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Filia Tech Thread: Small/Big Tips & Strategy YOU Notice?

Nuuance

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Nuuance
Squigly Eliza
This is a thread I started in the Squigly section, but since it's picked up a fair amount of traction, I thought it'd be a good idea to start one for Filia...I might just create a thread for all characters if I feel the need...but for now I'll do Filia. Might go to Double or Val next since I'm interested in main'ing one of them. Anyways, on with the show.

From what I understand, "tech" are things that aren't explicitly portrayed through movelists and things you don't really find out until really REALLY messing around with the character. I wanted to get a thread going where people give things/tips they notice and do to really help Filia go far. I'll try to update this post when I can with a nice & neat list. I plan to make a FULL video guide complete w/combos, matchups, strategy, etc, so ANY and ALL help would very much be appreciated :D

Any tips, matchup tips, setups, and other stuff would be appreciated!

For now, here's what I know off the top of my head (not in order):

  • 1. Even if you have a level 3 available, don't use it unless it's directly after a launcher or s.hp...because it scales like A LOT & the difference in damage between a Fenrir and itself is negligable. Also, if you're on a team, you're MUCH better off just doing a DHC (Delayed Hyper Combo aka Blockbuster Sequel).
  • 2. When opponent is down to very very low health, like 500 health...a little around there, using a gregor samson EASILY chips that away. Just be careful and don't do it from too far away or else you might miss or get punished.
  • 3. Gregor Samson goes through phase 2 of peacocks argus super. But in regards to regular projectiles, it will get halted in its tracks.
  • 4. Hairballs have the same recovery properties no matter which strength is used, so Heavy version is usually best. if accidentally hairball on block & you have a team w/2 meter, just DHC to stay safe and potentially punish the opponent.
  • 5. Dragon punching or using LP Drill after s.hp or c.hp can REALLY throw off the opponent when they think it's safe to attack. Dp goes through practically anything..but isn't safe on block, drill sometimes doesn't go through everything, but is safer on block. You choose which to use.
  • 6. Don't be afraid to flat-out GRAB painwheel, parasol, or cerebella out the air. Obviously you have to jump up slightly before them, most likely a dash jump (i dont mean super jump), but if you can air grab > H Hairball > super, you can really throw people off since no one ever expects to just get grabbed. Be careful though, if they attack first, it won't work.
  • 7. dashing after an air-pushblock throws off a lot of people
  • 8. using L Hairball > air dash is great for getting close to peacocks by going over all projectiles altogether. If feeling lucky, weaving through them by dash jumping > H Hairball > dash attack works well too, staying underneath the plane, but staying off the ground.
  • 9. Throwing out assists works well when backed up by according drill attack. NO ONE expects it.
  • 10. Instant Air Dash IAD on opponent wakeup usually works like a CHARM, but watch out for super reversals, and especially cerebella/squigly's supers....Squigs has invincibility for first part so you'll just fall into her trap, jump up and/or away to bait if you need to.

  • That's all I got for now. What about you guys??
 
To add on to Nuuance's #5, if your opponent likes to pushblock all day, answer his pushblock with MP Drill. It'll hit.
 
Here's some things I've found out during my fights online. These fights were against newbies like myself, so for you more advanced players, ymmv...

= If your opponent does a desperate full screen Gregor Samson, you can answer with your own Gregor Samson. Yours will beat his....plus it will make him feel really bad for throwing out random supers.

= To add to #8....competent Peacocks will grab you as soon as you land if you do that airball -> dash. As a solo Filia main, I've had this done to me many times. Mix it up by throwing in an air HK to delay your landing, or a low air HP to force a block. Or, if you're confident, you can try to tech the throw...but I've never, ever successfully tech'd a throw online even when I knew it was coming from a mile away.

= If you threw out c.HK and it gets blocked, you can quickly Updo -> Gregor Samson to make it safe. It burns a meter, but if you're critically low on life it could mean the difference between a win and a loss. And also, try not to throw out unsafe c.HK's

= Use IAD -> j.HK to poke. Use it a lot.
 
If your Gregor Samson ends at the corner, wallbounce will be gone if you walk towards if you walk towards the way your opponent flew. (bad english non-native speaker sorry)

Throw some occasional drill, if you're lucky you'll land a hit or two.

To quickly close your distance, I'm also thinking about jump -> MK Hairball -> IAD -> j.HK -> your silly combos.
Is this any good?
 
After any kind of Gregor Samson don't move or press a button until the other character has bounced of the wall so you don't mess up the wall bounce then you have 3 options.

1. dash otg c.lp > s.hp > combo (easy)
2. dash otg c.mp > s.hp > combo (easy)
3. dash s.hp > combo (hard to time and character specific)

Also if you ever hit someone with an IAD j.hk or just an instant j.hk you will always have time to land and do a lk. Jump hk has a lot of hit stun and gives you enough time to land and combo from it.

If you ever re-stand someone mid-screen an IAD j.hk will cross them up.
 
After any kind of Gregor Samson don't move or press a button until the other character has bounced of the wall so you don't mess up the wall bounce then you have 3 options.

1. dash otg c.lp > s.hp > combo (easy)
2. dash otg c.mp > s.hp > combo (easy)
3. dash s.hp > combo (hard to time and character specific)

Also if you ever hit someone with an IAD j.hk or just an instant j.hk you will always have time to land and do a lk. Jump hk has a lot of hit stun and gives you enough time to land and combo from it.

If you ever re-stand someone mid-screen an IAD j.hk will cross them up.

Good stuff! I've been having massive troubles with following up after a Gregor Samson....specifically the timing of the dash. I tend to dash right on the wallbounce, but maybe that's the problem. I'll try the first two options tonight in training.

For the IAD j.HK trick, does it apply in the air as well, or does it only work if you j.HK them while they're on the ground? I tend to always poke with IAD j.HP and only combo if it hits deep, but if the HK version is a guaranteed combo starter, then maybe I'll go with that. Then again maybe the j.HP version is ALSO a universal combo starter and I just don't know the follow up. :/

And a super-noob question.... what exactly is a "restand"? I assume it means that both opponents somehow get back to a standing position after a combo, but I'm not sure. As an example, I tend to do this:

IAD - j.HP - j.HK - cr.LK - cr.MK - s.HP - j.MP - j.MK - xx - j.MP - j.HK - HK airball (not hairball)

...and after the final j.HK, I sometimes find both myself and my opponent on the ground so the airball becomes a hairball. Is that what you would call a restand? (btw, that's my IAD - j.HP combo BnB that I mentioned earlier)
 
A re-stand is when you get the opponent to return to the standing position from a juggle state. An example of this is when Filia dose s.hp > j.lp > j.mp > j.mk(x2) > air dash > j.mp > j.hk, the opponent should end in the standing position allowing you to continue the combo without having to OTG. Its from this position that an IAD j.hk will cross up but only mid screen. Then after you land the only thing you can do is c.lk > c.mk(x1) > s.hp, the first hit of c.mk pulls them close enough for the s.hp to land.

In the neutral game it is better to poke with j.hp than j.hk but j.hk has its uses for resets and Instant overheads without IAD.
 
If your Gregor Samson ends at the corner, wallbounce will be gone if you walk towards if you walk towards the way your opponent flew. (bad english non-native speaker sorry)

Throw some occasional drill, if you're lucky you'll land a hit or two.

To quickly close your distance, I'm also thinking about jump -> MK Hairball -> IAD -> j.HK -> your silly combos.
Is this any good?

I don't exactly understand the first part. You mean if you walk forward...or back? Or both? Idk. And also j.hk to open is certainly good. Also j.mp too

A re-stand is when you get the opponent to return to the standing position from a juggle state. An example of this is when Filia dose s.hp > j.lp > j.mp > j.mk(x2) > air dash > j.mp > j.hk, the opponent should end in the standing position allowing you to continue the combo without having to OTG. Its from this position that an IAD j.hk will cross up but only mid screen. Then after you land the only thing you can do is c.lk > c.mk(x1) > s.hp, the first hit of c.mk pulls them close enough for the s.hp to land.

In the neutral game it is better to poke with j.hp than j.hk but j.hk has its uses for resets and Instant overheads without IAD.

To be honest I advise poking with j.mp. A lot...and I mean A LOT of filias IAD spam j.hp and it's easy to pushblock if the opponent is calm. DON'T get in the habit of that being your only/main opener because when you really need it, it won't be there. And good players get pretty wise to it. Use it sparingly and you'll catch almost anyone off guard.

Moarr tips:

1. I tested this on a friend of mine and many people in quick match. if you Gregor Samson and right before you touch the opponent...like RIGHT BEFORE, if you play squigs or another character with a command grab & the distance is good, you WILL grab them. For some reason squigs requires REALLY right timing for daisy pusher, and it looks really escapablr, but apparently it's very hard as the opponent will require even tighter timing to counter. Hard to perform, but get a free combo and a safe filia from it.
2. If you have 3 meter with team and opponent does something you think you can punish with your other characters super but maybe not filia's (for whatever reason you wouldn't idk, but it happens every now & then), you can go into filias Gregor Samson then immediately DHC into your other characters to essentially keep time locked. So basically if they weren't blocking before the super flash in the air for example, then they're gonna get hit by squigs level 3.
 
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To be honest I advise poking with j.mp. A lot...and I mean A LOT of filias IAD spam j.hp and it's easy to pushblock if the opponent is calm. DON'T get in the habit of that being your only/main opener because when you really need it, it won't be there. And good players get pretty wise to it. Use it sparingly and you'll catch almost anyone off guard.

If you want to poke your usually not looking for a combo off of the poke but its there to get in the way of your opponent. Im not trying to say Filia's only poke tool is IAD j.hp but its definitely her best poke. While j.mk is good j.hp has a much larger hurt box and shuts down a lot of your opponent's options in the neural game. When you get in rang and want to pressure then j.mk becomes a stronger tool than j.hp but as a poke j.hp is better.

Spamming j.hp is fine on approach but when you get in the range of am IAD j.lk > j.hk thats when you want to start putting on the real pressure with all of your options.
These options being:
IAD j.lk > j.hp
IAD j.lp > j.lk > cr.lk
IAD j.lp > j.lk > j.hk
IAD j.hp (if you think they are going to jump away)
IAD j.mk (haven't played around with this one so i don't know any fallow ups but i assume its j.hp or something)
IAD throw > cr.lk
j.hk (no IAD) > cr.lk or dash away if they block
dash cr.lk > block string
dash cr.mk > block string (this will catch them of guard and has more range than cr.lk but only do it if you thing they will jump)

All of these options a 10x stronger with the right assist (double but or coppter)
These are all the options I know of if I missed anything let me know.
 
I have a restand mixup that I use all the time (often with great success, regardless of the opponents skill level). I think the best thing about it is that it easily leads into a repeat, so they'll be expecting the same cheap trick as you run at them but you can come in with a c.MK instead of a j.HK. Good Parasouls, Filias and Fortunes usually use their invulnerable AAs after the first or second use but you can just block and punish these (also you can play it safe and use an assist in case they use something non-invulnerable or just to keep them locked down).

I got a few crappy quality, off-screen recordings of it to give some examples:

Basically do any combo without an OTG and finish with a Gregor Samson followed by s.HK then run towards them and hit them with whatever as they stand up, generally I use jump -> j.HK first, then c.MK, then grab, then keep away from it for a while before using it again with a few j.HKs in a row (unless they counter or block the second or third one).

EDIT: This no longer works in MDE because they can tech roll off of s.HK :(
 
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I would call that a wake up mix up not a restand but it doesn't really matter, great mix ups though.
 
Also, some nice match-up stuff, some of it is based off of more experiences than others so feel free to point out anything that you don't find true:
vs Fortune: My match-up info is void in MDE/SQE

vs Peacock: Air-dashes and MK Airball will get you out of the way of a falling HP Shadow of Impending Doom if performed pre-emptively (MK Airball can have an air-dash cancel at the end which will occasionally save you from a poorly timed attempt, as well as get you in closer to the Peacock)

vs Painwheel: s.HP is good for catching them out of flight, not too good against Painwheel's j.HK though so use it soon after they start flight, Air Gregor Samson (or Updo -> Air Gregor Samson) make good counters and moderately safe attacks when s.HP isn't being effective.

vs Filia: Let them airdash spam, counter with Updo

vs Cerebella: Chicken block ASAP. If you're feeling adventurous, s.MP is good to start with. IAD -> any move is useless against a good Bella player as they'll just use Devil Horns and get a free combo, most invulnerable assists have longer lasting invulnerability though so they're good to use. s.MK and grabs are good for dealing with some Bella's that rely on Tumble Run moves and Devil Horn counters, otherwise try baiting out jump-ins and countering with Updo -> Gregor Samson or Fenrir Drive.

vs Valentine: I don't really know any technical stuff for this match-up, I usually just stick to the neutral game and punish vial fillings with HP Ringlet Spike.

vs Parasoul: When she's zoning with her napalm shots use less air dashes and more c.HK. Follow this up with either Updo -> Gregor Samson or IAD-based pokes (depending on the enemy's reaction to c.MK and distance)

vs Double: Try to keep IAD height and punish cat-heads with Gregor Samson, keep them in a combo so they don't do it again (this is possibly void now due to Double's changes in MDE/SQE making her less focused on cat-heads)
 
An example of this is when Filia dose s.hp > j.lp > j.mp > j.mk(x2) > air dash > j.mp > j.hk, the opponent should end in the standing position allowing you to continue the combo without having to OTG.

So I've been trying this in the training room for the past couple days now. It's SOOO satisfying when I actually get it, but I only get it maybe 20% of the time. I notice that after the first j.MP, sometimes Filia would fall down faster than her opponent, causing the j.MKx2 to miss. Other times, Filia would rise up during the first j.MP while her opponent is falling down, causing the rest of the combo to drop. Does this mean I did the combo too early or too late?

Essentially, I'm trying to practice the restand combo over and over, with j.LP and j.LK. This is the string:

s.HP -> j.LP -> j.MP -> j.MKx2 -> airdash -> j.MP -> j.HK -> (restand) -> s.LP -> s.LK -> s.MK -> s.HP -> (relaunch) -> j.LK -> (same MP-MK-MK-HK air combo until IPS kicks me out)

Any tips on the timing of the combo? Should I just delay that first j.LP (or LK), or do it as early as possible? Oh also, is this universal? I've only been trying it on the same dummy character over and over again, but I don't know if the timing varies against, say, Double or Parasoul
 
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So I've been trying this in the training room for the past couple days now. It's SOOO satisfying when I actually get it, but I only get it maybe 20% of the time. I notice that after the first j.MP, sometimes Filia would fall down faster than her opponent, causing the j.MKx2 to miss. Other times, Filia would rise up during the first j.MP while her opponent is falling down, causing the rest of the combo to drop. Does this mean I did the combo too early or too late?

Essentially, I'm trying to practice the restand combo over and over, with j.LP and j.LK. This is the string:

s.HP -> j.LP -> j.MP -> j.MKx2 -> airdash -> j.MP -> j.HK -> (restand) -> s.LP -> s.LK -> s.MK -> s.HP -> (relaunch) -> j.LK -> (same MP-MK-MK-HK air combo until IPS kicks me out)

Any tips on the timing of the combo? Should I just delay that first j.LP (or LK), or do it as early as possible? Oh also, is this universal? I've only been trying it on the same dummy character over and over again, but I don't know if the timing varies against, say, Double or Parasoul
As far as I know, it's universal - only the timing of the j.LP/j.LK changes.

I'm still having trouble landing it consistently, but I've found that I have to delay the j.LP/LK a bit on light characters, and do it a little early on the heavier ones.
 
The only tip I can think of for the timing in to chain into j.mk before the last hit of j.mp. The last hit of j.mp pushes the opponent up and way from you just a little bit and prevents you from getting them close enough to the ground for the re-stand.
 
so... against another filia... if she back techs in the corner and you are walking towards her you will end up behind her... is this new?
 
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An easier way to do this is to just cr.lk > s.hp > j.hp > delayed j.hk > cr.lk > s.hp

The trick is to delay the j.hk so that it would not combo normally but does combo due to the double snap.
 
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c.LK s.HP, j.HP adf j.HP, [Looped j.MK(2) j.HP adf j.HP] against light characters is also super easy and super consistent after launch
 
This is a tip for newbies: You absolutely need to get Filia's midscreen ground throw game down perfectly.

It's really easy when you play lots of mediocre players online to get used to not doing the relatively difficult ground throw -> ground spike -> gregor stuff with all the variations by weight and so on, since regular Filia IAD stuff seems to generate tons of offense and Filia has to pay the gregor super tax on midscreen throws for mediocre damage, but if you get in the habit of not being comfortable using throws consistently in your mixups you are gonna be missing a big element of what can make Filia offense undefendable. Throws need to be a completely natural and automatic option.
 
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3. Gregor Samson goes through phase 2 of peacocks argus super. But in regards to regular projectiles, it will get halted in its tracks.
I dunno if it was different previously, but this doesn't seem to be the case now. Gregor Samson gets stopped by Argus like any other projectile, but it seems like only out of the 8 or so heights that the shots can come out of hit low enough to hit you out of it, so it's a gamble whether or not you'll bypass it.
 
I dunno if it was different previously, but this doesn't seem to be the case now. Gregor Samson gets stopped by Argus like any other projectile, but it seems like only out of the 8 or so heights that the shots can come out of hit low enough to hit you out of it, so it's a gamble whether or not you'll bypass it.
It was always like this. Gregor goes really low and Argus has a random spreadfire pattern. If you Gregor on reaction to Argus you have a random chance of getting hit. Yay Filia.
 
An easier way to do this is to just cr.lk > s.hp > j.hp > delayed j.hk > cr.lk > s.hp

The trick is to delay the j.hk so that it would not combo normally but does combo due to the double snap.

Why the hell did anyone ever do anything but this one?
 
Personal preference I guess, since all double snap infinites kill it doesn't matter which one you use.
 
So I haven't seen people discussing the ringlet psych change...

It makes both 2MP and 5HK safer.... 5HK is pretty much completely safe Fenrir is the only thing I found to punish it....

Fillia's pressure REALLY needed a buff.... right?
 
For all you Filia-Bella ladies out there:
<-------- Doesn't even work, they can just jump out of it (thanks evilben)
Great for dealing with those pesky blockers from a distance.

Simple Filia reset, everyone knows it (I hope) and can have the overhead replaced with a grab or just a good old fashioned low (I recommend blocking if they're evidently a masher, possibly chicken blocking if they're playing Bella):
Super advanced notation: -jump> j.HK -land> c.LK -> attack

Wanna know if they're mashing without endangering yourself? Just use this one simple trick, no pills, no surgery, just smooth hitting!

Getting tired of your buddy not being a scumbag and mashing away? Don't worry, make them think the right thing to do is to stop pressing buttons then go in for a cheeky airgrab, convert into full combo with HK Airball and Gregor. Maybe try mixing things up a bit later and backdash to safety while they tech a non-existent grab and burst unsafely.
 
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Cant remember if I posted this or not so I'll just post it again.

If you get a running start, instant j.hk will cross up your opponent. This works really well in a restand mix up example: j.mp > j.hk(restand) ground dash > j.hk. The only character this doesn't work on is double due to her tall standing block but this actually works to your advantage because they have to block is standing while every other character has to block it as a standing cross up. (This might not work on Big Band but I haven't tested it yet)

Best part about this mix up is the fact that because you have not used your air dash yet you can air dash back over them and j.hp for another cross up or just air dash away to get out of any danger.

Also if they start to block it you can neutral jump and make you j.hk not cross up.
 
Ah, what Winnie says about the crossup j.HK also works without a running start if you are right in front of the enemy and IAD->j.HK, it adds maybe a couple of unnoticeable frames to the startup but it's terrifying.

Also reminds me of another bit of Filia tech if you're looking for less than chain 5 resets. Will post a video in a minute.

EDIT: The video:
Probably doesn't work on Double, too lazy to check
 
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if you DHC into ultimate showstopper they can hold up on reaction to get out of it.
 
Whelp...
That sucks monkey nuts. Back to head-height Gregors for safety from now on
 
Does this one work on Double?
Yeah it is height, spacing and distance to corner specific. You want to hit them as high up as you can, basically, gives you more time after recovering to get in position for the pickup. You basically need a full dash to catch Double in the air.
 
edit: nevermind, I'm silly.
 
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It's a high and a low attack hitting close together. Am I missing something that makes this 'meaner' than anything else of the sort (say, Parasoul 6LP + Val c.MK assistcall)?
 
It's a high and a low attack hitting close together. Am I missing something that makes this 'meaner' than anything else of the sort (say, Parasoul 6LP + Val c.MK assistcall)?

edit: well, my understanding of unblockable protection was way off. Oh well.
 
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Isn't it the same amount of time (2 or 3 frames idk) between the hitbox going from purple to blue and the simultaneous high-low protection thing (3 frames iirc)? So surely this would work even without the second hit of j.MP.

EDIT: Actually yeah that's almost definitely the case, it's more than likely that the unblockable protection works separately from the block direction, i.e. "if they're hit by a low after blocking a high (or vice-versa) within 3 frames of each other then always set hitbox state to airblock while holding back" with that having priority over other hitbox state changes. Simply put, if Filia's j.MP had the 2nd hit happening instantly after the first hit then the blocking hitbox would stay purple and this is just a coincidence with frame counts. Probably.
 
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Lol I already know about this and have a set up for it, to bad Squgily is just not for me and they can always push block the first hit and block low immediately.

This is not as hard to block as you might think. (I have seen worse in other games *cough* Marvel)

Oh yeah and there is always option three, mash reversal when you see Squigly coming in for the assist. That will blow any set up out of the water and force the Filia to try and bait the reversal form then on.
 
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Well I'm confused now. Some more time in training mode leads me to believe the 3 frame thing rather than what I'd thought about mids cancelling the unblockable protection. Is this really a 3 frame gap though?
even at 10% it looks like the high/low is really close together.

Anyway, you could still do a high-low-high by cancelling to j.hk which is pretty hard to block.