Skullgirls/RU/Филия

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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.


Playstyle
SG fil icon.png Filia is a rushdown character with unrivaled speed, mobility, and mix-ups.
Pros Cons
  • 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.


Video Overview

Stats

Chains

Standing 5 Buttons: Sg lp.pngSg lk.pngSg mp.pngSg mk.pngSg hp.png or Sg hk.png
Crouching 5 Buttons: Sg lp.pngSg lk.pngSg mp.pngSg mk.pngSg hp.png or Sg hk.png
Air 6 Buttons: Sg lp.pngSg lk.pngSg mp.pngSg mk.pngSg hp.pngSg hk.png

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)

An invulnerable DP 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

SG fil slp.png
SG fil slp hb.png
Snip Snip
Toggle Hitboxes
Toggle Hitboxes
5LP s.Sg lp.png
x1 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Chains Into Self 300 2.5% ±0 +3
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
5 3 14 16 19 7 N/A
x2 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 200 2.5% -2 +1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
6 3 16 16 19 7 N/A
  • Tied only with Ms. Fortune for having the fastest jab 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.
SG fil smp.png
SG fil smp hb.png
Thinning Shears
Toggle Hitboxes
Toggle Hitboxes
5MP s.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 550 7.5% +5 +8
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
13 3 19 26 29 9 N/A
  • 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.
  • Is 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.
SG fil shp.png
SG fil shp hb.png
Chompadour
Toggle Hitboxes
Toggle Hitboxes
5HP s.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Launcher 1000 10% +8 -4
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 3 21 31 19 11 N/A
  • 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.
SG fil slk.png
SG fil slk hb.png
Knee High
Toggle Hitboxes
Toggle Hitboxes
5LK s.Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 400 2.5% +4 +5
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
9 3 19 25 26 7 N/A
  • Mostly combo filler, there's not much reason to use this over 2LK
SG fil smk.png
SG fil smk hb.png
Leg Warmer
Toggle Hitboxes
Toggle Hitboxes
5MK s.Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 450 7.5% +3 -1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10 3 17 22 18 9 N/A
  • Fast medium button. Use this in blockstrings over 2MK if you suspect your 2MK will be PBGC'd.
  • Filia's best medium normal to use for Medium Counter Hit punishes, due to not being multihit like 2MK and the fast speed over 5MP.
SG fil shk.png
SG fil shk hb.png
Samson Boot
Toggle Hitboxes
Toggle Hitboxes
5HK s.Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 1000 10% Wall Bounce -15
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
19 9 26 26 19 14 N/A
  • Moves you backwards on startup and allows you to avoid some lows or throws, making it a tricky button that has niche uses as a poking tool.
  • Can generally confirm using ringlet or hairball, possibly with super if you are outside of the corner.
  • Lifts opponents into the air and causes a knockdown, which can help setup tricky resets in the corner.
  • More damaging than 2HP for the end of combo strings, but doesn't combo into Hairball unless you are in the corner.

Crouching Normals

SG fil clp.png
SG fil clp hb.png
Comb Under
Toggle Hitboxes
Toggle Hitboxes
2LP c.Sg lp.png
x1, x2 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Chains Into Self 200 2.5% +5 +6
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
6 3 7 14 15 7 N/A
  • 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.
  • 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.
SG fil cmp.png
SG fil cmp hb.png
Ariel Rave
Toggle Hitboxes
Toggle Hitboxes
2MP c.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Launcher 600 7.5% -12 -23
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
13 3 38 28 17 9 N/A
  • Mini launcher, doesn't send the opponent as high as 5HP. Useful for resets and combos.
SG fil chp.png
SG fil chp hb.png
Queue Sting
Toggle Hitboxes
Toggle Hitboxes
2HP c.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 900 10% -10,
Ground Bounce (vs air)
-15
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 3 32 24 19 9 N/A
  • Mostly used in combos. It can be an OK poke at range and be used to anti-air low opponents. Cancel into Ringlet Psych to make it safe.
SG fil clk.png
SG fil clk hb.png
Ankle Sock
Toggle Hitboxes
Toggle Hitboxes
2LK c.Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low - 200 2.5% +3 +6
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 3 10 15 18 7 N/A
  • Main combo starter and Filia's best low. Pretty fast and very plus on block.
SG fil cmk.png
SG fil cmk hb.png
French Twist
Toggle Hitboxes
Toggle Hitboxes
2MK c.Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low - 150 x2, 200, 250, 400 1.3% x5 -5 -7
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10 2, (2), 2, (2), 2, (2), 2, (2), 2 24 20 x5 18 x5 4 x4, 9 N/A
  • 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.
SG fil chk.png
SG fil chk hb.png
Tread of Hair
Toggle Hitboxes
Toggle Hitboxes
2HK c.Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low Sweep 1100 10% Soft KD (Invuln.) -27
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 26 19 14 17 11 N/A
  • 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.

Jumping Normals

SG fil jlp.png
SG fil jlp hb.png
Straight Razor
Toggle Hitboxes
Toggle Hitboxes
jLP j.Sg lp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 250 2.5% +7 +10
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 4 7 17 20 7 N/A
  • Good hitbox and very fast, one of Filia's better pokes for air-to-air, confirming with jMK, jHK, or H airball.
  • IAD jLP whiffs up close, so when cornering the opponent at point blank use IAD jLK instead.
  • IAD jLP into jLK at slightly longer than point blank range is a really easy to confirm 2 hit overhead string that's less vulnerable to land cancel punishes than IAD jLK jHK.
SG fil jmp.png
SG fil jmp hb.png
Buzz Cut
Toggle Hitboxes
Toggle Hitboxes
jMP j.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 150 x5, 250 1.1% x6 +7 +8
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
11 2, 2, 2, 2, 2, 2 9 16 x5, 17 18 x6 4 x5, 9 N/A
  • Multi-hit normal that hits below Filia. One of her best air normals for approaching with an airdash and pressure. Easy to confirm from, but the multi-hits will scale the combo.
SG fil jhp.png
SG fil jhp hb.png
Salon Treatment
Toggle Hitboxes
Toggle Hitboxes
jHP j.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 900 10% +1, -3 (vs air) -2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10 8 15 23 OR 19 (vs air) 20 11 N/A
  • 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.
SG fil jlk.png
SG fil jlk hb.png
Thigh High
Toggle Hitboxes
Toggle Hitboxes
jLK j.Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 250 2.5% +6 +9
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 4 8 17 20 7 N/A
  • 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.
SG fil jmk.png
SG fil jmk hb.png
Bounce and Volume
Toggle Hitboxes
Toggle Hitboxes
jMK j.Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 200, 350 7.5% x2 -1 +2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
11 3, (9), 3 19 17, 20 20, 23 7 x2 N/A
  • 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.
SG fil jhk.png
SG fil jhk hb.png
Split Ends
Toggle Hitboxes
Toggle Hitboxes
jHK j.Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 900 10% KD (vs air) -6
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
13 2 26 29 OR 28(vs air) 21 13 N/A
  • Hits mid, but good crossup hitbox and halts Filia's air momentum. Use an airdash to get behind the opponent and press this.
  • Her only normal move besides 5HK that causes knockdown. Also used for confirming instant overheads (but this is punishable by land cancel so be wary).
  • The change in air momentum can be used to escape many slow air resets or pressure, so don't be afraid to use this button as a defensive tool on occasion.

Universal Mechanics

SG fil throw.png
SG fil throw hb.png
Samson Cuddle
Toggle Hitboxes
Toggle Hitboxes
Throw Sg lp.png + Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Throw 50% Damage Scaling 0, 212 x4 0, 5% x4 KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 1 28 N/A N/A N/A N/A
  • Can confirm midscreen using Gregor, M/H ringlet into Gregor, M/H Ringlet into wavedash (x2) 5MK or M/H ringlet into dash IAD jMP.
SG fil airthrow.png
SG fil airthrow hb.png
Widow’s Peak
Toggle Hitboxes
Toggle Hitboxes
Air Throw Sg lp.png + Sg lk.png (in air)
Guard Properties Damage Meter On Hit On Block On Pushblock
Air Throw 50% Damage Scaling,
Airdash Cancel
300, 1000 10% x2 KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 3 13 N/A N/A N/A N/A
  • The recovery of the air throw is airdash cancelable, so the conversion will depend on if you used the airdash already or not. See the combo section for more details.
SG fil tag.png
SG fil tag hb.png
Bounce, No Volume
Toggle Hitboxes
Toggle Hitboxes
Tag Sg mp.png + Sg mk.png / Sg hp.png + Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Tag 500 10% KD -35 (At best)
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
20 19 48 10 13 9 N/A
  • Decently fast tag that can setup up burst baits in the corner (character dependent, maybe put a video here)
SG fil snap.png
SG fil snap hb.png
Lash Out
Toggle Hitboxes
Toggle Hitboxes
Snapback Sg 236.png + Sg mp.png + Sg mk.png / Sg 236.png + Sg hp.png + Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Snapback 0 -100% N/A -12
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 + 3 3 23 14 13 10 9

Specials

SG fil qcfp.png
SG fil qcfp hb.png
"Surprise"
Toggle Hitboxes
Toggle Hitboxes
Ringlet Spike Sg 236.png + Sg p.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile,
50% Damage Scaling
600 (100) (2.5%) 1.9565% KD -7
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
18, 10 18 35 12 15 28 (12 on block) N/A
  • A projectile spike, summoned from the ground away from Filia. The distance depends on the buttons pressed. Stuns the opponent on hit, stunning longer if it hits OTG.
  • Sg lp.png
    • Spike appears right in front of Filia
  • Sg mp.png
    • Spike appears in between the LP and HP versions.
  • Sg hp.png
    • Spike appears about 3/4s of a screen in front of Filia.
  • 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.
SG fil qcfk.png
Ringlet Psych Sg 236.png + Sg k.png
Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
18 N/A 10 N/A N/A N/A N/A
  • 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.


SG fil dpp.png
SG fil dpp hb.png
Toggle Hitboxes
Toggle Hitboxes
Updo Sg 623.png + Sg p.png
Sg lp.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full) 800 (100) (2.5%) 2.5% KD -59
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 8 69 16 18 9 (8 on block) N/A
Sg mp.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full) 600, 400 (100) (2.5%) 2.5% x2 KD -61
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10 10 69 16, 40 18 7, 8 (8 on block) N/A
Sg hp.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full) 900, 300, 300

(200 OR 100*)

(2.5%) 2.5% x3 KD -70
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
13 14 74 40, 16 x2** 18 10 x2, 9 (8 on block) N/A
  • 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.
  • Sg lp.png
    • The fastest version.
  • Sg mp.png
    • Not used much
  • Sg hp.png
    • 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.
SG fil qcbk.png
SG fil qcbk hb.png
Toggle Hitboxes
Toggle Hitboxes
Hairball Sg 214.png + Sg k.png
Sg lk.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 300x2, 400

(50 x2, 150)

(2.5%) 2% x2, 4.5% KD -15
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 5, 6, 3 29 16 x2, 32 15 x2, 16 2 x2, 18 N/A
Sg mk.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 300x3, 400

(50 x3, 150)

(2.5%) 2% x3, 4.5% KD -15
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 5, 6, 6, 3 29 16 x3, 32 15 x3, 16 2 x3, 18 N/A
Sg hk.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 300 x5, 400

(50 x5, 150)

(2.5%) 2% x5, 4.5% KD -15
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 5, 6, 6, 6, 6, 3 29 16 x5, 32 15 x5, 16 2 x5, 18 N/A
  • 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)
SG fil jqcbk.png
SG fil qcbk hb.png
Toggle Hitboxes
Toggle Hitboxes
Airball (Air Only) Sg 214.png + Sg k.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Airdash Cancel 300 x3, 400

(50, x3, 150)

(2.5%) 2% x3, 4.5% +1 -12 (+6 on ADC)
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
13 5, 6, 6, 3 16 16 x3, 19 15 x3, 13 3 x3, 16

(4 x3, 11 on block)

N/A
  • 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.
  • Sg lk.png
    • Curves upwards
  • Sg mk.png
    • Travels straight forward
  • Sg hk.png
    • Curves downwards
  • 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

Supers

SG fil dppp.png
SG fil dppp hb.png
"Get ready... death from above!"
Toggle Hitboxes
Toggle Hitboxes
Fenrir Drive
Level 1
Sg 623.png + Sg p.png + Sg p.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full),
Hit Grab (2nd to last hit)
400, 200x6, 400, 1500, 200

(250, 100 x6, 250)

-100% KD -88
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
3 + 1 5, 4 x5, 3, (4), 2 74 16 x8 19 x8 7, 3 x6, 7 3
  • 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.
SG fil qcbkk.png
SG fil qcbkk hb.png
"Metamorphosis!"
Toggle Hitboxes
Toggle Hitboxes
Gregor Samson
Level 1
Sg 214.png + Sg k.png + Sg k.png (Air OK)
Ground Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full) 300 x4, 1750

(100 x4, 350)

-100% Wall Bounce -25
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
4 + 4 3, 3, 2, 3, 2 49 30 x4, 25 27 x4, 28 4 x4, 20

(5 x4, 20 on block)

5
Air Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full) 250 x4, 1250

(100 x4, 350)

-100% Wall Bounce -5 (At best)
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
3 + 4 3, 3, 2, 3, 2 (Until ground) 30 x4, 15 27 x4, 18 4 x5, 20

(5 x4, 20 on block)

4
  • 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.
SG fil qcbpp.png
SG fil qcbpp hb.png
Toggle Hitboxes
Toggle Hitboxes
Trichobezoar
Level 3
Sg 214.png + Sg p.png + Sg p.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full),
45% Minimum Scaling,
Projectile
4750 or 3000

(500)

-300% KD -40
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 + 0 - 73 15 18 14 5
  • 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.

Taunt

SG fil taunt.png
SG fil taunt hb.png
"Stop wasting my time."
Toggle Hitboxes
Toggle Hitboxes
Born With It Sg lp.png , Sg mp.png , 6.gif , Sg mk.png , Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 5 0% -30 -27
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
38 1 38 8 11 5 N/A
  • Can't KO the opponent.
SG fil assist.png
"Later!"
Assist Taunt Automatically done after an assist move
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
N/A N/A 33 N/A N/A N/A 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.

Colors

SG fil color1.png SG fil color2.png SG fil color3.png SG fil color4.png SG fil color5.png
Color 1
SGColor1.png
Default color palette.
Color 2
SGColor2.png
Original alternate color palette.
Color 3
SGColor3.png
Original alternate color palette.
Color 4
SGColor4.png
Original alternate color palette based on an alternate costume design.
Color 5
SGColor5.png
Original alternate color palette.

SG fil color6.png SG fil color7.png SG fil color8.png SG fil color9.png SG fil color10.png
Color 6
SGColor6.png
Original alternate color palette.
Color 7
SGColor7.png
Original alternate color palette based on pre-Samson Filia from her story mode.
Color 8
SGColor8.png
Original alternate color palette based on Filia's color map.
Color 9
SGColor9.png
Based on the Vocaloid Hatsune Miku.
Color 10
SGColor10.png
Based on Rei Miyamoto from High School of the Dead.

SG fil color11.png SG fil color12.png SG fil color13.png SG fil color14.png SG fil color15.png
Color 11
SGColor11.png
Original alternate color palette.
Color 12
SGColor12.png
Based on Magneto from Marvel Vs Capcom 2.
Color 13
SGColor13.png
Original alternate color palette.
Color 14
SGColor14.png
Based on Millia Rage from Guilty Gear XX.
Color 15
SGColor15.png
Original alternate color palette.

SG fil color16.png SG fil color17.png SG fil color18.png SG fil color19.png SG fil color20.png
Color 16
SGColor16.png
Based on Zeruel from Neon Genesis Evangelion.
Color 17
SGColor17.png
Based on Scanty Panty & Stocking with Garterbelt.
Color 18
SGColor18.png
Based on Madoka Kaname from Puella Magi Madoka Magica.
Color 19
SGColor19.png
Original alternate color palette. Crowdfunding request.
Color 20
SGColor20.png
Based on Fionna from Adventure Time. Crowdfunding request.

SG fil color21.png SG fil color22.png SG fil color23.png SG fil color24.png SG fil color25.png
Color 21
SGColor21.png
Based on Shantae. Crowdfunding request.
Color 22
SGColor22.png
Original alternate color palette.
Color 23
SGColor23.png
Based on Millia Rage from Guilty Gear Xrd.
Color 24
SGColor24.png
Original alternate color palette.
Color 25
SGColor25.png
Based on Ryūko Matoi from Kill la Kill.

Filia 26.png Filia 27.png SG fil color28.png SG fil color29.png
Color 26
SGColor26.png
Based on Hitagi Senjougahara from Bakemonogatari.
Color 27
SGColor27.png
Unknown
Color 28
SGColor28.png
Based on Stevonnie from Steven Universe.
Color 29
SGColor29.png
Based on Madeline from Celeste.



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.

Filia intro 1.png Intro pose 1:
Hold
Sg lp.png OR Sg lk.png
Filia stumbles.
Uwaah!
Filia intro 2.png Intro pose 2:
Hold
Sg mp.png OR Sg mk.png
Filia bows and Samson pops out.
Rawr!
You're next!
Filia intro 3.png Intro pose 3:
Hold
Sg hp.png OR Sg hk.png
Samson eats Filia's hat.
Do I know you? You don't!
Who are you? Lunch.

Win Poses

SG winpose FilL.jpg Winpose 1:
Hold
Sg lp.png OR Sg lk.png
It's over...
SG winpose FilM.jpg Winpose 2:
Hold
Sg mp.png OR Sg mk.png
Maybe next time!
SG winpose FilH.jpg Winpose 3:
Hold
Sg hp.png OR Sg hk.png
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
SG fil color13.png
Acido
@Andreacguilherm
Brazil
Brazil
Retired Filia H Updo / Fukua L Dart / Double L Bomber

Example Play

SG fil color29.png
Dekillsage
@dekillsage
United States
United States
New York
Active Filia H Hairball / Cerebella Cerecopter / Big Band H Brass

or Filia H Hairball / Annie H North Knuckle / Big Band H Brass
High Level Skullgirls Veteran. Formerly a BeoBand player, this is the most recent iteration of his team.
Example Play

SG fil color22.png
Magicman South Korea
South Korea
Unknown Old KR Filia player.

Example Play

SG fil color6.png
penpen
@penpen0860g
Twitch
Japan
Japan
神戸 (Koube)
Active Ms. Fortune 5HK / Filia H Hairball / Fukua H Drill

High level Japanese player and tech monster. Streams regularly on twitch.

SG fil color2.png
ShadeMoneh
@ShadeMoneh
United States
United States
New York
Active (Old Team) Filia H Updo / Double L Bomber / Fukua H Drill

We out here.
Example Play

SG fil color25.png
Sonicfox United States
United States
New York
Active Filia H Updo / Double M Bomber / Fukua H Drill

They're built different.
Link

SG fil color1.png
Reis United States
United States
Southern California
Active The solo Filia since long ago.

("Do not, please." - Reis, in regards to being contacted)
Example Play

SG fil color15.png
No Funny Name Australia
Australia
NSW
Active Filia H Hairball / Cerebella H LnL / Big Band M Beat Extend

aka Neffy. Oceania's top Filia player, and contender for top overall Oceania player. Example Play (lots and lots of footage)


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