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Filia Tech Thread: Small/Big Tips & Strategy YOU Notice?

Basically, unblockable protection doesn't last very long at all and is only really designed to stop same frame, 1 frame, and 2 frame gap high/low unblockables...
 
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Yeah I'm pretty sure this isn't really anything more than a hard to block mixup. If you slow down the recording you took in your recent post in something (like Movie Maker or whatever) and count the individual frames at an even lower speed and it comes out as 1 or 2 then it might be something like an unblockable, but idk.

One way to check would be to set a mid-hitting assist to connect an attack just as you hit high (same frame or maybe frame after) and see whether or not the hitbox stays purple, or you could just try getting Mike in here to shed more light on how it works.
 
It isn't unblockable, but it's a difficult to block-able. Eddie in GGAC+ had a hard to blockable, where the low or high would hit first then the other 1-3 frames after. It was not unblockable in AC+, but it still basically worked every single time.

The thing here, is pushblock. Problem being, your pushblock has to be done with like, 2 frame timing, which your OPPONENT decides, not you. So this is still a hard to blockable, much harder than Prasoul 6LP 2MK I would think, but other characters could obviously pull off this same thing.

So it' a mixup into hard to block situation, it isn't unblockable but it is a very good setup still, it is not a gimmick as far as I can see.
 
Aren't all hits of Squigly c.HP hitting low, so unblockable protection would kick in?

Double checked, yes you can go high-low-high even with squigly assist.
 
The real mix up is making the Squigly Assist hit first so they have to block low-high.
 
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The real mix up is making the Squigly Assist hit first so they have to block low-high.
This is what I tried to allude to haha. Either way you have to change your block direction super quick.... then Fillia gets ANOTHER mixup right then.
 
basically you get instant overhead (let's pretend that's 50/50) then however many frames later you get assist low or j.mp hitting first (another 50/50 with 3? frame block timing) then you can cancel to j.hk or let the low assist continue (another 50/50 3? frames later) land +on block and ready for more mixups.
 
basically you get instant overhead (let's pretend that's 50/50) then however many frames later you get assist low or j.mp hitting first (another 50/50 with 3? frame block timing) then you can cancel to j.hk or let the low assist continue (another 50/50 3? frames later) land +on block and ready for more mixups.

^^^
The reason why I mash Updo and pbgc as much as possible. :P
 
^^^
The reason why I mash Updo and pbgc as much as possible. :P
We all do...



WE ALL DO :(
 
awesome bypass double snap

Is there a trick to getting the assist to be the one hit by savage bypass? I was trying this out with bella's snap but couldn't get anything reliable.
 
@Age I've only been able to do it with filia. Bella's snap is too vertical.
That said, I haven't explored the possibilities with other characters.
 
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So while I was toying around with figuring what combo I should do for a counterhit, I came across this burst bait

It's different than the typical backdash one everyone does, so I'm sure some people will be caught offguard by it. The nice part is if they know about it, you can do airdash airthrow instead of airdash j.LK.

I wanted to take it a little further and apply this to it

Since I already used my airdash to throw as a reset to the combo in the first video, I wouldn't be able to dash cancel the hairball, but this would let me without that being a problem.

...unfortunate it doesn't seem to work. If I do an airdash throw, it seems to lock me out of my assist until I land. Something similar happens if I just do a s.HP > airthrow without an airdash or anything, although it doesn't seem to be a problem if I dash then jump to do it like how I showed in the video above.
 
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You can't call assists during a super jump, and after a launch you super jump
 
Dunno if anyone's come across this yet, but if you throw Big Band (either direction), you can immediately L-Updo and hit him with it before cancelling into Gregor.

It's a bit more damage than Ringlet, gets you a higher Gregor wall splat, and it preserves the OTG.
 
I'm not a great Filia player by any means (quite far from one, in fact): but I've doing these sometimes in battle:

  • Hit opponent with Ringlet Spear and Then Gregor at full screen. Kinda hard to do if the opponent blocks it and I'm prone to using Gregor by accident if they do block it. In Training Mode, I set Dummy Block to Random to try and work on avoiding this. After Gregor wall bounces the opponent, I usually hit em with another Ringlet or Updo
  • When stuck in an air combo, I mash :QCB::KK: like crazy so I'll either get a Gregor or Infinity Break whenever my opponent f*cks up a part of their combo and escape from hell, whichever comes first.
  • Sometimes, I wanna IAD with :LP: instead of :HP:, especially on taller chars like Painwheel or Big Band. The hitbox is above Filia during HP and her legs stick out quite a bit to extend the hurtbox. I like how LP has a disjointed hitbox and its range is almost as good as HP's, without extending my hurtbox like it does. The only reason I don't think its better than HP is because of the tiny hitstun so I always chain into j.HK after the LP.
  • Should I accidentally whiff an Updo or it gets blocked, I could sacrifice meter and use Gregor to fly over the opponent and avoid punishment.
  • Normal Throw, Ringlet, and then Gregor; usually if they are in the corner. Learned this from another Filia player who kicked my ass.
  • Soon as I kill someone in a team, I sometimes give the next charecter a cold welcome with an Updo as they come in.
 
I'm not a great Filia player by any means (quite far from one, in fact): but I've doing these sometimes in battle:

  • Hit opponent with Ringlet Spear and Then Gregor at full screen. Kinda hard to do if the opponent blocks it and I'm prone to using Gregor by accident if they do block it. In Training Mode, I set Dummy Block to Random to try and work on avoiding this. After Gregor wall bounces the opponent, I usually hit em with another Ringlet or Updo
  • When stuck in an air combo, I mash :QCB::KK: like crazy so I'll either get a Gregor or Infinity Break whenever my opponent f*cks up a part of their combo and escape from hell, whichever comes first.
  • Sometimes, I wanna IAD with :LP: instead of :HP:, especially on taller chars like Painwheel or Big Band. The hitbox is above Filia during HP and her legs stick out quite a bit to extend the hurtbox. I like how LP has a disjointed hitbox and its range is almost as good as HP's, without extending my hurtbox like it does. The only reason I don't think its better than HP is because of the tiny hitstun so I always chain into j.HK after the LP.
  • Should I accidentally whiff an Updo or it gets blocked, I could sacrifice meter and use Gregor to fly over the opponent and avoid punishment.
  • Normal Throw, Ringlet, and then Gregor; usually if they are in the corner. Learned this from another Filia player who kicked my ass.
  • Soon as I kill someone in a team, I sometimes give the next charecter a cold welcome with an Updo as they come in.
hm most filia's do the things mentioned. problem?
mashing gregor gets baited nowadays

iad j lp is a very good but it depends on what you're going for. if the person is a bit above when they jump then iad j lk otherwise you whiff on painwheel and then get rekt by pain train.

as for killing someone and then doing updo as you attack for them coming in. It works for a while then people figure out the magical power of blocking and then you can get rekt. if its midscreen i suggest doing jmp(if blocked or hit) >adc > j mp(if it hits or blocked) all the hits > j hk. if they block it you can go for a mix up of throw, low again or overhead.

if its in corner just run to the corner as they come in and then do j hp. is there a follow up? i'm not sure i would have to further test it.
 
I'm not a great Filia player by any means (quite far from one, in fact): but I've doing these sometimes in battle:

  • Hit opponent with Ringlet Spear and Then Gregor at full screen. Kinda hard to do if the opponent blocks it and I'm prone to using Gregor by accident if they do block it. In Training Mode, I set Dummy Block to Random to try and work on avoiding this. After Gregor wall bounces the opponent, I usually hit em with another Ringlet or Updo
you can do a much better followup after gregor, just wait for the wall bounce then take a few steps forward into j.mk s.hp > combo
  • When stuck in an air combo, I mash :QCB::KK: like crazy so I'll either get a Gregor or Infinity Break whenever my opponent f*cks up a part of their combo and escape from hell, whichever comes first.
as said above, youll get baited. dont always do this... a good player should never accidentally give you a burst opportunity anyway
  • Sometimes, I wanna IAD with :LP: instead of :HP:, especially on taller chars like Painwheel or Big Band. The hitbox is above Filia during HP and her legs stick out quite a bit to extend the hurtbox. I like how LP has a disjointed hitbox and its range is almost as good as HP's, without extending my hurtbox like it does. The only reason I don't think its better than HP is because of the tiny hitstun so I always chain into j.HK after the LP.
  • Should I accidentally whiff an Updo or it gets blocked, I could sacrifice meter and use Gregor to fly over the opponent and avoid punishment.
not a bad idea, just know its not actually safe. if you do the M or H version of updo any opponent should be able to easily punish even with the gregor, the l updo is a maybe
  • Normal Throw, Ringlet, and then Gregor; usually if they are in the corner. Learned this from another Filia player who kicked my ass.
this works anywhere, you dont need to be close to the corner at all. just make sure the ringlet comes out before you cancel into gregor. you can also wiff a l.updo into gregor to get a better wallbounce.
  • Soon as I kill someone in a team, I sometimes give the next charecter a cold welcome with an Updo as they come in.
if you are in the corner you can also do an ambiguous s.hp as they come in. just get real close to the corner and smash that button. who knows which side its going to hit on? i certainly dont so how can they?
 
Use mk and then hp > combo after landing Gregor.... and then the Infinity Breaker comes to destroy my combo. Do you mean a Fenrir after the launcher or something else? I tried that and the IB ruined it.
 
Excuse me? i'm a bit confused.

When I try to make a combo from st.mk and then st.hp after Gregor Samson's wall bounce, the opponent is already able to use an Infinity Breaker as soon as I do it and my combo is over, and it doesn't go down the way I wanted to either. Do you understand now?
 
When I try to make a combo from st.mk and then st.hp after Gregor Samson's wall bounce, the opponent is already able to use an Infinity Breaker as soon as I do it and my combo is over, and it doesn't go down the way I wanted to either. Do you understand now?
You need to explain exactly what you are doing because there is nothing from what you have posted that would trigger IPS
 
When I try to make a combo from st.mk and then st.hp after Gregor Samson's wall bounce, the opponent is already able to use an Infinity Breaker as soon as I do it and my combo is over, and it doesn't go down the way I wanted to either. Do you understand now?

what move is activating IPS? my comment was off of a throw > drill > gregor. there shouldnt be anything there that would activate it. if you do a combo into gregor of course you need to be cognizant of where you are in IPS and drama.
 
what move is activating IPS? my comment was off of a throw > drill > gregor. there shouldnt be anything there that would activate it. if you do a combo into gregor of course you need to be cognizant of where you are in IPS and drama.
WHICH i would like to add on to Evilben's post. is that if you do try to do s mk after your 'combo' what you could do is this.

s mk > s hk > ringlet psyche (236K) and it would essentially be your burst bait.
 
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what move is activating IPS? my comment was off of a throw > drill > gregor. there shouldnt be anything there that would activate it. if you do a combo into gregor of course you need to be cognizant of where you are in IPS and drama.

j.mp, j.mk > adc > j.mp again, j.hk

Somewhere between that comes the IPS thing? Am I not supposed to do an air chain after the mk, hp launcher, or did I press the wrong button?
 
j.mp, j.mk > adc > j.mp again, j.hk

Somewhere between that comes the IPS thing? Am I not supposed to do an air chain after the mk, hp launcher, or did I press the wrong button?
To put it simply, picking up the combo after throw > super puts you in a further IPS stage than off of a regular launch. Because of this, your combo that usually works instead activates IPS on the second j.mp after your airdash because it's considered a new chain. IPS can't trigger at all during your first air combo after a launch (which is why the combo works normally) but it can if you do an air combo after a super.

I probably got something wrong here but that's the gist
 
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To put it simply, picking up the combo after throw > super puts you in a further IPS stage than off of a regular launch. Because of this, your combo that usually works instead activates IPS on the second j.mp after your airdash because it's considered a new chain. IPS can't trigger at all during your first air combo after a launch (which is why the combo works normally) but it can if you do an air combo after a super.

I probably got something wrong here but that's the gist

I didn't use a throw though. all I did was Wallbounce with Gregor, s.mk, launcher, and then the j.mp.
 
if you didnt throw before the gregor i have no clue how you got an ips burst in there. i just did gregot >s.mk s.hp > j.mp j.mk > adc > j.mp and it worked fine for me...
if you did throw first that would get you to a point where the 2nd j.mp would activate ips like drewski said, though.
 
I didn't use a throw though. all I did was Wallbounce with Gregor, s.mk, launcher, and then the j.mp.
whut?....wait

if you didnt throw before the gregor i have no clue how you got an ips burst in there. i just did gregot >s.mk s.hp > j.mp j.mk > adc > j.mp and it worked fine for me...
if you did throw first that would get you to a point where the 2nd j.mp would activate ips like drewski said, though.
Evilben i know what he's saying now. Lemme explain.

So what funker is saying is that he used gregor right? so when he used gregor it automatically up'd the ips stage so when he goes for the usual j mp > j mk > adc > jmp. it will burst.

to remedy that funker i recommend this after gregor

s mk > s hp > j lp > j mp > j mk > airball H > s lp > s mp > s mk > c hp > hairball H

not only will you be able to do the combo but you can reset at a point.

the damage is 5922 if you do what i suggested which is pretty healthy for a gregor confirm.

edit: please note if you're fighting a filia it can get weird with that combo but it works.
another combo to make sure you're spot is to replace j lp with j lk as it does the same damage but it positions you better.
 
Thank you for understanding my point and for that replacement combo. I'm not very good at doing it right now, but I'll work on it til' I get it right. I'll try the combo itself first then add Gregor to the mix.

Every bit of advice helps, even if I can't make it work myself :PUN:
 
Pretty obvious one and I'm sure other people do it, but whenever I do a blockedo cr.mk I like to hit-confirm into Big Band's Giant Step assist during the mk's multi hits and create an unblockable since its an overhead and you can't block both high and low at the same time. Soon as they land on the ground, I just like to Launch em and create a short air chain. I personally prefer Beat Extend, but this is one my favorite assists for :FIL: at the moment.

I find it safer and easier to do than with low-hitting assists like Squigly's cr.hp since I can just use my own attacks before I call in an assist. It seems also seems to turn cr.mk, an unsafe move, a little more safe.

Can this be stopped by a PBGC? I dunno how to PBGC myself very well so I dunno if it works.
 
Pretty obvious one and I'm sure other people do it, but whenever I do a blockedo cr.mk I like to hit-confirm into Big Band's Giant Step assist during the mk's multi hits and create an unblockable since its an overhead and you can't block both high and low at the same time. Soon as they land on the ground, I just like to Launch em and create a short air chain. I personally prefer Beat Extend, but this is one my favorite assists for :FIL: at the moment.

I find it safer and easier to do than with low-hitting assists like Squigly's cr.hp since I can just use my own attacks before I call in an assist. It seems also seems to turn cr.mk, an unsafe move, a little more safe.

Can this be stopped by a PBGC? I dunno how to PBGC myself very well so I dunno if it works.

Doesn't work. if people learned to Pushblock they can block both due to ABSOLUTE GUARD

which stops this completely.....oh well i'll see what i can find with filia. though most things have been found.
 
its an overhead and you can't block both high and low at the same time.
Actually you not only can, but are "forced to". If a high and a low connect on the same frame, they become a mid hit and can be blocked both high and low. Mike put unblockable protection into this game.