block? I feel like it is but i may be wrong.
Throw > Hair thinger projectile thing > Gregor samson
In the corner, vs Val, Ms. Fortune, Peacock: super scorpion funtimes (4.7 without super, 6k with):
Throw > cr.LK > MP > HK > cr.HP > LK > MP > HK > cr.HK > cr.LP > LK > MP > HK > cr.HK > LP > LK > MP > HK > cr.HK > HP > j.MK > airdash MP > HK Hairbal > Fenrir
Is there a way to do an IAD directly off of the ground without using the macros? For the life of me, I can’t seem to do it.
just press 9 an buffer the airdash right away (helps me after cr.MP)
It should be fairly simple, just jump and immediately press :p::p:. The engine is built so that even if you’re too low, the game will just wait and air dash you on the first possible frame instead of putting out a jumping normal.
For some reason, this is incredibly hard to do. I swear I’m not dumb. T_T
Well, that’ll work. Thanks guys.
Yeah after cr.mp I have trouble doing it too. I’d recommend very slightly delaying the punchx2 after the jump to make it easier.
Some resets
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