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Filia Reset thread: Now with SF4 styled vortexes!

Pobega

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Note: I'll be posting information in this thread, but right now my main computer is being shipped back for a warranty fix -- when I get it back I'll update the OP with everything in video.

Here is a link to the old thread; I'll remove this when everything is copied over here and formatted nicely:
http://forums.shoryuken.com/discussion/159398/filia-general-resets-and-mixups

Basic Vortex:

After the airdash cancel in your BnB restand [j.LK j.MP j.MK adc j.MP j.HK] you can switch the [j.MP j.HK] for [j.LP j.LK] to force your opponent on the ground. From here, you get a hi/lo/thro mixup:

High: land, jump IAD j.LK j.HK
Low: land, c.LK ...
Throw: LP+LK?

This setup can be escaped by some mashers, but for the most part it's pretty fool proof.

Basic Vortex Corner Variation:

The basic vortex can be optimized for use in the corner too. While the standard vortex SHOULD work in the corner, you can get a lot more damage and meter using this:
*Note: I'm not 100% sure if you get more meter, but I've gone from 2 bars to 5 bars without even realizing just by hitting this a few times

s.HP jump j.HP j.HK adc j.LK j.HP

This creates a situation almost exactly like the basic vortex, with the same followup mixups.

True Vortex:

Right now I have to run to class, so I'll just quote Age_of_Fools' post from SRK:

Ok, Skullheart is down so I'll post this here to make sure I don't forget it:

Shows a vortex situation from HP j.LK j.MP j.MK(1-hit) which Folks came up with as far as I know.

I also have been playing around with Parasoul's Napalm shot assist, and think that any mid-screen HP can be made into a vortex as well. Not as tight as the one in the video, but using the assist it has its own advantages like tear explosion lockdown on block.

-HP sjc airdash under j.LK(whiff) land

--tap forward then c.MK for cross-under low
--tap back then c.MK for same side low
--instant overhead with j.HK can be on either side depending on the airdash height
--air throw obviously

-HP (assist) sjc airdash under j.LK (whiff) land

--walk in a direction to change which side the projectile hits from
--dp+super beats anything they try to do
--airthrow can hit before the projectile

-HP (late assist) last sjc airdash under

--j.HP or j.HK can hit as an overhead depending on the timing
--whiffing j.LK drops you down for a low
--airthrow obviously
--Gregor with the right timing hits as a double crossup

that last one I think would be a bit weaker since you're in air throw range which would make mashing throw a pretty good option

-HP assist sjc j.LK(fast)

--The opponent lands on the projectile as a crossup or non crossup depending on the delay between HP and the assist

You have all your air options during and after this, do you can use the hairballs or airdashes to make it very confusing

-HP (late assist)

--Hairball HK crosses under
--Hairball MK is ambiguous depending on timing
--Hairball LK stays on the same side

With this one you need to use a meter to confirm it into a combo and you can opt to go for the cross-under dp super gimmick too.
 
And one extra post just in case I need it.
 
I've just figured out that st. HP > j.LP > j.MP > j.MK (1 hit) > j.HP can lead to a cross-under on some characters.

However, when I tried this online, it doesn't seem to work against Parasoul. Is it just not possible, or is the timing just more strict?
 
Cross Under: s.HP > j.HP dash j.LK land, dash under

Burst Bait: s.HP >j.HP dash j.LK j.HK land otg c.LK s.MK s.HP>j.HP back dash
 
I've just figured out that st. HP > j.LP > j.MP > j.MK (1 hit) > j.HP can lead to a cross-under on some characters.

However, when I tried this online, it doesn't seem to work against Parasoul. Is it just not possible, or is the timing just more strict?
Yeah, that works better on shorter characters. An easier (but more obvious) variation would be [j.LP j.LK j.MP (1 hit) j.MK (1 hit) j.HP (whiff) dash]

My variation works on everyone but Double. Yours works on everyone but Double and Parasoul, with Fortune being EXTREMELY hard to land the timing on.
 
Stuff into HP,
j.LP, j.LK, j.MP, j.MK, j.HK(whiff), air dash j.HK

Basically you want to cancel the first j.HK with an airdash before it actually hits, which will net you cross-up overhead reset with the second j.HK.

------------------------

Stuff into HP,
j.HP, airdash, j.LK, j.HK,
c.LK, MK, HP,
IAD, j.LK

Not entirely sure how many characters this works on, but the very tip of j.LK will nick the bottom of the opponent which will trigger IPS, but the burst won't hit you if you crouch on landing. If the opponent doesn't take the bait, you can do a cross-under reset instead.

------------------------

Stuff into LP/LK, c.MP,
IAD j.LP, j.LK

From here you can cross under fake the cross under, or go for an airgrab.

------------------------

Stuff into LP/LK, c.MP, c.HK, HP Updo, Gregor

Cross under the opponent with c.HK after you do c.MP and hit them on the opposite side with Updo. Remember to input your attacks in the direction Filia is facing. She will sometimes auto correct the way she is facing if you delay the Updo too long. Can fake the cross-up instead.

-------------------------

Stuff into HP, j.HK, airdash back,

Start an air chain with j.HK when it will trigger IPS. This is great for 2 reasons. If you backdash, the burst will miss you giving you a free combo with no stun stored on the opponent. If the opponent does not burst, they will be put into a hard knockdown, giving you a lot of pressure/mixup options.
 
Stuff into HP, j.HK, airdash back,

Start an air chain with j.HK when it will trigger IPS. This is great for 2 reasons. If you backdash, the burst will miss you giving you a free combo with no stun stored on the opponent. If the opponent does not burst, they will be put into a hard knockdown, giving you a lot of pressure/mixup options.

I have notes on the other stuff that I'll post after I get back from classes, but I have a question; what's the best way to convert off of the adc burst baits? I've been using air gregor samson into combo, but is there something easier/better?
 
I have notes on the other stuff that I'll post after I get back from classes, but I have a question; what's the best way to convert off of the adc burst baits? I've been using air gregor samson into combo, but is there something easier/better?

i just dash up and launch
 
Just to enlighten everyone, after the first hit of j.mk you can air dash then air throw your opponent. (but you already knew this right) Here comes the fun part if you do a j.mp > j.hk after said air dash you get a reset that will beat out a throw tech and any air reversal they might mash. If done perfectly then it becomes a solid 50/50 mix up to add the the vortex.

With the new undizzy thing added your follow up combo could be hurt depending on when you do this reset but a mid screen restand allows you to do even more mix ups.
 
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Played around with Filia in training mode a bit yesterday and found a few things:
c.LP -> c.MP (-> s.MK against some characters) -> LK Hairball hits their other side when done properly (I might make a low quality video later to show it off)
Also:
Stuff into s.HP -> j.LP -> j.LK -> j.MK -> MK Hairball -air dash cancel> j.HP -> Gregor Samson hits as a cross-up, although I didn't play around with this too much so it may only be against certain characters, I'll stick this in the video too
 
This might be more important after the beta changes, but you can end one of Filia's standard combo chunks with the "IPS/undizzy burst forced hard knockdown" trick midscreen. The standard combo chunk everyone does is:

launch
j.lp (or j.lk)
j.mp
j.mk (2)
h. airball xx ground dash

From there you can do a ground chain ending with c.hp (without restanding them during the ground chain, so you get the air hit ground bounce on c.hp). If you have not used your OTG yet, combo another c.hp xx fake hair spike during the ground bounce, which puts them in a burstable state all the way until they do an non-tech recovery from the knockdown. The fake hair spike cancel is to retract Fila's hurtbox away from the burst hitbox.

If they do burst you can do a hideous 340 undizzy combo starting from a 150% damage j.hp (or whatever). Otherwise you can do something like a meaty assist call during the actual wakeup animation (after they can't burst anymore) to get a strong mixup.
 
There is another burst bait just like this one you can do in the corner. Its really easy to set up, all you have to do is hit them with a hk hairball in the corner then do cr.lp > s.hk > ringlet psych. The trick is to use the backwards movement of the s.hk to move you far enough away so the ringlet psych avoids the burst.
 
That one is also really close to safe jump timing with an IAD for any reversal without super freeze hitstop. You can even do like an immediate whiffed IAD j.mp after the fake spike as they are rising to get them to blow a super reversal like a diamond dynamo and you will land in time to block. Or delay it a few frames to safe jump (safe IAD) meterless reversals that don't have hitstop.

Edit - Hardest thing about this is being ready to do a c.hp to punish the instant burst that people that don't know it's inescapable do AND get the timing to do the safe jumps. I guess you should save yourself the aggravation and just gregor punish instabursts.
 
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In the first video I'm not sure how he's pulling off the dash off of the j.MK? (1 hit)? I do it but filia dashes in front of the opponent, not under the opponent
 
There is another burst bait just like this one you can do in the corner. Its really easy to set up, all you have to do is hit them with a hk hairball in the corner then do cr.lp > s.hk > ringlet psych. The trick is to use the backwards movement of the s.hk to move you far enough away so the ringlet psych avoids the burst.
Said burst in action:

http://www.youtu.be/watch?v=i5UOSTCqGHI&t=2m20s
 
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oh god i cant pull that reset to save my life...
 
Stuff into HP,
j.LP, j.LK, j.MP, j.MK, j.HK(whiff), air dash j.HK

Basically you want to cancel the first j.HK with an airdash before it actually hits, which will net you cross-up overhead reset with the second j.HK.

I've seen this reset a lot I know it's crucial, how do you get it to work on Double? I can hit him with the cross up HK I just can't get anything to link afterwards
 
I can hit my ghetto as fuck reset on everyone except Cerebella (I'm Kashiyuka on steam) if you've played me you know what I'm talking about. It never works on good players though lol
 
I've seen this reset a lot I know it's crucial, how do you get it to work on Double? I can hit him with the cross up HK I just can't get anything to link afterwards

I just try to get as many hits of j.MP to connect so she and me are both as low to the ground as possible.
 
Right, what move to do immediately after the crossup hits? Hairball?

Edit Cause like, I can't seem to start a ground chain after the dash HK crossup even if Double is practically standing on the ground already, the height at which the dash crossup requires is too high--don't have this problem with any other char. So again are you doing a Hairball to get to the ground and dashing out of that on Double or am I just not doing it right? If the latter could you make a short clip, I really wanna be able to do this powerful crossup reset and might understand if I can literally see/hear it in action

Final Edit I kinda answered my own question.. as usual I jumped the gun and thought something was impossible before I practiced it enough, luls. So yeah you can start a ground chain after the j.HK crosses up, but instead of starting it with s.LK, s.MK, s.HP like I always do instead of s.LK you want to do s.LP, it has a little more range and with Double you land a little farther away from her due to the height requiring you to adc earlier. WHOOPs. Typical me, thanks for the tip though Remi I'm going to start consciously practicing doing this reset as low to the ground as possible, it helps get the crossup to work successfully.

Final, Final Edit cr. LK also works, and is probably optimal. Another thing that helps make sure you actually cross up in addition to getting more hits out of the MP is instead of holding up-forward after launch, tap up then tap forward. You don't jump too far ahead to where your crossup gets blocked by Double's huge hitbox.
 
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I put a bunch of Filia resets in this video. The ones that I recorded against Cerebella are character specific, as is the one with the 2 hit OTG j.MP against Double.

 
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I had to watch that like 10 times to realize wtf was going on
 
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Bounding boxes, how do they work?
 
Cross Under: s.HP > j.HP dash j.LK land, dash under

Burst Bait: s.HP >j.HP dash j.LK j.HK land otg c.LK s.MK s.HP>j.HP back dash

What's the best way to punish the burst bait? I'm having a bit of trouble.
 
One mixup I never see players do is IAD j.lk> j.hp. It's an overhead to a fast fall where you can proceed to low/throw. You can even do it off of j.mp.
 
I do it all the time with j.MP. It's especially useful since you can vary how many hits of j.MP you let hit, to make it way more difficult to pushblock to make space or get absolute guard.
 
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One mixup I never see players do is IAD j.lk> j.hp. It's an overhead to a fast fall where you can proceed to low/throw. You can even do it off of j.mp.

IAD (or more specifically, hairball adc) jMP jHP is pretty common/good.
 
Posted this in my training diaries thread, and IsaVulpes said I should show it to the world because tech is cool.

Filia resets I can think of while I should be working:

Restand j.HK > land
Filia is SUPER positive when doing this one, to the point where I often accidentally combo into c.LK when I wanted a low reset. Should work on that timing.
low j.MP > j.HP (whiff)
Fastfall reset that the opponent will recover quickly from, but will send Filia to the floor even more quickly due to skipping the hitstop from j.MP. If done too high, j.HP will actually come out and hit, entirely ruining your positioning.
s.HP > j.HP > adc > j.LK > delay > j.HK
Slightly delayed j.HK will hit same side
Slightly more delayed j.HK will hit as a crossunder (Midscreen only)
Doing this on Filia/Fukua is flaky because of her weird air collision box. If done too early, it whiffs entirely, if too late, you auto correct and knock her the wrong way
It's a pain on Fortune too, due to her tiny air hurtbox​
Either way you do it, you'll end up on the other side of the opponent and need to use your OTG to pick them up​

s.HP > j.HP > adc > j.LK > do nothing
Filia will land while her opponent's still in the air. From here you can go nuts. I recommend dash under > IAD grab whiff crossup > low because what the fuck where even are you.
s.HP > IAD > j.LP > nothing
Similar to the above except the opponent isn't quite as high. Still high enough to dash under though.​

c.MP > IAD > j.LP > j.LK
I believe that this crosses under on its own, and doesn't put them high enough to dash under again. Could be wrong, I've never used this reset​

c.MP > c.HK (whiff) > Updo
This is nooooot a great reset. If it hits, great, now spend a meter to convert. If it doesn't, your opponent just blocked Updo...hope you have a safe DHC!
Still though, it's a pretty reset, and it's something she can do so *shrug*​

j.MK (1 hit) > j.HP (whiff)
j.MK does some weird bullshit when it's cancelled, but doing this will basically ROCKET Filia to the floor, so long as were moving down even a little bit when you hit j.MK.​

j.MK > adc > grab
Depending on your grab timing, you will either
Whiff because of hitstun, landing before your opponent
Whiff because your opponent landed
Grab your opponent​
All 3 are pretty good options!​

j.MK > adc > delay > j.HK
Altering the timing of your j.HK will determine if it crosses up or not. Character height and Filia height dependent, of course​

And what good are resets without some mixups.

c.LK
Super fast startup, safe on block, can hitconfirm into blockstring even if it is blocked, this is a really good low​

Forward jump > j.HK
Same side overhead, something like 19ish frame startup between jump startup and the move itself. If it hits, there's plenty of hitstun to land and get a light hit in for a hit confirm.
Pretty solid overhead option, plus it allows for an air dash cancel to go for more shenanigans if they blocked it or you want a really strong jumpin​

IAD > j.LK
Slightly faster than the above overhead, with the downside being that you've already used your air dash so there's less you can follow up with​

IAD > j.HK
Depending on your timing of the j.HK, and the height of your opponent, this can very ambiguously cross up.
On top of that, this dodges Napalm Pillar midscreen like 90% of the time, and 100% of the time in the corner. It's kinda disgusting

IAD > Air Grab
Option Select! If they jump, grabbed. If they stay grounded, well shit, Filia just jumped, better block high OH MY GOD SHE HIT LOW
Chain multiple of these mixups in a row to really mindfuck your opponent. See how many you can do before they say fuck it and jab you!
Furthermore, midscreen, if your opponent is short and crouching, this will cross up ON TOP OF being a fastfall.
I love this mixup.​

Ground Grab
Midscreen, this is OK. Your main option of conversion is Ringlet Spike (M or H, depending on distance from corner) into Gregor. Uses up your OTG in the process.
Doesn't work too well on Double, her weight messes with it heavy. Works fine on Band though, his size makes up for it.
Alternatively, you can do L Updo > Gregor to get a slightly higher wallbounce from Gregor, makes it work a bit more reliably on Double.​
Corner, this is great, because you can convert without meter. Still uses up your OTG, but hey, can't have everything.​

Air Grab
Main 3 options after an air grab are
Instant Gregor
H Hairball > Gregor
H Hairball > adc​
These are dependent on how high you are. If you're more than about a jump height above the ground, only the first option will work reliably
Instant Gregor is a bitch to time (not anymore actually since Mike made that easier, woo!), doesn't use your OTG, works on everyone, and gives you a really easy wallbounce to confirm off of
Hairball into Gregor uses up your OTG, gives you a way lower wallbounce, and works poorly on heavier opponents
This doesn't work at all on Big Band, his hurtbox is weird and the Gregor whiffs entirely. Using L Hairball instead works fine, and gives you a super high wallbounce.​
Hairball into dash cancel also uses your OTG, but after the dash cancel you can start doing ground chains. Just keep in mind that it uses your 1 Hairball cancel per combo​
 
I have a few :)

IAD j.lk, j.hp (it's a high that immediately returns you to neutral for a high, low, throw vortex)
j.lp, j.lk, j.mp , ADC back (I don't even know why this works but it only works on the twins)
 
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So new thing I found:
All resets off of s.hp, j.hp, ADC, j.lk can be done more easily with s.hp, j.hp, adc, j.lk, j.mk which causes you to fast fall and makes crossing under much easier then dashing under and you can still choose what side you want to end up on.