so if ground bounce into otg’s can be rolled out of, what’s the point of them being in the game then? Scratches head*
Only the ground bounces after the first one can be rolled, you get one per combo.
Oh yeah fun stuff for people playing Fillia/painwheel. if they are standing, you can cancel c.hk into Painwheel’s raw tag and it combos. you can’t combo afterwards and it uses your ground bounce, but hey its a safe tag in and puts you at advantage after you flight cancel. I didn’t really test around with it, but it looks like it could be good for ending combos if fillia is low and you got a hit but are saving meter for something. Just more stuff to know!
well, that’s if you let them land no?
VS PAINWHEEL - THE SCORPION’S WRATH (8.7k, 2 meters)
cr.LP > cr.MP > Delay cr.HP > cr.HP > MK > cr.HP > (Dash if too far) LK (let painwheel land) > cr.MP > Delay cr.HP > MP > cr.HP > Dash LP > LK > cr.MP > j.MK > airdash j.MP > j.HP > HP > Hard DP > Fenrir > cr.HK > Fenrir
After the j.mp j.hp adc airthrow reset you listed, you can do the mk spikeball and depending on if you delay it or not you can crossup your opponent with j.mp or whatever if they wake up in neutral. Also depending on how you timed the combo, you can make the j.mp come out, but whiff and go low with cr.lk. I don’t know how useful this will be with teching in the game, but it’s something.
Just so you are informed, they used to call it a “cross-under”.
Dude doesn’t that use like… way too many ground bounces? Isn’t that what the scorpion tail does?
When you say double overhead you’re talking about cancelling into j.HK, right? Because if you just let the 2nd hit of j.MK hit, they’ll be pushed really far back.
You just gotta hit them before they touch the ground from the bounce…maybe the dummy wasn’t teching? I’ll try to record it later
Edit: edited post and fixed notation (wrote two MPs, it was MK, then MP)
I’ll just leave this here: 6150 DMG, 1 Meter, no assists, works anywhere on screen and carries the opponent corner to corner. I prefer the j.:mk: xx ADF , j.:hk: as an opening because if they block, the j.:hk: will cross them up for confusions when you land.
Air :mk:xxADF , :hk: , Land , :lp:>:lk:>:d:+:mp:>:mk:>:hp:xxSJF , Delayed Air :mp:>:mk:xxADF ,:mp: , Land , :lp:>:lk:>:d:+:mp:>:mk:>:hp:xxSJF , Air :lk:>:mp:>:mk:(1 hit)>:hk: , Land , :d:+:lk:>:d:+:mp:>:hp:xxSJF , Air :lp:>:mp:>:mk:xx:qcb:+:k::k: , Land , :mp:>:mk:>:d:+:hp:xx:qcb:+:hk:
Spoiler
[media=youtube]V0-WL31v3co[/media]
It looks like there’s a blue ring before you OTG, so I think they can tech that, but the j.MP j.MK ad j.MP st.LP pick up looks interesting!
I feel like weight classes screw up Filia the most… I like that vs Val you can do cr.MP > HP > Updo and OTG her, tho. Even if it isn’t very useful…
Shit you’re right, fuck this training mode needs AI options. Aergh!
well double overhead in two ways. If you iad, j.mk (1) -> j.hk.
If you didn’t aid, you have j.mk ->adc ->whatever. Hell you can do j.mk-> adc->j.mk (1)-> STC (Salon Treatment Cancel) -> s.lk -> rest of combo. And yeah that combos too btw. So you can in theory go for 3 overheads into a low or 4 overheads.
Let me make a list right now of viable mix-up starters that work off of this stuff.
j.mk-> adc->j.mk (1)-> STC (Salon Treatment Cancel) -> s.lk -> rest of combo.
->j.hp -> j.hk -> s.lk/lp ->rest of combo
~(iad) j.mk(1) ->STC -> tick throw.
and remember that you can cancel the first hit into adc too! Open them fools up. Man, once I get a bnb going (and I am getting really close to finding one off of iad j.hp, j.hk hitconfirm that does a ton of damage) I want to make a flowchart of all the places you can just do a reset on it lol. Combos are so weird in this game.
I can’t seem to find a consistant bnb, so i’ve been trying to think up a good reset into ceracopter to put them into blockstun to do another mixup. Right now, best i really have is
Cr.HP jc J.MP x JMK 2 hit adf jmp (land) s.lp (call cerabella) cr. mk
That leaves them in blockstun for quite a while and lets you set up an ambiguous air dash mix up or a throw or whatever.
Just wanna point this out for all Filia’s out there. If you can keep pressure on peacock with airborne hairballs and pokes she gets shut down hard. Idk why but it worked for 20 straight games for me
I just played a friend’s PC/FL team and yeah, I just alternated hairball strengths to work my way in, once you get close it gets ugly.
I wonder how long it takes to think up these combos, and write the notation. considering almost all of them don’t work on people. :\
Alright this time abusing Filia’s 2.9k dmg jump-in and NOT techable halfway through. This certainly isn’t optimal but whatever, it’s the best I could throw together before passing out from 4 hours of sleep.
Air :hp:xxADF , :hp:>:hk: , Land , :lk:>:d:+:mp:>:mk:>:hk:xxSJF , Delayed Air :mp:>:mk:xxADF , :mp: , Land , :lp:>:lk:>:d:+:mp:>:mk:>:hp:xxSJF , Air :lk:>:mp:>:mk:xx:qcb:+:mk:(3 hits)xx:qcb:+:k::k: , Land , :mp:>:mk:>:d:+:hp:xx:qcb:+:hk:xx:dp:+:p::p:
Spoiler
[media=youtube]sqPe0h2VQxU[/media][media=youtube]80NWjNnzhzI[/media]
s.lp>s.mp>c.mk>s.hp>j.lp>j.mk(2 hits)>AD>j.lk>j.mp>s.lp>s.mp>s.mk>c.hp xx HP hairball xx Gregor samson > HP Updo xx Fenrir Drive.
I have the damage values for this but its late and i have class will post it tomorrow.
s.lp>s.mp>c.mk>s.hp>j.lp>j.mk(2 hits)>AD>j.lk>j.mp>s.lp>s.mp>s.mk>c.hp xx HP hairball is the BnB i have been using its gravity specific so you have to mess around with the character timing but, it will work on everyone. This also builds around 3/4 of your meter so you wont gain a full combo though more with a j.hp>j.hk chain. Its tricky to get this combo, though very worth it imo for a bnb now.
A lot of good information in this thread, thought I’d share my experiences
Filia is an incredibly agile character who’s damage output is fine. But she’s at her strongest is when she has meter to burn for her meter loop combos. I run her second, Cerebella first, with HK Hairball assist since I can cover both ground while coming in with Cera’s Glide which actually covers a great distance. Cera also serves as a meat-shield with a strong damage output.
On a side note Cerebella’s DHC into Filia seems really good. Command Grab super into DP+PP with Filia is 7120 dmg (DM: 1.00), and Filia retains her OTG capabilities afterwards, although I’m unsure if they can tech or not at this point. All of Filia’s DHCs also work well with Cerebella’s, for example off a forward throw I can get 6200-6600 damage if its done in the corner: Foward throw > St.MK (otg) > St. HP > DP+HP > DP+PP > Delay the DHC> QCF+PP
Anyone else using this team?
my current favorite is
c.lp>c.lk>c.mk>s.hp>forwardjumpcancel>j.lk>j.mk(1st hit)>hairball(allhits)>gregor samson>wallbounce>fenrir drive
Only takes two bars and don’t have damage off top of my head. Though I will say the gregor samson must be timed PERFECTLY after the last hit of hairball. It’s not hard to do but you will have to practice it for awhile. Also if you KO with the gregor you can style a bit by still landing the fenrir drive. There is also an OTG section of this but be careful of the tech rolls. So here it is OTG and all.
c.lp>c.lk>c.mp(or c.mk)>s.hp>forwardjumpcancel>j.lk>j.mk(1st hit)>j.hk>OTGbounce>c.mk>s.hp>jumpforwardcancel>j.mp>hairball>gregor samson>wallbounce>fenrir drive
You should do the j.mp for as many hits as possible but it’s max count is 6. I prefer to do the first set because of the fact that they cant tech out of it, whereas they can in the second one during the OTG hence making it risky. Just some stuff I found spending way too much time in training mode really Also in regards to the second set up if you don’t register the j.hk fast enough you will move back mid air for the second hit of j.mk even if the second hit doesn’t come out and you will always drop the combo if this happens.