Skullgirls/Filia/Strategy

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Strategy

  • 2LP - Fast jab with good frame advantage
  • 2LK - Your go-to grounded starter as it is a fast low, decent frame advantage making it good for tick throws.
  • jLP - Your go-to air-to-air due to its good hitbox and fast startup.
  • jHK - Big hitbox that hits right below Filia with high hitstun. Important tool for combos and confirms, and is extremely easy to use for crossups from many situations such as an IAD. As this move will delay Filia's falling momentum, it can be used to get out of the less tight air resets.
  • IAD jLK - Once you're in range, use this to hit them high.
  • IAD jHP - Fast and far overhead poke. Can be tricky to convert off of, but mainly this tool is used to brute force your way into IAD jLK or throw range.
  • Airball (j214K) - Very active hitbox that travels a far distance in various angles, similar to a Tatsu. Use this in conjunction with airdash canceling on whiff to move around the screen, or airdash cancel on block to continue mounting pressure.
  • Reversals: Updo (623P) is meterless and has full invuln. Fenrir (623PP), comes out in 3 frames which is one of the fastest moves in the game. Gregor (214KK) can be used in the air.
Goals
Offense
Neutral

SonicFox's guide to Neutral

Defense
Other techniques
Filia has some of the most free flow movement in the game.
Wavedash
On the ground, Filia can wavedash. Wavedashing is done by dashing, cancelling the dash with crouch, then dashing again. To do it faster, input the dash and the crouch at the same time (2PP, 2PP, ...).
Its main benefit is that you never leave the ground and can control your positioning very carefully.
Wavedashing inputs can be done such that they either home in on the opponent (PP and 2PP), or go left or right always (1PP or 3PP). The homing ability of wavedash is useful for tech chasing and dashing under.
Wavedashing is very nuanced. No other character can change their exact position on the ground as precisely as Filia does. It deserves its own video, with in-depth examples and usage in a matchup-to-matchup basis.
In the air, Filia has access to airdashes and Airball.
Airdash
Airdashes move forward or back. Airdashes can be cancelled during the movement or after, and they change how Filia's air momentum works after dashing.
When you superjump, your normals turn around if you cross over. This applies to airdashing after superjump as well.
Airball
Airball moves forward in 3 different arcs: L Airball moves up, M Airball moves forward, and H Airball moves down.
  • L Airball combined with superjumps can help you easily clear through normal jump height, and come down when it's clearer.
  • M Airball can serve as an alternative to airdashing forward from range, as it moves you straight forward for further than airdashing, with hitboxes on.
  • H Airball combined with rising jLP lets you drag people to the ground from the air, and get some pressure.
All Airballs are cancellable into airdash on hit, block, or whiff, making them fairly safe, and let you meterlessly combo on hit. Do note that Filia can only Airball > airdash once per combo.
jHK momentum
Filia can also stall her momentum in the air with jHK. It stalls your vertical momentum to a set amount. So you can use it to cull your upward momentum, or give you a bit more air time if you're descending.
The stall is useful for giving yourself time to react to something you'd want to punish, with an airdash forward or an Airball. If you don't see something you can punish, you can airdash backwards or just land normally.
Combining all these movement options will make your Filia far more fluid and let you control the spacing better than most of the characters in the game. Thanks for watching!

Counterplay

How to beat this character
Counters to common techniques


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