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Filia Combo Archive

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Corner or midscreen? Midscreen you can just do HP Ringlet xx Gregor and do a typical combo off that. I'm actually not entirely sure what the optimized thing to do after that is, but I just kind of wing it with:

Throw, HP Ringlet, Gregor
HP,
j.MK, HK hairball, dash cancel, j.MP, j.HK
c.MK, HP,
j.LP, j.MP, j.MK(1), whiff j.HP,
LP, LK, MP, MK, c.HP, HK Hairball, Fenrir
 
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Corner or midscreen? Midscreen you can just do HP Ringlet xx Gregor and do a typical combo off that. I'm actually not entirely sure what the optimized thing to do after that is, but I just kind of wing it with:

Throw, HP Ringlet, Gregor
HP,
j.MK, HK hairball, dash cancel, j.MP, j.HK
c.MK, HP,
j.LP, j.MP, j.MK(1), whiff j.HP,
LP, LK, MP, MK, c.HP, HK Hairball, Fenrir
Thank you, this is what I was looking for.
 
For a low altitude gregor on a non-lightweight (as in, bella para double big band), without otg available (like after a midsceen throw), you have* to do a somewhat difficult dash jab chained into the hp to continue into regular Filia combo filler stuff.

*you can dash into a different faster-than-hp normal like mk for bella and para if you really want
 
Blandaid's [Throw > L.Updo xx Gregor] makes the link after the wallbounce a ton easier.
Light characters only, I assume?
 
Blandaid's [Throw > L.Updo xx Gregor] makes the link after the wallbounce a ton easier.
Is this in the corner only?
 
No.. you cancel the whiffed Updo really early just so you get some height, which makes the opponent bounce higher from the wall, which gives you more time to do the followup link.
 
I have a question on the intermediate mid screen combo. I'm having trouble pulling off the "reground". any tips? :[
edit - i found that if i hit for 2 hits on c.mk i can reground it most of the time.
how do i make it so it doesn't do the green burst? on j.lp after the relaunch?
 
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Hey guys, Ringlet Psych exists!

2LK 2MP 5MK 2HP xx 236LK ....
66 5HP

This works on everyone except Big Band, in fact if you are better than me it might work on him, but I can only get 5MK 5HP before OTG and even that is difficult.

Yeah, this even works on double with no OTG.

Also you should be using Ringlet Psych every time your 2MP, 2HP, 5HK or 2HK is blocked
 
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Here's the combo that I've been playing with since the Undizzy change. Works midscreen and corner, for 8.1k and 8.4k respectively. Probably not the best, but it's a start.


IAD, j.HP, j.HK
s.HP
j.HP, adc
j.LK, j.HK
c.LK (otg), s.MK, s.HP
j.LP, j.LK, j.MP, j.MK, H Hairball, adc
s.LP (x2), s.LK, s.MP, s.MK, s.HK*, H Hairball, Fenrir Drive

*if near enough to wall to wallbounce.

Works on everyone except for Cerebella midscreen. Only works on Double in the corner if the last superjump cancel is done straight up and not towards Double, otherwise the j.MP whiffs.
 
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In the last chain you could do s.mp restand into a full c.mk, which does a lot of damage for a normal when you're already at full damage scaling. Might need to drop a light or something to keep the right range.
 
My proof of concept combo is:

2LK 2MP 5MK 2HP xx 236LK
66
5MK 2HP xx 236LK
66
5MP 5HP
j.LK j.MP xx 214HK xx 66
5LK 5MK 2HP xx 236LK
(66 if still midscreen)
5LP 5LK 5MP 2MK 2HP/5HK xx 214HK xx Fenrir

Does about 7.3k, so its not really more damage than existing combos, but it has a lot of screen carry and I'm sure this can be used to much greater effect for more damage. This is just what I came up with.

Did this on Parasoul, should work on everyone except probably Double and Big Band. Might work on Double but I have to test.
 
Hey guys, Ringlet Psych exists!

2LK 2MP 5MK 2HP xx 236LK ....
66 5HP

This works on everyone except Big Band, in fact if you are better than me it might work on him, but I can only get 5MK 5HP before OTG and even that is difficult.

Yeah, this even works on double with no OTG.

Also you should be using Ringlet Psych every time your 2MP, 2HP, 5HK or 2HK is blocked
Are you sure it works on Squigly? In MDE, Queue Sting Chaser won't work on her because she floats too high from c.MP for any grounded followups to hit.
 
Works on everyone except for Cerebella midscreen. Only works on Double in the corner if the last superjump cancel is done straight up and not towards Double, otherwise the j.MP whiffs.
For Bella just need to take out the S.MK after the CR.LK OTG and it should work.
 
Are you sure it works on Squigly? In MDE, Queue Sting Chaser won't work on her because she floats too high from c.MP for any grounded followups to hit.
It works fine, you just need a slight delay after 2MP before 5MK, that happens with a few characters like Big Band.

Definitely more difficult on her, but it does work.
 
For Bella just need to take out the S.MK after the CR.LK OTG and it should work.
This lets the launcher hit, but then the J.LK whiffs. Taking them both out allows for a full combo, dealing 7990 damage. Tried out some different stuff but either IPS or Undizzy keeps saying no. I think that Cerebella just needs another starting chain entirely.
 
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Ah I didn't even see the j.lk in there, I use basically that same combo minus that.
 
in order not to discourage people, better put: reconsider Skullgirls
Skullgirls has the easiest combos of any fighting game that actually requires you to hit the buttons.
 
I think that appellation would go to MK9.
 
I think that appellation would go to MK9.
In MK9 you're not actually hitting the buttons. Combos are special moves that happen to use buttons as inputs, like Peacock's or Big Band's taunts.
 
IAD j.hp, j.hk, land into c.lp, c.lk, s.mk, s.hp, j.mp, j.mk, (m/h) airball into gregor, s.mp, s.hp, j.lp, j.lk, j.hk, (h) airball into gregor, dash into updo or fenrir drive.

am i a scrub?
 
Skullgirls has the easiest combos of any fighting game that actually requires you to hit the buttons.

there are also fighters like Samurai Spirits 2 where combos are almost non-existant.
but to compensate for it, due to the lower speed, footsies and spacing play a bigger role there and mistakes are much easier punished.

but regarding the MvC2 and anime type fighters, Skullgirls is indeed the easiest.
 
To be honest I don't see the point in a game having 1 linkers for having 5 extra damage (sf4) that shit is ridiculous.
 
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okay, i am looking for the best corner combo that does not use your OTG and still has some drama left after a DHC. my current combo is
cr.lk > s.hp > j.hp > j.hk > h.airball > adc > j.mp > j.jk (restand) > s.lk > s.mp > c.mk > s.hk > h.hairball > fenrir drive
 
okay, i am looking for the best corner combo that does not use your OTG and still has some drama left after a DHC. my current combo is
cr.lk > s.hp > j.hp > j.hk > h.airball > adc > j.mp > j.jk (restand) > s.lk > s.mp > c.mk > s.hk > h.hairball > fenrir drive

Replace adc > j.mp > j.hk with adc > j.mk(x2) > j.hp for a little extra damage. You might have to dash s.lk for it do connect on some characters, its a bit harder but gives you a bit more damage.
 
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Hey what's a respectable amount of damage for a Filia Corner Combo? I altered my old combo for a newish one that gives me 10,700 with 1 bar, Fenrir Drive ender. Just wanted to know whether I should be learning a new one for some more damage or just keep this one.
On 3v3 Ratio, I can do 1v1 if the numbers don't make sense, my bad.
 
Unless my math is stupid, that'd be a little over 8.2k damage 1v1. The combo I posted last page does a little more than that in the corner, and the one I'm working on now is currently doing just under 8.9k, still trying to see if i can eek out a little bit more damage.
 
Can we please for the love of god stop calculating damage with a jump-in, especially the j.HP one? Just standardize the damage with c.LK starters.

With that being said, 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
 
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Beginner Filia Corner Combo

Make sure you do the otg c.LK immediately upon landing. If the opponent shows a blue ring when they bounce, you took too long but got away with it! At the end, you can do Fenrir if you're really close to the ground, but Gregor can also tack on a little extra damage if you're desperate. Also, make sure to do that Airball as fast as you can! It only gets uphill from here, so learn that speed, son.

This combo isn't about doing damage or being optimal-- it's a framework designed to teach you the concepts of how to combo with Filia. That Airball at the end might seem really hard right now, but it's cake compared to things that require actual timing like is required in the intermediate/advanced combos.

Okay, I took me about 3 hours with little breaks to get the combo down.
I am mostly to slow on the airball or on the otg c.Light Kick.

I am an Fighting Game noob and came fresh from the tutorial.
Seeing as I still not perfected the "Beginner" Combo in 3 hours and OP's suggestion that those who can not do this shall reconsider FG. Should I just stop?
 
nah, dont stop, broken loose is just ornery

it is a good sign that you recognize where you are messing up. because you do you can take steps to fix your issues.

the airball is just a matter of doing the move faster and potentially positioning (some of the smaller characters are harder to hit, make sure you are not way above them when the j.hk hits). try working on both.

the c.lk otg might be an issue of speed but more probably is an issue of positioning. play with the timing of the jump moved to put yourself closer to the ground (and below your opponent) for the j.hp > j.hk. this might give you a larger window to get that c.lk in.
 
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Managed it today vs Mrs. Fortune. Couldn't do it yesterday against Parasoul. Gonna check it again later :).
This took me btw another 2 hours, getting the combo 3 of 5 times now. Is that a reasnable time?

My mistake from yesterday: I attacked to slow after the jump, which pushed me above the opponent after the j.hk, thats why I missed the airball and the second throw combo (also worked on faster airballs along the way, I figured that I had some input trouble with QCB-Move and DP-Movement from the right-side).

Here is the happy proof :)
I noticed that that when comboing the air hard kick to the airball, I am kinda mashig the hard kick button (i.e. 4-6 button presses instead of the required 2). Is that a bad habbit?
The c.lk s.mk, s.hp etc. are not mashed.

Future question will be posted in the beginner section, to not derail this thread.
 
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