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Beginner questions regarding strategy

Money

Solo(?) Filia
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So I'm playing solo Filia, and I consider myself a more high level beginner (or maybe low level intermediate). I can't do anything crazy, but I've got a ~4K damage meterless BnB that I use and I've played a fair share of ranked and lobbies.

My question is three-fold regarding general strategies using Filia.
1) How do you follow up after a Gregor Samson? I've been trying to do a dash -> st.HP so I can take to the air again but it whiffs more often than not, and sometimes the dash doesn't come out (I try to dash right after the wallbounce). Anyone have any tips for a very basic followup? I have a feeling my timing is off somehow, or maybe a dash st.HP isn't the way to go

2) Is there anything that can follow a cr.HK? I sometimes find myself in a situation where the opponent has thrown out an unsafe move, and the only normal I have that can reach him in time for a punish is the sliding cr.HK. However, I can't follow it up with anything decent.... I try for a HK hairball, but that whiffs if my opponent techs. I'm thinking maybe a ringlet spike might work too, but I can't follow that up with anything either (aside from the super). At that distance, what do you guys use?

3) As a solo, I'm starting to have troubles against players with good assists. In the past, I used to be able to stuff assists because I was fighting people who either call them recklessly, predictably, or never call them at all. But now I'm getting paired up with people who actually know what they're doing and it's a whole new game. For example, I don't know what I have in my toolbox to beat a rushdown Filia with a Cerebella assist to keep her moves safe. The other day, I played around 20 some matches against one who's got roughly the same BnB and the same strategies I use, but the extra Cerecoptor made it such that I can't punish any unsafe moves he throws out or whiffs. In general, how do you guys deal with assists while playing a solo character?
 
1) The only ender I know after a Gregor Samson is s.HK into Fenrir Drive. I have seen players pick up with a dash>s.HP, though, so you may just need to work on your execution.

3) As a former solo Filia, the only advice I can give you is to be patient. Wait for big openings. You have more health than their individual characters do, so you can afford to tank some scratch damage. Punish any misplayed assists with a quick hit or two, nothing too crazy. If you can hit their assists, even just by chipping them little by little, you'll force them to be less liberal with calling in assists, giving you some breathing room.
 
1) How do you follow up after a Gregor Samson? I've been trying to do a dash -> st.HP so I can take to the air again but it whiffs more often than not, and sometimes the dash doesn't come out (I try to dash right after the wallbounce). Anyone have any tips for a very basic followup? I have a feeling my timing is off somehow, or maybe a dash st.HP isn't the way to go
I would do dash s.MK s.HP. That doesn't work against heavy characters, though. You can also do dash OTG c.MP s.HP. The timing on that one is much more forgiving and it works on everyone, but since you need your OTG you can't use that conversion if you did something like throw xx H Ringlet Spike xx Gregor Samson.
 
2) after a sweep or anyones cr.hk you cannot combo after it unless you use it as an otg move then you can follow it up with a special or super.

For example if you punish someone with sweep then you cant follow up combo no mater what you do but if you throw someone into the corner and cr.hk as an otg then you can follow up with a special or super.
 
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I was just wondering how a lot of these combo videos manage to make Filia air dash almost a foot off the ground and rush with her incredible aerials
Ive tried a couple of time but to no avail, I manage to jump over the opponent
Im using a ps3 controller so maybe that's just it?
 
Are you manually dashing, or 2 punch dashing? The game has leniency so if you jump, then hit 2 punches for a dash you will air dash at the first possible frame you are allowed to.

And I would rarely blame the controller, the only thing I see pads having an issue with are holding commands (Zero's Buster, Juri's Projectiles, Peacock's Shadow) otherwise most inputs are just as achievable. Except maybe Medium Punch Light Kicks or Medium Kicks Light Punch combinations.
 
Whenever I go for IAD, I hit diagonal-up on the stick, which makes me jump towards the opponent, and then I instantly input a second foward motion on the stick. That first diagonal jump counts as the first 'forward' and the second forward motion causes the dash. I still can't do it perfectly, but I can IAD semi-consistently at about waist-high level using this technique in live matches.

Also, in regards to my original posting.... after a Gregor Samson, I've been doing a cr.HK into HK hairball now, with the option to Fenrir at the end if need be. Anyone have any thoughts on this? It's not the best damage in the world, but I've become somewhat consistent with it both in training and in matches now. It sure beats me attempting to do that dash st.HP or dash s.MK or even a dash s.LK, none of which I can land consistently (I think it must have something to do with my timing of that dash).
 
@Crookycumbles I forgot about the double punch dash thanks! I'll try it out and see if this or Money's method works better for me
And I meant to say blame the controller for my personal lack of QC's and such. I'm more used to analog since SSBB and all
 
@Crookycumbles I forgot about the double punch dash thanks! I'll try it out and see if this or Money's method works better for me
And I meant to say blame the controller for my personal lack of QC's and such. I'm more used to analog since SSBB and all
Hopefully it works out for you. If there were no 2 punch dashes in the game then I would suggest Money's input as well but to be honest 2 button dash is much more reliable, and if you're using a pad it is even easier with a macro set for it.
 
I have personally always found 96 (up forward, forward) to be more reliable then hitting an extra button. Then again I used to play Vampire Savior a lot.
 
If you use a PS3 controller, just map 2 punches to a shoulder button you don't use. Keep in mind the punches you are using though because they could effect your follow-up.

For example, if you set L2 to LP+MP, it'll make using j.LP or j.MP just slightly harder because you will have to completely release L2 for the j.LP or j.MP to register due to the game thinking you are already pressing those 2 buttons.
 
Is there any sort of video dedicated to this game's movement in general?
Ive been trying the u.f,f method of short hop/air dashing (Not sure what to call it) and it seems to not work well for me or I guess I can't pull it off quick enough on my ps3 controller
The double punch method seems to work a little better cause I can see a height difference happening
 
I have never ever heard of a person who felt 956 was easier to do than 9PP
You guys are some fucking weirdos
The point is, Im not really sure if Im even doing 956 (Assuming it's uf,f) right at all. This is the first fighter I'm taking seriously on my PS3 since I havent gotten it on steam yet
 
If you can do 9PP, you don't need to learn 956/uf,f at all*. If you're playing on something that isn't an arcade stick, you are definitely better off doing 9PP.

*unless you decide to transition to other airdash fighters
 
I have never ever heard of a person who felt 956 was easier to do than 9PP
You guys are some fucking weirdos
For the record, It's 96 not 956. Returning to neutral state isn't needed iirc.

Or maybe it's just a tap. Anyway simply piano'ing things in feels more natural for me.
 
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Doing 96 to airdash definitely doesn't work beacuse that is assuming a single motion.
 
For the record, It's 96 not 956. Returning to neutral state isn't needed iirc.

Or maybe it's just a tap. Anyway simply piano'ing things in feels more natural for me.
I'm not sure what you're piano'ing, unless you're playing with a keyboard/hitbox.
 
I have never ever heard of a person who felt 956 was easier to do than 9PP
You guys are some fucking weirdos
To me, 956 is definitely easier than 9PP. The reason? I used 956 for Guilty Gear, many years ago. Then when Blazblue came out and I needed to IAD, my IAD's were 956. Now I play Filia and need to IAD. Guess what I tend to use? :)

For the record, It's 96 not 956. Returning to neutral state isn't needed iirc.

Or maybe it's just a tap. Anyway simply piano'ing things in feels more natural for me.
No, it's 956, not 96. Doing 956 means you jump diagonally, return to neutral, and tap forward. Doing a 96 means you jump diagonally, and then pull the stick down to the 6 position from the 9 position.... that notation doesn't result in a forward tap and the air dash won't come out. I tried it out in training mode just now.

Ive been trying the u.f,f method of short hop/air dashing (Not sure what to call it) and it seems to not work well for me or I guess I can't pull it off quick enough on my ps3 controller
The double punch method seems to work a little better cause I can see a height difference happening
If the double punch works for you, then I would stick with the double punch. You want consistency and execution above all else in your playstyle; when you go into a heated match, the last thing you want is to do a forward jump when what you really wanted is IAD -> j.HP pressure

Also, in reference to my original posting, has anyone found any good way to stuff assist pressure when playing as solo Filia? I've gotten a very good answer from winnie for #2 (thanks winnie!), and I'm still trying a plethora of tricks for #1 (none of which are the definitive answer yet), but I still have no idea what to do about assist-backed mixups and blockstrings.
 
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All solo players must learn how to PBGC. If you don't learn that, you are going to get run down by teams. It is your defensive option vs teams with strong lock down assists.
 
Is it possible for well-acclimated players to confirm a hit on a hair drill before cancelling into a gregor for a combo? I can almost feel like I'm getting legit confirms if I buffer the qcb and wait to hit KK as late as possible, but my success rate is definitely not 100% and I might be fooling myself thinking it's something I can get better at.
 
All solo players must learn how to PBGC. If you don't learn that, you are going to get run down by teams. It is your defensive option vs teams with strong lock down assists.

Then this is most likely my problem. I can push-block, but my reactions aren't fast enough to PBGC.....and this isn't really something you can practice on outside of a live match. I know I can set the training dummy to hit me all day, but nerves and lag will make all that go away once I actually play.

@View619 I don't suppose there's an easy way you'd recommend for a newcomer to learn PBGC?

EDIT: You know what, I think I'm going to give that training dummy another shot for learning PBGC. If View619 is correct, this is probably one of my (many) weaknesses as a solo player
 
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It's not reaction, you figure out timing and you do it in a match when you think you have chance to hit a reversal. I would make it a habit to do it all the time just to give yourself the opportunity to reversal out of lockdown. Training mode with Cerecopter should be good enough.
 
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It's not reaction, you figure out timing and you do it in a match when you think you have chance to hit a reversal.
Good tip! So I should be able to updo Cerebella in the middle of her coptor with PBGC if I do it correctly....

Gonna go try this out tonight....

I would make it a habit to do it all the time just to give yourself the opportunity to reversal out of lockdown. Training mode with Cerecopter should be good enough.
Also, you're saying you do this ALL the time, every time you're in a blockstring in a match? Or did you mean just practice it all the time?
 
Good tip! So I should be able to updo Cerebella in the middle of her coptor with PBGC if I do it correctly....

Gonna go try this out tonight....


Also, you're saying you do this ALL the time, every time you're in a blockstring in a match? Or did you mean just practice it all the time?

I would do it every time you're in a block string, not the always reversal, just the pbgc to free yourself up until you get used to it.
 
Is it possible for well-acclimated players to confirm a hit on a hair drill before cancelling into a gregor for a combo? I can almost feel like I'm getting legit confirms if I buffer the qcb and wait to hit KK as late as possible, but my success rate is definitely not 100% and I might be fooling myself thinking it's something I can get better at.

Anyone? I don't mean in combos or something, a raw drill, is there a big enough cancel window for good Skullgirls players to confirm it was a hit before they cancel to gregor? I don't want to put a lot of effort into it if even killers don't try to do it.
 
It's not really confirming, it's throwing it out and determining whether or not it will hit depending on what the opponent is doing. For example, Double shooting and you throw Spike at her, you know it's going to hit so you cancel into super.
 
It's not reaction, you figure out timing and you do it in a match when you think you have chance to hit a reversal. I would make it a habit to do it all the time just to give yourself the opportunity to reversal out of lockdown. Training mode with Cerecopter should be good enough.

Alright, after trying this out for a couple days, I got to the point where I can PBGC training dummy Cerebella's Diamond Dyanmo about 90% to 95% of the time (assuming I'm expecting it and can see it from a mile away). But for training dummy Cerecoptor, I've been able to do it all of zero times. Whenever I do the push block, her next coptor hits so fast that I go back into blocking mode. I've tried using the same timing as PBGC diamond dyanamo, and I've tried doing it faster, but I have yet to ever successfully PBGC a coptor. Is this actually doable with fast enough timing? Or are there just some things which PBGC won't work? FWIW, I've been following the PBGC with Filia's updo.
 
Practice to the point where you get hit by Cerecopter after the push block. Then from there, practice the Updo during that window.
 
Alright, after trying this out for a couple days, I got to the point where I can PBGC training dummy Cerebella's Diamond Dyanmo about 90% to 95% of the time (assuming I'm expecting it and can see it from a mile away). But for training dummy Cerecoptor, I've been able to do it all of zero times. Whenever I do the push block, her next coptor hits so fast that I go back into blocking mode. I've tried using the same timing as PBGC diamond dyanamo, and I've tried doing it faster, but I have yet to ever successfully PBGC a coptor. Is this actually doable with fast enough timing? Or are there just some things which PBGC won't work? FWIW, I've been following the PBGC with Filia's updo.
Thing about PBGC is that the point where you make the input varies depending on the move you're getting hit by, since each move has different hitstop properties.
If you Pushblock the initial hit of the copter, the time you make the input is just about before the last hit of copter.
 
Thing about PBGC is that the point where you make the input varies depending on the move you're getting hit by, since each move has different hitstop properties.
If you Pushblock the initial hit of the copter, the time you make the input is just about before the last hit of copter.
Okay, so maybe THIS is why I could never get it to work. I was trying to updo in BETWEEN coptor hits, and she hits like 7 times total (ie I would try to updo between hit 4 and hit 5 of the coptor). In matches these days, I just end up blocking the entire thing and not even trying to PBGC a coptor.... I'll have to try this technique out a bit tonight.
 
Okay, so maybe THIS is why I could never get it to work. I was trying to updo in BETWEEN coptor hits, and she hits like 7 times total (ie I would try to updo between hit 4 and hit 5 of the coptor). In matches these days, I just end up blocking the entire thing and not even trying to PBGC a coptor.... I'll have to try this technique out a bit tonight.
Because you need to pushblock Copter early to PBGC counter it, in practice, it's easier to just block the whole thing and punish.

In my case, because of online lag being variable and whatnot, I'll only attempt PBGCs if I would die to chip damage regardless.
 
You PBGC Copter to not get completely locked down by the assist. Vs the point, good players aren't using it on block so there's no point in talking about it.
 
Good players totally use it on block.
 
TJ does delayed Cerecopter on block all the time.
 
lol I do that shiz all the time. Yolo swag 420 blaze it n00bz

Yo speaking of TJ remember when he did cerecopter on block into level 3 and it hit.(evo top 8) That was the coolest
 
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Yo speaking of TJ remember when he did cerecopter on block into level 3 and it hit.(evo top 8) That was the coolest
Thats why you can't always chicken guard Cerebella.
 
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I was talking raw Cerecopter on block with nothing backing it up, like a level 3 or dhc. As in, throw it out and give no fucks on whether or not you get punished. Like the way a lot of players will always do delayed slide with Double at the end of a string.