Discussion in 'Filia' started by Nuuance, Sep 5, 2013.
I don't understand what your trying to say?
I'm saying that IAD Bounce and Volume goes over most the cast's heads when used at point blank range.
please, for the love of god, use buttons not the name of the normals.
at point blank range: as you mentioned, j.mk whiffs on most of the cast crouching so I will assume that the discussion of j.mk only concerns its use as an IAD tool from further than point blank.
compared to j.mp, it does have the benefit of scaling your combo less (assuming you let j.mp run all the way that is). If you let j.mp run completely it's +16 on block, if you fastfall it it's +11 or +12 on block, so essentially the same as j.mk. On hit, j.mk is +12 vs +10 of j.mp (fastfallen), but the damage if you fastfall j.mp after the first hit is 150 for j.mp and 200 for j.mk, I would not call 50 damage a significant benefit. j.mp as you mentioned also gives you the option of letting it rock for multiple hits, which not only breaks armor but will also mess with pushblock timings since you can fastfall it on any of its hits.
Even compared to IAD j.mp I wouldn't really say IAD j.mk is really better, let alone compared to filia's other IAD options like IAD j.hp (less startup, more damage, and more + on hit and block) or IAD j.lp j.lk (2 hits so scales the combo more heavily but is SIGNIFICANTLY faster and more + on block, as well as being slightly more + on pushblock and since its 2 hits it's easier to react to being pushblocked out).
It whiffs on most of the cast standing at point blank. Not just crouching.
I never denounced any of the other IAD options, mind you. Salon Treatment, Buzzcut, and Straight Razor>Thigh High are all super freaking good. My only motion is to opt for Bounce and Volume in -some- situations where people are using Buzzcut. Sure, it can be +16 on block with all hits, but it's a multihit giving people a bit more time to react to what had happened. Fastfallled it's nearly as good as Bounce and Volume making the only advantage that 50 damage, but you can also opt to let the second hit ride on block and be placed at a bit of a safer distance. It's really underused for all the things it's capable of.
omg you are still doing this
are those the names of the normals???
How do you even find the names of the normals? Do you just go on character select and write it down when you pick them as assists?
Probably from the wiki.
Can anyone point me at some match videos of Filia players that have completely integrated the j.lk fastfall j.mp link c.lk winnie tech? I haven't been following results and stuff closely for a while but I'd like to see that, it seems like a real tool.
Grounded normals and specials are all in the assist input menu. Air normals are covered in the shoryuken wiki and in select segments of the tutorial mode.
I don't like write down every normal as a reference sheet. I memorize them and look them up every now and again if I forget one or I am using a move I don't know the name of. So far I only have Filia's and Fukua's completely committed to memory.
The best normal names in the game are Robo's Flex Capacitor (s.MP) and Fukua's Fukua Sets Mode +K (s.MK)
Anyways, back to Filia stuff.
I'm so mad right now
Guys from now on can we all just use the move names and not use standard notation? I mean it is so much easier to read fast and figure out exactly what someone is saying when you have to read 3 words that equate to a letter a period and two more letters. Who wants to read that?
It's especially useful for people who don't have their copy of Skullgirls set to English!
This seems like a lot of work just to make your notation incomprehensible to everyone else
Literally dying that someone knows the actual names of the normals.
this is what is known as a skullfan that has ascended PAST a skullfan
or you could just call this a skullfan 2
They are my notes, lol, I can share them in any way I please. If you don't like it, that's fine. :I
This topic is used as a resource for people. If people can't readily understand the information, then you are missing the point.
To the people who reported Red Mage's post: Writing notation in a nonstandard way isn't against the rules.
To @A Red Mage: It is infinitely easier for everyone involved to write notation as buttons. You gain nothing writing notation out as move names except lots of wasted time and lots of confused players. Which is more compact and universally understood, "s.MK", or "Fukua sets mode to +k"?
I always had that thought in the back of my mind that this one day might happen.
Never actually thought it would come to this.
Just sum burst baits:
Srry for a non professionally made vidya ;~;
Although very specific, some cool stuff you can do on BigBand while trying to Instant overhead him (or air to air up close) and he's in the air.
Leave Big Band alone
I'm a beginner in Skullgirls in general. I decided to pick up Filia as one of my main characters to start off with. Can anyone tell me what's best to do after a pushblock? or will that all depend on the situation/read?
It's always going to depend on the situation/characters/assists you are up against.
is this already a thing or
Its already been documented.
Its also a burst bait on the 2nd j.hp so you either AC the burst or if you can't do that then prepare for switch block but filia can tinker with the timing
Yeah I do that all the time.
Man, that tech's older than you.
Here's a fun Filia burst bait/gold burst reset:
H Bypass + H Ringlet
TK H Airball
ADC, j.LK, j.MP, j.HK
TK H Airball (slightly delayed for the gold burst variant)
I haven't tested to see if it is universal and the second reset is just
for funsies, no reason to ever go for it when the first gets you a HCH
combo if they burst. Also haven't tested to see if it works in the
corner but it's unlikely.
I found this really fun burstbait/crossunder while goofing off in the training room. The video is broken into 2 parts since i'm still practicing the crossunder part out myself.
Universal burst bait. Crouching will help evade delayed bursts. It can also bring up a tricky crossunder on everyone except Big Band as shown below
From what i've tested, it's fairly safe against mashed supers (Fortune only gets one minor hit, and the others whiff, while having plenty of time to react against Painwheel's), but does lose to mashed Light aerials.
Canceling the second J.Mp Burst (~2-4 hits) into a J.Hp to fastfall, and immediately dashing upon landing allows for a same side. While letting the J.Mp go through or fastfalling without the dash allows the crossunder. You can do this with Robo as well, only using 1 hit from the first J.MP in order to do so, otherwise it does the same effect as doing it with Beowulf and Double.
For Double and Beowulf, using only 1 hit from the first J.Mp, and fastfalling with J.Hp and dashing upon landing allows you to crossunder, while not fastfalling, or any more than 2 hits will hit same side.
are we allowed to discuss beta stuff in here because oh lord do i love this update
More coming with this but I thought I would record a small thing. You can also do things WAY faster out of the airball than I did.
lmao another one
this is mainly a concept but the theory is def there
Goofing around and found this corner crossup you can do as long as you have a J.Hp and an OTG saved in a combo. Doing a microdash right after you land gives you the crossup. My hands were a little slow, but you can get it a little faster than I did.
Works the easiest on the Fortunes, Eliza, and Parasoul
Also works on Double, Filia/Fukua, Valentine, and Peacock (tight link, do J.Hp as soon as the drill stun ends)
Cerebella, and Painwheel (drill after first OTG bounce, no microdash needed. On Squigly, use S.Mp to keep her in the corner).
Big Band, Squigly and Beowulf are too inconsistent for it to work on reliably.
Winnie posted a similar corner reset a few pages back:
Though your one is nice in that it allows for the reset even if you've already used the j.HK.
Separate names with a comma.