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Filia Combo Archive

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Broken Loose

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Zid Edit: This is a thread filled with combos that used to work. Some of them may still, or they may not, who knows. To make sure you get the latest combos, head to the most recent and active combo thread. I'll merge that thread with this one when the time comes and there'll be a new one after that. You know, the Circle of Life and all that.

I've been trying to stay on top of this shit. I'll make a flowchart later.

BEGINNER
If you can't do these, reconsider fighting games.

Beginner Filia Midscreen Combo
Do the final combo from Tutorial Chapter 3.

This isn't about being optimal; the combo is a framework designed to teach you about the concepts of comboing with Filia. Learn it and get comfortable with it; until you can do it at will without dropping it every single time you attempt it for 10 fights in a row, don't think about "optimizing" it or otherwise.
Beginner Filia Corner Combo

Make sure you do the otg c.LK immediately upon landing. If the opponent shows a blue ring when they bounce, you took too long but got away with it! At the end, you can do Fenrir if you're really close to the ground, but Gregor can also tack on a little extra damage if you're desperate. Also, make sure to do that Airball as fast as you can! It only gets uphill from here, so learn that speed, son.

This combo isn't about doing damage or being optimal-- it's a framework designed to teach you the concepts of how to combo with Filia. That Airball at the end might seem really hard right now, but it's cake compared to things that require actual timing like is required in the intermediate/advanced combos.
TODO: Scrub Throw
TODO: Scrub Gregor Follow

INTERMEDIATE
Requires understanding the combo system thoroughly.
Intermediate Filia Midscreen Combo

If you're fighting Filia or Cerebella, that j.MK needs to be cancelled immediately after the first hit.
Intermediate Filia Corner Combo

Try to find the various places you can reset during this!
TODO: Int Throw
TODO: Int Gregor Follow

ADVANCED
Usually involves tight links or bitchy cancels.
Advanced Filia Midscreen Combo, holy crap:

Holy shit, that's a lot of annotations!
  1. Depending on enemy weight, do this immediately (Parasoul/Cerebella/Double) or do it near the peak of your jump arc.
  2. otg. Against Peacock/Painwheel/Squigly/Double, you can use s.MK instead and get more damage.
  3. Do this LATE into the jump arc. If the opponent is wide (Filia/Cerebella), you have to cancel j.MK into airball IMMEDIATELY upon the first hit.
  4. Reground.
  5. After s.MK, wait a few frames or c.HP will miss. You don't have to do this against Cerebella or Parasoul. I'm pretty sure it's a 1-frame link.
  6. If you use the buttons to dash, beware! c.HP leaves you in full crouch, so if you dash the first frame after it ends, you'll get an accidental normal. Oh, and this is a 1-frame link.
    Bonus: Against Double and Squigly, skip completely over this portion (so just do the Intermediate Combo)
  7. This move will whiff depending on your jump arc and screen positioning, so you can optionally skip it (so go from j.mp to airball).
  8. If done properly, your airball arc will flatten because you're now grounded and can cancel into Fenrir. Worst case scenario, extremely low airballs that don't completely ground you will drop you with enough time to Fenrir anyway, which looks incredibly awesome to do, but I don't recommend trying to do it on purpose.

VIDEO OF THAT LAST ONE:
Advanced Filia Corner Combo


Until I get video of myself doing this, this one'll have to do:
TODO: Adv Throw
TODO: Adv Gregor follow

UNIQUE
Combos for specific situations and thingies.

Double Snap Combo for light opponents


Corner-only.
Repeat until dead.
TODO: Heavy WS Combo
TODO: Corpulent WS Combo
TODO: WS Lead-in
TODO: Multi-opponent carry
TODO: Level 3 Combo

TODO: Flowchart?


POST YOUR COMBOS AND SHIT AAAAARGH


10.16.2013: Doing some major rehauls on this post, should be cleared up by the end of the day. Sorry for all the trouble leading up to this!
 
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One lousy placeholder. Just in case.
 
What's the damage on last one without a jump-in starter?

The one I've been doing is:

c.LK, MK, HP,
j.MP, j.MK, ad, j.MP, j.HK,
c.MK, HP,
j.LK, j.MP, j.MK, HK Hairball, dash cancel,
MP, HP,
j.LP, j.LK, j.MP, j.MK(1), whiff j.HP,
LP, MK, c.HP, HK Hairball,
c.LK, MP, MK, c.HP, HK Hairball, Fenrir.

Does about 7.4k from a c.LK starter.
 
What's the damage on last one without a jump-in starter?
7618 for the Valentine version, no extras, no j.MK at the end. 3.7k of that is in the first 6 or 7 hits, which means that it's devastating once you start resetting inside it. Adding the jump-ins adds at least 1k (possibly more) but I can't test right now due to a wrist injury. Adding the annotated j.MK would be even more free damage. If you time the chain s.LP's at the end perfectly, you can reground the opponent during that series and tag them with a full c.MK instead of s.MK, which would just shit damage all over the monitor.

I find the whole "start with a bunch of hard attacks" thing to be incredibly profitable and am kind of baffled at how many good Filia players will choose to do j.MP combos instead. Her jumping hard normals do like 1k damage each! Fuck! And the opponent gets almost NO METER from you doing a 4-hit combo that does like 33% damage. And then you still have the classic stuff later on so you can still do your old resets, but you just get the easy j.HP adc j.LK crossunder resets in the first air series. Baffled, I am.
 
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I usually go the j.HP, adc, j.LK, j.HK route if I plan on resetting since it stacks most of the damage early on, but the one I posted was the most reliable damaging midscreen combo I could figure out without using an OTG so early on for DHC purposes.
 
I usually go the j.HP, adc, j.LK, j.HK route if I plan on resetting since it stacks most of the damage early on, but the one I posted was the most reliable damaging midscreen combo I could figure out without using an OTG so early on for DHC purposes.
Oh snap, that's a good point. I roll Peacock/Filia primarily so otgs aren't ever really an issue outside of throws.
 
Yeah I usually have cerebella after filia, so that combo carries a good distance to the corner while preserving my otg to combo after diamond dynamo.
 
Is any of this stuff documented?
Not yet, but I'm going to work on optimal advanced corner + throw combos over the next couple days. A lot of that video seems really obsessed with high hit counts to the point where they throw a lot of damage out. Even if you're stingy about using an early otg, there's no fucking reason to do an entire c.MK before your first air series. And normal jump loops in the corner ending in j.HP should do a TON more damage than he is doing if he weren't scaling the damage to minimum instantly.
 
this is the corner combo i am currently working with, i have a little bit better version too. that ends with a s.mk c.hp qcf.lp > s.lp s.mp s.mk s.hk qcb.hk fenrir instead of the last air combo.

(this combo also works off of corner throw)

 
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What do you all use to record in-game footage? I might record the combo I use. It's nothing special, but I've felt like documenting it somewhere for reference to anyone who might be interested in emulating it.
 
i used the free version of fraps
 

That's what I've got. Not better than anything else in this thread for the sole reason of more meter used, but I like my combo. :)
 
Not yet, but I'm going to work on optimal advanced corner + throw combos over the next couple days. A lot of that video seems really obsessed with high hit counts to the point where they throw a lot of damage out. Even if you're stingy about using an early otg, there's no fucking reason to do an entire c.MK before your first air series. And normal jump loops in the corner ending in j.HP should do a TON more damage than he is doing if he weren't scaling the damage to minimum instantly.

Regarding the corner routes, he doesn't scale it any harder than we did in SDE, considering the first air chain is exactly the same. Additionally, there is no way you aren't going to be hitting max scaling before the jHP rejump portion what with all the jMP you have to put in.

The beauty of this is, since he throws in basically every medium normal possible for the sake of damage, you can simply omit those from any point in the route if you're not sure of your stun.

Additionally, I haven't been able to get any more damage out of this by using my mediums as chain starters (in a standard corner route) over filler. If you can do so then by all means.
 
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Regarding the corner routes, he doesn't scale it any harder than we did in SDE, considering the first air chain is exactly the same. Additionally, there is no way you aren't going to be hitting max scaling before the jHP rejump portion what with all the jMP you have to put in.

The beauty of this is, since he throws in basically every medium normal possible for the sake of damage, you can simply omit those from any point in the route if you're not sure of your stun.

Additionally, I haven't been able to get any more damage out of this by using my mediums as chain starters (in a standard corner route) over filler. If you can do so then by all means.
His 10k corner combo doesn't use j.HP rejumps but his throw combo does. If you use bullshit before hit 15, you're giving up damage. I like the damage of the non-throw version, but I'd diverge starting with hit 8 (the second jab costs damage) and attempt at least a single normal jump rep before using airball reground. I'll write it out and try it after work, tonight, but that's where my plan would start.

Also, I'm still fond of the launch version Queue Sting loop off of throws.
 
I don't have the new version yet (waiting for console) but I was wondering if anyone has come up with any new IPS/undizzy burst baits yet? I know that j.lp and s.lp are very good tools to bait bursts with in SDE and wanted to see if anyone could come up with a combo into burst bait or something like that.
 
Here is a combo I did which causes ~8500 points of damage.
 
looks like you still have your light buttons left, skullman, you should do something before that fenrir drive. like lk mp mk c.hp qcb.hk fenrir. pump some more damage out of it!
 
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Here's an unlisted video I made so idk if you can add it to a playlist, but you can view it here & also bookmark & share it. I have it unlisted because I plan to make a full guide. I've actually already taken all my notes. I just need to put the video itself together. But anyways, here it is, a combo tutorial for anyone wanting to just get into combos.

The FULL Filia guide is coming soon with the reason why Filia players do certain things, pros, cons, matchups, super strategy...everything I can possibly think of. Anyways, enjoy and lemme know whatchu think - oh and notation is coming soon:


(P.S. I suggest you subscribe for more Skullgirls content soon including Squigly guide)​
 
So I will just post this here again; the combo I advocate learning early on is a universal BnB that I've been using since vanilla (well, it's longer now because of hairball adc):


Probably should go in either beginner or intermediate. Even though it's not as optimal it's a lot more team friendly since it doesn't use the combo's OTG (so you can DHC into things like Diamond Dynamo and continue the combo).
 
looks like you still have your light buttons left, skullman, you should do something before that fenrir drive. like lk mp mk c.hp qcb.hk fenrir. pump some more damage out of it!
Thanks for the encouraging words of advice, evilben! :)
 
Here's an unlisted video I made so idk if you can add it to a playlist, but you can view it here & also bookmark & share it. I have it unlisted because I plan to make a full guide. I've actually already taken all my notes. I just need to put the video itself together. But anyways, here it is, a combo tutorial for anyone wanting to just get into combos.

The FULL Filia guide is coming soon with the reason why Filia players do certain things, pros, cons, matchups, super strategy...everything I can possibly think of. Anyways, enjoy and lemme know whatchu think - oh and notation is coming soon:

Some of that stuff is cool (the Drag 'N Bite combo at the end surprised me with its damage), but why isn't the damage counter resetting when you do?
 
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Some of that stuff is cool (the Drag 'N Bite combo at the end surprised me with its damage), but why isn't the damage counter resetting when you do?

because i want to see the total damage. Not the damage in parts. It doesn't really make sense to me to do that. I like seeing how much resets, etc do all together.
 
because i want to see the total damage. Not the damage in parts. It doesn't really make sense to me to do that. I like seeing how much resets, etc do all together.
I didn't even know you could do that in training.
 
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Question I don't have a way to play MDE but I came up with a combo that I think will work in the new version is there anyone willing to try and test it out for me?

It only has one hair ball cancel so i think it should work its corner only though.

The combo is:
s.Hp > j.Hp > j.Hk > Air dash > j.Mp > j.Hk > s.Lp(x2) > s.Hp > j.Mk (x1) > j.Hp > j.Hk > Air dash > j.Lk > j.Mk (x2) > j.Hp > s.Mk > s.Hp > j.Lp > j.Mp > j.Mk (x2) > qcb.Hk (Air Hairball) > Air dash > s.Mp > s.Mk > cr. Hp > qcf.Lp (Fire ball) > s.Lk > s.Mp > s.Mk > cr.Hp > qcf.Lp (Fire ball) > qcb.Hk (Hairball) > super of choice.

I don't know if it will work on heavy characters but I think it should work on at least Filia. Any help would be greatly appreciated. :)

Edit: Got the game finally tested the combo works but its only good on Filia not very optimal
 
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The FULL Filia guide is coming soon with the reason why Filia players do certain things, pros, cons, matchups, super strategy...everything I can possibly think of. Anyways, enjoy and lemme know whatchu think - oh and notation is coming soon:

Love your concept of "mini-strings". It's a concept I haven't seen in many other tutorial vids, and it really helps newbies like myself learn BnB's easier.
 
@Nuuance, you mentioned that you managed to find a way to combo after Queue Sting on Double. Are you sure about this? I'm pretty sure that it uses your otg to attempt to do so since she falls so fast.
 
Not yet, but I'm going to work on optimal advanced corner + throw combos over the next couple days. A lot of that video seems really obsessed with high hit counts to the point where they throw a lot of damage out. Even if you're stingy about using an early otg, there's no fucking reason to do an entire c.MK before your first air series. And normal jump loops in the corner ending in j.HP should do a TON more damage than he is doing if he weren't scaling the damage to minimum instantly.

yeah....i was like...ummm combos look REALLY fun and flashy, but still don't do as much damage as some others and mine :p but perhaps changed a little bit and made w/s.mk and taking out the first c.mk(wth...?lol) then it'll be much better im assuming.

But what i was saying w/double (cant remember where i said it) was that you dont have to "skip" the scorpion part and you do have enough time to pursue. I've done it quite a few times. Now i just do my regular BnB because honestly it's the most damaging from corner/midscreen BnB I know/seen, so I'm just sticking to it for now...BUT you can c.mp, c.hp on double and skip the s.mk in-between it. Just do c.hp rrrrrright when double starts to fall from the c.mp attack. It's actually at the 1:40 mark at my video. Of course, just apply the timing tip to double and you'll be good :D

...I'm trying to find the video I commented on....where is it?

Love your concept of "mini-strings". It's a concept I haven't seen in many other tutorial vids, and it really helps newbies like myself learn BnB's easier.

Thanks! And yeah i borrowed a bit of that from Blazblue's tutorial videos. In the first Blazblue game they had this DVD with combo tutorials for all characters so you could come out swinging off the bat and skullgirls, although simple, is deviously overwhelming sometimes because you don't know WHERE to start. And it's too much trying to learn a frickin gigantic combo without taking like a week to learn it, so I figured "chunking" the combos first would be a good idea.

To be honest, I'd appreciate if all characters had something like this. It'd make things much easier for people like myself to learn.

 
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I can't record right now because the computer I'm using is crap, but these are the inputs for my 10k combo:

j.Hp, j.Hk, s.Hp
j.Hp, j.Hk, j.Mk(1 hit), j.Hp, s.Hp
j.Lk, j.Mk(1 hit), j.Hp, j.Hk, H hairball
adc, j.Mp, j.Hk(restand)
s.Lp, s.Lp, s.Mp, c.Mk(all hits), s.Hk, H hairball
c.Lk(otg), s.Mp,(restand)c.Mk(all hits), s.Hk, H hairball, Fenrir Drive

10396 damage

Is anyone willing to record it for me?
 
yeah....i was like...ummm combos look REALLY fun and flashy, but still don't do as much damage as some others and mine :p but perhaps changed a little bit and made w/s.mk and taking out the first c.mk(wth...?lol) then it'll be much better im assuming.

But what i was saying w/double (cant remember where i said it) was that you dont have to "skip" the scorpion part and you do have enough time to pursue. I've done it quite a few times. Now i just do my regular BnB because honestly it's the most damaging from corner/midscreen BnB I know/seen, so I'm just sticking to it for now...BUT you can c.mp, c.hp on double and skip the s.mk in-between it. Just do c.hp rrrrrright when double starts to fall from the c.mp attack. It's actually at the 1:40 mark at my video. Of course, just apply the timing tip to double and you'll be good :D

...I'm trying to find the video I commented on....where is it?

The video you commented on is in the OP.

The part at 1:40 in your video shows you using your otg to catch the opponent. So..... is there another video you're talking about? Because I specifically asked for one that doesn't use your otg.
 
Love your concept of "mini-strings". It's a concept I haven't seen in many other tutorial vids, and it really helps newbies like myself learn BnB's easier.
nevermind


sorry

Very nice!!! But you should have said it was a corner combo, and specify the Instant air dash in the beginning. kind of confusing if you're jumping in...or actually using IAD...but i'll check it out for sure.
The video you commented on is in the OP.

The part at 1:40 in your video shows you using your otg to catch the opponent. So..... is there another video you're talking about? Because I specifically asked for one that doesn't use your otg.
i think im getting mixedup up..but i guess i dont :P
 
hi so has anybody broken 9.6k from corner cLK starter.

iirc this is the number to beat right now.
 
So I will just post this here again; the combo I advocate learning early on is a universal BnB that I've been using since vanilla (well, it's longer now because of hairball adc):

snip

Probably should go in either beginner or intermediate. Even though it's not as optimal it's a lot more team friendly since it doesn't use the combo's OTG (so you can DHC into things like Diamond Dynamo and continue the combo).

I'm having a lot of trouble with this "universal" combo. I'm a fairly new SG player, currently playing on Xbox360.

I can land everything from the starter, to the Airball at the end of the second air sequence. I spent over two hours practicing this one combo, and I only managed to make HK.Airball combo with st.MP once. I'm aware of the dash cancel, but the issue is getting the Airball to actually get low enough that I'm ground dash canceling instead of air dash canceling. 99% of the time, I ended up throwing out a low-to-the-ground j.MP

Right now I just want to focus on learning one solid universal BnB so I can start learning more about spacing and the ground game.


Halp!
 
@severin
Can't really say much yet, I got a few good ideas to break 10k but I have no way of testing them due to my comp being ass. What I do have breaks 10k in SDE but will probably get stopped by undizzy in MDE. Once console comes out I'm in there.
 
Halp!

Start the air combo that begins with j.LK as late into the jump arc as you can manage. It'll make the dash cancel timing easier.

Are you desperate to save your otg?
 
Start the air combo that begins with j.LK as late into the jump arc as you can manage. It'll make the dash cancel timing easier.

Are you desperate to save your otg?

I'll give that a shot. Thanks for the advice!

I'm not desperate for OTG, but the character I'm planning on learning second is Cerebella, which means I'd like to have the OTG for after DHC'ing into her near the corner.

By the way, what are the key differences between the Xbox and PC versions right now? I haven't kept up with the updates.
 
By the way, what are the key differences between the Xbox and PC versions right now? I haven't kept up with the updates.
For Filia? She got a fake fireball, one airball per combo, hairball causes knockdown, updo is a mini-cinematic on point, the game is 10% faster, and Drama limits combo length but it doesn't matter nearly as much as the airball nerf. Check out the following thread for more: http://skullgirls.com/forums/index.php?threads/patch-notes-from-sde-to-mde.57
 
For Filia? She got a fake fireball, one airball per combo, hairball causes knockdown, updo is a mini-cinematic on point, the game is 10% faster, and Drama limits combo length but it doesn't matter nearly as much as the airball nerf. Check out the following thread for more: http://skullgirls.com/forums/index.php?threads/patch-notes-from-sde-to-mde.57

Oh, geez. That's a lot. I was under the impression that all the PC had over console was Squiggly as a character. Welp, back to being 6 months behind with my version of the game.

It's all good though -I only play against friend and people at my college, which means we all use consoles.

Is Fillia/Cerebella still a powerful duo? I'd like to focus on Fillia until I've got a solid grasp on her, then work on Cere until I can play both comfortably. Frankly, I don't even want to learn a 3rd character at all. Too much work for me. :P
 
Is there a decent intermediate universal/near-universal combo to do after a raw airball hit? Assuming you are not at the height to do an airdash j.mp j.hk restand.
 
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