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.
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.
Filia is a rushdown character with unrivaled speed, mobility, and mix-ups.
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.
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.
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.
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.
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.
Filia's main launcher. It's safe on block so you can end blockstrings with it.
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.
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 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.
Filia's sweep. Low profile and moves her forward. Used for situational crossunders and a movement option, but you rarely want to actually connect with this move (since opponents can ground tech). Cancel into ringlet psych on whiff or block to try to stay safe.
Being a forward advancing sweep, it's one of the more useful sweeps to break armor with.
Really strong air normal with decently far hitbox, commonly spammed by newer players but that doesn't make it bad. Solid air-to-air due to horizontal range, good for enemies at or just above your height level.
Can be difficult to confirm with, so should ideally be used to close in space to get into proper Filia pressure range, aka IAD jLK or dash 2LK range.
Use this with an IAD for your overhead option since jLP will whiff at point blank.
You can use jLK > jMP > 2LK to confirm from the overhead. It will fastfall after the jLK, is a blockstring, and it will beat opponents upbacking as well. Much safer point blank than the alternative jLK > jHK.
Alters Filia's air momentum. Really good for resets, a lot of Filia's tricks involve canceling the first hit into a fastfall.
More recently, its become popular as an IAD tool; jMK(1) (fastfall with jHP) is easily confirmable, works from a fair distance away, safejumps a lot of reversals, and has decently good blockstun.
When using this button in combos, consistency can vary from character to character depending on if you use one or two hits. If you have difficulty with this move in a combo, try varying the amount of hits to see what works best.
Filia's reversal and a pretty good one too. Can use Gregor to convert off of it. Gregor can also sometimes be used to make it safer but it's pretty unreliable and if the opponent stands up they will be able to punish it.
The fastest version.
Not used much
Slowest, but invulnerable for the longest.
Additional hits from the M and H versions only trigger after a successful first hit. They also won't occur when used as an assist.
* The first successful hit does 200, the rest do 100.
** Only the first hit that connects has 40f of hitstun, any remaining hits have 16f of hitstun.
Samson rolls Filia into a ball and travels along the ground and hits multiple times. Use the H version as a combo ender, but avoid using it in neutral or anytime else since every version is extremely unsafe.
With the above said, if you do land a L hairball from neutral or a frametrap, you can confirm into link a microdash 2LK 5HP into further combo on the entire cast (on Big Band use dash 5LP 5MK 5HP, on Painwheel use dash 2LK 2MK 5HP)
Samson rolls Filia into a ball and travels along the air. A versatile tool for both mobility and extending combos. The button used determines the trajectory.
Travels straight forward
On hit, block or miss, Filia can cancel the recovery of Airball with an air dash. This is a unique property that allows Filia to cancel directly into another air chain on hit. Filia can only air dash cancel Airball once per combo.
The L version lets Filia travel to the top of the screen, which can be used to catch up to opponents sitting high in the air like Painwheel or Valentine. Use this when you can to quickly reach up to them, or simply use it when trying to get high above to run away for a better situation.
The M version travels horizontally straight across the screen, so can be used like a Tatsu or challenge other normal jump approaches if you do it early.
The H version travels down making it useful for confirms or to have a active approach to the ground (particularly useful for jumping over Peacock's bombs and punishing). Combine with using an assist for a somewhat free approach that the opponent has to block. Can also be TK'd after ground chains to combo off it since you can dash cancel the recovery of the air versions.
Strong as a pressure tool, but use with care as it's vulnerable to PBGC/being reversaled out of the dash when reacted to early
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 the upwards motion can be as low as -56 on block, but this will whiff almost always, giving -88.
Super version of Hairball / Airball. Used for combo extensions and conversions. Having meter available for this lets Filia go into a full combo off of a lot of things she couldn't otherwise (Updo, max range Ringlet Spike, IAD airthrow, etc.).
Usefulness as a reversal is a point of contention; Gregor is invulnerable for the full startup but goes active quickly so a lot of things will beat it. However, it does beat meaties and is also Filia's only air reversal.
Sometimes randomly crosses up too.
Because it is a super that wall bounces, you can combo it into itself as long as you have meter, or combo it into Fenrir / level 3.
Fires a projectile at a diagonal. Does damage in a single hit so scaling hurts it a lot, and does significantly less damage if it doesn't hit on the first frame. At max scaling it does less than Gregor into Fenrir, but still does good damage as a DHC as well as doing TONS of damage to an assist and on counterhit to a point.
You can follow it up in the corner if you have OTG.
The first 2 active frames have a bigger hitbox than the rest of the projectile's active frames.