This is my go-to BnB, works in Slightly Different Edition and the current PC beta (8-17-2013). Adjust the ending based on how you see fit.
airdash jHP, jHK
LK, MK, HP
jLP, jMP, jMK xx airdash jMP, jHK
LK, MK, HP
jLK, jMP, jMK xx HK hairball
**ground dash cancel** *
MP, cHP xx HK hairball xx Gregor Samson (QCB KK)
LP updo xx Fenrir Drive (DP PP)
I will come back and update a bit when Skullheart is back online. Most of the stuff below should be more or less the same, with the exception of the ringlet loop.
Let's organize all of the information for Filia combos here. There are just two
Preface (Please Read First!)
- Use a damage ratio of 1.00. For reference, 1v1, 2v2, 3v1 and 3v2 all give a 1.0 damage multiplier.
- Say which character(s) you tested this combo on; some characters are heavier than others and air combos may or may not drop.
- Make the combos easy to read. If you just bunch up a ton of information I'll possibly ignore it. I can't be bothered to decipher what you mean if you're unorganized. I'm not trying to be rude, I just don't want to have to spend ~2 hours in training mode because you were unclear about what you meant.
Since the combo system in Skullgirls is so free and open, this thread will be a little different from combo threads for other games. I'm going to list the most reliable ways to put your opponent in a certain state, then a BnB combining them all, followed by more advanced combos. Any move followed by a number means the amount of hits you should be letting the move hit for (in the case of multihit attacks.) The syntax for combos is going to be Street Fighter style, with a newline being put after every segment that IPS recognized segment/chain; meaning you can mix and match chains to your will.
This should allow players to figure out what they want to do with the character, instead of following every combo to a tee.
IAD j.HP, j.HK*
* Basic high damage attack. Hits high, so it works on crouching opponents, and if you train your opponent to block low you can mix them up with this for ~3000 damage at the start of a combo.
** j.HK lifts Filia's hitbox up a little bit, so against certain characters this can cause a crossup. I haven't figured out how to follow this up though, so if anyone else has please reply to the thread and quote me
*** Apparently can crossup like a Magneto tridash. I have yet to get this to work reliably in a match, but if you can reply and quote me
No idea. j.LK, j.MP, and j.HK all cross up but I can't actually figure out how to score a combo with them outside of training mode. Reply and quote me
if you know a good, tested and reliable way to crossup.
(j.LP/j.LK)*, j.MP(3-5), j.MK(2), airdash,
* Using a light stops your opponents upward moment. Use this to get the right positioning.
** This should put the opponent either at a restand or very close to a restand. Make sure to put them low enough so that the j.HK won't cause a ground bounce.
st.HP, [hold up-forward for follow up]
* Use the invincibility frames on Filia's uppercut to score the hit, and confirm it into super for good damage and the possibility to follow up.
If anyone knows more reliable ways to anti air, reply and quote me
Meterless Combo Ender:
[...], st.HK, qcf.P*
* Use different strengths based on your distance from the corner. LP is if you are in the corner already, MP is if you are near, and HP is if you are mid-screen.
Go-To Ground Bounce:
In many situations this can be teched. I haven't quite figured it out yet (damn you lack of training mode options!), but hopefully when we get a decent training mode I can hit the labs to make this viable.
Let's Combine it All! Bread and Butter!
st.LP, st.LK, st.MK, st.HP,
j.LP*, j.MP, j.MK xx airdash,
st.LP, st.MK, st.HP,
j.HP*** xx airdash,
OTGcr.LK, st.MK, st.HK xx qcf.P****
Timing varies per character. Generally, you want your opponent slightly lower than your jump arc so you can connect with all 6 hits on j.MP
Usually done at the arc of Filia's jump (as close to the last moment possible as you can). Note
: This is particularly hard to time on Cerebella
Strength based on the distance your opponent will fly/how close you are to the corner at this point
On j.HP, j.HK jump-in: 5755
Works on: Ms. Fortune, Peacock, Filia, Cerebella, Valentine, Parasoul
The ringlet at the end whiffs (as does anything else you can do after the st.HK). You can replace the last st.HK with a HK Hairball if you plan on following up with a super.
Due to her tiny hitbox, MK into HP whiffs. Skip the standing medium kicks; otherwise the combo works as advertised.
SRK Community Combos
The following combos have been submitted by other members of the SRK forums. If I didn't give you credit I apologize, you can bug me for credit if you'd like
Credit to douglam.
cr.LP, cr.MK, st.HP,
j.HP xx airdash,
OTG cr.LK, st.HP,
j.LP xx airdash,
j.MK xx qcb.HK
Works on: Double, Filia, Ms. Fortune, Painwheel, Peacock, Valentine
*Replace cr.LP, cr.MP with st.MK, st.HP to make work on Parasoul
*Replace cr.LP, cr.MP with st.LP, st.HP to make it work on Cerebella!
Credit to Genow.
(st.LP/c.LP/st.LK/c.LK), st.MP, st.MK, cr.HP xx qcf.LP
Alternate Corner Combo (High Damage Yield)
It's important to note LK should be used before the LPs ... as doing cr.LP > LK will make it count as LK having started the chain, as well.
In heavier characters, the loop becomes xxx > st.LK > let them land cr.MP > cr.HP
Credit to Ened.
OTG cr.MK, cr.HP xx qcf.LP, st.MP, st.MK, cr.HP xx qcf.LP, cr.LK, st.MP, st.MK, st.HP xx qcf.LP, qcf.LP, st.MP, st.MK, cr.HP xx qcf.LP, st.LK (restand) st.MP, st.MK, st.HP, j.HK xx airdash, j.LK j.HP, st.LP, st.MP, st.MK, st.HK xx [srk.HP xx srk.PP] / [qcb.HK xx qcb.KK, srk.HP xx srk.PP]
Timing of the loop is different for every character, vs. Cere do everything as fast as possible, vs. lighter ones (especially Peacock) delay 236 LP after 2HP and juggle them really close to the ground . 5LK has a huge amount of hitsun so it's really easy to restand with.
OTG st.MP, st.MK, cr.HP xx qcf.LP, st.LK (restand) st.MP, st.MK, st.HP, j.HK xx airdash, j.LK j.HP, st.LP, st.MP, st.MK, st.HK xx [srk.HP xx srk.PP] / [xx qcb.KK, qcb.HK xx srk.PP]
Double drops so fast that I couldn't get HP updo to connect after Gregor Samson. Also for some reason ending the combo with 5HK xx 214HK xx 214KK, 214MK xx 623PP doesn't work because MK hairball triggers IPS. This might be a bug because you can substitute hairballs with updos and it'll work.
Credit to maziodyne. Stolen from http://shoryuken.com/forum/index.php?threads/filia-thread-my-bff-and-i-are-stuck-like-glue.146375/page-6#post-6821899
[j.HP, j.HK, cr.LP~LP, cr.LK, cr.MP], cr.HP, st.MK, cr.HP, st.MP, st.MK, cr.HP, st.LK, st.MP, st.MK, cr.HP, st.LP~LP, st.MP, st.MK, cr.HP xx qcf.LP, cr.LP, cr.LP, st.MP, st.MK, cr.HP xx qcf.LP, st.HP, j.LK, j.MK xx qcf.HK xx qcb.KK
cr.MP, cr.HP doesn't work against Fortune and Valentine. works on everyone else. whole combo won't work on Double because she's too fat.