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Filia is broken

cr. mp? can you explain why please?

cMP is a great anti IAD tool and with adjacent tears to burst it becomes even better.

I won't say Filia jHK isn't annoying but I'm going to discuss what options you have against it because that's a smart thing to do.
 
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Why not search the other "filia is busted" thread in the filia forums. If you don't learn anything then at the very least you may be able to combine threads.
 
csKLEzr.png
Parasoul's and Fortune's jabs beat this move for free. In fact, Parasoul/Filia and Fortune/Filia are easily 6/4 matchups or worse for Filia. Most characters can do c.LP on reaction and beat it.

If you think this hitbox is overpowered or anything more than above average, you're colorblind.

Filia has good mixups but bad neutral. s.HP and j.HK have good hitboxes but she has limited safe options and not much else that's disjointed. If you want stupid shit, look at Cerebella's hitboxes (s.LK and j.MP come to mind amongst others) or even Painwheel's j.HK.

You won't appreciate this, but I'm being reasonable as fuck with you.
 
Filia still has decent priority because she's moving so fast during her IAD that it more than makes up for the lack of disjoint. Also, Filias usually use that move close to the ground directly in front of or below the opponent where the hurtbox is mostly shielded anyway.

Cerebella's and PW's stuff definitely aren't stupid when you factor in all the limitations these characters have to their mobility. IMO, great mobility and decent priority is better than great priority coupled with bad mobility unless you're Parasoul (but she has shots).

@Hilary PW actually does, though. :P
 
Most characters can do c.LP on reaction and beat it.
j.HP has 10f startup
+4f jump startup
+5f minimum IAD height
+Xf dash length depending on how far away you're from your opponent

= 19f+X

c.LP of most characters is 6-7f startup
+ Reaction time of a normal human ingame is roughly 20f (more like 23, but I'll be generous)

= 26f

Taking Frameskip-6 into consideration, "19f startup" are actually 16f. +12f ends up at 26 "real frames".
So you have to go horizontal for 10-12f for the IAD j.HP to be reactable.
This is not yet taking into consideration that 4f jump startup are pretty much invisible.

Also not taking into consideration that AAing with a c.LP leaves Filia in an airborne state which can screw a buncha combos up, while mistiming the AA slightly means Filia sits in your face on +20 while you just took 1300 damage and are going to die to a 300+ Undizzy combo

(No character c.LPs that thing on reaction, really)

P.S. Use IAD j.LP?? It's faster, has a much better hitbox, and gives access to better mixups.
 
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This thread makes me moist.10/10 would read again.

On a serious note,like everyone has said there are ways to get past or alright beat out some of filia's normals: zoning,better normals,etc.

Just go into training mode and figure...you'll fine something :)
 
j.HP has 10f startup
+4f jump startup
+5f minimum IAD height
+Xf dash length depending on how far away you're from your opponent

= 19f+X

c.LP of most characters is 6-7f startup
+ Reaction time of a normal human ingame is roughly 20f (more like 23, but I'll be generous)

= 26f

Taking Frameskip-6 into consideration, "19f startup" are actually 16f. +12f ends up at 26 "real frames".
So you have to go horizontal for 10-12f for the IAD j.HP to be reactable.
This is not yet taking into consideration that 4f jump startup are pretty much invisible.

Also not taking into consideration that AAing with a c.LP leaves Filia in an airborne state which can screw a buncha combos up, while mistiming the AA slightly means Filia sits in your face on +20 while you just took 1300 damage and are going to die to a 300+ Undizzy combo

(No character c.LPs that thing on reaction, really)

P.S. Use IAD j.LP?? It's faster, has a much better hitbox, and gives access to better mixups.
you don't even filia though........
i do use iad jlp since its faster and doesn't show up the hitbox.
 
I don't think anyone that plays Parasoul has the right to complain about Filia.
Para's j.HP is way more rage inducing.
 
I had it in mind to write a real response until I got to
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.
I'm not even sure what to say to that. Not having a dedicated antiair 6P means there are no AA attacks in the game? How does that work in your head?

If you chicken-block (jump and air block) Filia's j.HK you can be as much as +12 when you land, which is enough for a guaranteed punish by everyone with most L or M attacks.
If you try to do that but jump and get hit, it hits you out of the air and she is forced to use up her OTG pretty much immediately, which shortens her possible combos considerably.

And the fact that Parasoul has a charge-move does not automatically mean you can't use it against Filia.

(It's really hard to not be insulting about this.)
 
j.HP has 10f startup
+4f jump startup
+5f minimum IAD height
+Xf dash length depending on how far away you're from your opponent

= 19f+X

c.LP of most characters is 6-7f startup
+ Reaction time of a normal human ingame is roughly 20f (more like 23, but I'll be generous)

= 26f

Taking Frameskip-6 into consideration, "19f startup" are actually 16f. +12f ends up at 26 "real frames".
So you have to go horizontal for 10-12f for the IAD j.HP to be reactable.
This is not yet taking into consideration that 4f jump startup are pretty much invisible.

Also not taking into consideration that AAing with a c.LP leaves Filia in an airborne state which can screw a buncha combos up, while mistiming the AA slightly means Filia sits in your face on +20 while you just took 1300 damage and are going to die to a 300+ Undizzy combo

(No character c.LPs that thing on reaction, really)

P.S. Use IAD j.LP?? It's faster, has a much better hitbox, and gives access to better mixups.
I know you're just trying to be contrarian, but for the benefits of people who don't irrationally hate everything I say:
The 20f reaction time only involves making a decision. If you were to do Millia Blocker where a single option could beat both low and overhead, then reaction times would hit the floor. Parasoul s.LP beats (not trades, beats) all Filia iads except j.HK, which requires very specific spacing to throw out.

The average human reaction time with no decision-making involved runs closer to 13 frames (215 milliseconds), which is plenty of time to throw out literally your safest move that can convert into figuratively any combo. Even better, there's almost no risk in mashing jab at iad range because it generally recovers too fast to punish in situations where it doesn't leave you massively safe on block.

Finally, and this is hugely important, for the 10 characters in the cast who can beat iad j.HP with c.LP, iad j.HP doesn't threaten them nearly as much if they are in a crouching position. Filia has to fall to connect with the move, which means she's at the outer ranges of her airdash and providing more time for the opponent to flinch. It's not like c.LP is hugely punishable from that range, anyway.
 
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I don't think anyone that plays Parasoul has the right to complain about Filia.
Para's j.HP is way more rage inducing.
Annnndd it's negative.
Not saying Parasoul is bad or anything, just know she's negative.
 
Even better, there's almost no risk in mashing jab at iad range because it generally recovers too fast to punish in situations where it doesn't leave you massively safe on block.
That's why one does it, and that's what one does. It's good and it wins.
I press c.MP at all distances and beat everything you do. Ain't no reaction though. ^_^
 
If you chicken-block (jump and air block) Filia's j.HK you can be as much as +12 when you land, which is enough for a guaranteed punish by everyone with most L or M attacks.
If you try to do that but jump and get hit, it hits you out of the air and she is forced to use up her OTG pretty much immediately, which shortens her possible combos considerably.

This sounds interesting, I'll try to make use of it against filia and see how it does. I do think it's unlikely I'll be able to punish a j.hk with it though. j.hk's main uses are as an instant overhead or as a third overhead in an IAD approach and in either case Filia can cancel it into air dash and continue pressure that will last till she lands if she wants. As an option for telegraphed IAD j.hk I still think it's risky since half the time you'll be blocking the wrong way (assuming they space it ambiguously).
 
j.hk's main uses are as an instant overhead or as a third overhead in an IAD approach and in either case Filia can cancel it into air dash and continue pressure that will last till she lands if she wants.
I'm at least 70% sure that Filia can't cancel iad j.hk into an air dash.
 
I'm at least 70% sure that Filia can't cancel iad j.hk into an air dash.
My bad, I think what I meant was that in either case she'd be safe since she'd either be able to cancel the instant overhead, or have seen the chickenblock with the IAD before ending with j.hk.
 
Just combine Filia and Fukua back into one character, then we can do falling jHP jHK jHP Fireball DJ jHP jHK jHP adc jHP jHK jHP Fireball y/n
 
Just combine Filia and Fukua back into one character, then we can do falling jHP jHK jHP Fireball DJ jHP jHK jHP adc jHP jHK jHP Fireball y/n
But then which jHK do you keep

They are both so fucking good
 
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But then which jHK do you keep

They are both so fucking good

Fukua jHK = new jHP
Filia jHK = same
cMP and cHP stay Fukua (no more psych for cHP loops)
Ringlet just also shoots the fireball that matches it
Drill is in place of psych
5 levels to just fucking summon marie why not
 
Learn to deal with it or get bodied....
 
Every j.HK in this game is pretty good. We could make a thread like this for every character. (Can we talk about Peacock j.HK because OMG I love that move)
 
Make fukua's j.hk a command normal for fukuilia
 
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