Filia Thread: My BFF And I Are Stuck Like Glue

ending an air string (where you’re a decent height up, so not too low to the ground) with HK hairball and NO super is actually a really good way to keep the pressure on because if done at the right height (easy to gauge) the hairball recovers VERY slightly above ground (lower than an IAD can get you) allowing you to airdash provided you haven’t used it in the combo yet (perfect for after a relaunch when IPS would probably kick in anyway).

midscreen, you can air dash and do j.HP because they will recover right where you land up after dashing. catches a lot of people off guard because she is so far away and it’s a free combo if it does hit.

corner is where things gets really cool. after air HK hairball you can:
-do nothing and go low
-do nothing and throw
or (here’s the cool one)
do j.HK and you get a super secret invisible overhead!! nobody has blocked it yet online no matter how many times i do it per match

basically, what i do is whatever bnb into relaunch, j.lp, j.lk, j.mk (2)xx HK hairball. super simple and super effective!

EDIT: also, check out douglam’s resets because they are awesome and i feel bad for starting a new page. (Filia Thread: My BFF And I Are Stuck Like Glue)

Fillia can combo off her throw mid-screen with HK hairball. The timing is just a little strict.
If you can’t do that, go straight into any of her supers.

Those resets are pretty sick. I’m gonna hit the lab and see if I can squeeze out some more damage before going into them.
Also, my day 3 meterless corner BnB (meterless if you remove the super at the end). This one works on Filia. Other characters need adjustments, for example on Cerebella you need to do 236MP>dash st.LP>crMK>stHP. Has anyone found anything better?
[media=youtube]72eK1kOOPVM[/media]

I assume after throw you can OTG with cr.MP and go into the same combo? seems pretty sick

Hey guys. I haven’t been keeping up on this thread too much, but how’s this BnB look for Filia?
1 meter, works on the whole cast (a bit picky with Peacock though), works anywhere on the screen, and can be extended further afterwards if you omit the Updo.

[media=youtube]AGU7LESIus8[/media]

Apparently, BnBs don’t start with jump ins. I like your combo though.

They don’t. So if you omit the jump in, you get about 3800 or such, with the same options to extend after the relaunch.

Of course if you jump and cause them to whiff something, you can totally start this with the jump in.
But apparently punish combos don’t ever start with jump ins either.

If you’re just starting this from the s.LP, chain into s.LK instead, since it adds a ton of hitstun making it easy to confirm a hit.

okay after reading the things that people have posted I’ve come up with a few things that work in training (have not tested them online yet but I have tested them against some of my friends and I’ve been paying attention to the game during training and I am not breaking any rules that I am aware of)

1st thing is that Filia has a nasty triple overhead crossover that is easy to combo from, the only problem is that you have to lock the opponent down first and make them afraid to move because it uses an ADF, but with Filia that really isnt that hard to do. It requires a bit of spacing mid screen but in the corner its a lot easier to use. And the nice thing is that the only character that i havent tested it on is double. However I’ve checked her hitboxes and i believe she is too tall for it to work (Unless she is pressing dem buttons ^_^)

deep jump in jMp, jRh, ADF, jHp

Now why jHP you may ask. Well jHP has a nice sized hitbox that hits behind her easier than another jRh. Plus as you all know jHp brings you down to the ground faster. Basically this makes it super easy to continue pressure with this. Combine this with an IADF, jMp, jRh/jHp for another deep double overhead crossover. The jRH is a little harder to combo from due to the floating animation, I dont recommend it. but it is possible. The jHp also makes for a very hard to see high low game so thats my preferred option.

Also to the person who posted the jMp, jMk, ADF, jMp for the restand combo, i would like to personally thank you because you just made a lot of things a ton easier. 1st thing I would like to point out is that to help with the timing of that restand combo, a jLk as fast as possible works consistently and it puts the jMp slightly above the opponent meaning that both hits of the jMk.

The second thing i would like to point out. and by far the most important part is that after the second jMp, you have just enough time to do jRh. Now can anyone guess what this does. It stabilizes the opponent with HUGE hitstun and they are still standing with you DIRECTLY in front of them, no push back at all and no mixup required. it takes a little practice but OMG have I gotten mileage out of it. After that the next portion of the combo is up to you.

This last part is something that I am not sure if it works or not but if it does then I am thinking that its an inescapable reset. I’ve been using Cerebella with her exellbella throw (anti-air throw). and I’ve been wondering if that throw is blockable (if thats the correct term). Reason being is because I’ve found out that if you slighty delay the assist a bit after a launcher, it doesnt combo, and it resets the IPS. you go through a quite bit of initial scaling (next attack does about 35- 40% damage) but you get to set up a launching combo directly from the throw. Those of you who have more experienced players to play against, if you could all test that out and see if it works as well as I can get it to work on my friends, that would be greatly appreciated

Def learning this one, I’ll try to improve it a bit with cr.hp loops after gregor samson and see what I can get.

Good stuff here. About the last part, Cerebella’s AA throw cannot be blocked. I believe it’s a great find you got but if the guy has an invincible air super he can just mash out to get outta here and probably catch your assist. Also if you do this reset too fast the ips will not reset (1 frame whatever stuff mike z talked about).

Also people I’ve been having a freaking blast using super jump forward into LK/MK air hairball into mindgames using airdash. We also need to abuse the fact that sj IAD crossup turns you AROUND so j.hp can easily hit.

Finishing my scorpion combos with HP > j.LK > j.MP (2) > j.HP > HK Hairball into SECRET HK OVERHEAD in the corner…should allow me to kill the op in two combos

Filia just got better, we love you Drewski z-z

I feel that Filia is going to be more and more similar to Taokaka than Magneto haha. Good thing, Tao was my favorite char in BBCS2.
Few combos I’ve found on dustloop:

I believe we could improve it right after HK hairball we could do HP updo xx Fenrir for 200 or so more damages.

I have a few questions for you guys since I just actually started playing and got out of training mode warrior mode.

1.) How good do you think Filia is and how do you think she’ll hold up over the game’s lifetime?
2.) How do you usually get in/mixup?
3.) What assists do you use?
4.) What do you think about her damage?

  1. Filia feels like a solid character. She doesn’t seem to have any real weaknesses as of now and can put on great pressure. I’m sure, like every other characters she will be used (as long as the game stay balanced).
  2. I usually get in by doing IAD j.hp/j.lk or by super jumping, lk/mk air hairball then when close to the opponent you can dash or hit them with j.hk or stuff. I usually mix up using IAD j.hp, j.hk then either reIAD/backward jump IAD, cr.lk,cr.mk or throw.
  3. Parasoul’s bike assist because it’s incredible against zoning and Cerebella’s diamond drop, helps me mix up like a mad man.
  4. Her damage is rather low right now without meter so we need both resets and meters to do damages.

My Bnb that I finally have is really similar to that first combo Boodendorf, the only difference is that my air combo after s.hp is : delayed j.lk -> j.mp -> j.mk (2) -> adc j.mp j.hk restand -> blah blah blah.

And that works on everyone, like that is universal, there is some adjustments with the first j.mp when you cancel it in j.mk(2) but she does actually have a universal restand air combo. And then you can go into a ground string into the relaunch, into the 4 way mixup’s.

This is what it looks my combo is against Cerebella (her physical box is extra wide so this way only works on her from what I can tell)

Starter -> ground chain into s.hp -> sJC -> delayed j.lk->j.mp->j.mk(2)->adc j.mp-> restand j.hk -> land -> ground chain into s.hp -> delayed j.lp->j.lk->j.mp->whiff canceled j.mk for cross-up or whiff cancel j.hp to stay on the same side. Then you can either go for her lows or you can go IAD j.hk -> j.m.hairball -> gregor samson -> combo for a cross-up overhead and if they somehow block that, the medium hairball is super safe and lets you continue pressure. So yeah, 4 way mixup. The timing is strict on the cross-up, but it still is okay. Cerebella’s standing sprite is too low to the ground to just do a normal overhead unless you back-dash into iad or something. But that gives them a lot of time to do stuff.

If I can figure out how to do a 4 way mixup off of a relaunched air combo for everyone, I will be a happy man.

Ironically enough, I am completely free to Cerebella right now. She destroys me. :frowning:
Her. j.hk will win every fight in the air and even if you block it, it just puts in blockstun for ages so she gets mix-up and it is scary as hell. I think I need to mash DP better against that stuff.

OH RIGHT more fun character specific stuff.

if you air throw reset a peacock or a double in the corner at just above Fillia’s head height or so, you have just press j.hp and you’ll fly down and hit them on the ground bounce and that lets you do a full combo and whatnot instead of just hairball into super. Or so I believe… I forgot to test when I went to my friend’s so I don’t know if they can tech, but I know it hits them at least.

This character is god-like in the most underwhelming way possible.

to add, just thought of this now. since you haven’t used your airdash yet and j.HK is dash cancelable, you can cancel the secret overhead (only in the corner of course) into AD j.HP and then chain into j.HK for a TRIPLE overhead if they block the first one, and even if they pushblock the first hit the dash will bring you right back in. if the first j.HK DOES hit then you have an extremely damaging confirm.

filia is the most fun character of any game ever

Jump and pushblock her j.hk to get out of that situation. Usually turns the tables around to your advantage as you can pressure right after pushblocking. Don’t forget that gregor samson can be done in the air and has some invincible frames if you want to catch her airborne.

my contribution:

[media=youtube]l2eRYru9MyQ[/media]

what does it mean if the opponent glows blue?? also, how can i get this combo to work on everybody? i haven’t had a lot of time to practice combos…thanks.

If it glows blue on the ground it means they can tech out of it.

What do you mean by glow blue? Didn’t see that in the video. Nice combo but not much damages with 2 meters.

Yeah I was doing that. And if I do nothing I can do cr.LK and go into the same combo off HK…on certain chars. Must research anti double tech! or just…play for a bit lol too much lab little matchup exp

Filia players, unite!

Samson: Hell yeah!