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Filia Encore Combos

Midscreen I've been doing:
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, dash cancel,
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.


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. Has worked on every character.


Against Bigband in the corner:
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
I know this was posted a long time ago, but for the universal corner combo at the very end with the hk hairball to fenrir I can still do it. But it has a really tight window and I was wondering what to look for and when exactly to start the DP input for the fenrir
 
7.605k corner combo with cr.lk starter
Finally beat Winnie's damage output!
 
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Make sure you're as high as possible before the airball so that you get all 6 hits of the j.mp, the combo has 47 hits total.
 
If that's the case then I can probably get another hit on j.mp to up my damage. Ill have to test that
 
The last hit has more knockback, you can't get the j.hk restand if you do all 6 hits
 
Don't know if this one is known
It's character specific. Does not work on filia and needs some modifications on others
 
Here's the most damage I've been able to get off Filia's ground throw midscreen for 1 meter, it does around 5.1K.



Throw, MP Ringlet Spike,
Dash, Crouch, Dash
s.MK, s.HP,
j.HK, Airdash, j.LK, j.HP (restands), j.HK,
c.MP,
j.MK(2), HK Hairball, j.MP,
s.LPx2, s.LK, s.MP, c.MK, c.HP, HK Hairball, Fenrir Drive

On Squigly and Peacock Throw xx MP Ringlet whiffs for me, but you can do the heavy version instead and still have time to wavedash across to connect the s.MK, s.HP. Getting the j.HP to restand is a lot easier on taller characters, I haven't been able to get it to work at all on Squigly, Painwheel or Peacock yet.
 
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Found a nice filia reset combo like duck's but does more damage.

s.HP > j.HK xx H Airball xx dash cancel s.MK > c.HP xx Ringlet Spike > iad j.MP > j.HK > c.MP > j.MK adc j.LP > j.MP > ender/reset
 
Found a nice filia reset combo like duck's but does more damage.

s.HP > j.HK xx H Airball xx dash cancel s.MK > c.HP xx Ringlet Spike > iad j.MP > j.HK > c.MP > j.MK adc j.LP > j.MP > ender/reset
Does it do more with cr.lk, s.mk starter?
 
that combo looks a lot like the one twerk posted a little while ago

2. my combo( finicky on parasoul and doesn't work on double or band and a bit weird on squigly)

j hk > hairball H > Dash > s mk > c hp > ringlet psyche > s lk > c mp > j mk > adc > j lp > jmp > shit into super.

I haven't tested the one you posted on everyone but does it also have the same problems?

The "duck-alternative" reset combo I've been using because i like the hk restand early is:

c.lk s.mk s.hp > j.hk j.lk j.mp j.hk > c.mp > airball h > s.hp > j.MK adc j.LP > j.MP > ender

damage is about the same, i think its universal but the timing definitely varies on heavies vs light, the h airball you can't tk vs lights you end up too low you have to jump and then airball
 
re: the first combo in

I have had no luck landing anything after the HKAirball.
 
dash cancel the recovery of the airball, make sure you do it late enough that you're on the ground when the airball ends or you can't continue the combo
 
dash cancel the recovery of the airball, make sure you do it late enough that you're on the ground when the airball ends or you can't continue the combo
After I read this I tried it again and managed to be much more consistent with it. I think my issue before was height? I would be doing the airball and still be airborne when I adc out. I think the issue was with when to do j.LP on the way up, which I'm still not 100% sure on. Is the general rule just to delay stuff slightly after launch?
 
It's very weight dependent, on light characters usually you want to delay but on heavier characters you might not be able to, so you basically have to try it on everyone to see how the timing works.
 
So I've recently figured out that Filia has several restands off of j.hk so I made an air burst bait CHC:
s.hp,j.hk,adc,j.lk,j.mk,j.hk (restand), s.lk,s.hk, m spire, dash, cr.mk, s.hp, j.lp, j.mk, h airball, adc, j.mp.j.hk (restand),s.lp(2), s.lk, s.mp, cr.mk, cr.hp, h hairball, fenerir (8k)
 
Is there a way to convert off IAD airgrab meterlessly? I don't think there is but I figured I'd ask if anyone knew a way.
 
Air grab xx Downwards Air Hairball then Dash once you hit the ground and do 5LP into whatever you want.
 
Maybe I have the timing wrong but if I IAD into throw then it doesn't let me dash cancel the airball
 
Yeah I knew about airball dash into ground chain if you didn't iad but I just didn't know if there was any way to convertmeterlessly if you IAD'd into throw. Thanks.
 
Do the trick where you input the qcb for the airball and hit HK+MP to cancel the end of airthrow recovery into downward airball + call assist at the same time. With something like M double butt you have time to land normally and convert without dash cancelling.
 
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It's fancy, but dont use it, it's hard.
 
i was watching a tutorial video by finallyanime and i noticed something. the j.hk knock down into otg while i was fighting a bot it was able to wakeup before i got the ground to continue combo. is that a post encore change or am i doing it wrong
 
Sometimes c.lk drops it, because Filia/Fukua's c.lk sucks.
Maybe you've used OTG already, too.
 
Either you used otg already or you did it too late, I wouldn't say filia's c.lk sucks its way more reliable for otg than c.lp IMO
 
Sometimes c.lk drops it, because Filia/Fukua's c.lk sucks.
Maybe you've used OTG already, too.
when i j.hk as soon as the drop to the ground and im going into to c.lk they wakeup before i get the button input out
 
Try delaying the j.lk j.hk part, or use j.lp instead.
Don't use c.lp to pick up OTG or you lose your link from H hairball > j.mp j.hk on the last chain.
 
Try delaying the j.lk j.hk part, or use j.lp instead.
Don't use c.lp to pick up OTG or you lose your link from H hairball > j.mp j.hk on the last chain.

you only lose a bit of damage but if you use c.lp to pick up OTG than you can just start the last chain with s.lk instead of s.lp and it still works
 
You can s.lp s.lp s.lk on the last chain, tho.
 
yeah that's the damage you lose, you only get the s.lk not the 2x s.lp beforehand, but its better than losing the WHOLE REST OF THE COMBO if he needs to use c.lp to otg
 
Can you link the video?
I wanna see it.