Filia Thread: My BFF And I Are Stuck Like Glue

Oh crap. No wonder why my combo kept dropping off against that mashy Painwheel… after j.HK, cr.MK is too slow to hit before they tech!

edit: cr.LP will work to substitute cr.MK after j.HK though

Wow I’m an idiot. Well I guess the sucky training mode doesn’t help much either (no roll tech options, auto-guard or anything). OK well, back to the drawing board then

i think you will have time to otg if they are close enough to the round when you do your j.hk. so if you extend your air combo with an air dash into j.lk then j.hk maybe it will work. not having dummy options in training really sucks. i want to work on some otg combos that arent techable

=/ guess my stuff wont work. Oh wells. I would trade visible hitboxes for a legitimate training dummy in an instant.

Reverting to st. HK stuff for the most part. some of the longer stuff still seems to work if I pick up with c. lp or lk.

Yeah, you can combo off the j.HK with a cr.LP, but against Parasoul, cr.LP whiffs. =(

You can still get otgs after throw in the corner, they can’t tech that in time.

Also I’m telling you people… j.hp-j.hk (airdash) j.hp-j.hk does a shit load of starter damage. Now if only I could test if it all strings together on block…

Anyone else been messing around with j.mp resets? You can do air dashes in the middle of air combos to make the j.mp an ambiguous crossup.

j.hp aidash j.hp, j.hk seems more practical than adding a j.hk after the first j.hp imo. I’ve been messing around with IAD any air move into j.hk, it’s pretty cool to see how j.hk reacts with other attacks. Like IAD j.mp j.hk ; j.hk keeps the momentum from j.mp and gives you a really good crossup, j.lk j.hk (and it combos) makes you hit with j.hk almost while touching the ground, making combos like j.hk, s.mp really easy to do.

Yeah, I made a post about it earlier being less practical, because the spacing has to be precise… But I’ve hit it online vs some peeps and the health just melts away. You get up to around 4000 damage (both characters solo) before you even start to do too many hits.
I will try those other options too, Filia seems like Magneto 0_0

For some reason she feels like a mix of Mag and Spencer to me lol. Dunno why, well she’s great anyway. Oh yeah what kind of bnb do you people use after a throw (is it even possible to combo midscreen/ after an air throw without an assist?) and what bnb do you use after j.hp, j.hk? I saw a few videos but most of them ended up being techable/burstable.

After j.HP I think you can land and s.LP(Mags, eh, lol?), after j.HK if you haven’t burned your OTG you can cr.LK > s.MK > stuff.

After j.hp you can land and link s.lp. If you did j.hp, j.hk then you can directly get a s.mp or something like that.

Yo everyone, I’ve been working on Restand combos and whatnot, but I keep finding new stuff so I don’t have an actual bnb yet to contribute. HOWEVER, I do have some nice mix-up tech I found,don’t know if anyone has discovered it yet though.

So in the start-up of j.hp, Fillia actually drops down vertically a little bit before the hair spikes fly out, why is this interesting you ask?

Basically, you can alle-cancel fillia’s air normals with j.hp. like for example, just do iad j.mk (1) j.hp land s.lk and you have instant high low mix-up. oh and that can also combo too. This makes j.mk stupid against a defender because you can go for either a double overhead, or high low. Combine this with a lockdown assist like Cerecopter or hornet bomber (hornet bomber is godlike for Fillia imo) and your probably going to open them up.

Fillia is the best <3.

Well here’s the (insanely bad) bnb I’m using:
j.hp, j.hk, cr.lk, s.mp, s.hk xx HK spindash xx DP super. That’s midscreen. and in corner it’s:
j.hp, j.hk s.lk, s.mp, s.hp, cr.lk, s.mk, s.hk xx HK spindash xx DP super. Depending if I want to extend the combo or not I’ll dhc into parasoul’s super.

After throw in the corner I just run c.lk , st.hp, and then…
Because of all this un-optimized combo confusion, I often just run resets right now for bnbs if I don’t have meter.

 Some resets I have been working on are:launcher - j.lp j.lk j.mp (full hits), adc- j.mp. Depending on the timing, you can either carry them back to the ground into a longer combo, or you can drop the combo and get an ambiguous crossup.
 Another one I've found is you can do launcher- j.mp j.hp adc, airthrow.

 As for comboing after air throw, you can connect with hk spikeball anywhere on the screen but its either techable or very timing dependant. Gives chase decently even if you don't hit, so I mash it after throw just to check if it connects. In the corner I'm pretty sure the chances of it hitting are better...

If I have meter I just do boring old spikeball->super combos.

Do we have actual frame data available anywhere? If not, what would be the best way to figure it out? I have a full recording setup but I have the sneaking suspicion that my Aver card may only record at 30FPS.

I have also noticed that a lot of characters can outrange Filia in the air with their big normals (Valentine, Ms Fortune), has anyone else been messing around with using lk. spikeball? I’ve found its a good tool to get into that upper zone of the screen where you can then stand untested air to air. I’ve found this to be crucial to not getting spaced out.

Thanks for the resets and the combos after an air throw.
I wanted to mess around with air and ground spindash after I finished with the j.anything, j.hk stuff. You should try out stuff like that:
launcher xx LK/MK ground spindash. LK will (I think) move you just a bit forward while mk will crossup(or crossdown whatever you wanna name it) the airborne opponent.
I also wanted to finish my air combos (but I have none) with LK ball to put them at maximum height and then put on air pressure like mad.

Actually lk. hairball is how I get around peacock stuff. If you want to go full screen, like the whole way, I do something like, Super Jump, ad j.hk xx lk hairball, j.hk and then that puts really high in the air above. Actually it gives you enough time to do another j.hk before you fall to the ground. You don’t have to airdash at the beginning too. So you can get some weird falling stuff on them and dash at the end. Its good for getting around stuff.

Good stuff there, I’ll use that next time I find myself against Peacock. It’s damn annoying to play parasoul against her.

Interesting stuff, thanks.