Filia Thread: My BFF And I Are Stuck Like Glue

Honestly, I don’t think wavedashing is really important in this game, but it’s just dash crouch dash crouch etc…

Filia’s damage is really low… people with Parasoul, Cerebella and Valentine have pretty strong combos already, but with Filia, all our decent combos turned out to not work. For damage, we should probably be trying to do resets, since that’s probably what they had in mind when designing her. Combos ending with j.MP are pretty nice, because they could go into restand -> throw or you could adjust the height so that you’re slightly under them so you land on the other side and hit them with a low. Then when the other opponent is scared, you could possibly land on the other side and when they expect a low do a iad j.HK to cross up.

As for Filia’s neutral game, it’s definitely no cakewalk. You have to keep the opponent grounded, so use iad j.HP a lot if the opponent likes to jump. It has a good disjointed hitbox in a diagonal towards upward direction. Cerecoptor and Double’s buttslam should help you ground the opponent too.Then once they start sitting on the ground more often you can go for iad j.MP, j.HK/j.HP or iad j.MK, j.HK/j.HP mix-ups.

Also, at first I thought that iad j.MK might be better to use than j.MP, because the hitbox looked like it was harder to hit out of, but I find that it’s kind of hard to judge the distance and I always whiff it and go over the opponent when they’re crouching, so iad j.MP might be better to use if you’re trying to open them up.

Meterless midscreen bnb, does 4570
[media=youtube]jB7n2MN0HM8[/media]

Anti-Painwheel corner combo…7.5k for one bar off LP starter (!) (canot be done if you started with air MP?)

cr/st.LP > cr.MP > Delay cr.HP > cr.HP > MP > cr.HP > Dash LK > Let them land cr.MP > cr.HP > Dash cr/st LP > LK > Let them land cr.MP > cr.HP > MK > cr.HP > cr.LK > cr.MP > j.MK > airdash MP > j.HP > HP > j.LP > j.MP > j.HP > j.HK > Hard Hairball > Fenrir

it should even build one bar…I hope

cr.mp, cr.hp part won’t work on valentine and other chars, otherwise good stuff.

This is 7.5k on 1.0x?

Every combo I post will always be on 1.0

Also guys, today told me I need to focus on actually approaching and stuff before combos cuz this isn’t Blazblue, what do ;_;

Don’t feel like going through 4 pages so ima just ask. What is Filia’s overhead? Normally I would find it myself but you can’t make the dummy do anything in training :frowning:

Filia doesn’t have a grounded overhead because she doesn’t really need one. If you jump and instantly air dash and use any aerial it’s an overhead. Light Kick is her fastest, Medium Punch has its advantages for hit confirms, and Heavy Punch is nice for general approach harassing due to its distance.

Maybe if you delay cr.HP it’ll work?

Mash iad.HP, use qcb LK ad.MK to go over projectiles =)

a) nope, no amount of delay seemed to work

b) Hairball is a tatsu?

I dunno how useful my combo is but it works with every character size. The damage is decent though. [media=youtube]1TxEdhDp1fI[/media]

Air dash is a tatsu. That shit is fast. If you really need to, do a hairball at the end of it for extra distance :stuck_out_tongue:

a) hmm… delaying it will help against Cerebella, but no dice against Valentine. However, you can do OTG combos against Valentine if you have good timing.

b) Yeah hairball is a tatsu.

Crouching under napalm shot is the best thing ever

I’m messing around with Fillia right now. How’s this for a combo:

In the corner, LP > LP > LK > MP > MK > HK > (OTG) LK > MK > HK > HK Hairball xx Gregor Samson.

EDIT: It seems you can do a lot with just the normals. Basically cancel into any super after the string.

I dunno if this has been discussed before, but since her j.HP like … drops her really quick to the ground while in an airdash, I’ve been doing a lot of j.MP on grounded opponents. It generates a decent amount of blockstun and you can confirm easily off of it, but if you press j.HP while in the middle of it, you immediately land and can go for a throw or other mixups. I’ve been able to get throws even if the j.MP actually hits.

Dunno if it’s worth discussing or not. It’s been pretty dirty in the games I’ve been playing.

I think we mentioned it somewhere, but I think this is actually a really important part of Filia’s game.

Some other notes on neutral, iad j.MK isn’t very good. It only has 2 active frames, whereas j.LK has 4, j.MP has 6 and j.HP has 7!

Ok so my here’s an update on the previous combo i had up. I was able to make it work for almost all characters except painwheel at midscreen, the start of the combo before the first launcher is a little bit different but the rest works on her. I hope this might prove useful for someone[media=youtube]ashX-1GtHJk[/media]

Good stuff. You could have done updo HP xx fenrir after gregor samson for more damages though.

Because Filia has no grounded overhead I am finding throws (air throws included) to be very important for rushing people down, it seems a lot of people will hold up+back when you start to rush them, so I find myself having to dash-jump then hold back and fish for a grab quite a lot. Then once I have people tapping throws on defence like its sf4, I can go back to normal rush down.

Also, I am starting to think Parasoul can be a hard match up, her jumping fierce beats out pretty much everything, so you have to approach with extreme caution. Since I run solo Filia it’s especially hard when they have a defensive helper (like double), but I find happy birthdays can happen in this game just as much as marvel… so it evens out.

Also, anyone on psn and want to run some mirrors sometime? I’m: Runawayfire