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Filia Encore Combos

Off throw I found: 236HP, 214KK, s.HP, j.MK (2 hits), 214HK, adc, j.Mp, s.LP, s.LP, s.MP, c.MK, c.HP, 623PP

This does not work on Double or Cerebella b/c gregor samson doesn't give a big enough wall bounce. On other characters it seems to be pretty consistent. Anyone have anything better?
 
Hi everyone.

I played SG when it first came out, but only casually, and never learned anyone but Fillia. Now I'm back and looking to step it up so I can play at the local FGC at a reasonably competitive level.

I now have SG on steam (I'm SpaghettiViking on Steam), but I was an Xbox360 player before. There seems to be quite a few changes to the game since last time I played, and I'm feeling pretty lost on where to start practicing.

Would someone be so kind as to point me to some effective but practical combos for Fillia? The more universal the combo, the better.
 
Hi everyone.

I played SG when it first came out, but only casually, and never learned anyone but Fillia. Now I'm back and looking to step it up so I can play at the local FGC at a reasonably competitive level.

I now have SG on steam (I'm SpaghettiViking on Steam), but I was an Xbox360 player before. There seems to be quite a few changes to the game since last time I played, and I'm feeling pretty lost on where to start practicing.

Would someone be so kind as to point me to some effective but practical combos for Fillia? The more universal the combo, the better.
Just start with the combos in the first post. Get the basic midscreen down and figure out where you can reset and you will be winning in no time.
 
My other universal corner combo still works on him, but this does slightly more damage.

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
 
Messing around today, and came up with this:


Pretty sure it can be further optimized. Any tips?
 
Stop starting with jump-ins for combo displays aaahhhh

It makes it harder to gauge the actual damage to see how much optimization it really needs. If you can tell me the damage from a c.LK, MK, HP starter, I'll see what I can do.
 
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Stop starting with jump-ins for combo displays aaahhhh

It makes it harder to gauge the actual damage to see how much optimization it really needs. If you can tell me the damage from a c.LK, MK, HP starter, I'll see what I can do.

My bad lol. 7.7k with cr lk > st mk > st hp starter.
 
Is that with or without the damage change to Fenrir?
 
Is that with or without the damage change to Fenrir?

Without. It's 7.2k with the damage nerf.
 
No one has found a higher damaging corner combo that the one I have and it makes me sad because its such an easy combo its stupid.

RIP creativity in combos :(
 
any tips for getting the st.HP launch > j.MK, HK Airball > ADC j.MP, j.HK to restand correctly for the rest of the BnB?

I can hit it, but it never seems to restand correctly.
 
wait a lot longer than you think you should be able to for the j.mk
 
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Do you guys consistantly hit the j.HK adc? I feel like it's timing is insane...
 
Do you guys consistantly hit the j.HK adc? I feel like it's timing is insane...

In what situation, exactly?


So everyone has fairly optimized combos midscreen/corner off typical hit confirms, so I'm wondering if anyone has looked into these?

Optimized damage off a throw midscreen and in corner
Optimized damage off an airthrow
Optimized damage off a HP/j.HP/j.HK counterhit starter

I usually kind of wing it when I get these starters and just watch the stun bar to know when to end the combo. I'll look into it myself, but wanted to see if anyone has something already.
 
Filia's max corner damage off of cr.lk is 7595. Please someone tell me you have more than that with a cr.lk starter and no assist.

Should also mention that this is PC because her damage is 7895 on PS3
 
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I'm getting 7522 in the corner off a c.LK
 
Hey, @evilben , I've found that if you use c.LK MK HP instead of c.LK c.HP for your first midscreen combo, you get 4.7K damage (as opposed to 4.4K). Could you update the OP?
 
yea, i need to do some serious updating now that im more or less recovered. but i will include that.
 

here's a combo a made a few months ago, just tested it and it does like 10 less damage than winnie's, gives less meter, and I feel like it has better reset potential

does 7399 off c.lk, I started it with a jump-in in the video because I'm really smart
 
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winnie's secret 7595 combo:

c.lk, c.mk, s.hp,
j.hp, j.hk, adc, j.hp, j.hk
otg c.lk, s.hp,
j.mk(2), H airball, adc, j.mp,
s.lp, s.lp, s.lk, s.mp, c.mk, s.hk, H haiball, fenrir
 
Hey all, just got back into trying out SG since launch. Are these combos based off of the pc version or is encore the same across the board? Just downloaded encore for 360 today.
 
They should work across every version of the game
 
Sweet. Can't wait to give the game a real go again :) .
 
what does adc stand for?
 
Midscreen I'm doing:
c.LK, MK, HP,
j.HK, adc, j.LK, j.HP, j.HK,
c.LK, HP,

I saw Natezer do this starter at the Boston weeklies, but I cannot for the life of me get the jHK to hit. The jHP pushes them too far away every time. I've tried altering the ADC jLK timing, subbing in jLP, all kinds of stuff and couldn't get it to rock.

Any tips? I'm currently working with duck's midscreen route and it's not entirely dissimilar, but I'd love to have as many different midscreen routes as possible to keep her reset options diverse.
 
The timing is just weird for certain characters like Peacock, Cerebella and Double, but it definitely works on them. I can't really say off the top of my head what I do to make it work, so the only thing I can suggest is go into training mode and keep playing with the heights/timing. I tend to find that I get it a lot more consistent with c.MK in the starter instead of MK, so it might be a distance sensitive thing.
 
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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)

For some reason whenever I try the Mk ADC part, I crossover sides with MP and when I do the MK, only the first kick comes and the 2nd one whiffs, destroying my combo and ending it (this was done on another Filia, does it not work on herself). Why?

Also, can anyone tell me a Smaller, more basic combo than this for a beginner (not too basic though)? I can't do this one :(
 
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)

For some reason whenever I try the Mk ADC part, I crossover sides with MP and when I do the MK, only the first kick comes and the 2nd one whiffs, destroying my combo and ending it (this was done on another Filia, does it not work on herself). Why?

Also, can anyone tell me a Smaller, more basic combo than this for a beginner (not too basic though)? I can't do this one :(
i got one that works on filia but small characters it does not work

c lk s hp > j hp > adc > j lk > j hk > c lk > c hp > j lp > jmp > jmk> airball hk> s lp > s mp >chp> hairball H >super
 
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)

For some reason whenever I try the Mk ADC part, I crossover sides with MP and when I do the MK, only the first kick comes and the 2nd one whiffs, destroying my combo and ending it (this was done on another Filia, does it not work on herself). Why?

Also, can anyone tell me a Smaller, more basic combo than this for a beginner (not too basic though)? I can't do this one :(
From what I tried you have to let all the j.mp hits connect then go into j.mk. my current wall is getting the otg part consistently.
 
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.)

I'm having trouble pulling this one off on Cerebella. I removed the s.MK from the otg, but afterwards the j.LK won't connect, and if I take the j.LK out I'm not low enough after j.MP, j.MK to land close enough to the ground after the HK Hairball.

What have you guys been doing with this combo against Cerebella?
 
I'm having trouble pulling this one off on Cerebella. I removed the s.MK from the otg, but afterwards the j.LK won't connect, and if I take the j.LK out I'm not low enough after j.MP, j.MK to land close enough to the ground after the HK Hairball.

What have you guys been doing with this combo against Cerebella?
Hi, i've tested the combo. you omit the j lk and instead do j lp and THEN j mp (all hits) into j mk which then you do hairball HK > which then you can do the combo
 
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.

Since Sage mentioned the BnB side-swapping thing being a bad idea situationally, I figured I'd share this. I've been using:

[Jumpin/Confirm]
sHP jHP* ADC jLP jHK
cLK sHP
jMK H-Airball ADC jMP jHK
sLP sLK sMP cMK cHP or sHK Hairball x Fenrir

If you do (8)jHP ADC jLP jHK you'll stay on the same side when you pick up the OTG.

If you do (9)jHP ADC jLP jHK you'll switch sides when you pick up the OTG.

Heavyweights require a bit more delay on the jLP to stay on the same side, but it's a minor adjustment.

The other benefit of using jLP over jLK is that the combo still works in the corner 100% on all weights and without side-swapping yourself into the corner. It's really great for newer Filia players like me that don't really have a set/optimal corner combo ironed out yet.

The jLP also seems to be a lot more forgiving on input when compared to jLK midscreen too; I never really run into the problem of not doing jLK fast enough and flying under them after the jHP.
 
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@evilben Can we have the OP of this thread updated with up to date combos and such? Just to make finding combos easier?
 
If you do (8)jHP ADC jLP jHK you'll stay on the same side when you pick up the OTG.

If you do (9)jHP ADC jLP jHK you'll switch sides when you pick up the OTG.
I don't understand what you mean here. What do the (8) (9) signify?
 
i think it means jumps. so 8 would be neutral jump
while 9 is forward jump
I guess that makes sense. Not home to try it. When I read I was thinking it was timings in frames.
 
I don't understand what you mean here. What do the (8) (9) signify?

Directions as they'd look on a keyboard number pad.

i.e. if you're on the player one side, jumping straight up is 8, jumping backwards 7, forward 9.