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A good blockstring?

dama624

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Squigly Filia
Does anyone have a good blockstring to use as Filia?

So far I'm using cr.LP > cr.MK > cr.HK > Ringlet Spire L, but after having it broken once during a match, I checked training mode to find that you can get grabbed out of Ringlet.

I'm considering switching to cr.LPx2 > cr.LK, but I don't know if I'd be able to react in time to see whether the opponent got hit or not.
 
The problem with c.LP is that it doesn't hit low. It's main purpose is just to be a fast normal. I personally just do c.LK > MK and see if it hits. With an assist, I'll use c.LK > c.MK + assist call and then go for a mixup.

If you want to be ballsy, you can replace the ringlet in your blockstring with an updo and punish people trying to grab you out of ringlet.
 
You could try replacing Ringlet with Updo to mix up your blockstring a bit. Obviously Updo can be punished but if you're getting grabbed out of Ringlet a lot, throwing an Updo instead of Ringlet could save you.
assuming they can't grab you out of Updo, anyway...

I also remember reading you can also end with s.HP to make your string safe? I might have that mixed up with another character or game...
 
Her HP is -4 on block so I suppose you can do that, although Cerebella should still be able to grab you.
 
One thing I've seen done to me lots is have an assist call at the end of the blockstring to make it safe. As a hypothetical example, call Cerecoptor after the c.HP or the ringlet spike in your string and while they're blocking the coptor, rush in and start a new blockstring. Playing solo, I can tell you this is very hard to deal with (or maybe I'm just n00b) if done correctly.
 
Her HP is -4 on block so I suppose you can do that, although Cerebella should still be able to grab you.
No
Bella's fastest grab takes 5f to grab

Filia blockstrings:
c.LPx2 [+8 on block] - Downside: Very hard to hitconfirm, not a low starter
c.LPx2 c.LK [+6 on block] - Downside: Not a low starter
c.LK c.MP s.MK [-1 on block] - Downside(?): On hit, chaining into s.HP launches the opponent higher than usual, which means you may need to adjust your airstring
*anything* into s.HP [-4 on block*] - Downside: Low range, meaning pushblock usually causes it to whiff
*anything* into c.HP [-15 on block] - Downside: Punisheable (BUT: Catches the opponent if they pushblocked, and not *that* easy to punish when done at max range)

*Punisheable by nothing other than Fenrir Drive

E: Reworded to be less ambiguous
 
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This is all you need to know about Filia block strings.
Do c.lk > c.mk > s.hp

Its safe, and if they push block the c.mk they still cant punish the wifed s.hp, if they push block a lot then don't s.hp

If you have an assist then call it during the c.mk they cant push you away until the end of the c.mk so your assist has plenty of time to come out make you safe.
 
No
Bella's fastest grab is 5f startup

I was under the impression that it grabbed on frame 4 but just looked it up and its a 4f startup.
 
I'm currently using:
c.lk > s.mk

When I hit I continue like so:
c.lk > s.mk > s.hp > combostuff

Her s.mk is -1 on block. That's why I used it and why I stop the string after this move when blocked.
And because it is only one hit (unlike her c.mk) , I believe it does not degenerate the damage output so much; meaning more damage from following combo.

Since it is not a multi hit (like her c.mk) it might be a little bit harder to hitconfirm though.
But I don't think it's that much harder. Maybe the 9 frames hitstop of her s.mk help with that?

Thing is: it's obviously pretty short when blocked.
What do you do when your blockstring was blocked? Block yourself/get passive and check what the opponent is doing and punish when time comes?
Or do you start another blockstring and try to keep up the pressure?

Still a beginner in fighting games. So if you have oppionions about what I wrote I would be interested.
And btw: first post here :)
 
The only problem with this block string is that it is too short. Most block stings in SG are used to call assist and stall for time to allow your assist to come in and hit the opponent safely. Once your opponent if put into block stun from your assist you can then continue to add pressure with mix ups. (high or low) If you don't have an assist or you cant call one for some reason (like you just used it) then you want to get to a safe position before trying again until you get a hit. If your running solo and don't have an assist then your short block string is probably better because it is safer than most other block strings.
 
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Oh yeah. Currently solo Filia. Could have said that.
Will add more members to my team over time when I learn more characters :)

Thanks for your reply! It does help me now, and I will keep it in mind once I start using more than one character.
Good to know that one can use different blockstrings when playing with an assisst.
 
What do you do when your blockstring was blocked? Block yourself/get passive and check what the opponent is doing and punish when time comes?
Or do you start another blockstring and try to keep up the pressure?

tl;dr = After your blockstring is finished, you can either block or pressure depending on the situation, but this is also a situation where you can trick your opponent through mind games to get damage

Not sure how this situation pans out in high level play, but for scrubby low levels like myself, I find that this is where the mind games start. In most normal situations, once your blockstring ends, then it's time for you to block, and for your opponent to attack. Jason wrote a very nice beginner guide here (http://steamcommunity.com/sharedfiles/filedetails/?id=172072817) which contains a very good analogy. During your blockstring, you have the "ball" and are on the offensive, and after your blockstring ends, your opponent then has the "ball" and can go on the offensive.

However, this is the point where you can start doing mind games. You both know that your opponent now has the chance to attack. Normal behavior dictates that he will now stop blocking and begin his assault. If you see him doing this, you can throw out a move that will stuff his assault. For example, as a solo Filia player, once I see my opponent finish his blockstring, I will do one of three things: 1) take to the air and go for a high, 2) attempt a low if any of my low normals are in range, or 3) attempt a throw if I'm in range, or a run-and-throw if I'm out of range.

But you know this is coming. If you see me take to the air, you will normally block high because you know my high normal / special is coming. However, since you have already predicted this, you can call out a DP assist, or do an anti-air move yourself to attempt to stuff this. Normally you would block, but you have now played the mind game and acted upon your prediction. I get hit by your anti-air, and you now have a chance for a free combo.

Now, I happen to KNOW that you know what I'm about to do. Let's say I usually take to the air and go on the offensive. But I've played you so much that I know you tend to read my mind and anti-air my offensive. Now I can play the mind game and do an empty jump to make you THINK I'm about to go on the offensive such that you will do your anit-air. I then block (or make you whiff), stuff your anti-air, and attack you when you are recovering from your mistake. Now I'm the one with a free combo, because I have played the better mind game.

The rabbit hole goes much deeper than that, but you get the gist of it. Like I said, I'm still a scrubby player and I am by no means an expert on the subject..... but from my experience, this is the stuff that tends to happen to me after a blockstring is complete.
 
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Wow, thanks for your detailed reply Money!
I think my mindset is similar to yours. I understood what you wrote and was thinking in the same direction.
Good to read it in a detailed way like your reply to check if one was thinking the correct way and to even understand things better.
So thanks again!

The last days I often played again button mashers... which means they don't block very often, if at all.
The way I was playing this: I was blocking most of the time, waiting for an unsave move and punish that.
It almost never gets blocked, so: combo time.

But I often felt that I'm too passive... that I should be applying more pressure with my rush-down character. But I failed miserably with that and got hit by random attacks while trying to approach...

So my question: Is blocking and punishing the way to go against mashers? Or should I be "more active"?

Thanks for all you feedback!
I'm still a noobish fighting game player. So all hints are appreciated.
 
Just wanted to thank everyone for the blockstring suggestions - I think I'll use st.HP a bit more often. I had no idea it was that safe.

Does anyone know the frame disadvantage for cr.MK?

So my question: Is blocking and punishing the way to go against mashers? Or should I be "more active"?

Thanks for all you feedback!
I'm still a noobish fighting game player. So all hints are appreciated.
Against mashers, block and punish. I've found that being "more active" only results in my moves getting stuffed by mashed jabs into a mashed combo.

If they're mashing, chances are they'll use a very unsafe move.
 
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Does anyone know the frame disadvantage for cr.MK?

cr.MK is -5 on hit and -7 on block...
So I would only use it in the middle of something not at the end.
It's not too much but there are safer options out there.

Shoryuken has the framedata for all moves (if you don't already know that)

http://wiki.shoryuken.com/Skullgirls/Filia

Against mashers, block and punish. I've found that being "more active" only results in my moves getting stuffed by mashed jabs into a mashed combo.
If they're mashing, chances are they'll use a very unsafe move.

Ok, so your experience is the same as mine. Thanks for your reply!
 
@countcb I would agree with dama624 here. From your description it seems to me you are completely out-playing your opponents. There's no need to keep up the offensive if the block-and-punish strategy is winning you games. That being said, I have played against some VERY good opponents who DO act like what you said, and continually attack with very little defense time. The difference is that I can't seem to ever get out of my defensive position because they leave very little holes in their offense. I've had the play-by-play discussion with them before, and the fact of the matter is that I'm just not at the same level as some of those guys. In other words, a full rushdown make-you-block-till-you-die strategy DOES work for Filia, and can work for many characters.... you just need to be really, really good at covering your holes and unsafe moves.

@dama624 Regarding cr.MK, I use that all the time as my hit confirm as well... purely because it gives me so much time to do the confirm. My go-to string is usually cr.LK -> cr.MK -> st.HP -> air combo. If whiffed, the cr.MK does not come out because the cr.LK is still out. If blocked, I tend to be able to block fast enough before a punish (well, whenever I fight other newbies that is). One of my bad habits which I'm trying to get rid of is throwing out that cr.MK as the first hit in a string.... I used to use this because of the great range it has, but if it whiffs then Filia is in for a world of hurt. :(

Regarding st.HP, I don't believe it's THAT safe... if whiffed, you can still get punished. As winnie mentioned, this works *IF* your opponent push-blocks the cr.MK. If they don't push-block, then they can punish you after the st.HP.
 
The problem with c.LP is that it doesn't hit low. It's main purpose is just to be a fast normal. I personally just do c.LK > MK and see if it hits. With an assist, I'll use c.LK > c.MK + assist call and then go for a mixup.

If you want to be ballsy, you can replace the ringlet in your blockstring with an updo and punish people trying to grab you out of ringlet.
this is honestly the best advice i'd give....EXACTLY what he said.

Just remember not to abuse the DPs. The ringlet spikes give you a bit more safety but are still punishable with a cautious eye & mashers. finishing w/s.hp seems to be fine in most situations, but sometimes you will get screwed if people are really on point. But no, unfortunately Filia has TERRIBLE block strings for an offensive character. To be hoenst i wouldnt even say she has any period.