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Filia Encore Combos

I'm assuming this is in the corner? Otherwise I don't know how you would hit HP after HK. If so, for your main concept, could you then continue with LK, HP, ringlet, final chain? Can't test what the damage would be but it leaves you with 5 undizzy before the final chain.

For your tertiary concept (I'm guessing knee sock is j.LK/LP?) could you not just use the j.HK, ADC, j.LK, j.MP, j.HK restand? What is the benefit of your air string? Or if that doesn't leave you with enough undizzy then you could do j.MK (2), ADC, j.LP, j.MP, LK...
 
I'm assuming this is in the corner? Otherwise I don't know how you would hit HP after HK. If so, for your main concept, could you then continue with LK, HP, ringlet, final chain? Can't test what the damage would be but it leaves you with 5 undizzy before the final chain.

For your tertiary concept (I'm guessing knee sock is j.LK/LP?) could you not just use the j.HK, ADC, j.LK, j.MP, j.HK restand? What is the benefit of your air string? Or if that doesn't leave you with enough undizzy then you could do j.MK (2), ADC, j.LP, j.MP, LK...

*Fixed

It's all corner
And you can't use the j.HK adc j.LK j.MP j.HK restand because you lose the adc from the previous string. H airball cancelled into a ground string causes Filia to lose her air dash cancel for the rest of the combo.
 
You only have one air dash cancel out of hairball, but you can do normal > adc as many times as you want in a combo.
 
You only have one air dash cancel out of hairball, but you can do normal > adc as many times as you want in a combo.

Are you absolutely sure about this? Lemme test...

Edit: OH MY GOODNESS, YOU'RE RIGHT! I CAN RESTAND! YES! THANK YOU!
 
I found a cool little corner combo. It uses a TK airball early on and opens up a lot of opotunities for resets and burst baits and on top of that yields 7.6k for one bar.
c.lk, s.mk, s.hp, j.hp, adc, j.hp, j.hk, s.hp, TK h airball, s.mp, c.hp, IAD j.lp, j.hk (restand), s.lp2, s.lk, s.mp, c.mk, s.hk, h hairball, fenerir
 
I remember doing this a while back by accident in the middle of a match but never posted it
 
So everyone knows the Filia basic BNB midscreen (I'm not sure who came up with it but what ever). Well I further optimized it and opened up some interesting reset/bait locations off this modified string. So for those who don't know I'm talking about this combo:
C.lk,s.mk,s.hp, j.hk, adc, j.lk, j.hp, j.hk, c.lk, s.hp, j.lp, j.mk, h airball, adc, j.mp, ender.

I figured out you can replace the last air chain with the following:
S.hp, late j.lp, h airball, adc, j.mp, j.hk, ender.

It gives you about 50 more damage but it's very consistent and doesn't require different timing for each weight class. On top of doing more damage it opens up another j.hk which gives you a better reset point compared to just using j.mp.
 
while that string does do more damage than the filia midscreen bnb you posted, if you're going that far into the combo for damage then most people would do s.mk in the OTG ground chain, which does almost exactly (a bit more, in my testing) as much damage as your new combo, is still universal, and doesn't require modification of the rest of the combo. If you really want to go to optimization station on that bnb you can do c.mp s.mk s.hp instead of c.lk s.mk s.hp as the OTG chain (adds about 200 dmg), which is still universal but requires some timing changes. In my experience putting j.hk at the end of your last air chain doesn't usually end up being worth the undizzy of a heavy attack. Keeping the last air chain the same also gives you j.mk resets, which I think are strong (and I personally disagree that j.hk is a better reset point than j.mp because with j.mp you can mess with their reversal timings).
 
The reason why I think it is a better option is it allows you to setup a burst bait, cross up, low, throw, high, or reversal bait. J.hk is +12 on hit allowing you to not only throw off a reversal but take your time in setting up a scenario. J.mk fast fall resets are also + but do not give you the same amount of time to setup I think it leaves you at +6. Also this combo is no where near optimized. It's just an alternate chain. The optimized version of this combo is as follows:
C.lk, s.mk, s.hp, j.hk,adc,j.hp,j.hk,c.lk,s.mk,s.hp,j.lp,j.mp,j.mk,h.airball,ender (~7.15k)

E: the other bonus of the alternate chain is it encorporates a j.mk reset so it allows you to be more sneaky with when you reset if you want
 
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i haven't done anything with that j.hk adc j.hp j.hk link but the normal one with c.mp s.mk s.hp as the ground string after otg does 7.23k
 
i haven't done anything with that j.hk adc j.hp j.hk link but the normal one with c.mp s.mk s.hp as the ground string after otg does 7.23k
I was talking a universal one. Filia has a bunch of character specific combos that do a lot more damage.
 
I was talking a universal one. Filia has a bunch of character specific combos that do a lot more damage.

that combo is universal, timing is a little trickier on big band but it definitely works

(just tested it on everyone to be sure)
 
that combo is universal, timing is a little trickier on big band but it definitely works
Wait we are talking j.hk,adc,j.lk,j.hp,j.hk,c.mp,s.mk,s.hp? can you post an example of it (now I'm curious)
 
Wait we are talking j.hk,adc,j.lk,j.hp,j.hk,c.mp,s.mk,s.hp? can you post an example of it (now I'm curious)

yeah thats the combo i'm talking about, i won't be able to upload a video now but basically you just want to do the j.lk as soon after j.hk as possible because you want to be roughly the same distance off the ground as the opponent after the 2nd j.hk. i can put up a video later of it on certain chars if you have characters you didn't think it worked on (I will admit that while again this is possible on big band I would probably not go for it in most situations because it is definitely harder but its pretty easy on everyone else)
 
Here are a couple Filia corner combos:
Somone's probably put this combo here but I'm too lazy to read through the whole thread.
Inputs are:
cr.LK, MK, HP
j.HP, j.HK
ADC, j.LK, j.HP, j.HK
cr.MP (cr.LK for heavies), cr.HP, Psych
MK, cr.HP, Psych
LK, HP
delay, j.LP, H Airball
ADC, j.MP
LPx2, LK, MP, cr.MK, HK, H Hairball, Fenrir

Corner HCH combo, this is a modified version of @joshb911's one from a few pages back but I got rid of the j.HP, j.HK, ADC, j.HP, j.HK, cr.LK bit since I think that is lights only and is pretty tight.
Inputs are:
HP
j.HP, j.HK
ADC, j.LK, j.HP, j.HK
cr.MP, cr.HP, Psych
MK, cr.HP, Psych
LK, HP
delay, j.LP, H Airball
ADC, j.MP
LPx2, LK, MP, cr.MK, HK, H Hairball, Fenrir
For heavies you replace lines 4 onwards with:
cr.LK, cr.HP, Psych
MK, HP, Ringlet
MP, HP
j.LP, H Airball
ADC, ender
 
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Filia with H Bypass throw combo:
Inputs:
Throw
H Bypass + H Drill
TK H Airball
ADC, HP
j.HK
ADC, j.LK, j.MP, j.HK
cr.MP
j.MK
ADC, j.LP, j.MP
LPx2, LK, MP, cr.MK, cr.HP, H Hairball, Fenrir

Anyone know any good solo throw or air throw combos?
 
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Anyone know any good solo throw or air throw combos?

EDIT: Disregarding old combo since the second one does more damage and is universal.

Universal Air Throw combo that does ~5.4k-5.7k (corner + C.Mk used in second ground chain) and requires an Air dash.



EDIT3: Universal ground throw. Timings vary on lighter characters. You can also start with a J.Mp > J.Hk > S.Hp chain instead of J.Mp > C.Mk

 
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This works on everyone but Double and Big Band.
 
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Works on everyone except Big Band. I've also gotten this combo to work with common assists such as Drag n' Bite, The Silver Chord*, Squigly's C.Hp, Osiris Spiral, Drillationship*, Painwheel's C.Mp, Cerecopter, Beat Extend, Robo's S.Hp, Napalm Pillar, and Napalm Shot (H)*.

The ones with a * require you to fastfall immediately after the second hit of J.Mk connects in order to follow up.
 
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Eyyy we got not practical combos! The only use I actually can think of for this starter is like, whiff punsihing Daisy Pusher, and that's it.


But hey big damage am I right
 

I think it should be able to do 9.4k, I just missed a few multi-hits. Works on everyone except Double and Big Band.

Skip to around 7 seconds if you want to see me actually not drop the combo! :)
 
I'm new to Skullgirls, and looking for the most basic damaging midscreen and corner combo for Filia. (that doesn't take 3 bar)

Are those combos in the first post still the most optimal ones?
 
I'm new to Skullgirls, and looking for the most basic damaging midscreen and corner combo for Filia. (that doesn't take 3 bar)

Are those combos in the first post still the most optimal ones?
The basic and not so basic stuff is already in the game. Just take a look at the trials. You'll find 5 basic combo of increasing difficulty and reward for all the characters. This is a good idea to start understanding different chars too.

Inviato dal mio ASUS_Z00AD utilizzando Tapatalk
 
Hey, I'm also new to Skullgirls and I was looking for help on a combo after a forward and back throw.
 
Hey, I'm also new to Skullgirls and I was looking for help on a combo after a forward and back throw.

easy version is H ringlet spike -> gregor samson -> other stuff
little bit harder but saves meter and is much more common is H ringlet spike -> dash -> IAD j.mp -> other stuff

the filia compendium has a ground throw combo but its not super optimal or anything, a lot of the time after converting off throw people go for an early reset
 
Hey, I'm also new to Skullgirls and I was looking for help on a combo after a forward and back throw.
There's also a couple Filia throw combos further up this page.
 
I'm having a lot of trouble with
c.lk, s.mk, s.hp,
j.hk, adc, j.lk, j.hp, j.hk
otg, c.mp, s.mk, s.hp,
j.mk xx H Airball, adc, j.mp (5 hits),
s.lpx2, s.lk, s.mp, c.mk, c.hp xx H Hairball xx Fenrir Drive.

during the j.mk xx h Airball, adc, j.mp
They're always too low or too high to hit with the j.mp.

Also, I've been watching a lot of tournament footage and I never see any Filias use this combo. Is this really the bnb you guys do?
 
That is my go to bnb for Filia (well, I replace the cr.MP with cr.LK cus it's easier). I usually delay the j.MK a little bit so that you do it at the peak of her jump arc instead of immediately.
 
I'm having a lot of trouble with
c.lk, s.mk, s.hp,
j.hk, adc, j.lk, j.hp, j.hk
otg, c.mp, s.mk, s.hp,
j.mk xx H Airball, adc, j.mp (5 hits),
s.lpx2, s.lk, s.mp, c.mk, c.hp xx H Hairball xx Fenrir Drive.

during the j.mk xx h Airball, adc, j.mp
They're always too low or too high to hit with the j.mp.

Also, I've been watching a lot of tournament footage and I never see any Filias use this combo. Is this really the bnb you guys do?

like lex said, people don't usually do the c.mp because its harder (especially in tournament where you would prioritize consistence over 100-200 extra damage) but other than that yeah that combo is her normal damage bnb atm, I'm surprised to hear you say you don't see any filias do it.

I dont really know what you mean by too low or too high to hit with the j.mp, maybe if you provided a video? Too high to do s.lp after probably means you have to delay the j.mk a bit more maybe but idk (doing c.lk instead of c.mp shouldn't affect this btw since in skullgirls all hits cause the same hitstun/launch height/etc on otg)
 
There's also a couple Filia throw combos further up this page.

The only throw combos i see are ones with assists that i don't have.
 
I still can't get the timing for
otg , c.mp, s.mk, s.hp,
j.mk xx H Airball, adc, j.mp (5 hits)

I can't get to j.mp ever, because H airball goes downward and I'm too low before I can make contact. Maybe it's because I'm just new to this and I'm not doing something right. But I've never had this much trouble with any SF, BB, GG combo.
 
this video is from the bnb compendium if you haven't seen it:


he seems like he delays the j.mk a bit longer than you need to but maybe seeing this will help? idk
 
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