Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
c.lk -> s.mk -> s.hp -> j.lp -> j.mp -> j.hp xx airdash -> j.lk -> j.hk -> c.lk...
The rest doesn't matter. What's important is that, if done right, you should be able to OTG with c.lk after you knock them down with j.hk. The key is to allow the j.mp to last almost the full move length before caneling into j.hp. This allows Fillia to move far enough down so that she can OTG off of j.hk by the end of the chain. There are other ways to do this as well, this is just one example.
If this doesn't help, then I can make a video. That, or you can friend me and we'll create an online training session. I'm not a Filia player so I don't really know how to play her all that well, but I can do some basic stuff such as this.
Edit: You don't necessarily have to be close to the ground to OTG off of j.hk. For example, you can do s.hp -> j.mp -> j.hp xx airdash -> j.lk -> j.hk -> OTG. You fall fast enough by the end of this to OTG even from fairly high up, even if you cancel the j.mp early.
Take a look at the very first combo in this video. He does s.hp -> j.hp xx airdash -> j.lk -> j.hk -> c.lk pretty early on in the video. The airdash is what allows you to follow up the j.hk with an OTG.