[media=youtube]3QdPa_KkjPg[/media]
Found this while searching Youtube
[media=youtube]3QdPa_KkjPg[/media]
Found this while searching Youtube
no clue if people have found it yet but I have a day one (corner) filia combo that I’m gonna upload in a second. difference from these typical filia combos I keep seeing, is that it doesn’t use an OTG after the air combo. It’s ratio 2/3? Filia vs an R4 character so mind the damage.
Pretty sure you can.
Anyone know if there’s limit on the number of relaunches themselves?
Did you do that combo having only filia on your team? It doesn’t seem to do as much damages when I do it, even when I start with j.hp, j.hk.
Oh my god, why is Filia so disgusting with that air dash?
^ its so silly, IAD j. LK is practically a trijump that can cross-up… or not. or be faked into low / tick throw shenanigans.
Not too sure why you would want to cancel DP xx QCF+KK, unless you wanted to pick up another DP xx DP+PP afterwards… I dunno about the IPS on that though.
Also, we probably need to set some sort of standard for team size, damage-wise… hard to get a good comparison of combo potential when some people’s Filias are just hitting harder. I did mine in a 3v3, and I’m lazy so thats where my vote is.
another thing I noticed while messing around in story mode was that Filia’s IAD j.MP crosses up as well and that gives more hitstun but I think it’s character specific, i was doing it on double
[media=youtube]EbW84Y893os[/media]
here’s my take on the filia bnb, I’ve changed it a bit since I found it but it doesn’t waste an OTG so you can do a super and OTG after that, but I think with the IPS that might not be needed. just replace the s.HK in the combo after you land with a super, and otg after that
The damage you see in the Attack Data is standardized already. The only thing that changes with team size is the Damage Multiplier.
^ Well I guess that solves that problem! Thank you based Mike Z
I’m really sad I’ve got classes all day, I’d like to see what the limits of that combo are. Have you gotten any extensions to work on an OTG following QCB+KK in the second ground chain? I feel like IPS really should be starting to hurt there, I know I ran into it once or twice making my BnB.
Also does that work from midscreen? I would think it would because of the air dash, but I don’t know for sure. After watching the vid again, it looks like the ADF gets cut pretty short.
No, 3v3.
Make sure you’re canceling the cr.:mk: on the first hit, letting all of the Hairball hits connect, and also be sure that when you are canceling the st.:hk: in to Hairball that you aren’t dropping the combo. There’s some weird property where depending on how early you cancel it, the combo drops despite her still being in the air. When all hits of the first Hairball connect, you should be at 10 combo. If it’s 7 then the combo was dropped.
Air dash strong crossing over is spacing dendant but it will be really useful especially if the other player isn’t expecting it
Ooh cancelling cr.mk on the first hit? I thought it only combo’d into s.hk from the last hit. Thanks for the info, going to try that.
[media=youtube]u3gr1uHqVpQ[/media] Basic stuff but I figured might as well post this
Yeah, cr.:mk: scales dramatically after the first hit.
Here’s a phone camera video I made of the combo. The first part is me dropping the combo a few times (And of course getting irritated).
[media=youtube]tCHFFYWVwAs[/media]
st.:lp:, st.:mp:, cr.:mk: xx st.:hk: xx :qcb::hk: xx :dp::p::p:, cr.:hk: xx :qcb::hk: xx :dp::p:
7887 Damage (2 Meters)
Note: This combo can be teched, after :dp::p::p: you cannot OTG them with Filia before they can tech out of it. This was found after it was originally made.
So far I had been just starting with st.:mp: xx st.:hk:, not using the cr.:mk: at all…with scaling and such taken into account would that be viable/preferable or do you need that little bit of pull-in that cr.:mk: gives? It seemed like st.:mp: was the best footsies tool with the lack of hurtbox on the outstretched arm, I was kind of under the assumption that most of my ground-based combos would be started with that chain.
omg, nice guys !
(And I thought I was good with my day 1 18 hit combo after 15 min)
somethind like:
cr.lk, cr.mk, cs.hp, j.lp, j.mp, j.hp xx super , (bounce from wall), s.lp, s.mp, s.mk, s.hk, qcf. hp lol, was quite proud, anyway, let’s enjoy the game.
No matter what I do, this combo will not break 6061 damage. I only have the demo, so does it do more damage on Double or something?
Been working on some combo though you guys have me out done on that one soo far. Though i did find some resets that ill post later after work.
This is probably common knowledge by now, but if you lack the meter to follow up QCB+KK with another super, S.HP>HP DP does sufficient damage.
same here lol
EDIT:
It seems in the video he has a 1.30 damage multiplier. whatever that means lol.