Filia Basics & Combo Thread - Bad Hair Day!

PobegaPobega supreme scrublordJoined: Posts: 305
edited August 2013 in Filia
CURRENT INFORMATION

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.

PREVIOUS STUFF

Let's organize all of the information for Filia combos here. There are just two three rules:
  • 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.
Preface (Please Read First!)
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.


Filia Basics

Getting In:
IAD j.HP, j.HK*
IAD j.HK**
IAD j.LK***

* 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

Reliable Crossup:

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.

Reliable Restand:
[st.HP,]
(j.LP/j.LK)*, j.MP(3-5), j.MK(2), airdash,
j.MP**, j.HK

* 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.

Anti-Air:
dp.P, qcb.KK*
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:
[st.HP,]
j.HP, airdash
(j.LK/j.LP), j.HK

Note: 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,
j.MP, j.HK**,
st.LP, st.MK, st.HP,
j.HP*** xx airdash,
j.LK, j.HK,
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
** Should restand
*** 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

Damage: 4417
On j.HP, j.HK jump-in: 5755

Works on: Ms. Fortune, Peacock, Filia, Cerebella, Valentine, Parasoul

Double: 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.
Damage: 4282

Painwheel: Due to her tiny hitbox, MK into HP whiffs. Skip the standing medium kicks; otherwise the combo works as advertised.
Damage: 4110


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

Alternate BnB
Credit to douglam.

cr.LP, cr.MK, st.HP,
j.HP xx airdash,
j.LK, j.HK,
OTG cr.LK, st.HP,
j.LP xx airdash,
j.MP,
cr.LP, cr.MP*,
j.MK xx qcb.HK
Damage: 4184
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!


Corner Loop
Credit to Genow.

(st.LP/c.LP/st.LK/c.LK), st.MP, st.MK, cr.HP xx qcf.LP
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


Alternate Corner Combo (High Damage Yield)
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]

7630/8470 damage
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.

vs. Double:
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]

6400/6820 damage
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.


Corner Juggle
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.
Post edited by Pobega on
«1345

Comments

  • GenowGenow Joined: Posts: 571
    / = or. This sequence should work on every char that isn't Cerebella or Double

    Loop = MP > MK > cr.HP > LP Ringlet

    Corner throw combo/ anything into HK > OTG cr.LK > Loop > LK > Loop >

    If the combo didn't start with cr.LP or LP follow with cr.LP/st.LP > LK > Loop >

    HP > j.LK/LP > j.MP > airdash > j.LK/LP > j.MP > Land LPP

    If you want air hairball stuff: HP > j.MK (2) > HK Hairball

    if you want to leave them in the air after air hairball to throw them: cr.MP > HP > j.MK(2) > HK Hairball

    If you want them grounded to do a throw assist reset, call mortuary drop/etc while you input LP, press LK and watch magic unfold.





    This is, uh, super confusing and I'll organize it better and add damage values in a bit
  • Jet Set DizzyJet Set Dizzy Night of the Defender Joined: Posts: 2,270
    Let's organize all of the information for Filia combos here. There are just two rules:
    • Use a damage ratio of 1.00
    • Say which character(s) you tested this combo on; some characters are heavier than others and air combos may or may not drop.
    It's not possible to use a damage ratio of 1.0 if your combo takes two assists. Standard should probably be something else.
    EDIT: I am dumb.
    "No, that's the extent of my knowledge. I just smash the keyboard with my elbows for a few hours a day and somehow this game happened."- Mike Z
  • GenowGenow Joined: Posts: 571
    It's not possible to use a damage ratio of 1.0 if your combo takes two assists. Standard should probably be something else.

    Standard:

    Damage: "This combo is a showstopper!"
  • douglamdouglam Joined: Posts: 191
    It's not possible to use a damage ratio of 1.0 if your combo takes two assists. Standard should probably be something else.


    Lies. Try a team of three versus team of two!

    also, a combo

    cr.LP, cr.MK, st.HP jc j.HP adc j.LK, j.HK otg cr.LK, st.HP jc j.LP adc j.MP, cr.LP, cr.MP jc j.MK qcb.HK
    Damage: 4184
    Works on: Double, Filia, Ms. Fortune, Painwheel, Peacock, Valentine

    Replace cr.LP, cr.MP with st.MK, st.HP to make it work on Parasoul!
    Replace cr.LP, cr.MP with st.LP, st.HP to make it work on Cerebella!
  • PobegaPobega supreme scrublord Joined: Posts: 305
    snip
    This is, uh, super confusing and I'll organize it better and add damage values in a bit
    SUPER confusing. I just put the basic loop up in the OP.
  • GenowGenow Joined: Posts: 571
    SUPER confusing. I just put the basic loop up in the OP.

    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 > LK > let them land cr.MP > cr.HP
  • PobegaPobega supreme scrublord Joined: Posts: 305
    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 > LK > let them land cr.MP > cr.HP
    Instead of complicating things further, I just appended your note after the combo. Thanks for the heads up.
  • GenowGenow Joined: Posts: 571
    Instead of complicating things further, I just appended your note after the combo. Thanks for the heads up.
    thanks. I'm sorry for being an unorganized mess lol
  • EnedEned Joined: Posts: 56
    Here's a corner throw combo. Works vs. anyone except Double, the 2LK section is really hard vs. some (might be impossible vs. Cere).

    otg 5MK 2HP xx 236LP, 5MP 5MK 2HP xx 236LP, 2LK 5MP 5MK 2HP xx 236LP, 2LP 5MP 5MK 2HP xx 236LP, 5LK (restand) 5MP 5MK 5HP, j.HK AD j.LK j.HP, 5LP 5MP 5MK 5HK xx [623HP xx 623PP] / [214HK xx 214KK, 623HP xx 623PP]. 7630/8470

    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.

    vs. Double:
    otg 5MP 5MK 2HP xx 236LP, 5LK (restand) 5MP 5MK 5HP, j.HK AD j.LK j.HP, 5LP 5MP 5MK 5HK xx [623HP xx 623PP] / [xx 214KK, 214HK xx 623PP] . 6400/6820

    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.
    Steam: temposf
  • BoodendorfBoodendorf Imposing your will is a matter of strength. Joined: Posts: 1,473
    We'd definitely need the first post to have every combos under spoilers with videos.
    "‎I don't know if you've ever let someone down, got your ass kicked or straight up failed. But those are the moments that define us. They push you further than you've ever thought possible, and force you to make choices. No matter what the cost." — Cole MacGrath
    Check out my youtube channel here!
  • TessiusTessius Scrubulous Joined: Posts: 442
    cr.LP, cr.MK, st.HP jc j.HP adc j.LK, j.HK otg cr.LK, st.HP jc >>> j.LP adc j.MP <<<<, cr.LP, cr.MP jc j.MK qcb.HK

    How the hell do I make this work? Been sitting here for 30mins trying this combo but I can't get that j.lp adc jmp part down for shit.
    "I hope you little shits are cast into a furnace of hell-fire with your mouths duct-taped shut, while Ono repeatedly tells you he's changing the DP execution to one button." - SynikaL
  • PobegaPobega supreme scrublord Joined: Posts: 305
    cr.LP, cr.MK, st.HP jc j.HP adc j.LK, j.HK otg cr.LK, st.HP jc >>> j.LP adc j.MP <<<<, cr.LP, cr.MP jc j.MK qcb.HK

    How the hell do I make this work? Been sitting here for 30mins trying this combo but I can't get that j.lp adc jmp part down for shit.
    Launch, jump forward, do a j.LP and right while that is hitting hit LP+MP together for a dash, then hit MP again. I got it to work on my second try.
  • douglamdouglam Joined: Posts: 191
    You could also try doing LP+HP for your airdash, so you don't have to lift any fingers to press j.MP.

    Also Pobega: You might want to update how the combo works on Cerebella with modifications and everyone else.

    We should also find a midscreen combo that doesn't use an OTG, so we can abuse post DHC combos after Fenrir.
  • PobegaPobega supreme scrublord Joined: Posts: 305
    Honestly, damage-wise I feel like using up the OTG early in the combo yields more damage. You can launch into j.HP xx airdash, j.LK, j.HK for pretty decent damage (in training mode, that ALONE does 3085 from a raw HP launcher). Anyway, doesn't DHCing reset your OTG counter? I thought you get one OTG per character?

    Original post updated. You have to let me know when you edit your posts, SRK doesn't magically update me :P
  • douglamdouglam Joined: Posts: 191
    Honestly, damage-wise I feel like using up the OTG early in the combo yields more damage. You can launch into j.HP xx airdash, j.LK, j.HK for pretty decent damage (in training mode, that ALONE does 3085 from a raw HP launcher). Anyway, doesn't DHCing reset your OTG counter? I thought you get one OTG per character?

    Original post updated. You have to let me know when you edit your posts, SRK doesn't magically update me :P

    Nah, you only get one OTG per combo, but if you save your OTG, you could do the DP super and DHC into a super that whiffs. (like valentine's scalpels or catelites) Then you should be able to do another combo by OTGing them when they land. Since DHCing resets the damage scaling back to 80%, it should yield huge damage!
  • PobegaPobega supreme scrublord Joined: Posts: 305
    The main issue I can see if that the only useful restand tool Filia has is her j.MP, and that causes heavy damage scaling (and eats up two combos in the air).

    Though I guess using a DHC to reset the scaling to 80% would be a fantastic way to spend two meters.

    What about something like this?

    st.LP~LP, st.HP, j.MP, j.MK xx airdash, j.MP, j.HK, cr.LP, cr.MK, st.HP xx srk.PP
  • catbondcatbond The Starving Gamer Joined: Posts: 669
    Works on everyone - 1/2/3 Meters = ~4.6/5.7/6.9k damage

    :d:+:lk: > :d:+:mp: > :hp: xx Jump Forward, Air :mp:(5 hits) > :mk: xx Air Dash Forward, :mp:(5 hits), Land, :lp: > :d:+:mp: > :hp: xx Jump Forward, Air :lp: > :mp:(3 hits) > :mk: xx :qcb:+:lk: xx :qcb:+:k::k:, Land, Dash Forward, :mp: > :mk: > :hp: xx Jump Forward, Air :lk: > :mp:(5 hits) > :mk: xx :qcb:+:lk: xx :qcb:+:k::k:, Land, Dash Forward, :lp: > :mp: > :mk: > :d:+:hp: xx :qcb:+:hk: xx :dp:+:p::p:

    Character specific versions of the above combo below:
    "Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life."

    UMvC3: Haggar-α/Ryu-γ/Hawkeye-α
    USFIV: Balrog, Rose
    MKX: Scorpion (Inferno), Kitana (Royal Storm)
  • GenowGenow Joined: Posts: 571

    vs. Double:
    HP, j.HK AD j.LK j.HP

    ???

    Midscreen Combo vs Double (4.3K without super, with super it's around 5.5.k and carries from corner to corner)

    cr.LP > (LK if you want to hit confirm) cr.MP > airdash j.MP > j.HK (re-stands) > cr.LP > cr.MP > delayed cr.HP > Dash cr.LK > HP > j.LK > j.MP > Airdash > j.LP > j.MP > j.HK (Re-stands) > LPP > LK > MP > MK > cr.HP > HK Hairball

    if you want air hairball oki just do MK > HP > j.MK > HK hairball at the end
  • EnedEned Joined: Posts: 56
    ???
    I don't understand what you mean, care to explain? Notation seems right and the combo works. AD=air dash obv.
    Steam: temposf
  • GenowGenow Joined: Posts: 571
    It's just...there's already an otg in that combo right? you shouldn't be able to follow up an air j.HK
  • EnedEned Joined: Posts: 56
    It's just...there's already an otg in that combo right? you shouldn't be able to follow up an air j.HK

    Ahh, it's not an otg, the j.LK after J.HK keeps them in the air. I can't record myself right now but here's a vid where Mike Z uses it. Around 14:55 for example.
    Steam: temposf
  • EnedEned Joined: Posts: 56
    More corner combos. Honestly I'm getting sick and tired of testing these so I'll just paste what I have now and move on to something else. Not sure what to do on Double yet. I'll update the missing damage values and add a Double combo next week.

    Starters:
    1) Airdash j.HP j.HK 5MK
    2) 2LP 2LK 5MK

    Basic version:
    vs. CE*, FI, MF*, PC, PS*, PW, VA; 1) 8445/9530, 2) 6845/7930
    5HP, j.HP j. HK, otg 2LK 5MK 2HP xx 236LP, 5MP 5MK 2HP xx 236LP, 2LP 5MP 5MK 2HP xx 236LP, 5LK (restand) 5MK 5HK xx 623HP xx -> [623PP] / [214KK, 5HP xx 623HP xx 623PP]

    *vs. CE: drop the 5MP loop for consistency, vs. MF drop the 2LP loop, vs PS start with 5HP j.MK(1) j.HP AD j.HP j.HK otg 2LK etc.

    Basic w/ relaunch:
    vs. CE(w/o 5MP) FI, MF(w/o 2LP) PC, PS*, PW, VA; 1) 9015/9882, 2) 7415/8282
    5HP, j.HP j. HK, otg 2LK 5MK 2HP xx 236LP, 5MP 5MK 2HP xx 236LP, 2LP 5MP 5MK 2HP xx 236LP, 5LK (restand) 5MK 5HP, j.LP j.MK(1) AD j.LK j.MP, 5LP 5MP 5MK 5HK xx 623HP xx -> [623PP] /[214KK, 623MP xx 623PP].

    vs. FI, PC(hard), PW, VA; 1) 9065/10307 , 2) 7547/x
    5HP, j.HK AD j.LK j.HP, 5LP 2HP xx 236LP, 5MK 2HP xx 236LP, 5MP 5MK 2HP xx 236LP, 2LP 5MP 5MK 2HP xx 236LP, 5LK (restand) 5MP 5MK 5HK, otg 2LK 5MK 5HK xx -> [623HP xx 623PP] / [623HP xx 214KK, 5HP xx 623HP xx 623PP]

    -The hard part vs. PC is the J.HK AD j.LK, pretty tight timing.

    vs. FI, PS, PW, VA; 1) 8777/10019, 2) /
    HP, j.HK AD j.LK j.HP, 5LP 5MK 2HP xx 236LP, 5MP 5MK 2HP xx 236LP, 2LP 5MP 5MK 2HP xx 236LP, 5LK (restand) 5MP 5MK 5HK otg 2LK 5MK 5HK -> [xx 623HP xx 623PP] / [xx 623HP xx 214KK, 5HP xx 623HP xx 623PP]

    -Can also work vs. MF and CE with less loops.

    Also Pobega the combos I posted before were throw combos, the 1st post doesn't specify that right now. And good stuff with the midscreen combos Catbond, I'll try to learn those this weekend.
    Steam: temposf
  • BoodendorfBoodendorf Imposing your will is a matter of strength. Joined: Posts: 1,473
    Anyone got a combo that would build one meter after a gregor samson?
    Edit: oh and at the end of the corner drill loop, you can add a HP updo before fenrir if you do it fast enough.
    "‎I don't know if you've ever let someone down, got your ass kicked or straight up failed. But those are the moments that define us. They push you further than you've ever thought possible, and force you to make choices. No matter what the cost." — Cole MacGrath
    Check out my youtube channel here!
  • Th3 Rofl WaffleTh3 Rofl Waffle Joined: Posts: 75
    Can someone make a vid of the basic BnB, corner loops, corner combo and corner juggle? I actually learn better if i see the combo instead of just reading text.
    PSN: Th3_Rofl_Waffle
    XBL: Th3 Rofl Waffle
    Skullgirls! Team Filibella: Filia Hp Updo + Cerebella Cerecopter
  • douglamdouglam Joined: Posts: 191

    This is essentially the "Basic BnB" combo up there except with j.LP and j.LK switched around, but honestly I don't think the combo is worth it, since the OTG is kind of tight and the combo doesn't bring you closer to the corner or have good reset enders...

    I actually think Filia should be using re-stand combos and putting assists in the middle for a bit of damage boost before going into resets/DHCs.

    The most consistent re-stand combo starter I've tried is one somebody else already posted in the general Filia thread that involved st.HP jc j.LK, j.MP, j.MK adc j.MP j.HK.

    Then you can follow it up with st.LP, st.LK + Call Assist, st.MP/st.MK, dash (iad j.HP, j.HK cr.LK) st.HP into some ender like j.LP j.MK HK hairball.

    Or instead of iad j.HP, j.HK, you could end your combo with iad j.LP, j.LK, which gives you a super low to the ground +6 on hit j.LK which might be more or less frame advantage because of the landing. Then reset by doing a delayed low (so it doesn't combo) or a iad j.LK (which may or may not whiff on Cerebella. D:) Your delayed low should catch jumpers/holding up-back. So you have the high/low, or you could cross up with iad j.HK, or do iad throw, land and do a low for a four way mix-up! IDK how legit the iad throw low is, or how reliable linking from iad j.HK is, but these are some reset possibilities for this ender.
  • EnedEned Joined: Posts: 56

    I made quick video of a few corner combos i posted. Bad quality etc. I have no experience with editing.
    Steam: temposf
  • Th3 Rofl WaffleTh3 Rofl Waffle Joined: Posts: 75
    I really dislike how combos are character specific, because i feel that in the future when more characters are added, then there will be even more character specific combos which would then mean you'd have to learn one for each character. 8 may not be bad but what about when they add in the 40+ potential characters? :(
    PSN: Th3_Rofl_Waffle
    XBL: Th3 Rofl Waffle
    Skullgirls! Team Filibella: Filia Hp Updo + Cerebella Cerecopter
  • BoodendorfBoodendorf Imposing your will is a matter of strength. Joined: Posts: 1,473
    I really dislike how combos are character specific, because i feel that in the future when more characters are added, then there will be even more character specific combos which would then mean you'd have to learn one for each character. 8 may not be bad but what about when they add in the 40+ potential characters? :(
    Combos may be character specific but resets are universal.
    :)
    "‎I don't know if you've ever let someone down, got your ass kicked or straight up failed. But those are the moments that define us. They push you further than you've ever thought possible, and force you to make choices. No matter what the cost." — Cole MacGrath
    Check out my youtube channel here!
  • ciddypoociddypoo Block. Just block. Joined: Posts: 31
    I really dislike how combos are character specific, because i feel that in the future when more characters are added, then there will be even more character specific combos which would then mean you'd have to learn one for each character. 8 may not be bad but what about when they add in the 40+ potential characters? :(
    In that case, you'd probably wanna just find a combo that works on everyone. They're out there, just not optimal. If you want the edge to optimize damage all the time, you'll have to put in the time to learn em. That's ... just how it goes.
    Skullgirls: Filia (MP Updo)/ Parasoul (HK Napalm Strike)/ Double (HK Hornet Bomber)
    UMVC3: (Zero-B, Dante-B, Magneto-A) / (Wesker-B, Doom-A, Phoenix-B)
    Anime & Gaming Blog
  • ukyo_rulzukyo_rulz Joined: Posts: 4,483
    In that case, you'd probably wanna just find a combo that works on everyone. They're out there, just not optimal. If you want the edge to optimize damage all the time, you'll have to put in the time to learn em. That's ... just how it goes.

    I think there's different levels of character-specific combos. Character-specific combos can't be avoided in a game like this (different hurt-boxes and falling speeds) but you do want to make the BnBs as universal as possible.

    If you have a different combo for every member of the cast, it could be problematic. You want to maximize damage in happy-birthday settings. You don't want to hit Peacock and Double assist at the same time and not have a combo that will work on both of them.
    "Being degrading or insulting is not the same as being hype." - Mike Z
  • EnedEned Joined: Posts: 56
    Combos may be character specific but resets are universal.
    :)

    Technically this isn't true either. Yes you can throw/low reset everyone etc. but like with combos you can get way more damage with resets that aren't universal. Stuff like instant overhead j.HK and iad j.HP cross up only work on select few characters. Also the combos that lead to resets are probably different depending on the character.

    Personally I love the combo system in SG (so far at least). If you put in work you'll get more damage. If you're lazy/ not interested/ don't have time, you can do more universal, easier combos that do less damage. Sounds fair to me.
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  • Immortal KoiImmortal Koi Joined: Posts: 81
    Is it possible to combo after a throw midscreen?

    I have been doing Throw > HK Hairball >Fenrir but this can be tech rolled out of, although no one online has escaped it yet.
  • PobegaPobega supreme scrublord Joined: Posts: 305
    Is it possible to combo after a throw midscreen?

    I have been doing Throw > HK Hairball >Fenrir but this can be tech rolled out of, although no one online has escaped it yet.
    Throw, HP Ringlet (assuming you didn't throw them into the corner; if you did, skip this), Fenrir Gregor Samson.

    After a raw Fenrir, you should do a dash forward then st.LP, st,MK, st.HP for a launcher.
  • ciddypoociddypoo Block. Just block. Joined: Posts: 31
    Does Throw, HP Ringlet xx Fenrir work midscreen? Or did you mean Gregor Samson?
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  • Th3 Rofl WaffleTh3 Rofl Waffle Joined: Posts: 75
    ^I think he meant Gregor Samson, no way in hell can you do a Fenrir mid screen after a throw.
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  • DrewskiDrewski mega cool, yo Joined: Posts: 37
    Is it possible to combo after a throw midscreen?

    I have been doing Throw > HK Hairball >Fenrir but this can be tech rolled out of, although no one online has escaped it yet.
    you can do HK hairball without the tech-roll period. the timing is just tight.
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  • PobegaPobega supreme scrublord Joined: Posts: 305
    Does Throw, HP Ringlet xx Fenrir work midscreen? Or did you mean Gregor Samson?
    Yeah, sorry, I got the names confused (lack of in-game movelist will do that); Gregor Samson.
  • SaveTheDaySaveTheDay Joined: Posts: 61
    cr.LP, cr.MK, st.HP, j.HP xx airdash, j.LK, j.HK, OTG cr.LK, st.HP, j.LP xx airdash, j.MP, cr.LP, cr.MP, j.MK xx qcb.HK

    i can't seem to make this combo work mid-screen. when i do st.hp, j.hp, ad, j.lk, j.hk i can only land the j.lk i whiff the rest
    am i doing it too fast?
  • PobegaPobega supreme scrublord Joined: Posts: 305
    i can't seem to make this combo work mid-screen. when i do st.hp, j.hp, ad, j.lk, j.hk i can only land the j.lk i whiff the rest
    am i doing it too fast?
    Who are you doing it against? I think it might be character specific.

    Edit: I just tested it, it works on the entire cast.
  • Th3 Rofl WaffleTh3 Rofl Waffle Joined: Posts: 75
    Who are you doing it against? I think it might be character specific.

    Edit: I just tested it, it works on the entire cast.
    hmm i dunno, i tried to do it against peacock. J.hk keeps whiffing unless you are in the corner. And if it's suppose to work on her mid screen, then the timing for it is pretty damn tight.
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