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I noticed there wasn't a match up thread in this sub-forum so I thought I'd start one up. In advance, I'm only an intermediate level player, so by no means do I know everything about this topic, but I'm going to be updating the OP with any info you guys want to contribute. To start off I'm only going to put down 3 with a couple reasons listed on each, this is just so I can get the thread up, because I have to leave soon but I want to get a discussion started on this as soon as possible. If you notice I missed something, or just that something I say is flat out wrong, let me know, I'd be more than happy to edit it.
Cerebella - This is one of Filia's better match ups.
Thanks to:
Zevak for being incredibly helpful with everything related to this guide and always being there to answer a question or just provide a bit of helpful knowledge.
IsaVulpes for contructive criticism on my not so in depth Bella info and a couple helpful things about punishing Peacock.
Cerebella - This is one of Filia's better match ups.
- Keep good spacing and pushblock often to prevent as many command grabs as you can, and punish her recoveries with IAD pressure.
- Filia excels int the air, while Bella doesn't have many reliable anti airs or air to air options against such a fast character.
- Bella does not have many good reversal options against Filia, she can stuff most of what Bella can throw at her on her wake up.
- J. MP is easy to break armor with and confirm off of. Cr. MK is also alright at breaking armor, but it can loses to devil horns depending on how close you are.
- Bella has a weird hitbox, so learn what adjustments you need to make to your combos.
- One negative thing about this match for Filia is that on the ground she can't go past her medium buttons in block strings unless she wants to eat an US. For the most part stay in the air until you open her up.
- Parasoul has many tools that can stop all of the momentum in your pressure, the core of any Filias play. Napalm Pillar, cr. hp, j. hp, space control with tears, etc.
- She can capitalize off any mistake she forces you to make with these tools with her ridiculous ability to confirm almost anything into tons of damage.
- Counters another major strength of Filia, her resets. You can't do any ground resets without eating some sort of reversal, so only do them in the air.
- Of course, these issues are made easier when you can cover yourself with a double butt assist or something similar, the trick is to never let her out of block stun and keep the pressure on until shes opened up then take the damage you can get off your BnB's without resets.
- Do your best to stay out of block stun, it only takes one triple gunshot for her to start up her zoning game, which will make your job much harder.
- Learn to navigate around the obstacles she throws at you with jumps, airdashes and the different strengths of airballs, she has all the tools to move through Peacock's obstacle course, you just need to learn how and when to use your mobility tools.
- Once you get in be ready for one of two things and know how to react to each:
- Tech her throw: The easiest to deal with of the three, a lot of Peacocks don't really know what to do when you get in so they hit the panic button and try to throw you. If you notice they do this every time when you get in start punishing her for it instead of teching.
- A short block-string: While Peacock is capable of some good combos, her block strings dont last long, and normally aren't safe. If they dont start jabbing you as soon as your in you can catch her with a IAD j.hp, but if not just block and be ready to punish a teleport or unsafe ender. Don't be afraid to try blockstrings you wouldn't attempt on other characters, Peacock doesn't have much she can reliably punish with besides her jab, which has a very bad range.
- During Argus Agony, you can Gregory Samson after the beam before the darts start up, learn how to do that and convert off the wallbounce. Also a super jump, mk airball will net you a punish while shes recovering from the darts if you can get off the ground before they get to you.
- Painwheel has more damage and mix up options than Filia, so you'll have to do more guessing on her reset attempts than she will on yours, and you'll be punished harder for guessing wrong.
- You have better priority on your air moves so be sure to take every opportunity to go air to air with her.
- Both characters have the option to super in the air to keep themselves safe, but Painwheel's option is better because she can use armor than cancel into her own super.
- You can cross Painwheel up with almost any of your buttons, including j. hp. So you can make all of your IAD pressure very ambiguous.
- Airball and j. MP are great options, with fast multiple hits to take care of armor as well as being very hard to punish. Painwheel's only way to deal with this is to super cancel out of her armor, so she can punish you don't get to comfortable unless she has no meter.
Thanks to:
Zevak for being incredibly helpful with everything related to this guide and always being there to answer a question or just provide a bit of helpful knowledge.
IsaVulpes for contructive criticism on my not so in depth Bella info and a couple helpful things about punishing Peacock.
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