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Filia Encore Combos

Easiest Combo I can do is (probably not good but still):

cr. lk, cr.mk, st.HP > j.mp, j.mk > adc > j.mp, j.hk . sometimes otg (hard for me 2 do), and sometimes super to end it. On chars like Painwheel or Big Band, I add j.lp righ after after the launcher (I like it more than j.lk) for slightly bigger damage, and BB uusally already falls on the ground so I don't need to OTG.

Anyone got a simple way to extend this or a similar combo?
 
Directions as they'd look on a keyboard number pad.

i.e. if you're on the player one side, jumping straight up is 8, jumping backwards 7, forward 9.
Cool thanks. I got it after I started using :PP:to dash from the J:HP: instead of :F::F:. Using the stick was too slow.
 
vs big band: c.LK, MK, HP, > j.HP, j.HK, ad. j.LK, j.HP, j.HK, > c.MP> TK air HK hairball, >adc > c.HP, HK hairball, > (otg)LP, LP, LK, MP, c.MK, HK, HK hairball, Fenrir

I don't know why you're supposed to tiger knee after the crouching MP, could someone explain
 
I don't know why you're supposed to tiger knee after the crouching MP, could someone explain

You can dash out of a hairball that starts in the air, but not one on that starts on the ground(and only once per combo). Tiger kneeing the hairball is just a way to do a hairball in the air and stay low to the ground, so that you can do the dash-->c.hp afterwards.
 
You can dash out of a hairball that starts in the air, but not one on that starts on the ground(and only once per combo). Tiger kneeing the hairball is just a way to do a hairball in the air and stay low to the ground, so that you can do the dash-->c.hp afterwards.
sorry, but I'm still not following tiger knee would be 623 correct? or do you mean the oldschool 2369 motion from way back when. the only way I can see the motion putting you up and slightly back to pull off the airball would be by inputting reverse old school TK (2147) and having the airball buffered when the jump back initiates
 
sorry, but I'm still not following tiger knee would be 623 correct? or do you mean the oldschool 2369 motion from way back when. the only way I can see the motion putting you up and slightly back to pull off the airball would be by inputting reverse old school TK (2147) and having the airball buffered when the jump back initiates
reverse old school TK (2147) is EXACTLY the input.
 
reverse old school TK (2147) is EXACTLY the input.
well sweet, thanks for clarifying and being patient with my questions
 

Came up with a sequence from throw in the corner in starting with 2+a jab's worth of Meter that results in
1. Air throw into Be Brave 99% damage in 3v3(the one true ratio)
2. Burst bait into dead.

Works on everyone, for double the ringlet is tricky but possible but for consistencies sake just do fireball fake, do fireball fake on big band.
 
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How do you guys come up with combos so easily?
 
By standing on the shoulders of giants. Really, everything I come up with is mostly made up of what other people have made up and tweake slightly - the real work was done during the early days of every significant edition where combos have been change, where people had to brute force combos by dicking around in training room until something works.

Mostly though, it's just understanding what's the result of certain attacks, and what you can follow up certain attacks with. It's simpler than you think, just requires understanding things.
 
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hey guys, newbie here. just started playing Skullgirls recently, and onky started fighting games back in January. i got SG for the tutorials because, frankly, I suck. ive given up SSFIV for now because im not good at links, and SG mostly chains everything together. my team right now is Filia/Fukua, and im trying to get a reliable combo, midscreen and corner, with Filia before i focus much on Fukua. i dont really have a set midscreen yet, and my corner combo is:
hp
j.hp, j.hk xx h airball xx adc
j.hp, j.hk
(OTG) c.lk, mp, hp
j.mp, j.mk xx L airball (for air throw reset) or m airball xx gregor

damage from c.lk, mk starter w/ out any meter, so no gregor, is about 5.6k, 7.2k off a j.hp, j.hk starter. some help with optimizing that would be great as well as a midscreen combo requiring a similar level of execution. ive seen some people ending combos with fenrir instead, so would it be better to do (OTG) c.lk, mp, c.mk, hk xx hk hairball xx fenrir?
 
damage from c.lk, mk starter w/ out any meter, so no gregor, is about 5.6k, 7.2k off a j.hp, j.hk starter. some help with optimizing that would be great as well as a midscreen combo requiring a similar level of execution. ive seen some people ending combos with fenrir instead, so would it be better to do (OTG) c.lk, mp, c.mk, hk xx hk hairball xx fenrir?
Try this combo posted here before.
http://skullgirls.com/forums/index.php?threads/filia-encore-combos.1414/page-2#post-101134

It's also probably best to end your combo in Fenrir if you can because it keeps them in the corner.
 
So is

(corner only)
(IAD jHP jHK is ideal, but rules are rules)
cLK sMK sHP
jHP jHK HHairball adc jHP jHK
cLK sMK sHP
jMP jHP jHK HHairball Greggor

8.2k 6.3k

9.2k with IAD jHPjHK 7.1k with IAD jHPjHK (I'm a retard that forgot about ratios)

pretty ok? Still trying to learn.
 
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So is

(corner only)
(IAD jHP jHK is ideal, but rules are rules)
cLK sMK sHP
jHP jHK HHairball adc jHP jHK
cLK sMK sHP
jMP jHP jHK HHairball Greggor

6.3k

7.1k
with IAD jHPjHK

pretty ok? Still trying to learn.

ftfy
 
Oh, I was testing it on 3v3. Is that solo damage?
 
Oh, I was testing it on 3v3. Is that solo damage?
yeah

for the correct ratio do either 1v1, 2v2 or 3v2.
 
i dont play this character do not do these combos

 
I'm too lame to get this to come out to record it. Filia vs Filia

cLK cMP sHP jHK adc jHP jHK otg cLK cHP MRinglet Gregor (one hit) sMK cHP Psych dash sLP sMP cMK cHP HHairball Fenrir

edit:

other stuff
cLK cMP IAD jHP jHK otg cLK sHP delay jMK jHP adc jLK jHK Gregor > things
 
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Look you get another thing, Filia midscreen rejump combos

 
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Are there any combos that don't require more than 1 bar, don't require assists, work on every character, work anywhere on the screen and score at least 6-7k damage? I've tried a bunch in this thread and they don't seem to work on the heavies (Bella, Double, etc.) Thanks
 
c.lk mk hp
j.hp xx dash j.lk j.hk
OTG c.lk hp
j.lp j.mp j.mk xx h airball (to the ground) xx ground dash
lp mp c.mk c.hp xx h ground ball xx fenrir

100% universal ~6.4k midscreen

On everyone but Double IIRC you can swap j.hp xx dash j.lk j.hk to j.lk xx j.hp j.hk to get a version that doesn't switch sides.

Unfortunately you have to learn a bunch of combo variations with Filia to get ~7k midscreens now. The main good midscreens start off with hp j.hk xx j.lk j.hp j.hk now and it has to be done with completely different timings on different characters and is like 1-frame sensitive on several of them.
 
lmao not without one or more of the following:
  1. unconfirmable starting chain
  2. counter-hit
  3. 2 or more meters
You can try this:

But (A) you lose a lot of damage if you do anything other than iad j.hp and/or j.hk before c.mp, (B) you have to confirm within the first two hits, (C) the timing is strict as fuck and varies per character, and (D) I think it does like 7.5k. At least you get a ton of corner carry.
 
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lmao not without one or more of the following:
  1. unconfirmable starting chain
  2. counter-hit
  3. 2 or more meters
You can try this:

But (A) you lose a lot of damage if you do anything other than iad j.hp and/or j.hk before c.mp, (B) you have to confirm within the first two hits, (C) the timing is strict as fuck and varies per character, and (D) I think it does like 7.5k. At least you get a ton of corner carry.
That was so nice of u bro, thanks a lot.
P.s. is that adc j.ik j.hp j.hk kind of 1frame dash thing? I am gonna try this combo later, but I guess it would be much more difficult than simply use j.lk j.hk otg...
 
That was so nice of u bro, thanks a lot.
P.s. is that adc j.ik j.hp j.hk kind of 1frame dash thing? I am gonna try this combo later, but I guess it would be much more difficult than simply use j.lk j.hk otg...
You have to be quick, but I don't think it's 1 frame. You do have to skip j.hp on Cerebella, though. Maybe Squigly, too.
 
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When I said 1-frame sensitive I mean on some characters it's possible but very weirdly difficult to reliably hit the j.hk xx adc j.lk j.hp j.hk. Like you can get it on Double and Bella and Painwheel but it's a very different timing and the spacing on the initial launch matters and sometimes you get restands and sometimes you don't and it feels like tiny sensitivities are at play.

It's easy enough to be a 100% reliable B&B on characters that have a protrusion on the feet of their air hurtbox like Val or Para though.
 
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It's easy enough to be a 100% reliable B&B on characters that have a protrusion on the feet of their air hurtbox like Val or Para though.
I don't know about that; even if I regularly do a lot of combos that people find harder than average, the damage loss from starting with c.lk and the extremely short confirm period makes me not want to recommend it as a BnB.
 
i use that combo and its a bit TOO finicky for my tastes. i always switch it up with the universal and that combo. you guys need to figure out a otg-less combo incase you want to use the air gregor cause its really good.
 
I don't know about that; even if I regularly do a lot of combos that people find harder than average, the damage loss from starting with c.lk and the extremely short confirm period makes me not want to recommend it as a BnB.

Ah, I didn't mean the confirm/first chain of your combo, just using the j.hk xx ad j.lk j.hp j.hk into OTG segment. Sticking that in the normal Filia combo pattern instead of j.lk xx ad j.hp j.hk or whatever gets like 3-400 extra damage off a good confirm, and like 200 extra off something that used several hits of c.mk.

For OTGless combos I use the old, old j.mp xx ad j.mp j.hk restand that only works at combo stages <5. The damage scaling is terrible though. If you're doing new air gregor for a hard knockdown mixup you should probably just do it fairly early in the combo after you do what would normally be your j.hk knockdown to take advantage of the fact you can get goodish damage and a good reset setup off the gregor knockdown at low enough undizzy to still get a real combo from the reset. That's the really good point of a super that does hard knockdown - big undizzyless damage output.
 
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Ah, I didn't mean the confirm/first chain of your combo, just using the j.hk xx ad j.lk j.hp j.hk into OTG segment. Sticking that in the normal Filia combo pattern instead of j.lk xx ad j.hp j.hk or whatever gets like 3-400 extra damage off a good confirm, and like 200 extra off something that used several hits of c.mk.

For OTGless combos I use the old, old j.mp xx ad j.mp j.hk restand that only works at combo stages <5. The damage scaling is terrible though. If you're doing new air gregor for a hard knockdown mixup you should probably just do it fairly early in the combo after you do what would normally be your j.hk knockdown to take advantage of the fact you can get goodish damage and a good reset setup off the gregor knockdown at low enough undizzy to still get a real combo from the reset. That's the really good point of a super that does hard knockdown - big undizzyless damage output.
lemme 1up you.

so after close analysis you got two types of combos..

1. the duck(duckator).

J hk > j lk > j mp > j hk > c mp > j mk > adc > j lp > j mp > c lp or c lk > c mp > TK airball H > shit into fenrir.

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.

my combo does about the same damage as duck's specialty combo.
 
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Haven't tried this in a real match, but I accidentially made this corner combo from an instant jump that somehow does around 9000 damage (that's good, right?). Seems to only work when somebody is standing and not when crouching (unless Big Band is the one I'm facing), and will probably be a bit uncomfortable to use.

j.hk > adc > j.hp, j.hk > (land) s.mp, s.hp > j.hp, j.hk, H airball > adc, j.mp (2 or 3, dunno which), j.hk > (land) s.lp, s.mp, s.mk, s.hk, hairball, Fenrir

Thoughts, anyone? Also, is there a good combo after a Beat Extend or Giant Step assist?
 
Haven't tried this in a real match, but I accidentially made this corner combo from an instant jump that somehow does around 9000 damage (that's good, right?). Seems to only work when somebody is standing and not when crouching (unless Big Band is the one I'm facing), and will probably be a bit uncomfortable to use.

j.hk > adc > j.hp, j.hk > (land) s.mp, s.hp > j.hp, j.hk, H airball > adc, j.mp (2 or 3, dunno which), j.hk > (land) s.lp, s.mp, s.mk, s.hk, hairball, Fenrir

Thoughts, anyone? Also, is there a good combo after a Beat Extend or Giant Step assist?

for the love of god specify the notation.

j hk ADC > j hp j hk was the jumpin.

which really isn't even remotely reliable. btw it does 8694 with fenrir. does 9415 WITH gregor to fenrir.

as for Shit extend? you can shp or s lp into s hp.

as for giant step(lol who would use this) you can s mk into s hp or just s hp into w.e god forsaken combo you manage to come up with cause filia players love that ish
 
for the love of god specify the notation.

j hk ADC > j hp j hk was the jumpin.

which really isn't even remotely reliable. btw it does 8694 with fenrir. does 9415 WITH gregor to fenrir.

as for Shit extend? you can shp or s lp into s hp.

as for giant step(lol who would use this) you can s mk into s hp or just s hp into w.e god forsaken combo you manage to come up with cause filia players love that ish

I just tried it in training mode right now in a 3 on 3 and it did 10122
 
And another thing:

j hk ADC > j hp j hk was the jumpin.

which really isn't even remotely reliable.

Do instant overheads count as jump-ins?