Skullgirls/Filia: Difference between revisions
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{{SG Character Intro|char=Filia|short=fil|content= | |||
==Story== | ==Story== | ||
Filia was once just an average schoolgirl, but one day woke up without any memories and a second mouth on the back of her head. She was now playing host to a Parasite named Samson, an unruly mop of demonic hair with incredible power. | Filia was once just an average schoolgirl, but one day woke up without any memories and a second mouth on the back of her head. She was now playing host to a Parasite named Samson, an unruly mop of demonic hair with incredible power. | ||
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With no memories or anyone to turn to for help, if she ever hopes to piece together her past and survive the inevitable clash with the Skullgirl, Filia will need to trust this mysterious being. | With no memories or anyone to turn to for help, if she ever hopes to piece together her past and survive the inevitable clash with the Skullgirl, Filia will need to trust this mysterious being. | ||
== | ==Overview== | ||
Filia is a rushdown pixie character who wants to use her nimble mobility and small size to get in the opponent's face and do brutally fast mixups using her quick, low to the ground air dash. | Filia is a rushdown pixie character who wants to use her nimble mobility and small size to get in the opponent's face and do brutally fast mixups using her quick, low to the ground air dash. | ||
* <b>Air Dash Pressure</b>: Filia's airdash is one of the best. It's quick and has the shortest minimum height for any airdash in the game. It's such an important part of her character that all of her air normals are built around it. This enables her to do blistering fast mixups and resets. The downside to her air normals is that they have little range | * <b>Air Dash Pressure</b>: Filia's airdash is one of the best. It's quick and has the shortest minimum height for any airdash in the game. It's such an important part of her character that all of her air normals are built around it. This enables her to do blistering fast mixups and resets. The downside to her air normals is that they have little range. | ||
* <b>Fast Mobility</b>: Her airdash is only one component of her amazing mobility. Her ground dash starts with a quick dash then she can continue to run, wavedashing by cancelling the dash after the initial burst forward allows for even faster traversal. Airball (j214K) travels through the air in any one of three arcs and can be airdash canceled no matter what, even on whiff or block. | * <b>Fast Mobility</b>: Her airdash is only one component of her amazing mobility. Her ground dash starts with a quick dash then she can continue to run, wavedashing by cancelling the dash after the initial burst forward allows for even faster traversal. Airball (j214K) travels through the air in any one of three arcs and can be airdash canceled no matter what, even on whiff or block. | ||
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* <b>Ringlet Spike</b>: She has a fireball with her Ringlet Spikes (236P), but they are not normal fireballs like Hadokens. They don't travel; they go to a fixed spot in front of Filia from the ground. While they can't be used in a traditional way, these spikes are still very important for spacing and can be very useful to snipe out opponents trying to keep Filia away from afar. Use these in those tricky matchups on unsuspecting opponents, and confirm from all ranges with Gregor Samson. As this attack will often win trades, L Ringlet can be used as an anti-air. | * <b>Ringlet Spike</b>: She has a fireball with her Ringlet Spikes (236P), but they are not normal fireballs like Hadokens. They don't travel; they go to a fixed spot in front of Filia from the ground. While they can't be used in a traditional way, these spikes are still very important for spacing and can be very useful to snipe out opponents trying to keep Filia away from afar. Use these in those tricky matchups on unsuspecting opponents, and confirm from all ranges with Gregor Samson. As this attack will often win trades, L Ringlet can be used as an anti-air. | ||
{{StrengthsAndWeaknesses | |||
* | | intro =[[file:SG_fil_icon.png|32px]] '''Filia''' is a rushdown character with unrivaled speed, mobility, and mix-ups. | ||
* | | pros = | ||
* | *'''Mobility''': Filia is one of the fastest characters in the game, and her plethora of movement of options allow her to traverse the screen effectively. | ||
* | *'''Mix-ups''': She has extremely fast and multi-layered mix-ups, and her reset game is stellar as well. | ||
* | *'''Defensive Options''': Filia is one of only two characters with a 5 frame jab. She also sports a solid meterless DP, two level 1 reversal supers on the ground, an air reversal super, plus an airdash and jHK to avoid air resets. | ||
|cons = | |||
*'''Stubby Range''': Filia's range is pretty short overall, and her longer pokes are hard to confirm with. | |||
*'''Linear Neutral''': Filia can easily get walled out by characters with better projectiles or better range, which makes it difficult for her to get in and start her offense. | |||
*'''Low Damage''': Filia is one of the lowest damage characters in the game. She has to use her strong reset game to keep the opponent in the blender and kill off of multiple touches. | |||
| tablewidth = 80 | |||
}} | |||
<br> | |||
<div class="heading" style="text-align: center;">'''Video Overview'''</div> | |||
<div style= "margin: 20px;">{{#ev:youtube|https://youtu.be/QMlK6ZrYVqg||center|||start=3370}}</div> | |||
}} | |||
==Stats== | ==Stats== | ||
{{CharacterData-SG | {{CharacterData-SG | ||
| weight = Light | | weight = Light | ||
| dash = | | dash = Run | ||
| doublejump = No | | doublejump = No | ||
| airdash = Yes | | airdash = Yes | ||
Line 38: | Line 43: | ||
| forwardtech = 39 | | forwardtech = 39 | ||
| backwardtech = 41 | | backwardtech = 41 | ||
| slidingkd = | | slidingkd = 89 | ||
| hardkd = 28 | | hardkd = 28 | ||
| crumple = 32 | | crumple = 32 | ||
| standingchain = 5 Buttons: {{NotationIcon-SG|LP}} → {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} → {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}} | | standingchain = 5 Buttons: {{NotationIcon-SG|LP}} → {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} → {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}} | ||
| crouchingchain = 5 Buttons: {{NotationIcon-SG|LP}} → {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} → {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}} | | crouchingchain = 5 Buttons: {{NotationIcon-SG|LP}} → {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} → {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}} | ||
| airchain = 6 Buttons: {{NotationIcon-SG|LP}} → {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} → {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} → {{NotationIcon-SG|HK}} | | airchain = 6 Buttons: {{NotationIcon-SG|LP}} → {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} → {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} → {{NotationIcon-SG|HK}} | ||
}} | }} | ||
==Assists== | |||
<gallery style="float:right"> | |||
File:SG_fil_dpp.png|200px|'''H Updo''' | |||
File:SG_fil_qcbk.png|200px|'''H Hairball''' | |||
File:SG_fil_cmk.png|200px|'''2MK''' | |||
</gallery> | |||
===H Updo (default assist)=== | |||
An [[Skullgirls/Team_Building#Invulnerable_DP_assists | invulnerable DP assist]]. | |||
===H Hairball (default assist)=== | |||
A [[Skullgirls/Team_Building#Lockdown_assists | lockdown assist]] that travels far along the ground. | |||
===2MK=== | |||
A multi-hitting [[Skullgirls/Team_Building#Low_assists | low assist]] that can also be somewhat used for lockdown. | |||
<br clear=all/> | |||
==Move List== | ==Move List== | ||
Line 92: | Line 112: | ||
| framedata = [[File:SG_fil_slp2_fd.png|left]]}} | | framedata = [[File:SG_fil_slp2_fd.png|left]]}} | ||
| | | | ||
* Tied | * Tied with Ms. Fortune for having the second fastest normal in game. | ||
* Short range and will whiff against many crouching opponents so it's mostly used for punishes. | * Short range and will whiff against many crouching opponents so it's mostly used for punishes. | ||
* It can be a decent anti-air against IADs since it's fast and the hitbox reaches a bit above the hurtbox. Dashing under them and pressing it can be useful for punishing a lot of otherwise difficult to punish air normals (such as Double jHP) on the way down. | * It can be a decent anti-air against IADs since it's fast and the hitbox reaches a bit above the hurtbox. Dashing under them and pressing it can be useful for punishing a lot of otherwise difficult to punish air normals (such as Double jHP) on the way down. | ||
Line 121: | Line 141: | ||
| | | | ||
* Good range with average speed for a medium. Can confirm into 2HP into Gregor (214KK) from most ranges. Can also confirm into 5HK from all everywhere but the tip of max range, further into Gregor or a ringlet. | * Good range with average speed for a medium. Can confirm into 2HP into Gregor (214KK) from most ranges. Can also confirm into 5HK from all everywhere but the tip of max range, further into Gregor or a ringlet. | ||
* | * Used as part of Filia's hitconfirm 2LK 5MP, as it leaves her very plus on block, pushes the opponent back, and on hit can be confirmed with 2MK(1) 5HP. | ||
}} | }} | ||
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| framedata = [[File:SG_fil_shp_fd.png|left]]}} | | framedata = [[File:SG_fil_shp_fd.png|left]]}} | ||
| | | | ||
* Filia's main launcher. It's safe on block | * Filia's main launcher. It's safe on block. | ||
* The hitbox is disjointed during move startup which, along with being very fast for a heavy, makes it Filia's best non-DP anti-air. Due to being one of the tallest launchers, it's one of the best standing AA normals in the game. | * The hitbox is disjointed during move startup which, along with being very fast for a heavy, makes it Filia's best non-DP anti-air. Due to being one of the tallest launchers, it's one of the best standing AA normals in the game. | ||
* When jump cancelled it's 1 frame longer than Filia's fastest recovering move, 2LP. This makes it her best assist punish. | |||
}} | }} | ||
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| blockstun = 26 | | blockstun = 26 | ||
| onhit = +4 | | onhit = +4 | ||
| onblock = + | | onblock = +5 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = N/A | | superhitstop = N/A | ||
Line 262: | Line 283: | ||
* 1 frame slower startup than 5LP but it won't whiff and has amazing frame advantage on hit or block. | * 1 frame slower startup than 5LP but it won't whiff and has amazing frame advantage on hit or block. | ||
* Low blockstun makes it a decent pushblock bait tool. | * Low blockstun makes it a decent pushblock bait tool. | ||
* Recovers the fastest out of all of Filia's moves, so in situations like tagging assists where frame advantage on block doesn't matter, it's the safest option. | * Recovers the fastest out of all of Filia's moves, so in situations like tagging assists where frame advantage on block doesn't matter, it's the safest option. If it's guaranteed to hit, 5HP jump cancel is only 1 frame longer for more damage. | ||
}} | }} | ||
Line 366: | Line 387: | ||
| framedata = [[File:SG_fil_cmk_fd.png|left]]}} | | framedata = [[File:SG_fil_cmk_fd.png|left]]}} | ||
| | | | ||
* Multi-hit low that keeps opponents in blockstun for a long time, but can be punished with PBGC pretty easily and is minus on block anyway. | * Multi-hit low that vacuums and keeps opponents in blockstun for a long time, but can be punished with PBGC pretty easily and is minus on block anyway. | ||
* The multiple hits scales the combo, so don't use it in hitconfirms. | * The multiple hits scales the combo, so don't use it in hitconfirms. | ||
* The semi-far range and multi-hit aspects make this one of Filia's few tools that can deal with armor if used early enough. This range also makes it decent as a mid-range poke when you are outside 2LK range. | * The semi-far range and multi-hit aspects make this one of Filia's few tools that can deal with armor if used early enough. This range also makes it decent as a mid-range poke when you are outside 2LK range. | ||
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| hitstun = 23 OR 19 (vs air) | | hitstun = 23 OR 19 (vs air) | ||
| blockstun = 20 | | blockstun = 20 | ||
| onhit = +3 | | onhit = +1, -3 (vs air) | ||
| onblock = - | | onblock = -2 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = N/A | | superhitstop = N/A | ||
Line 526: | Line 547: | ||
| blockstun = 20, 23 | | blockstun = 20, 23 | ||
| onhit = -1 | | onhit = -1 | ||
| onblock = + | | onblock = +2 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = N/A | | superhitstop = N/A | ||
Line 551: | Line 572: | ||
| recovery = 26 | | recovery = 26 | ||
| hitstop = 13 | | hitstop = 13 | ||
| hitstun = 29 OR 28 (vs air) | | hitstun = 29 OR 28(vs air) | ||
| blockstun = 21 | | blockstun = 21 | ||
| onhit = {{Property-SG|KD}} (vs air) | | onhit = {{Property-SG|KD}} (vs air) | ||
| onblock = - | | onblock = -6 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = N/A | | superhitstop = N/A | ||
Line 701: | Line 722: | ||
* {{NotationIcon-SG|HP}} | * {{NotationIcon-SG|HP}} | ||
** Spike appears about 3/4s of a screen in front of Filia. | ** Spike appears about 3/4s of a screen in front of Filia. | ||
* Useful for | * Has a very low profile hurtbox. | ||
* Useful for punishing zoners (since you can confirm it on hit into Gregor (214KK) for full combo by using your OTG), converting off ground throw without spending meter, extending combos, etc. | |||
* As this move will win most trades it can be used as an anti-air against deep jump ins. | * As this move will win most trades it can be used as an anti-air against deep jump ins. | ||
}} | }} | ||
Line 728: | Line 749: | ||
| framedata = [[File:SG_fil_qcfk_fd.png|left]]}} | | framedata = [[File:SG_fil_qcfk_fd.png|left]]}} | ||
| | | | ||
* Same startup animation as Ringlet Spike, but recovers immediately instead of actually doing the projectile. Used mostly for baits/combos and can make some things (e.g. 2HP, 5HK) less punishable. | * Same startup animation as Ringlet Spike, but recovers immediately instead of actually doing the projectile. | ||
* Still has the low profile hurtbox, but for less duration. | |||
* Used mostly for baits/combos and can make some things (e.g. 2HP, 5HK) less punishable. | |||
}} | }} | ||
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| meter = (2.5%) 2% x2, 4.5% | | meter = (2.5%) 2% x2, 4.5% | ||
| startup = 14 | | startup = 14 | ||
| active = | | active = 5, 6, 3 | ||
| recovery = 29 | | recovery = 29 | ||
| hitstop = 2 x2, 18 | | hitstop = 2 x2, 18 | ||
Line 836: | Line 859: | ||
| meter = (2.5%) 2% x3, 4.5% | | meter = (2.5%) 2% x3, 4.5% | ||
| startup = 14 | | startup = 14 | ||
| active = | | active = 5, 6, 6, 3 | ||
| recovery = 29 | | recovery = 29 | ||
| hitstop = 2 x3, 18 | | hitstop = 2 x3, 18 | ||
Line 854: | Line 877: | ||
| meter = (2.5%) 2% x5, 4.5% | | meter = (2.5%) 2% x5, 4.5% | ||
| startup = 14 | | startup = 14 | ||
| active = | | active = 5, 6, 6, 6, 6, 3 | ||
| recovery = 29 | | recovery = 29 | ||
| hitstop = 2 x5, 18 | | hitstop = 2 x5, 18 | ||
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| meter = (2.5%) 2% x3, 4.5% | | meter = (2.5%) 2% x3, 4.5% | ||
| startup = 13 | | startup = 13 | ||
| active = | | active = 5, 6, 6, 3 | ||
| recovery = 16 | | recovery = 16 | ||
| hitstop = 3 x3, 16 | | hitstop = 3 x3, 16 | ||
Line 889: | Line 912: | ||
| blockstun = 15 x3, 13 | | blockstun = 15 x3, 13 | ||
| onhit = +1 | | onhit = +1 | ||
| onblock = -12 | | onblock = -12 (+6 on ADC) | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = N/A | | superhitstop = N/A | ||
Line 924: | Line 947: | ||
| meter = -100% | | meter = -100% | ||
| startup = 3 + 1 | | startup = 3 + 1 | ||
| active = 5 x5, 3, (4), 2 | | active = 5, 4 x5, 3, (4), 2 | ||
| recovery = 74 | | recovery = 74 | ||
| hitstop = 7, 3 x6, 7 | | hitstop = 7, 3 x6, 7 | ||
| hitstun = 16 | | hitstun = 16 x8 | ||
| blockstun = 19 x8 | | blockstun = 19 x8 | ||
| onhit = {{Property-SG|KD}} | | onhit = {{Property-SG|KD}} | ||
| onblock = - | | onblock = -88 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = 3 | | superhitstop = 3 | ||
Line 937: | Line 960: | ||
* Super version of '''Updo'''. One of the fastest startups in the game, making Filia one of the few people able to punish other "safe" moves. Also your main combo ender since it does the most damage when scaled. | * Super version of '''Updo'''. One of the fastest startups in the game, making Filia one of the few people able to punish other "safe" moves. Also your main combo ender since it does the most damage when scaled. | ||
* The last hit of this move, the impact as Filia and her opponent hit the ground, does not increase damage scaling for the combo. | * The last hit of this move, the impact as Filia and her opponent hit the ground, does not increase damage scaling for the combo. | ||
* The last hit of the upwards motion can be as low as -56 on block, but this will whiff almost always, giving -88. | |||
}} | }} | ||
Line 1,070: | Line 1,094: | ||
| onpushblock = N/A | | onpushblock = N/A | ||
| superhitstop = N/A}} | | superhitstop = N/A}} | ||
| | |||
* Amount of time it takes for the character to turn invulnerable after they finish performing their assist action. | |||
* Longer recovery → more time to punish the assist. | |||
}} | }} | ||
Line 1,103: | Line 1,130: | ||
| text27=Unknown | | text27=Unknown | ||
| text28=Based on Stevonnie from Steven Universe. | | text28=Based on Stevonnie from Steven Universe. | ||
| text29=Based on [https://celestegame.fandom.com/wiki/Madeline Madeline] from Celeste. | |||
| text30=Based on [https://en.wikipedia.org/wiki/Sonic_the_Hedgehog Sonic the Hedgehog], featuring his Super Sonic form during supers. | |||
| color1=SG_fil_color1.png | | color1=SG_fil_color1.png | ||
| color2=SG_fil_color2.png | | color2=SG_fil_color2.png | ||
Line 1,130: | Line 1,159: | ||
| color26=Filia_26.png | | color26=Filia_26.png | ||
| color27=Filia_27.png | | color27=Filia_27.png | ||
| color28=SG_fil_color28.png}} | | color28=SG_fil_color28.png | ||
| color29=SG_fil_color29.png | |||
| color30=SG_fil_color30.png | |||
}} | |||
==Intro Poses== | ==Intro Poses== | ||
Line 1,163: | Line 1,195: | ||
|} | |} | ||
== | == Players to Watch == | ||
{{PlayerList|colorPrefix=SG_fil_color|data= | |||
{{PlayerListEntry | |||
|name = Acido<br>[https://twitter.com/Andreacguilherm @Andreacguilherm] | |||
|color = 13 | |||
|region = br | |||
|status = Retired | |||
|notes = {{CharLink-SG|fil| H Updo}} / {{CharLink-SG|fuk| L Dart}} / {{CharLink-SG|dbl| L Bomber}}<br> | |||
[https://youtu.be/UdeCiXYHCE0?t=9433 Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = Dekillsage<br>[https://twitter.com/dekillsage @dekillsage] | |||
|color = 29 | |||
|region = us | |||
|regionNote = New York | |||
|status = Active | |||
|notes = {{CharLink-SG|fil| H Hairball}} / {{CharLink-SG|cer| Cerecopter}} / {{CharLink-SG|big| H Brass}}<br> | |||
or {{CharLink-SG|fil| H Hairball}} / {{CharLink-SG|ann| H North Knuckle}} / {{CharLink-SG|big| H Brass}}<br> | |||
High Level Skullgirls Veteran. Formerly a BeoBand player, this is the most recent iteration of his team.<br> | |||
[https://youtu.be/fG15EocB3fc Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = Magicman | |||
|color = 22 | |||
|region = kr | |||
|status = Unknown | |||
|notes = Old KR Filia player.<br> | |||
[https://youtu.be/ONCCbYuizd0?t=58m25s Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = penpen<br>[https://twitter.com/penpen0860g @penpen0860g]<br>[https://www.twitch.tv/penpen0860g Twitch] | |||
|color = 6 | |||
|region = jp | |||
|regionNote = 神戸 (Koube) | |||
|status = Active | |||
|notes = {{CharLink-SG|msf| 5HK}} / {{CharLink-SG|fil| H Hairball}} / {{CharLink-SG|fuk| H Drill}}<br> | |||
High level Japanese player and tech monster. Streams regularly on twitch. | |||
}} | |||
{{PlayerListEntry | |||
|name = ShadeMoneh<br>[https://twitter.com/ShadeMoneh @ShadeMoneh] | |||
|color = 2 | |||
|region = us | |||
|regionNote = New York | |||
|status = Active | |||
|notes = (Old Team) {{CharLink-SG|fil| H Updo}} / {{CharLink-SG|dbl| L Bomber}} / {{CharLink-SG|fuk| H Drill}}<br> | |||
We out here.<br> | |||
[https://www.youtube.com/watch?v=rkicztPVt9U&t=4314s Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = Sonicfox | |||
|color = 25 | |||
|region = us | |||
|regionNote = New York | |||
|status = Active | |||
|notes = {{CharLink-SG|fil| H Updo}} / {{CharLink-SG|dbl| M Bomber}} / {{CharLink-SG|fuk| H Drill}}<br> | |||
They're built different.<br> | |||
[https://www.youtube.com/watch?v=osFGz8nG4Dk Link] | |||
}} | |||
{{PlayerListEntry | |||
|name = Reis | |||
|color = 1 | |||
|region = us | |||
|regionNote = Southern California | |||
|status = Active | |||
|notes = The solo Filia since long ago.<br> | |||
("Do not, please." - Reis, in regards to being contacted)<br> | |||
[https://youtu.be/2pBSGfYUZ7M?t=26m13s Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = No Funny Name | |||
|color = 15 | |||
|region = au | |||
|regionNote = NSW | |||
|status = Active | |||
|notes = {{CharLink-SG|fil| H Hairball}} / {{CharLink-SG|cer| H LnL}} / {{CharLink-SG|big| M Beat Extend}}<br> | |||
aka Neffy. Oceania's top Filia player, and contender for top overall Oceania player. | |||
[https://slowtrainroll.in/?p1name=No+Funny+Name Example Play] (lots and lots of footage) | |||
}} | |||
}} | |||
{{SG}} | {{SG}} |
Latest revision as of 05:07, 14 June 2024
Story
Filia was once just an average schoolgirl, but one day woke up without any memories and a second mouth on the back of her head. She was now playing host to a Parasite named Samson, an unruly mop of demonic hair with incredible power.
With no memories or anyone to turn to for help, if she ever hopes to piece together her past and survive the inevitable clash with the Skullgirl, Filia will need to trust this mysterious being.
Overview
Filia is a rushdown pixie character who wants to use her nimble mobility and small size to get in the opponent's face and do brutally fast mixups using her quick, low to the ground air dash.
- Air Dash Pressure: Filia's airdash is one of the best. It's quick and has the shortest minimum height for any airdash in the game. It's such an important part of her character that all of her air normals are built around it. This enables her to do blistering fast mixups and resets. The downside to her air normals is that they have little range.
- Fast Mobility: Her airdash is only one component of her amazing mobility. Her ground dash starts with a quick dash then she can continue to run, wavedashing by cancelling the dash after the initial burst forward allows for even faster traversal. Airball (j214K) travels through the air in any one of three arcs and can be airdash canceled no matter what, even on whiff or block.
- Ringlet Spike: She has a fireball with her Ringlet Spikes (236P), but they are not normal fireballs like Hadokens. They don't travel; they go to a fixed spot in front of Filia from the ground. While they can't be used in a traditional way, these spikes are still very important for spacing and can be very useful to snipe out opponents trying to keep Filia away from afar. Use these in those tricky matchups on unsuspecting opponents, and confirm from all ranges with Gregor Samson. As this attack will often win trades, L Ringlet can be used as an anti-air.
Stats
Movement
Weight | Dash | Double Jump | Airdash | IAD Lockout |
---|---|---|---|---|
Light | Run | No | Yes | 5 |
Wakeup Time
Forward Tech | Backward Tech | Sliding KD | Hard KD | Crumple |
---|---|---|---|---|
39 | 41 | 89 | 28 | 32 |
Assists
H Updo (default assist)
H Hairball (default assist)
A lockdown assist that travels far along the ground.
2MK
A multi-hitting low assist that can also be somewhat used for lockdown.
Move List
Standing Normals
Snip Snip Toggle Hitboxes Toggle Hitboxes
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Chompadour Toggle Hitboxes Toggle Hitboxes
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Knee High Toggle Hitboxes Toggle Hitboxes
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Leg Warmer Toggle Hitboxes Toggle Hitboxes
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Samson Boot Toggle Hitboxes Toggle Hitboxes
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Crouching Normals
Comb Under Toggle Hitboxes Toggle Hitboxes
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Ariel Rave Toggle Hitboxes Toggle Hitboxes
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Queue Sting Toggle Hitboxes Toggle Hitboxes
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Ankle Sock Toggle Hitboxes Toggle Hitboxes
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French Twist Toggle Hitboxes Toggle Hitboxes
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Tread of Hair Toggle Hitboxes Toggle Hitboxes
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Jumping Normals
Straight Razor Toggle Hitboxes Toggle Hitboxes
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Buzz Cut Toggle Hitboxes Toggle Hitboxes
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Salon Treatment Toggle Hitboxes Toggle Hitboxes
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Thigh High Toggle Hitboxes Toggle Hitboxes
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Bounce and Volume Toggle Hitboxes Toggle Hitboxes
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Split Ends Toggle Hitboxes Toggle Hitboxes
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Universal Mechanics
Samson Cuddle Toggle Hitboxes Toggle Hitboxes
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Widow’s Peak Toggle Hitboxes Toggle Hitboxes
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Bounce, No Volume Toggle Hitboxes Toggle Hitboxes
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Lash Out Toggle Hitboxes Toggle Hitboxes
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Specials
"Surprise" Toggle Hitboxes Toggle Hitboxes
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Toggle Hitboxes Toggle Hitboxes
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Toggle Hitboxes Toggle Hitboxes
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Supers
"Get ready... death from above!" Toggle Hitboxes Toggle Hitboxes
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"Metamorphosis!" Toggle Hitboxes Toggle Hitboxes
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Taunt
"Stop wasting my time." Toggle Hitboxes Toggle Hitboxes
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"Later!"
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Colors
Color 1 Default color palette. |
Color 2 Original alternate color palette. |
Color 3 Original alternate color palette. |
Color 4 Original alternate color palette based on an alternate costume design. |
Color 5 Original alternate color palette. |
Color 6 Original alternate color palette. |
Color 7 Original alternate color palette based on pre-Samson Filia from her story mode. |
Color 8 Original alternate color palette based on Filia's color map. |
Color 9 Based on the Vocaloid Hatsune Miku. |
Color 10 Based on Rei Miyamoto from High School of the Dead. |
Color 11 Original alternate color palette. |
Color 12 Based on Magneto from Marvel Vs Capcom 2. |
Color 13 Original alternate color palette. |
Color 14 Based on Millia Rage from Guilty Gear XX. |
Color 15 Original alternate color palette. |
Color 16 Based on Zeruel from Neon Genesis Evangelion. |
Color 17 Based on Scanty Panty & Stocking with Garterbelt. |
Color 18 Based on Madoka Kaname from Puella Magi Madoka Magica. |
Color 19 Original alternate color palette. Crowdfunding request. |
Color 20 Based on Fionna from Adventure Time. Crowdfunding request. |
Color 21 Based on Shantae. Crowdfunding request. |
Color 22 Original alternate color palette. |
Color 23 Based on Millia Rage from Guilty Gear Xrd. |
Color 24 Original alternate color palette. |
Color 25 Based on Ryūko Matoi from Kill la Kill. |
Color 26 Based on Hitagi Senjougahara from Bakemonogatari. |
Color 27 Unknown |
Color 28 Based on Stevonnie from Steven Universe. |
Color 29 Based on Madeline from Celeste. |
Color 30 Based on Sonic the Hedgehog, featuring his Super Sonic form during supers. |
Intro Poses
Filia has 3 different intro poses that can be selected by holding a light, medium or heavy button during the loading screen before a match.
Intro pose 1: Hold OR Filia stumbles. Uwaah! | |
Intro pose 2: Hold OR Filia bows and Samson pops out. Rawr! You're next! | |
Intro pose 3: Hold OR Samson eats Filia's hat. Do I know you? You don't! Who are you? Lunch. |
Win Poses
Winpose 1: Hold OR It's over... |
Winpose 2: Hold OR Maybe next time! | ||
Winpose 3: Hold OR Sigh... |
Players to Watch
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Usual Color | Handles/Links | Region | Status | Notes |
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Acido @Andreacguilherm |
Brazil |
Retired | H Updo / L Dart / L Bomber | |
Dekillsage @dekillsage |
United States New York |
Active | H Hairball / Cerecopter / H Brass or H Hairball / H North Knuckle / H Brass | |
Magicman | South Korea |
Unknown | Old KR Filia player. | |
penpen @penpen0860g Twitch |
Japan 神戸 (Koube) |
Active | 5HK / H Hairball / H Drill High level Japanese player and tech monster. Streams regularly on twitch. | |
ShadeMoneh @ShadeMoneh |
United States New York |
Active | (Old Team) H Updo / L Bomber / H Drill We out here. | |
Sonicfox | United States New York |
Active | H Updo / M Bomber / H Drill They're built different. | |
Reis | United States Southern California |
Active | The solo Filia since long ago. ("Do not, please." - Reis, in regards to being contacted) | |
No Funny Name | Australia NSW |
Active | H Hairball / H LnL / M Beat Extend aka Neffy. Oceania's top Filia player, and contender for top overall Oceania player. Example Play (lots and lots of footage) |