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Filia is broken

B.B.Big

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Parasoul Ms. Fortune
bLETMsp.png


j.HK to be specific.

Just look at her beautiful hitboxes.



This game has seriously small number of anti-air attacks, and yet somehow they tend to implement air dash.




Parasoul, for example, has Napalm Pillar for anti-air, which needs, I don't know, holding ↓ for 30 frames?

Let's just say it's 30 frames, I don't believe that it's any shorter than that.

Problem here is that it takes not much longer than 30 frames for filia to initiate crossup mind game with jump → air dash → j.HK.

Also, Parasoul has to crouch before using Napalm Pillar, which makes her vulnerable against air normals.




Remy in Street Fighter 3 3rd had similar playstyle and commands.

His anti-air attack was also ↓ hold ↑ K, but it was easy for him to counter the opponent attacking from above because he always had enough time to react because, well, Capcom is not really a big fan of air dash.




And other anti-airs, other than Napalm Pillar, are not much different.

Fortune's Fiber Uppercut can't attack an opponent right above her, Squigly's Draugen Punch and Cerebella's Demon's Horn takes too much time to get into attack hixboxes, et cetera.



What do you think?
 
Funnily enough, even though you got almost everything in here wrong because of a lack of experience, you are actually correct about filias j.hk imho.

However... This thread will possibly turn into a shitstorm.


How you deal with filias airdash bs:

outrange it (this means horizontally AND vertically are good ways to out range it) and if you have a character with a good mid hitting poke such as parasoul st.lp or pw st.mk you can preemptively beat much of filias airdash bs with such moves.


The caveat being "preemptive"

Hmmmm... BL is probably going to lose his shit at this thread.
 
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*looks at all the cheap stuff a lot of other characters have*

Nah she's fine

...*braces for impact*
 
j.HK to be specific.
It's definitely a problem move for me, but not really for the reasons I think you have.

it was easy for him to counter the opponent attacking from above because he always had enough time to react

Street Fighter is fundamentally different from Skullgirls in the way it discourages being in the air. In Street Fighter it's a huge liability to jump, since unless the opponent was already don't something else they should be able to punish that jump on reaction. In Skullgirls it's almost the opposite in that it is almost always an advantage to be in the air. Even if napalm pillar had a 6 frame startup it wouldn't change, the nature of Skullgirls is just that being in the air is safer.
 
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I mean the old version apparently whiffed crouching opponents, though this sounds like another "i dont know how to counter X, nerf X" thread
 
funny enough i don't think it's broken, the fact she can use it however 3 times in a row is questionable
 
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god dammit just dash below it, jump or make a reverse-block, those are three options, THREE

if anybody can dash below IAD filia j.HK i will quit this game forever.

i do think that filias offense is a bit too braindead easy. you just jump around, airdash and press random buttons and youll get the hit eventually.

i love when people say just zone her out when her airdash goes like half the fucking screen too.
 
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I always stuff Filia's mindless air dashing with Parasoul's cr. MP
 
That move is great. The satisfaction I feel when it hits is just...ahhhh. Especially on Big Band since he turns into a giant training dummy when folks use brass knuckles willy nilly.
 
Filia j.HK is super good

It has little to no horizontal range though, so if she hits you with it you let her get close = Your fuckup.
Parasoul in particular has no issue at all Antiairing her with c.MP. Don't use Pillar.

That said, Mike said somewhere that giving Filia's parasite-normals hurtboxes on Samson was "on the list" for "the next batch of changes to try", so there's that.
 
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no one show OP Cerebella's j.MP
Because it's not. It's good, but has its flaws.
Not gonna tell ya how to beat it with any character, but here's a hint : you have to not be in the air. I know, it's counter-intuitive as we're talking about SG, but that's where you want to be to beat j.mp.
 
Parasoul in particular has no issue at all Antiairing her with c.MP. Don't use Pillar.

I always stuff Filia's mindless air dashing with Parasoul's cr. MP

[/thread]
 
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Because it's not. It's good, but has its flaws.
Not gonna tell ya how to beat it with any character, but here's a hint : you have to not be in the air. I know, it's counter-intuitive as we're talking about SG, but that's where you want to be to beat j.mp.
op = original poster
 
god dammit just dash below it, jump or make a reverse-block, those are three options, THREE

Well, thank you for your advice but I don't think it's very helpful.


Only a few characters with small collision box when dashing like Fortune can dash below it, because of her collision box.

But I guess Double's Flesh Step and Peacock's Hole Idea are viable choice.

Even if I manage to dash below it, they will use j.HK again and again and again, with no risk, in this case.



Reverse block would definetely work... if they only use their j.HK for crossup.

Which is not really going to happen.



csKLEzr.png


And I don't think jump will work either.











But it's ok.

There was a misunderstanding.

I thought this game was Guilty-Gear-like game which lack anti-air attack, but it was just Tekken with double jump and air dash.

My apology.
 
If she's hitting you overhead or crossing you up with j.hp, then you've allowed her to get too close. Of course, she's a rushdown character so obviously that's what she's going to be trying to do the entire match. J.hp is a very, very good move for a number of reasons, but let's not go there right now because others have already mentioned why it's good.

What's important is understanding your options for dealing with it. Lack of a good anti-air isn't a problem here because it's not your only option. Blocking and jumping are both useful options. Depending on your spacing, some characters also have good air-to-air options that can deal with J.hp. Some characters have supers that work really well as reversals and catch-alls as well. I'll agree that J.hp may be better than it should be, but it's also definitely not broken.

It can be a tricky move to deal with, but it's not too bad once you come up with a few ways to either keep Filia away or deal with her rushdown.
 
It's a little dumb. The Filia can keep doing it as you push-block it, accidentally cross you up, and then get a full confirm off of that.

It also kinda bothers me that some of Filia's moves are ridiculously safe on block. Why is her s.MP, that huge hair bite thing, +8 on block? Her c.LK is +6 on block. I thought extreme safety on moves was a trademark of Valentine's...
 
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It's a little dumb. The Filia can keep doing it as you push-block it, accidentally cross you up, and then get a full confirm off of that.

It also kinda bothers me that some of Filia's moves are ridiculously safe on block. Why is her s.MP, that huge hair bite thing, +8 on block? Her c.LP is +7 on block. I thought extreme safety on moves was a trademark of Valentine's with assist...

FTFY.

anyways. its SOME WHAT justified by the fact that filia has stubbby arms and a linear approach. the ONLY way the mess can happen is if you mess up your neutral. PBGC takes away almost all of her jump ins and the best part would be she resorts to throw whiffs.

i see no one here complaining about j hp from para that can hit you even though you dashed COMPLETELY under her but are back to back to her and you get hit.

and no one really complain about PW's j mp or j hp and how both can convert.

btw @bubbaking ALL lights are plus on block c lp especially but you can pushblock that so its fine. s mp? what can people do about that in practice? too much pushback to even cross up j hk so unless you don't know how to block....you will block?
 
btw @bubbaking ALL lights are plus on block
Not true, a lot of c.lks are minus on block (Val's and Para's both are, for instance).
 
I wonder if Mike z will show up to enlighten us.
 
He has already addressed this nonsense in a previous "I hate Filia" thread.
 
FTFY.
You didn't fix everything, as I will soon point out. :p

i see no one here complaining about j hp from para that can hit you even though you dashed COMPLETELY under her but are back to back to her and you get hit.

and no one really complain about PW's j mp or j hp and how both can convert.
Para doesn't have an AD or a DJ. PW doesn't either.

Edit: Also, you can instantly tech Para's j.HP and PW can't block when she decides to have aerial mobility.

btw @bubbaking ALL lights are plus on block c lp especially but you can pushblock that so its fine. s mp? what can people do about that in practice? too much pushback to even cross up j hk so unless you don't know how to block....you will block?
Sorry, I made a typo (edited my original post). Filia's c.LK is +6 on block (her c.LP is +8). I checked and this is the safest c.LK in the game (tied with Bella and Fukua). Most c.LKs are less safe than their LP counterparts (in addition to having more startup) to offset the fact that they hit low instead of mid, but they're never that safe unless the c.LP is kinda crappy to compensate (exception being Filia's clone). So now you have a good overhead dash-in combined with a ridiculously safe ground poke.
 
You didn't fix everything, as I will soon point out. :p


Para doesn't have an AD or a DJ. PW doesn't either.

Edit: Also, you can instantly tech Para's j.HP and PW can't block when she decides to have aerial mobility.


Sorry, I made a typo (edited my original post). Filia's c.LK is +6 on block (her c.LP is +8). I checked and this is the safest c.LK in the game (tied with Bella and Fukua). Most c.LKs are less safe than their LP counterparts (in addition to having more startup) to offset the fact that they hit low instead of mid, but they're never that safe unless the c.LP is kinda crappy to compensate (exception being Filia's clone). So now you have a good overhead dash-in combined with a ridiculously safe ground poke.
c lk from filia can't be linked but fukua's can. if you pushblock both the lights you put filia back at square one. btw to the person that was talking about val's c lk. um cause that's val....you know the overhead upon overhead with the best grab and the best mobility and assist usage?

if someone jumps in with j mp you pushblock problem? filia can j mp again. but since you pushblock you can challenge with HG (your characters) Devil horns or LNL and fucking fortune can fiber to victory. para can c mp and stuff that that shit. i know some of filia's stuff is kinda garb to deal with. but at the same time i know there are ways to neutralize that and keep filia at your preferred distance.
 
@B.B.Big
Booboo, all you got to do as parasoul is j. hp until they smarten up
I literally one a match where i just did j. hp cause that shuts down filia's nonsense

If she jumps at you just annoy her with m. napalm shot, napalm pillar and j. hp
 
cMP and adjacent tears are your friend
 
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