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Filia Character Guide

ashxu

its time to ape
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@ashxu it open and stickied. Looking into who locked it.
 
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Great guide just a few things (note I am not a Filia expert...)
cr.mk is a great tool for ending block strings because it's hard to push block and keeps the opponent under pressure
s.hk is also a great anti air and burst bait tool because you can cancel into ringlet psyche to move backwards (it can knock another filia out of Gregor or airball if done at the correct time)

You also forgot to talk about her special moves :) (but who uses those :P)
 
Great guide just a few things (note I am not a Filia expert...)
cr.mk is a great tool for ending block strings because it's hard to push block and keeps the opponent under pressure
s.hk is also a great anti air and burst bait tool because you can cancel into ringlet psyche to move backwards (it can knock another filia out of Gregor or airball if done at the correct time)

You also forgot to talk about her special moves :) (but who uses those :P)
c.mk will cause you to get diamond drop or get poked by fortune as it is punishable. another thing about c.mk is that if you end it there you put yourself into a mixup.
 
it is -7, you will be straight punished in most matchups.
 
Thanks for reminding me joshb911, can't believe I forgot specials, whoops.

c.MK isn't really that good for ending blockstrings because not only is it -7 which means people that are really on the ball can punish it, it's long active time means it gives people a lot of time to PBGC it too.

Also even if it hits, your combo gets scaled a lot. Try starting a combo with c.LK s.MK and then compare it with c.LK c.MK.
 
Thanks for reminding me joshb911, can't believe I forgot specials, whoops.

c.MK isn't really that good for ending blockstrings because not only is it -7 which means people that are really on the ball can punish it, it's long active time means it gives people a lot of time to PBGC it too.

Also even if it hits, your combo gets scaled a lot. Try starting a combo with c.LK s.MK and then compare it with c.LK c.MK.
I was just repeating what winnie had mentioned in his guide.
I prefer to use cr.lk, s.mp chains or cr.lk, cr.mp for combos for more damage
E: balls meant to say poke........
 
2LK 5MP seems great in theory but the pushback means it is really hard to get confirms into 5HP in practice.

5MK serves both the purpose of moving forward and being not death on block
 
that's a very valid statement. My only problem with that is if people develop the habit of going to 5 mk all the time they limit themselves to what filia can do. I'm not a fan of flowcharted stuff so the more options the better so for instance I would not suggest you use 5 mp right from a cr.lk that would be foolish but from a IAD j.hp, j.hk setup yeah why not? It's all about optimization. Once again I'm not a Filia expert (yet) so I'm only basing this off of what I've tested and my personal beliefs about fighting games. One should never count something out because it seems like it's useless everything has a purpose you just need to find it :)
 
@ashxu you forgot to talk about dash canceling out of air ball in the specials section (sorry for being so nit picky......)
 
c.LK s.MK is only -1 and is only 2 hits in total. If you can only confirm from c.LK then go for it, unfortunately most people can't which is why s.MK is usually the best confirm.

Unless you're talking about something else? s.MK doesn't whiff on crouching Painwheel anymore so it's the best confirm on the ground.


Also I don't think you can ADC Airball on block? I learned pretty early to use Hair/Airball sparingly so I don't really get too many situations where I get my Airball blocked.
 
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Also I don't think you can ADC Airball on block? I learned pretty early to use Hair/Airball sparingly so I don't really get too many situations where I get my Airball blocked.
That's correct, you can only air dash cancel on hit. I don't think air Hairball is a bad thing to go for at neutral, though.
 
It can be dash cancelled on whiff, as well, but only during its recovery frames, I believe.

Also I'm not 100% certain, but I think if you whiff airball > dash > hit with air attack > confirm into combo, you still have your 1 Airball ADC for your combo.
 
It can be dash cancelled on whiff, as well, but only during its recovery frames, I believe.

Also I'm not 100% certain, but I think if you whiff airball > dash > hit with air attack > confirm into combo, you still have your 1 Airball ADC for your combo.
Well if you land and rejump between whiffed airball and comboed airball yes.
 
This guide is great. I'm currently trying out the combos and having fun trying to strengthen my point character.

If I had anything to add it would be a brief section on air dash cancels. I felt like such a dumb looking at "ADC" with dull incomprehension for a about a minute before it made sense. I imagined what a newbie might think and did a Google search for ADC in fighting games and the top results lead to League of Legends discussions.
 
@LuxadeSwag shhh... Your giving away all my tech.... :(
How am I supposed to win now :]

Also good reset did!
 

Extra resets for the guide. @ashxu
Thanks for posting this but it will take some time to transcribe and test all these by myself. Are any character specific? The very first few I already knew about but I did it slightly different however they could just press a button and get out. I know the first one with IAD j.LP doesn't work on Big Band.
 
Most are difficult on most characters. But almost all of them can be universal.
 
Updated guide to reflect the Beowulf changes.

If you've been playing the Endless Beta all this time then there's nothing new though.