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I think people who say Filia is boring should be patient. We know next to nothing bout how she was before Samson. I mean we know she was the Mafia Princess or whatever but that's only the bread not the meat.
I dunno, I'm kinda hopin she's a flat out bitch. Would love to hear some lines from bitch Filia.
I think people who say Filia is boring should be patient. We know next to nothing bout how she was before Samson. I mean we know she was the Mafia Princess or whatever but that's only the bread not the meat.
I dunno, I'm kinda hopin she's a flat out bitch. Would love to hear some lines from bitch Filia.
I always thought Filia was a bitch before the amnesia incident & they used that old persona for Fukua. I'd like to see her struggle through everyday life now that she's homeless. We could use her character to discuss themes like the nature of alliances, the lost souls of organized criminal infighting, family is where the heart is, that kind of shit.
Hell, Fukua could even appear as a mysterious force hunting Filia down that no one but her believes is real. Some sort of shadow or illusion that's a little too real for it's own good.
Maybe she could move in with Fortune or travel the road with Squigly or join the Lab 8 kids? After some good bonding time she could somehow get arrested by the Egrets for something and return to the mafia as a changed woman or whatever.
I wavedash 0.0
It's really useful for dash canceling with normals which can be thought of as karaing the normal (especially for moves like s.hp, cr.hp, s.mp, and cr.lk)
Also you can wavedash into a grab which is pretty sexy :)
but I just started practicing this stuff so it's gonna be a while till I use it in matches
So more discussions ummm....... position on a team..... I kind of like playing her on point
What's a good way to convert off of grounded burst baits as Filia? You don't have any fall time to dash in and do something so you need to be quick. I do s.HK which works sometimes but then you have no OTG and it's a bit difficult on some characters.
In the case of Filia's j.mk, you can see that it does 2 hits and that Filia's momentum is altered after the first hit. You can chain j.mk into j.hp, which will skip the end of the j.mk animation and start the j.hp immediately. That's what "cancelling" means (because you cancel the end of the animation of a move). If you do that right after the first hit of j.mk, you skip the part where Filia's falling momentum is halted and you keep falling.
That is shown in the first part of the video. You can see the beginning of j.hp right before Filia lands but she lands quick enough that the j.hp doesn't hit.
The second part of the video shows the mixup which mentions fast falling in your link : s.HP (slight delay) j.LP j.MP(3) j.MK j.HP
I also showed what happens when you don't chain j.mk into j.hp : you land far away from the other player, which isn't what you would want. Thanks to fast falling, you land before your opponent, right in front of him and you are free to attempt a low, a throw, a crossup or an overhead (I didn't show those options, but that's what you should do afterwards).
The reason that I wasn't getting it down was that I wasn't close enough to the ground to have the landing animation cancel out j.HP! I'm not able to do it consistantly yet, but I'll spend some time in the training room, finding new combos and resets using this.
Thank you so much for taking the time and making a video for me, that cleared a lot up!
PS: I also sent you a friend request on steam, in hope that we may be able to play a couple of games, if we happen to be on at the same time. Only if you want to, that is :^)
EDIT:
After 3 hours of training I can now do the move 90% of the time from both sides! Thank you so much Bombad for the tips and the nice video! Next training session I'm going to see what I can follow it up with, seeing as I'm not too familiar with resets, but I'm going to try out the throw or low attacks. I have an idea of doing a throw and then doing the spike thing quarter turn forward then high punch, but thats for another training session :^)
I don't write to quarrel.
I write for my question solution.
I'm not good at English, so I write sentences using a translation system.
I'm sorry.
I want an answer of a Labzero.
In certain person's Stream.
Misoan: By the way.Why was a hitbox of Fillia weakened ?
Labzero: c.HP?
Misoan: s.HP and c.HP
Labzero: that's like "ever thought of ending war?" Sure, I've THOUGHT of it, she hella doesn't need it.
Labzero: Misoan Samson = Vice Versa, Leviathan, etc. Filia was 1st char so she was wrong.
Labzero: Misoan wakaru?
I didn't know the meaning "ever thought of ending war?" of the and was seeing silently.
Were there any quarrels about a hitbox of Filia?
Why was an adjustment of a hitbox behind schedule in spite of the character 1st in Filia?
I thought "Now? Why?" many times then.
j.MP of Cerebella and Painwheel is while being strong.
Why doesn't their hitbox become weak?
> Labzero: Misoan Samson = Vice Versa, Leviathan, etc. Filia was 1st char so she was wrong.
I could understand that you make setting of the character as the scenario important.
But I'm thinking that isn't important as a competition game.
Because a fighting game is Maine for Skullgirls.
Setting of the character as the scenario shouldn't be brought to an adjustment.
When that's considered.
The character with the firearms.
The character with the big weapon.
etc.
I expect that they become too strong.
I think a jump attack is too strong by this game.
So Hitbox of Filia's s.HP and c.HP should return it to the beginning.
I frequently see a jump attack because a jump attack recognizes Japanese Skullgirls Player as strong behavior.
It'll be big weakening not to be possible to begin a combo at Filia's s.HP anti-air.
I predict Opponent's jump attack and take out s.HP, but I can't consent to do cutting each other at the same time each other.
The big advantage of Filia is air dash attack, but attack in Filia is taking a measure already, and I use c.HP to overcome those measures.
Therefore I'm thinking it's necessary.
Please tell me the reason that you thought Labzero didn't need.
I'm sorry if this was posted somewhere before or if it's common knowledge. But while just screwing around in training I found a move of Filia's that isn't listed on the move list. I'm not sure of the exact input. But I'm playing on a controller and when I put my hand on both analog sticks and rotate in full circles away from the opponent I activate a super. The animation look like Filia whipping Samson around and he looks like a saw. Filia will say "Get lost" sometimes, and I think Samson will say "Get out of here"
Again, if this is common knowledge then I apologize, but if not then cool!
Every character has this, and it's called a Snapback, or Outtake. There's a tutorial specifically for this move. If you are playing against two or more characters, this move will push the character that was hit out of the screen. If two characters were hit, the ~assist~ character will remain on screen and can be comboed without restrition.
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