Filia Encore Combos

Discussion in 'Filia' started by evilben, Jan 9, 2014.

  1. evilben

    evilben Patron Saint #1

    Filia
    Cerebella
    Filia combos with the 240 drama limit!
    for consistancies sake, lets not start combos with jump ins. assume every combo will start off of c.lk.

    MIDSCREEN

    c.lk mk hp > j.lk j.mp j.mk > adc > j.mp j.hk > (maybe otg)c.lk mk hp > j.lp j.mp j.mk h.airball fenrir (4.7k)

    c.LK, MK, HP, > j.HP, ad, j.LK, j.HK, > (otg)c.LK, MK, HP, > j.LP, j.LK, j.MP, j.MK, HK Hairball, >adc > LP, MP, c.MK, c.HP, HK Hairball, Fenrir (7.4k-ish damage. Against someone like cerebella and double, you need to do some minor modifications like removing the MK from the otg chain.)

    CORNER

    c.lk hp > j.hp j.hk h.airball > adc > j.mp j.hk > lp lp mp c.mk hk h.hairball > (otg)c.lk mp (delay) c.mk hk h.hairball fenrir

    c.lk hp > j.hp j.hk h.airball > adc > j.mk j.hp > (microdash) lk mp c.mk hk h.hairball > (otg)c.lp lp lk mp (delay) c.mk hk h.hairball fenrir

    vs big band: c.LK, MK, HP, > j.HP, j.HK, ad. j.LK, j.HP, j.HK, > c.MP> TK air HK hairball, >adc > c.HP, HK hairball, > (otg)LP, LP, LK, MP, c.MK, HK, HK hairball, Fenrir
     
    Last edited: Apr 8, 2014
  2. evilben

    evilben Patron Saint #1

    Filia
    Cerebella
    reserved
     
  3. evilben

    evilben Patron Saint #1

    Filia
    Cerebella
    reserved
     
  4. Alex12898

    Alex12898 EU OFFLINE FURRY

    Location:
    United Kingdom
    Steam:
    id/arekso
    Beowulf
    Big Band
    I don't want to sound rude, but are these your own combos for your own reference, or the best possible combos as of now? I mean optimised in terms of damage.
     
  5. RemiKz

    RemiKz Well-Known Member

    Location:
    Norcal
    Steam:
    remikz_
    PSN:
    RemiKz_
    Peacock
    Filia
    Cerebella
    Midscreen I've been doing:
    c.LK, MK, HP,
    j.HP, ad, j.LK, j.HK,
    (otg)c.LK, MK, HP,
    j.LP, j.LK, j.MP, j.MK, HK Hairball, dash cancel,
    LP, MP, c.MK, c.HP, HK Hairball, Fenrir

    7.4k-ish damage. Against someone like cerebella and double, you need to do some minor modifications like removing the MK from the otg chain.


    The universal corner combo I use is:
    c.LK, MK, HP,
    j.HP, j.HK, HK hairball, adc, j.MP, j.HK,
    MP, c.MK, HK, HK hairball,
    (Otg) c.LP, LP, LK, MP, c.MK, HK, HK hairball, fenrir.

    Does something like 7.9k. Has worked on every character.


    Against Bigband in the corner:
    c.LK, MK, HP,
    j.HP, j.HK, ad. j.LK, j.HP, j.HK,
    c.MP, TK air HK hairball, dash cancel,
    c.HP, HK hairball,
    (otg)LP, LP, LK, MP, c.MK, HK, HK hairball, Fenrir
     
    Last edited: Jan 9, 2014
    3 Eyes likes this.
  6. Pikmario

    Pikmario What the hell is a DHC?

    Steam:
    Pikmario
    Filia
    My goofy "Hit as many heavy attacks in the beginning as you can" corner combo.

    Stuff into s.HP
    j.HP, j.HK, adc
    j.HP, j.HK
    c.LK (otg), s.MP, s.MK, c.HP, L Spike
    s.LP, s.LP, s.LK, s.MP, c.MK, s.HK, H Hairball, Fenrir

    You want to put yourself as low as possible and your opponent as high as possible during the air chains. The timing to get an otg after the last j.HK can be a bitch.

    Deals 8,340 damage with just the launcher for Stage 2, just over 9k with a HP HK jumpin.
     
    Last edited: Jan 9, 2014
    Israel and Beamsprouts like this.
  7. evilben

    evilben Patron Saint #1

    Filia
    Cerebella
    its called a starting point.
     
  8. winnie

    winnie Bella Ball Champion

    Location:
    VA
    PSN:
    SG_winnie
    Filia
    Double
    So everyone knows the combo with j.hp > ad > j.lk > j.hk and how it makes you land on the other side. I found a way to make sure that you stay on the same side. All you have to do is replace j.hp > ad > j.lk > j.hk with this j.lk > ad > j.hp > j.hk

    This works on every character excepted Double and does the same amount of damage as the normal string. Just wanted to throw this out for anyone who dislikes the side switching factor of the old combo.



    @Pikmario I think you damage is a bit off are you doing 1v1 or 2v2 when you test the combo damage?


    Oh yeah and one more thing the highest damage corner combo I have found with my limited time I have played this game is the same as the ones listed above just a tad bit more optimized. So here it is:

    c.lk > s.mk > s.hp > j.hp > j.hk > hk hairball > air dash > j.mk(x2) > j.hp > dash > s.lk > s.mp > c.mk > s.hk > hk hairball > c.lp > s.lk > s.mp > c.mk > s.hk > hk hairball > Super

    Every small difference in damage but hey every little bit counts.
     
    Last edited: Jan 10, 2014
    Hilary, .42. and Alex12898 like this.
  9. obregon

    obregon Active Member

    Pikmario's combo damage is right for me on the live build 2v2. That's the healthiest margin over 8k for a non-counterhit corner combo I've seen.

    You gotta get the airdash->j.hp cancel just right for the OTG to be doable and the damage benefit it gets based on starting with 5 fierces vs other corner combos will diminish fast if you are scaling it by launching off of a real ground chain or an assist hit or something.
     
  10. Pikmario

    Pikmario What the hell is a DHC?

    Steam:
    Pikmario
    Filia
    Yeah, that damage is with 1.0 ratio. I try to avoid using the lighter hits before the launcher so I don't get as screwed by damage scaling. Hitting s.HP after a j.HK is a pretty simple affair.

    @winnie, that corner combo is sick. It's a 2 meter TOD 1v3 if you finish with s.HK > Updo > Gregor > Fenrir. Same for 2v3 with Hairball > Fenrir > a good DHC.
     
  11. ShadeMoneh

    ShadeMoneh We have a h8r

    Steam:
    ShadeMoneh
    PSN:
    ShadeMoneh
    Valentine
    Filia
    Parasoul


    Some Encore combos.

    Edit: Ah, didn't see that we were basing them off of cr. lk starter.
     
    Last edited: Jan 11, 2014
    b0nk and Nuuance like this.
  12. Zidiane

    Zidiane Doing my best

    Location:
    Rhode Island
    Steam:
    Zidiane
    PSN:
    zidiane5
    XBL:
    Zidiane
    Cerebella
    So I randomly felt the need to get as many heavy attacks as I could at the start. I can get 9 in the corner.

    J.hp, j.hk, adc, j.hp, j.hk,
    land, j.hk, adc, j.hp, j.hk,
    s.hk, c.hp, hk hairball

    6.7k without meter. You can also just do it after overhead j.hk in the corner, it sorta works on nearly everyone crouching(replace j.hp with j.mp :( ). Against double you can do everything up until the s.hk miscreen.

    Edit: if you add
    gregor,
    s.mk, s.hp, j.lk, j.mp, j.hp, mk hairball, gregor,
    fender drive
    You get 10.3k.
     
    Last edited: Jan 11, 2014
  13. evilben

    evilben Patron Saint #1

    Filia
    Cerebella
    okay, sorry about this, but can someone else make this thread? i broke my ankle and will not have time to actually maintain it (and i will be drugged out of my mind for about a week after my surgery tomorrow...)
     
  14. GirlyStyle

    GirlyStyle Well-Known Member

    Parasoul
    Fukua
    Double
    i say let it rock.

    drug induced combos go
     
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  15. Legend

    Legend Spanish Member

    Valentine
    I cant continue the combo there. I get the KH hairball after the j.HK but then I dont know what must I do. What is an adc, if its an air dash I cant do that cuz when haiball ends im at the floor and the combo ends : ( Some help, please!
     
  16. RemiKz

    RemiKz Well-Known Member

    Location:
    Norcal
    Steam:
    remikz_
    PSN:
    RemiKz_
    Peacock
    Filia
    Cerebella
    adc = airdash cancel

    So when you do j.HP, j.HK, do an air HK hairball and airdash cancel the end of it into a j.MP. You shouldn't be touching the floor by the time you do that air HK hairball.
     
  17. Legend

    Legend Spanish Member

    Valentine
    Sorry for the noob question but how should I airdash cancel the end of HK hairball into j.MP? :/
     
  18. RemiKz

    RemiKz Well-Known Member

    Location:
    Norcal
    Steam:
    remikz_
    PSN:
    RemiKz_
    Peacock
    Filia
    Cerebella
    Just input an airdash the way you normally would after the air hairball finishes hitting and go into a j.MP
     
  19. Natezer

    Natezer Get Innocuous!

    Steam:
    Natezeer
    PSN:
    NateAttack
    Ms. Fortune
    Unknown
    Input the dash command during the last 2 hits, this way the dash comes out as soon as the hairball is over.
     
  20. obregon

    obregon Active Member

    The big thing to remember is that you can't input a dash and then immediately the normal during the hitstop of the last hit of the airball. Only the dash will come out; Skullgirls doesn't buffer the jmp (or whatever normal), so you have to wait until the hitstop is over and the airdash is starting to hit it.
     
    Hilary likes this.
  21. RemiKz

    RemiKz Well-Known Member

    Location:
    Norcal
    Steam:
    remikz_
    PSN:
    RemiKz_
    Peacock
    Filia
    Cerebella
    Midscreen combo that won't switch sides mid combo:

    c.LK, MK, HP,
    j.HK, adc, j.LK, j.HP, j.HK,
    c.LK, HP,
    j.LP, j.MP, j.MK, HK Hairball, dash cancel,
    LPLP, LK, MP, c.MK, c.HP/HK, HK Hairball, Fenrir

    Does 7k with the new Fenrir damage scaling. Use c.HP or HK depending on your proximity to the wall


    Another midscreen combo that I totally stole from Duckator because it looks cool and has a few good reset options but does less damage:

    c.LK, MK, HP,
    j.HK, adc, j.LP, j.MP, j.HK(restand),
    c.MP,
    j.MK, adc, j.Lk, j.MP,
    LK, c.MP,
    (tiger knee)HK air Hairball, dash cancel,
    LPLP, LK, MP, c.MK, c.HP/HK, HK Hairball
     
    Last edited: Feb 13, 2014
    Hilary likes this.
  22. Pikmario

    Pikmario What the hell is a DHC?

    Steam:
    Pikmario
    Filia
    Corner Heavy Counterhit combo, based on RemiKz's in post 5.

    Heavy counterhit into s.HP
    j.HP, j.HK, H Hairball, adc
    j.MP, j.HK
    c.MP, s.MK, c.HP, L Ringlet Spike*
    s.LK, s.MP, c.MK, s.HK, H Hairball,
    c.LP (otg), c.LP, s.LK, s.MP, c.MK, s.HK, H Hairball, Fenrir Drive.

    *This chain's timings vary wildly based on character weight. For the lightweight and middleweights, what you're going for is knocking them as high as possible with c.HP, and the ringlet spike should come out about when they reach max height, and hit them on the way down. Heavyweights you want to get the spike out as soon as c.HP connects. This knocks them back up a bit and lets you recover in order to catch them with s.LK without using up your OTG.

    Starting the combo with s.HP deals 9k damage.
    j.HK > s.HP - 9.5k
    j.HP > j.HK > s.HP - 10k
    j.HK > c.LK > s.MK > s.HP > 9.3k
    j.HP > j.HK > c.LK > s.MK > s.HP > 9.7k
     
  23. obregon

    obregon Active Member

    Just a general note:

    The changes to fenrir scaling in beta mean it's pretty unnecessary to finish combos by getting Filia to the ground anymore, since now at max scaling gregor does only a couple of hundred less than fenrir. And you can obviously follow gregor up with a burst baiting chp xx fake spike or something to make it completely negligible.
     
  24. RemiKz

    RemiKz Well-Known Member

    Location:
    Norcal
    Steam:
    remikz_
    PSN:
    RemiKz_
    Peacock
    Filia
    Cerebella
    It's still worth finishing with Fenrir because of the slight extra damage and the fact that it keeps the opponent in the corner. Not to say you don't have some valid points but the opponent will catch on to burst bait attempts if you decide to finish with Gregor.
     
  25. Beamsprouts

    Beamsprouts NorCal's A V A T A R

    Steam:
    RK Beamsprouts
    PSN:
    Beamsprouts
    XBL:
    Freeze Lancer
    Peacock
    Filia
    Big Band
    Pretty cool combos, guys. I'll add something to the thread when I'm not brain-dead busy and can play a bit. My 8.5k corner combo doesn't quite hold up to some of what I've seen in this thread but we all learn from other players, so maybe I'll have something to offer.

    If I'm remembering the numbers right I can get 7.4k mid screen and 8.5k in the corner.
     
  26. RemiKz

    RemiKz Well-Known Member

    Location:
    Norcal
    Steam:
    remikz_
    PSN:
    RemiKz_
    Peacock
    Filia
    Cerebella
    Is that damage with or without the damage scaling nerf to Fenrir in the beta?

    Ever since the damage nerf, I've been toying with different ways to squeeze out damage with the help of my team.

    Midscreen I'm doing:
    c.LK, MK, HP,
    j.HK, adc, j.LK, j.HP, j.HK,
    c.LK, HP,
    j.LP, j.MP, j.MK, HK Hairball, dash cancel,
    LPLP, LK, MP, c.MK, HK + Cerecopter, HK Hairball, Fenrir
    7.5k damage in beta

    Then I got this in the corner:


    Obviously this stuff is pretty character/team specific, but maybe some people will get ideas from this.
     
    Hilary likes this.
  27. ukyo_rulz

    ukyo_rulz Active Member

    Steam:
    ukyo_rulz
    PSN:
    ukyo_rulz
    Squigly
    Filia
    Double
    Hey guys, I am trying this out after a long hiatus. Is there any universal BnB combo I can quickly learn to get myself out of training mode and into matches ASAP?
     
  28. obregon

    obregon Active Member

    hp
    j.hp xx dash j.lk j.hk
    OTG c.lk hp
    j.lp j.mp j.mk xx h airball (to the ground) xx ground dash
    lp mp c.mk c.hp xx h ground ball xx fenrir

    and for corner

    hp
    j.hp j.hk xx h airball xx airdash j.mp j.hk (restands)
    lk mp c.mk hk xx h ground ball
    OTG c.lp mp c.mk hk xx h ground ball xx fenrir

    both universal, reliable and not too far from optimized (for damage, not particularly for reset points).
     
    Verstande likes this.
  29. ClarenceMage

    ClarenceMage git gud

    Steam:
    ClarenceMage
    PSN:
    ClarenceMage
    Valentine
    Painwheel
    Big Band


    Works on Squiggly, Parasoul, Double, and Cerebella when they're crouching. If standing, like if they do throw tech, should work on everyone.
     
  30. winnie

    winnie Bella Ball Champion

    Location:
    VA
    PSN:
    SG_winnie
    Filia
    Double
    great combo but you can improve the damage by about 600 if you change the last two strings after the j.mp to this:

    land after j.mp > s.lk > s.mp > cr.mk > s.hk > hk hairball > cr.lp(x2) > s.lk > s.mp > cr.mk > s.hk > hk hairball > super
     
    ClarenceMage likes this.
  31. RemiKz

    RemiKz Well-Known Member

    Location:
    Norcal
    Steam:
    remikz_
    PSN:
    RemiKz_
    Peacock
    Filia
    Cerebella
    The beginning got cut off but its just a c.LK, MK, HP starter


    Messed up the last chain but posting the concept


    EDIT: Both of those are done on console and not beta, so the Fenrir damage is subject to change after the next update.
     
  32. Verstande

    Verstande Active Member

    the first midscreen combo doesn't work on fortune right? the standing MP after the hairball won't connect
     
  33. Verstande

    Verstande Active Member

  34. RemiKz

    RemiKz Well-Known Member

    Location:
    Norcal
    Steam:
    remikz_
    PSN:
    RemiKz_
    Peacock
    Filia
    Cerebella
    Just leave out the LK if you can't get it to connect.
     
  35. Verstande

    Verstande Active Member

    Midscreen combo that won't switch sides mid combo:

    c.LK, MK, HP,
    j.HK, adc, j.LK, j.HP, j.HK,
    c.LK, HP,
    j.LP, j.MP, j.MK, HK Hairball, dash cancel,
    LPLP, LK, MP, c.MK, c.HP/HK, HK Hairball, Fenrir
    In this combo I can't connect the first j.HK with adc j.LK on double...what can I do? Double is simply too far away for j.LK to connect.
     
  36. obregon

    obregon Active Member

    The first j.HK in that j.HK, adc, j.LK, j.HP, j.HK chain needs to be hit as early and low as possible. It's still IMO way too touchy (as in, you need to use very subtly different or precise hit/chain/dash timings) on several people in the cast (Double is one). But it's pretty easy and straightforward on the ones it does work well on.
     
  37. GingerJesus

    GingerJesus Member

    Location:
    Oklahoma
    Steam:
    knewkirk
    PSN:
    DPKiel
    Filia
    Peacock
    Cerebella
    @RemiKz Thanks for that Duck combo. I can see like three or four reset points in that with good vacuum aspects too. I think I saw him do this combo but it was too fast for me to figure out on stream.
     
  38. wiredgod

    wiredgod Member

    Location:
    Chicago
    PSN:
    wiredgod
    Peacock
    Filia
    Double
    I'm looking for something to practice off of throw or air throw in both the corner and mid-screen.

    Off air throw, I was doing 236HK, c.LK, s.HP -> ?

    Off ground throw I've got 236HP, 421KK, s.HP after wall bounce -> ?

    Hopefully a combo that gives reset opportunities. Any suggestions?
     
    Last edited: Feb 19, 2014
  39. winnie

    winnie Bella Ball Champion

    Location:
    VA
    PSN:
    SG_winnie
    Filia
    Double
    I'll just put this here because it has two burst baits and a strong counter hit combo.



    Just dash s.hp after the burst if you don't have an assist like mk Hornet Bomber
     
  40. IknowReal

    IknowReal Parasoul Enthusiast

    Steam:
    Iknowreal
    Parasoul
    Squigly
    So can anyone tell me the standard bnb combos for Fillia currently?
     

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