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Filia Encore Combos

Instant overhead j.HK isn't really an unrealistic starter for Filia. j.HK adc j.HP j.HK in the corner isn't even an unrealistic confirm all together, because if they block the instant OH j.HK and pushblock the adc j.HP negates it. j.HK adc j.MP is a lot better in most cases, though. Getting to hit someone downbacking or whiffing a throw-tech with the j.HK in the corner is the payoff for doing those lower damage fast-fall/frame trap c.lk and throw resets.
 
Instant overhead j.HK isn't really an unrealistic starter for Filia. j.HK adc j.HP j.HK in the corner isn't even an unrealistic confirm all together, because if they block the instant OH j.HK and pushblock the adc j.HP negates it. j.HK adc j.MP is a lot better in most cases, though. Getting to hit someone downbacking or whiffing a throw-tech with the j.HK in the corner is the payoff for doing those lower damage fast-fall/frame trap c.lk and throw resets.
his combo is specifically that. i tested it on crouchers. plus the number is inaccurate. so you would have no choice but resort to adc j mp j hk which is MORE realistice than what he suggested.
 
I got like 8.8k off a run of the mill combo off the j.HK adc j.HP j.HK without checking that dude's specific combo, it's not like he's a million miles off. And it works on all crouchers I checked, just delay the j.HP and let the air dash rock for a few frames.

Edit - Crap, you're right, j.HP whiffs on at least Filia/Fukua and Bella and the other tiny crouchers, stick to j.MP.
 
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I got like 8.8k off a run of the mill combo off the j.HK adc j.HP j.HK without checking that dude's specific combo, it's not like he's a million miles off. And it works on all crouchers I checked, just delay the j.HP and let the air dash rock for a few frames.

Edit - Crap, you're right, j.HP whiffs on at least Filia/Fukua and Bella and the other tiny crouchers, stick to j.MP.

Thanks, man, appreciate the backup. But although I haven't tried it on everyone, I just tried my combo just now against those 3 to make sure you're right, and it worked just fine on all 3 of them.

just delay the j.HP and let the air dash rock for a few frames.
In my combo, its not really the j.HP that needs to be delayed, its the adc itself. As soon as you hit someone with the Tiger Knee/Instant Overhead j.HK, let the move sit out for a few frames and then do the adc into j.HP and it'll hit em. If you adc too early the j.hp will whiff.

On Bella, I actually think its kind of easy to do on her since her crouching hurtbox is a litter taller than Filia/Fukua's. On Filia/Fukua though, I admit its really annoying for me to try it on them and I personally can't do it consistently, but I was able to do it on them at least 5 times. If it worked once, it can work again; I'm sure. Just very hard to make it work.

I got 35 hits in the combo and still got the 10122 damage (if Fenrir is used at the end) I was talking about. If I could upload a video of it to prove my point, I'd totally go for it. But my Xbox is gone and I don't have fraps (is there another way to record game footage on Steam game?), so maybe I'll show it another time if you're still not convinced.

EDIT: Okay, I just tried it on everyone and it doesn't work on Painwheel, Peacock, or Ms. Fortune. j.Hp hitbox whiffs them and goes too far past their hurtboxes. You can still hit em with j.mp (well at least it's kinda close, right?), but it does less damage than with someone else on j.hp. But from my personal testing, I was able to perform it against everyone else and I still get some mighty damage from it either way.
 
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Edit - Crap, you're right, j.HP whiffs on at least Filia/Fukua and Bella and the other tiny crouchers, stick to j.MP.

In the corner, j.HK adf j.HP j.HK works on crouching Squiggly, Double, Cerebella, Parasoul, Big Band, and Eliza. It will also work on everyone that's stand teching a throw, so enjoy your heavy counter hit if you get that read.
 
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I got 35 hits in the combo and still got the 10122 damage (if Fenrir is used at the end) I was talking about. If I could upload a video of it to prove my point, I'd totally go for it. But my Xbox is gone and I don't have fraps (is there another way to record game footage on Steam game?), so maybe I'll show it another time if you're still not convinced.
make sure the ratio is 1.00. plz and thank you i look forward to the vid cause i need ideas
 
A jHK combo :
 
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Not as much damage as Warped's, but Filia being Filia.
Have you considered using pillar after the first counterhit chain (get better damage that way too) then restanding with j hp j hk adc jlk jhp jhk? Idk how to optimize the damage for your undizzy after that but it's definitely a better start than what you have now. Looks cool too. For maximum starter swag but less damage, you can do raw CH st hk (1.5k on counterhit) call pillar(1k) into whatever combo you want with the first hit unscaled. The problem with that is that the way that starter works ips, you don't get as much free damage in before you accrue more undizzy (although you could do jhp[call pillar right when you start the chain to get it to connect and not waste otg] j hk starter, then either st hk off pillar[this will make you burn your otg early for swag] or max height cr hp for the big ground bounce into ringlet spike/psych continuation)
 
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Have you considered using pillar after the first counterhit chain (get better damage that way too) then restanding with j hp j hk adc jlk jhp jhk? Idk how to optimize the damage for your undizzy after that but it's definitely a better start than what you have now. Looks cool too. For maximum starter swag but less damage, you can do raw CH st hk (1.5k on counterhit) call pillar(1k) into whatever combo you want with the first hit unscaled. The problem with that is that the way that starter works ips, you don't get as much free damage in before you accrue more undizzy (although you could do jhp[call pillar right when you start the chain to get it to connect and not waste otg] j hk starter, then either st hk off pillar[this will make you burn your otg early for swag] or max height cr hp for the big ground bounce into ringlet spike/psych continuation)

Only tried pillar after the first counterhit but didn't mess around with it enough. Gonna def try some of this out tho
 
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So I'm about to pull my hair out trying to record this on windows 8 because OBS just doesn't want to properly record full screen skullgirls, so you're going to have to take my word for this. If you do J Hp (Pillar) J hk, land max height cr hp (you get the biggest ground bounce this way)xx lp drill, st hp j hk adc j lk jhp j hk (this restands), its a good start for damage that looks the coolest from an air burst
 
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I don't think these combos were posted yet.
 
please....please omit jump ins like that. its not exactly helpful to anyone that think that's big boi damage
I'm not attempting to start a "flame war" here, but it's really not that bad. On various characters you can get dash jump crossup j hk back airdash jhk or some button into jhk. from there you can do the rest of his combo just fine, with a two fierce starter just like in his video.

edit: I realize that that makes it so you have undizzy counted on the first ground chain, but overall you get close to the same damage by omitting a few things in the combo after that anyways.

edit 2: it is also not unheard of to stuff someone out of a ground normal (or special) with iad jhp, in which case not only is it viable, but the combo itself should end up being a CH combo, dealing even more damage, or simply allowing this combo with some undizzy left for mixups after
 
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Basic combo series without assist, does about 1k less damage than with pinion dash

otgless grab starter. Probably works with bella copter and select other assists that last a while

edit: man I wish assists didn't bump combo stages up by one
 
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Finally sat down in the lab out of boredom and found this. Not too damaging but pretty flashy.


Sorry about the quality and no sound. First time recording with obs.
 
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Wow this whole subforum is just dead.

Anyway, I have a bad Fillia throw combo and I'm posting it so someone can tell we how to do a better job.

throw xx 236HP
dash
IAD j.MP j.HK
5LK 5MP 2MK 5HP
j.LP j.LK j.MP j.MK xx 214HK
dash
5LP LP 5LK 5MP 2MK 2HP xx 214HK

3847 damage at this point, but you would never end at hairball like that, obviously.
 
The one I just posted does 4907 with Fenrir at the end, when damage is scaled that much, you may as well use as many multi hits and stuff as possible. Avoiding them is costing you damage not the reverse.
 
Yo, assist things. And also, 60 fps is sexy.
 
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So I don't know if this is a standard of practice but why is cr.lk, s.mk the opener for every corner combo instead of cr.lk, s.mp which is plus on block and does 200 more damage compared to s.mk?
 
whats the current highest damaging cr.lk starting corner combo with out assists and with one bar?
 
whats the current highest damaging cr.lk starting corner combo with out assists and with one bar?
I think its this:

c.lk, s.mk, s.hp,
j.hp, j.hk, adc, j.hp, j.hk
otg c.lk, s.hp,
j.mk, H airball, adc, j.mp,
s.lp, s.lp, s.lk, s.mp, c.mk, s.hk, H haiball, fenrir

does 7595
 
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I think its this:

c.lk, s.mk, s.hp,
j.hp, j.hk, adc, j.hp, j.hk
otg c.lk, s.hp,
j.mk, H airball, adc, j.mp,
s.lp, s.lp, s.lk, s.mp, c.mk, s.hk, H haiball, fenrir

does 7595
Just checked and this combo does around 7455 (retail)

I further optimized this combo and got 7585 replacing the first s.mk with a s.mp.


E: Also note that with s.mp on block is +8 making it superior in the corner as long as you are close enough to the opponent for it to link the s.hp

EE: Oh and if you want a little more damage you can use cr.mp which does about 50 extra damage but it makes the otg a little more difficult to pull off due to the added elevation of the first launcher
 
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It does 7595 on filia if you get all hits of j.mp


EDIT: actually it does 7645, I didn't get all hits there
 
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It does 7595 on filia if you get all hits of j.mp
Oh I was doing it on fortune (Quickly goes back to the lab to test this)
 
alright do not know if this has already been found but 7.2 k midscreen combo (ends in corner)
 
This is known material, right? Does a bit more damage than the regular corner route.
 
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vid
HA my midscreen combo does the same damage as your corner one :P
(just kidding) But can you take out the j.lk after the first ADC to reduce the scaling or is that to set up for the cr.hp loops?
 
Someone make a new thread or give me a post of current working combos to replace the OP please.