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So now I'm doing the thing.

Pikmario

What the hell is a DHC?
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Pikmario
Filia
All the cool kids are making these new fangled training diary thingies, and having a place to make note of where I need to make improvements overall seems kind of helpful, especially what with planning on tripling my team size once Eliza's out. And hey, cloud storage is cool, and throwing my words so other people can throw words back if they want is pretty cool too.

Filia:
  • I need to stop jumping so damn much. Getting above the opponent is definitely important for her AvA and AvG game, but shit, I get caught by lows during jump startup so often. And let's not even talk about Excellebella/A Train...
  • Make a list of every single reset I know of, because offhand I can think of like a dozen and I consistently only use like 4. Those 4 are dirty as hell, but the more ambiguity the better. Made the list!
    • Memorize this list, keep it in mind whenever I'm in a match. The more times I make someone say "How did Filia even get there?", the more points I get.
  • Make/steal a reset combo. Something that isn't focused on damage so much as being able to transition into a reset at basically any point. Ideally something that constantly launches and restands as I've seen some people do, and it always freaks me out each time cause I have no idea when a reset might come.
  • Get a better midscreen Bella/Double combo.
    • My Bella combo just needs some optimization, could probably switch up to that j.MK (x1) > H Hairball one.
    • On Double my BnB midscreen works, but it fails occasionally and I'm not entirely sure why.
    • It works weird on Filia too, due to her weird air hurtboxes/bounding box. Maybe need one for her too
  • Figure out heavy counterhit combos for the entire cast, probably corner only because midscreen resets are way scarier than corner ones. I've got one that works on most characters, but at least Valentine falls out of it due to her air hurtbox being shaped perfectly to avoid c.MP > s.MK.

Fukua
  • Learn/Practice/Perfect midscreen and corner damage combos
    • Proooobably gonna be some midscreeen shadow combo nonsense, which I really don't like, because delaying specials and ground dashing after a chain both feel weird
  • Same for a reset combo, make one up or steal one
  • Figure out conversions from each of her moves
    • In particular, her three grabs, and her level 3
  • Get a combo that doesn't use up OTG for when my conversion uses it up
  • Figure out a safe blockstring

Eliza
  • Actually start using this character
    • Probably gonna just wait til she's released, cause re-learning shit when she changes annoying as hell
  • Get a feel for each of her normals. How big they are, how they move her and the opponent, how well they chain, etc
  • Figure out and memorize all of her special inputs
    • Get a feel for these specials as well
    • Supers, too

General team shit
  • Assists. Oh god how do I even
    • L Updo, H Drill, I dunno for Eliza. Torn between M Sekhmet and H Twirl.
    • This set of assists gives everyone both an invincible assist and a lockdown assist. H Drill isn't super great at either of these, but it counts I guess
  • DHCs
    • Figure out what can DHC into what properly
    • Also improperly, but still can do stuff after, because those look hype as fuck
    • Also conversions after a DHC for when I've still got Drama left
    • Fenrir DHC timing. Like 50% of Filias just DHC before contacting the ground, and I GUARANTEE that lost damage will cost me a match at one point, so I wanna be a cool guy and get all the damages.
      • Also when it hits Fortune's head. Fuck.

Other shit
  • Rewire my stick the way I planned to from the start
    • Probably not even going to bother with this, because the buttons are too far apart to utilize how I intended, so fuck
    • Though I at least need to move RT and RB to the two rightmost buttons and off of the two top buttons. Or maybe not, I dunno.
  • Get better at instant air dashes. I do believe that I tend to hit PP during my prejump, which obviously doesn't give me a dash, so I end up just neutral jumping then j.MPing at nothing.
 
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Make/steal a reset combo. Something that isn't focused on damage so much as being able to transition into a reset at basically any point. Ideally something that constantly launches and restands as I've seen some people do, and it always freaks me out each time cause I have no idea when a reset might come.

sHP jHK adc jLK jMP jHK
cMP jMK adc jLP jMP
cLP cMP
TK H-Airball gdc sLK sMP sMK cHP/sHK > Hairball

Add an assist in the final chain depending on what you have in the back.

There are about 14-15 resets that you can do out of this combo, and more than a few of them have really deep lines/mixups.
 
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Oh my heavens, I'm just imaging that and it's scaring me.

One question: the TK Hairball part, that input would get a back superjump before cancelling into Hairball, right?
 
I do 2148HK personally, not really trying to superjump
 
I find restands harder by using just j.MP. Always seems to push them back up into the air on the last hit. 'Sides, my midscreen BnB doesn't even do a restand, only my corner one, and getting the restand with j.HK is super easy.
 
I find restands harder by using just j.MP. Always seems to push them back up into the air on the last hit. 'Sides, my midscreen BnB doesn't even do a restand, only my corner one, and getting the restand with j.HK is super easy.
how on earth does it push them up? if you delay your j mk. everything should pan out. like the only way you drop it is if you don't press jlp at the right time.
 
Are we friends on Steam? If not, mind if I add you? I'd like to run a set or 10.

We bumped into each other in QM a few times recently and your Filia was giving me crazy fits.
 
how on earth does it push them up? if you delay your j mk. everything should pan out. like the only way you drop it is if you don't press jlp at the right time.
When they're still in the air, at least, it pushes them further up. Though this is for s.HP launches, not c.MP. I'm not experienced enough with c.MP launches, never really used it.
Are we friends on Steam? If not, mind if I add you? I'd like to run a set or 10.

We bumped into each other in QM a few times recently and your Filia was giving me crazy fits.
Don't think we are, go ahead and add me. I'm up for a set mostly whenever if I'm not doing much else.
 
This post become way more guide-like than I was intending, but oh well.

Filia resets I can think of while I should be working:

Restand j.HK > land
Filia is SUPER positive when doing this one, to the point where I often accidentally combo into c.LK when I wanted a low reset. Should work on that timing.
low j.MP > j.HP (whiff)
Fastfall reset that the opponent will recover quickly from, but will send Filia to the floor even more quickly due to skipping the hitstop from j.MP. If done too high, j.HP will actually come out and hit, entirely ruining your positioning.
s.HP > j.HP > adc > j.LK > delay > j.HK
Slightly delayed j.HK will hit same side
Slightly more delayed j.HK will hit as a crossunder (Midscreen only)
Doing this on Filia/Fukua is flaky because of her weird air collision box. If done too early, it whiffs entirely, if too late, you auto correct and knock her the wrong way
It's a pain on Fortune too, due to her tiny air hurtbox​
Either way you do it, you'll end up on the other side of the opponent and need to use your OTG to pick them up​

s.HP > j.HP > adc > j.LK > do nothing
Filia will land while her opponent's still in the air. From here you can go nuts. I recommend dash under > IAD grab whiff crossup > low because what the fuck where even are you.
s.HP > IAD > j.LP > nothing
Similar to the above except the opponent isn't quite as high. Still high enough to dash under though.​

c.MP > IAD > j.LP > j.LK
I believe that this crosses under on its own, and doesn't put them high enough to dash under again. Could be wrong, I've never used this reset​

c.MP > c.HK (whiff) > Updo
This is nooooot a great reset. If it hits, great, now spend a meter to convert. If it doesn't, your opponent just blocked Updo...hope you have a safe DHC!
Still though, it's a pretty reset, and it's something she can do so *shrug*​

j.MK (1 hit) > j.HP (whiff)
j.MK does some weird bullshit when it's cancelled, but doing this will basically ROCKET Filia to the floor, so long as were moving down even a little bit when you hit j.MK.​

j.MK > adc > grab
Depending on your grab timing, you will either
Whiff because of hitstun, landing before your opponent
Whiff because your opponent landed
Grab your opponent​
All 3 are pretty good options!​

j.MK > adc > delay > j.HK
Altering the timing of your j.HK will determine if it crosses up or not. Character height and Filia height dependent, of course​

And what good are resets without some mixups.

c.LK
Super fast startup, safe on block, can hitconfirm into blockstring even if it is blocked, this is a really good low​

Forward jump > j.HK
Same side overhead, something like 19ish frame startup between jump startup and the move itself. If it hits, there's plenty of hitstun to land and get a light hit in for a hit confirm.
Pretty solid overhead option, plus it allows for an air dash cancel to go for more shenanigans if they blocked it or you want a really strong jumpin​

IAD > j.LK
Slightly faster than the above overhead, with the downside being that you've already used your air dash so there's less you can follow up with​

IAD > j.HK
Depending on your timing of the j.HK, and the height of your opponent, this can very ambiguously cross up.
On top of that, this dodges Napalm Pillar midscreen like 90% of the time, and 100% of the time in the corner. It's kinda disgusting

IAD > Air Grab
Option Select! If they jump, grabbed. If they stay grounded, well shit, Filia just jumped, better block high OH MY GOD SHE HIT LOW
Chain multiple of these mixups in a row to really mindfuck your opponent. See how many you can do before they say fuck it and jab you!
Furthermore, midscreen, if your opponent is short and crouching, this will cross up ON TOP OF being a fastfall.
I love this mixup.​

Ground Grab
Midscreen, this is OK. Your main option of conversion is Ringlet Spike (M or H, depending on distance from corner) into Gregor. Uses up your OTG in the process.
Doesn't work too well on Double, her weight messes with it heavy. Works fine on Band though, his size makes up for it.
Alternatively, you can do L Updo > Gregor to get a slightly higher wallbounce from Gregor, makes it work a bit more reliably on Double.​
Corner, this is great, because you can convert without meter. Still uses up your OTG, but hey, can't have everything.​

Air Grab
Main 3 options after an air grab are
Instant Gregor
H Hairball > Gregor
H Hairball > adc​
These are dependent on how high you are. If you're more than about a jump height above the ground, only the first option will work reliably
Instant Gregor is a bitch to time (not anymore actually since Mike made that easier, woo!), doesn't use your OTG, works on everyone, and gives you a really easy wallbounce to confirm off of
Hairball into Gregor uses up your OTG, gives you a way lower wallbounce, and works poorly on heavier opponents
This doesn't work at all on Big Band, his hurtbox is weird and the Gregor whiffs entirely. Using L Hairball instead works fine, and gives you a super high wallbounce.​
Hairball into dash cancel also uses your OTG, but after the dash cancel you can start doing ground chains. Just keep in mind that it uses your 1 Hairball cancel per combo​
 
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This post become way more guide-like than I was intending, but oh well.



j.MK > adc > grab
Depending on your grab timing, you will either
Whiff because of hitstun, landing before your opponent
Whiff because your opponent landed
Grab your opponent​
All 3 are pretty good options!​
switch it out for j mk (1hit) IF you want to absolutely grab into gregor(the most optimal one.)
 
Why did u post that restand list in your Training Diary instead of as a Thread in the Filia forums?
That's a kinda cool post I guess, but it's super hidden away in a spot where few people look
 
Becaaaause I'm dumb and am using this thread as a brain dump location, and I was bored at work. I can cross post it in the Filia resets thread.
 
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low j.MP > j.HP (whiff)
Fastfall reset that the opponent will recover quickly from, but will send Filia to the floor even more quickly due to skipping the hitstop from j.MP. If done too high, j.HP will actually come out and hit, entirely ruining your positioning.​

As a general rule I try to save this one for the corner from Airball > adc jMP so that the jMP hits relatively high up on their body and I don't risk the jHP getting any active frames out or any fast lows actually connecting as a combo. If you've conditioned someone all match to block low, this is probably my favorite setup for jHK so you get the really nasty jHK adc jHP jHK jHK adc jHP jHK starter.

This is the one thing that pisses me off about Filia because the jHP is visually there, but without active frames, so it's pretty tricky against overly observant Filia-Blocker tryhards like me. :(
s.HP > j.HP > adc > j.LK > delay > j.HK
Slightly delayed j.HK will hit same side
Slightly more delayed j.HK will hit as a crossunder (Midscreen only)
This is actually one of the things I stole from your set during Duck's kumite. I generally prefer doing sHP jHP adc jLP instead of jLK for consistency and decisive control of sideswaps/carries in the combo anyways, but I did find that doing it here actually makes this a little easier to go for the crossup while moving you forward/down more than the jLK allowing for an easier OTG pickup in my experience.

I wasn't aware of the same-side jHK variant, but even now, I don't think I'd use it.

s.HP > j.HP > adc > j.LK > do nothing
s.HP > IAD > j.LP > nothing

Again, I use jLP in both of these circumstances so Filia gets down quick.

c.MP > IAD > j.LP > j.LK
I believe that this crosses under on its own, and doesn't put them high enough to dash under again. Could be wrong, I've never used this reset
This is effectively the same as all of the sHP > IAD jLP stuff, albeit much tighter timings. It's got a lot of character specific stuff to be ironed out before it's reliable. If you're in the lab having a hard time with certain characters, I found that the best ways to tweak it are to jump backwards (7) before the airdash forward or neutral jump (8) > airdash forward. Some characters it crosses up naturally with the jLP jLK, some you'll land same-side and you still have to ground dash in order to "squeeze" under them.

All that said, I highly recommend using/practicing it because it's so worth it in the Duck route, or any time you can get your hands on a cMP. It's really difficult to react to because they're so low to the ground, and when you combine that with the pacing of the Duck route, they won't know whether they need to be mashing an air super or ground super.

c.MP > c.HK (whiff) > Updo
I took this from Blandaid and Mike, but prefer to use an assist crossup variant with Bomber such that cHK + Bomber crosses under them but calls bomber on that side before the slide's made it to the other side of them. On block it leaves bomber pretty safe since they're not facing it, and you can still be risky and go for low/throw/high on the other side since most people are actually able to block this pretty well offline.

I agree it's not great with the updo/gregor commitment and probably not worthwhile for a solo.

j.MK > adc > grab
Depending on your grab timing, you will either
Whiff because of hitstun, landing before your opponent
Whiff because your opponent landed
Grab your opponent​
All 3 are pretty good options!​
I've never really used the duck/winnie routes where there's lots of cHPs and ringlets in the corner that enable this at a low height. Are there any other setups that you use this with?

I do use cMP > jMK(1) adc airthrow in the Duck route whenever I need to spice things up, but it's rarer in my play than jLP jLK > adc airthrow in other points because it's still pretty hard for me to get consistently.

j.MK > adc > delay > j.HK
Altering the timing of your j.HK will determine if it crosses up or not. Character height and Filia height dependent, of course​
steeeeeealing. <3

IAD > Air Grab
Option Select! If they jump, grabbed. If they stay grounded, well shit, Filia just jumped, better block high OH MY GOD SHE HIT LOW
Sev destroys my will to live with this shit. He's actually airthrown me out of a bad L-bomber with it before.

Ground Grab
Alternatively, you can do L Updo > Gregor to get a slightly higher wallbounce from Gregor, makes it work a bit more reliably on Double.​
L-Updo will actually hit big band if you're quick enough and the air gregor will hit and get you a higher wallsplat without using your OTG. I generally watch the combo counter during the throw and time my Updo input with that.
 
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j.LP vs j.LK

What are the differences between these two moves? I'll be honest and admit I really only use j.LP when I'm doing an air magic series, so I'm not too familiar with its properties.

I took this from Blandaid and Mike, but prefer to use an assist crossup variant with Bomber such that cHK + Bomber crosses under them but calls bomber on that side before the slide's made it to the other side of them. On block it leaves bomber pretty safe since they're not facing it, and you can still be risky and go for low/throw/high on the other side since most people are actually able to block this pretty well offline.

I agree it's not great with the updo/gregor commitment and probably not worthwhile for a solo.

I forgot ENTIRELY about using an assist to cover this. Which is pretty sad considering Mayor of Earth (I think) used it against me a shitload with Fukua followed up with Beat Extend. Pretty decent piece of kit if you've got an assist that covers a good horizontal distance.

I've never really used the duck/winnie routes where there's lots of cHPs and ringlets in the corner that enable this at a low height. Are there any other setups that you use this with?

Normally I go for that when I'm doing a full air magic series. j.LP > j.LK > j.MP (x3 or 4) > j.MK > adc > grab.

L-Updo will actually hit big band if you're quick enough and the air gregor will hit and get you a higher wallsplat without using your OTG. I generally watch the combo counter during the throw and time my Updo input with that.

Oh shit, I forgot all about this. I dunno what's goofier, catching BB with that, or Bella's Dynamo> Cerecopter > Dynamo on him.
 
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What are the differences between these two moves? I'll be honest and admit I really only use j.LP when I'm doing an air magic series, so I'm not too familiar with its properties.

jLP seems to arc her downward a bit more and the hitbox is higher, so you'll get underneath them a little faster/easier.


Normally I go for that when I'm doing a full air magic series. j.LP > j.LK > j.MP (x3 or 4) > j.MK > adc > grab.

thanks. <3
 
j.LP also has a much better hitbox, meaning IAD j.LP is less likely to be beaten by things than IAD j.LK
Also means you can chain into j.LK, which gives you additional mixup options
Looks cooler, too

Use j.LP