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No. 152549
>>152429
Back with more Filia info. Filia is a rushdown character, which means you want to get as close as possible and bash some heads in.
Movement
Movement wise you'll want to concentrate on Filia's ground dash and air dash.
Filia's ground dash is odd, it starts out incredibly fast before stabilizing into a slower run animation. What you want to do is wavedash, that is you want to rapidly press two punch buttons to break into a dash then press down to cancel it, this makes Filia run with only her very fast dash start, increasing your speed.
Filia's air dash is her most notable movement option. Through it you have a variety of ways to attack the opponent, most notable with her LP, MP, HP, and HK. Use it often and use it well.
Normals
Filia's normal moves are like Cammy's, you use them as point blank pressure tools and deliver punishment when your opponent inevitably freaks out and hits a button or otherwise stops defending. Her most notable normals:
>LP & LK, both standing and crouching
Fast, can chain into each other, safe on block, these are Filia's best tools when right in the opponents face.
>Crouching MK
Filia drills her opponent with her hair. This is good as a lockdown tool and draws the opponent closer to Filia when hit or blocked. A downside to it is that it multihits, so any subsequent combos will suffer heavy damage scaling.
>HK Crouching MP
A decent launcher, I prefer the Standing HP launcher but this one is easier to land.
>Standing Heavy Punch
Filia's main launcher. Somewhat hard to land due to an awkward hitbox.
>Crouching HP
Filia turns her hair into a scorpion tail. While not useful immediately this allows for a ground bounce, which can extend your combos.
>Crouching HK
Good for a nice knockdown/as an ender on a beginner combo.
>Air LK
When used in conjunction with Filia's Instant air dash this becomes one of the fastest overheads in the entire game. Use it well.
>Air MP
A great lockdown move and one of your main tools in the air
>Air HP
You'll see this one a lot online. The hitbox for it is almost directly in front of Filia, meaning that it serves as a both a decent poke and a nice semi-safe way to quickly travel across the stage. If successfully hits a grounded opponent the hitstun will be enough for a nice combo when you land, if it hits an airborne opponent the air borne opponent will be knocked back and it'll be difficult to combo.
Specials
>Updo
Filia's shoryuken. Is, of course, invincible on start up and can be used to punish air dash happy foes and overly-aggressive foes alike.
>Ringlet Spike
Filia's fireball. Despite appearances this is not a zoning tool, rather it's a combo extender. A HP spike after a throw sneaks in a little damage while a LP ringlet spike in the corner saves you from using your OTG.
>Hairball
One of Filia's most overlooked tools. This move can cover a lot of ground and surprise backdashing enemies. Use of this in the air will change Filia's direction, which is always useful against zoning Peacocks.
I'll continue with some more strategies later, but for now this is a decent overview. Also I'll look into this>>152358
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