This is a thread I started in the Squigly section, but since it's picked up a fair amount of traction, I thought it'd be a good idea to start one for Filia...I might just create a thread for all characters if I feel the need...but for now I'll do Filia. Might go to Double or Val next since I'm interested in main'ing one of them. Anyways, on with the show. From what I understand, "tech" are things that aren't explicitly portrayed through movelists and things you don't really find out until really REALLY messing around with the character. I wanted to get a thread going where people give things/tips they notice and do to really help Filia go far. I'll try to update this post when I can with a nice & neat list. I plan to make a FULL video guide complete w/combos, matchups, strategy, etc, so ANY and ALL help would very much be appreciated :D Any tips, matchup tips, setups, and other stuff would be appreciated! For now, here's what I know off the top of my head (not in order): 1. Even if you have a level 3 available, don't use it unless it's directly after a launcher or s.hp...because it scales like A LOT & the difference in damage between a Fenrir and itself is negligable. Also, if you're on a team, you're MUCH better off just doing a DHC (Delayed Hyper Combo aka Blockbuster Sequel). 2. When opponent is down to very very low health, like 500 health...a little around there, using a gregor samson EASILY chips that away. Just be careful and don't do it from too far away or else you might miss or get punished. 3. Gregor Samson goes through phase 2 of peacocks argus super. But in regards to regular projectiles, it will get halted in its tracks. 4. Hairballs have the same recovery properties no matter which strength is used, so Heavy version is usually best. if accidentally hairball on block & you have a team w/2 meter, just DHC to stay safe and potentially punish the opponent. 5. Dragon punching or using LP Drill after s.hp or c.hp can REALLY throw off the opponent when they think it's safe to attack. Dp goes through practically anything..but isn't safe on block, drill sometimes doesn't go through everything, but is safer on block. You choose which to use. 6. Don't be afraid to flat-out GRAB painwheel, parasol, or cerebella out the air. Obviously you have to jump up slightly before them, most likely a dash jump (i dont mean super jump), but if you can air grab > H Hairball > super, you can really throw people off since no one ever expects to just get grabbed. Be careful though, if they attack first, it won't work. 7. dashing after an air-pushblock throws off a lot of people 8. using L Hairball > air dash is great for getting close to peacocks by going over all projectiles altogether. If feeling lucky, weaving through them by dash jumping > H Hairball > dash attack works well too, staying underneath the plane, but staying off the ground. 9. Throwing out assists works well when backed up by according drill attack. NO ONE expects it. 10. Instant Air Dash IAD on opponent wakeup usually works like a CHARM, but watch out for super reversals, and especially cerebella/squigly's supers....Squigs has invincibility for first part so you'll just fall into her trap, jump up and/or away to bait if you need to. That's all I got for now. What about you guys??