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Skullgirls Team Building Thread

fortune/bomber is fine, i've seen people use both L and M well so you can use either (tho with val obviously m is preferable)

val 2nd hmmm, its probably alright but obviously not really optimal. maybe better with beta vial assist? idk, any team with double anchor is probably "good enough" though
 
So, after some time, I've decided I'm going to run Parasoul, Double, Eliza.

Parasoul with L Napalm Shot, Double with L Hornet Bomber, and Eliza with Carpenter's Axe.

I was just wanting some opinions on the team order, though, because I'm sure Parasoul is pretty much forced to be the point character, while the other two could be switched.
 
Double point with L shot also works. You get the cheeky shot vortex with double and can combo into Monster > Sniper to keep combos going for lots of damage and little undizzy. I'm sure point Double with Axe is also great.
 
Double with L shot is cheap af because in addition to all the other amazing things L shot does, it gives Double a way to convert safely off max range c.HP.
 
double with any horizontal assist is kinda great.
 
I'm coming back into this game and thinking about running Val/Eliza/Parasoul, but I'm not sure about the best order/assists for the latter two. I definitely think Val is optimal on point with the 236HK assist.

I used to play team Duckator so I'm used to having a DP assist, so my first thought was going butcher's blade/napalm pillar for an easy horizontal control/pressure assist with an anti air. Parasoul's L tear shot also seems really strong with both Eliza and Val, but I'm not sure what Eliza assist I'd use here. I really like the idea of using H Osiris spiral but I've never really had success with it in the past. I can't think of any other good assists for Eliza.

For the team order I'm not sure if I want Parasoul or Eliza anchor. They both seem to use meter pretty well and have solid assist-less neutral games, and both their DHCs seem solid too.
 
I'm coming back into this game and thinking about running Val/Eliza/Parasoul, but I'm not sure about the best order/assists for the latter two. I definitely think Val is optimal on point with the 236HK assist.

I used to play team Duckator so I'm used to having a DP assist, so my first thought was going butcher's blade/napalm pillar for an easy horizontal control/pressure assist with an anti air. Parasoul's L tear shot also seems really strong with both Eliza and Val, but I'm not sure what Eliza assist I'd use here. I really like the idea of using H Osiris spiral but I've never really had success with it in the past. I can't think of any other good assists for Eliza.

For the team order I'm not sure if I want Parasoul or Eliza anchor. They both seem to use meter pretty well and have solid assist-less neutral games, and both their DHCs seem solid too.

I'd recommend Val/pillar/butcher's or val/pillar/spiral or val/pillar/axe (axe is probably my personal favourite)

The reasoning behind the team order is that para's DHC options are good, you can use bike super to make your flatliners safer, but bringing eliza in is still easy since her tag is so good. You can do launcher eliza tag at any moment to bring her in if you feel like it.

I also think that parasoul benefits from butcher's or axe more than eliza benefits from pillar though maybe that's just me.

for Eliza's assists: All three I listed give val sHP/sHK + assist xx bypass or shuriken confirms which is coolio. They also all let her load a vial in the corner midcombo so that's great! I personally would run Axe: people have to respect your sHKx3 oki in the corner since sekhmet is a far reaching super armored overhead, though butcher's is very good too and has a similar effect. H spiral is very very good for corner pressure too, since it does a LOT of chip damage and is overall a very good verticalish lockdown assist.

Para can use butcher's or axe easier than spiral IMO too, she can use it to confirm off far away hits (stuff like max range sMP xx H shot + assist dash stuff)

So yeah it's a good team imo


EDIT: I think para can get a confirm off HK bypass on literally anything too btw, like L shot + bypass dash sMK from fullscreen. Eliza might have some similar stuff but I haven't tested anything yet. Throne + bypass seems pretty ok
 
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Going to go against JD and say that I much prefer Val/Spiral/L Shot for that team, much like what Izzmo from EU uses/used. Mostly cause I strongly prefer Parasoul Anchor over Eliza anchor, and I think Eliza has more to gain with the 2nd assist than Parasoul with the 2nd assist, and personally I much rather have Eliza -> Parasoul DHC's than the other way around.
 
@fenster and @JDbbx

The reasoning for your choices are sound; I'll experiment with them myself to get a better feel for them. I hadn't considered the axe assist, though i think I like the sound of spiral/butcher's blade more, for more pressure.

I like the sound of spiral/L shot but I'm really going to have to get used to not having a DP assist. I'll need to tighten up my neutral game if I end up picking that.

Though, this team does give me some flexibility in my assists. Perhaps in some matchups I'd want butcher/pillar, and other spiral/L shot.
 
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So I've decided to play Filia and Parasoul, and for a third member I've decided on one of Eliza, Beowulf or Cerebella (or Squigly, but that sounds like insanity). I could use suggestions on any assists and team orders in those limits.

I'm fairly new to the game so I barely know how anyone besides Parasoul plays, and I still have to get used to her. If there's any guides or videos for assist resets and combos with these characters, that'd be great.
 
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Parasoul is kinda great with any lockdown assist. Eliza, Bella, and Squigly all offer crazy good lockdown
 
Parasoul is kinda great with any lockdown assist. Eliza, Bella, and Squigly all offer crazy good lockdown
c.HP is pretty much my gameplay reason for Squigly. So Spiral and Copter over Dive and LnL, at least for Parasoul? I was thinking Horus Dive might help Filia more, but Spiral is still a good move and I don't actually know. I also heard LnL adds to Parasoul's combo damage.

I'd like to run Filia point, I've just done more research on Parasoul. I'm fine with any order though.
 
c.HP is pretty much my gameplay reason for Squigly. So Spiral and Copter over Dive and LnL, at least for Parasoul? I was thinking Horus Dive might help Filia more, but Spiral is still a good move and I don't actually know. I also heard LnL adds to Parasoul's combo damage.

I'd like to run Filia point, I've just done more research on Parasoul. I'm fine with any order though.
I've been out of the loop for awhile with this game, but to me and my oldschool sensibilities (haven't checked out the beta)

If you want to use filia>parasoul

Then filia>parasoul>bella seems like the most obvious choice:

You have a pick of assists to choose from:

If updo for filia, then L shot for parasoul, and cerecopter for bella.

If hairball for filia then H pillar for parasoul and cerecopter or H LNL for bella depending on whether you want lockdown or horizontal control.

The assists you pick kinda dictates your playstyle. With a dp assist you can kinda run around and bait the opponent into your assist for the easy confirm, but you lack range so keepaway can be tough to deal with.

With a lockdown assist you are mostly trying to bait your opponent close to you/running in on them then doing your confirm with an assist input that will confirm on hit and lockdown on block allowing a second or 3rd chance at a mixup. Once again though the problem is range as most lockdown assists don't have much.

Lockdown assists also give the opponent the ability to pbag and render themselves invincible to any mixup for a small duration of time, which really kills the lockdown strat if you primarily use it for blockstun mixups.

This is why H LNL is so good. It only hits once so it isn't super easy to pbag against for a long time, and it also has more range than most lockdown assist and it hits for really nice damage since its one hit it doesn't scale damage to bad by itself.

But taking it and another horizontal assist is probably not the greatest idea as they cover some of the same areas.

Other anchor assist that might be worth a try are Eliza with cr.mk assist since it hits low and is semi lockdown. If you go with that though I think it would be prudent to go pillar for parasoul unless you just want to be balls to the wall offensive at which point a LP shot and cr.mk assist would help you do that while leaving you virtually naked defensively.


Personally if it were me I would run the team with parasoul in front and then filia second snd Eliza in back with cr.mk assist.

With this team order you get parasoul with updo for easy defense and conversions and you get a little nice mixup/reset I like to do with parasoul plus assist that just becomes even more wicked if I have lockdown style low assist:

Dash jump d+MK and call assist. Depending on the speed of the assist you may want to call the assist just after you do d+mk. What happens is parasoul stomps on their head with a high and then the assist low comes out... Not only does it come out though, but it also crosses up... And hits low at the same time while parasoul is still in the air. Now parasoul can choose whether the assist crosses up or not by canceling the stomp into air tear. If she does then the assist won't crossup. If she doesn't then the assist WILL crossup and she can land and confirm into combo. It's a helluva mixup even from neutral.

The way I set it up as a reset is to do:

Cr.lk,cr.mk,st.hpx2, st.lp,st.mp,BHK xx L shot (the L shot hits them in air and puts them into hitstun as they are landing.

From there you have a stupid amount of choices from dash up into a low. Dash up into a throw, dash into a Flp high, dash jump into stomp high (the mixup that I just explained), dash stLp burst bait.


I ran this mixup against Australia and newzealand for 6 months with doubles LK bomber as my assist.

Hope some of that helps :)
 
This is why H LNL is so good. It only hits once so it isn't super easy to pbag against for a long time, and it also has more range than most lockdown assist and it hits for really nice damage since its one hit it doesn't scale damage to bad by itself.

But taking it and another horizontal assist is probably not the greatest idea as they cover some of the same areas.
I could just take Pillar, though I am leaning towards an Eliza team a little more.
Other anchor assist that might be worth a try are Eliza with cr.mk assist since it hits low and is semi lockdown. If you go with that though I think it would be prudent to go pillar for parasoul unless you just want to be balls to the wall offensive at which point a LP shot and cr.mk assist would help you do that while leaving you virtually naked defensively.


Personally if it were me I would run the team with parasoul in front and then filia second snd Eliza in back with cr.mk assist.

With this team order you get parasoul with updo for easy defense and conversions and you get a little nice mixup/reset I like to do with parasoul plus assist that just becomes even more wicked if I have lockdown style low assist:

Dash jump d+MK and call assist. Depending on the speed of the assist you may want to call the assist just after you do d+mk. What happens is parasoul stomps on their head with a high and then the assist low comes out... Not only does it come out though, but it also crosses up... And hits low at the same time while parasoul is still in the air. Now parasoul can choose whether the assist crosses up or not by canceling the stomp into air tear. If she does then the assist won't crossup. If she doesn't then the assist WILL crossup and she can land and confirm into combo. It's a helluva mixup even from neutral.

The way I set it up as a reset is to do:

Cr.lk,cr.mk,st.hpx2, st.lp,st.mp,BHK xx L shot (the L shot hits them in air and puts them into hitstun as they are landing.

From there you have a stupid amount of choices from dash up into a low. Dash up into a throw, dash into a Flp high, dash jump into stomp high (the mixup that I just explained), dash stLp burst bait.


I ran this mixup against Australia and newzealand for 6 months with doubles LK bomber as my assist.

Hope some of that helps :)
Certainly worth noting. I wonder if point Filia could use an IAD for that, or if I do a rising j.LP/LK/MP I can jump over them after the overhead hit. Either way I should practice both characters w/ assists for DHCs.

I'm guessing Beowulf can't really match the strength of Eliza/Bella assists. Hurting Hurl seems alright but not great.
 
and for a third member I've decided on one of Eliza, Beowulf or Cerebella (or Squigly, but that sounds like insanity)

in most cases you want your assist to either help your neutral game or keep your opponent in pressure. horizontal assists like cerebella's lock n load or double's hornet bomber usually do the former, and lockdown assists tend towards the latter, but there can definitely be some overlap. Disclaimer for everything I'm about to say: I dont play parasoul but I have a lot of experience with filia, and I know for filia you definitely want an assist to cover space in neutral for you since her neutral is considered not quite as good as other characters. parasoul has good neutral on her own so probably something that helps her maintain pressure might be better? idk. that said, my recommendations for assists for the characters you listed:

eliza: i actually think butcher's blade might be the best option if you decide to play eliza, it uses meter but as long as you can force them to block you should be able to make up that meter (as filia I KNOW you can, I think para has ok meter gain? para players can correct me if i'm wrong). if you don't like losing the meter spiral is an option; i think spiral is mediocre for filia but it could maybe work, seems good for para though. c.mk assist is a gimmick imo, if you really want to do low assist mixups with para/filia/eliza then filia's c.mk is much faster and locks down for longer but even that I dont think is that worth it.

beowulf: uhh idk, as far as I can tell H chair is more or less the only assist people ever use for beo unless you're looking for gimmicks. beo isn't really a character known for his assists, you'd probably put him point and do beo/filia/para in this case.

bella: people talked about bella already but yeah copter is good, lnl is good. just depends on whether you want better neutral or better lockdown pressure more. filia usually likes LnL over copter, idk if para has a preference.

squigly: not that insane, WingZero (who I believe to be the best filia in the world) plays parasoul/filia/squigly and does work, you definitely want drag n bite assist though. dnb provides forward moving lockdown which is the best of both worlds for both filia and parasoul, the assist is very strong and well worth giving up the low properties of c.hp.


regarding team order, filia point is certainly fine but i think parasoul point is a little better. parasoul ->filia has fantastic dhc synergy, tearshot detonate confirm into sniper dhc into gregor gives you a full combo from anywhere on the screen for 2 meters and then they're in the filia blender. pillar sniper gregor also gives you full combo off reversal pillar for 2 meters. as far as their assist, pillar is an alright dp assist but IMO none of the characters you listed as your 3rd benefit from a dp assist more than they would a lockdown/neutral assist aside from squigly and maybe bella. L shot is a very strong assist for filia, very good for beo/eliza, and is solid for bella/squig. for filia assist, updo is by FAR the most common and for good reason, it is a very good dp assist (if you want a dp assist on your team it's better than pillar imo, not as big of a hitbox but a lot faster and easier to pick up off of). hairball for parasoul is underrated IMO but hairball isn't as good for the non-parasoul character on your team. that's basically the main reason why I'm recommending updo and L shot assist is that while pillar and updo are both good dp assists, L shot is much better for the rest of the team than hairball would be.

tl;dr

para/filia/eliza, L shot/updo/butchers or spiral
beo/filia/para, H chair/updo/L shot
para/filia/bella, L shot/updo/H lock n load or copter
para/filia/squigly, L shot/updo/drag n bite
 
So I added peacock to my team, which was just Fukua BB. I ran H brass as big band's assist. Question is, do I switch it to beat extend now that Peacock is lead and Fukua's been moved to anchor?
 
So I added peacock to my team, which was just Fukua BB. I ran H brass as big band's assist. Question is, do I switch it to beat extend now that Peacock is lead and Fukua's been moved to anchor?
Up to you. The big thing for a three character team is to just make sure that your assists don't overlap in functionality. Switching to Beat Extend would be the easiest way to do that, since you could use that assist for up close and one of Fukua's projectile assists to help with Peacock's zoning. Another option, though, is to continue using Brass assist and for Fukua set the assist to H Drill. Those are both assists that cover horizontal space, but you call them for totally different reasons: Brass you use from full screen to help with zoning and drill you call up close to lock the opponent down and force them to block. I haven't seen anyone using drill with Peacock but I haven't seen many people using Peacock and Fukua together just in general, and I think it could be a good assist for her. If you can force the opponent to block the drill, you can use that opportunity to get out of the corner either by jumping over them or teleporting behind them. So the gameplan would be like, zone with Brass until you're cornered, get them to block drill somehow and switch sides, repeat.
 
Hey there, so I picked the game up a few days ago and its been some of the most fun I've had learning a fighting game. Anyways its about that time to start thinking about a team I wanna play. I am completely new to SG, first time I even saw gameplay was Guts 4 so Im not very familiar with what certain characters work well with so I was hoping to get some advice. I've touched most of the cast and have a general idea of who I wanna play, with 3 characters sticking out above the rest. Ill make a list of some of the characters that interest me and any advice from the community would be greatly appreciated.

A: Painwheel, Beowulf, Ms Fortune
B: Valentine, Filia
C: Double
D: Fukua, Cerebella
E: Everyone else (little to no interest)

If you think the 3 characters that interest me the most (A tier), work well together in a team all on their own thats great! If not generally I would like to have at least one of those characters on my squad.
I know this is an extremely open-ended post, and everyone always says just play what you want, but I would like just hear some opinions and hear how some of you would build a team around what I listed. Any and all feedback is appreciated. Thanks in advanced.
 
Hey there, so I picked the game up a few days ago and its been some of the most fun I've had learning a fighting game. Anyways its about that time to start thinking about a team I wanna play. I am completely new to SG, first time I even saw gameplay was Guts 4 so Im not very familiar with what certain characters work well with so I was hoping to get some advice. I've touched most of the cast and have a general idea of who I wanna play, with 3 characters sticking out above the rest. Ill make a list of some of the characters that interest me and any advice from the community would be greatly appreciated.

A: Painwheel, Beowulf, Ms Fortune
B: Valentine, Filia
C: Double
D: Fukua, Cerebella
E: Everyone else (little to no interest)

If you think the 3 characters that interest me the most (A tier), work well together in a team all on their own that's great! If not generally I would like to have at least one of those characters on my squad.
I know this is an extremely open-ended post, and everyone always says just play what you want, but I would like just hear some opinions and hear how some of you would build a team around what I listed. Any and all feedback is appreciated. Thanks in advance.

So a "quick little thing" on Assists:
The big thing about teams is that your assists factor in as well, and you want them to cover the weaknesses of the character on screen. If a character doesn't need a lot of meter to deal damage, but suffers from huge weaknesses, then you'll want it to be the first character out -- the lead -- so your assists can cover.

That being said, the five characters you have in A and B are similar -- they all deal damage but have weak defensive options. If you plan on really trying to make a strong team, you're probably not going to want more than one of them , and have that as the lead. Filia and Fortune can work as the second character -- the assist -- as their DP's offer great vertical control and reversal options. Take a look at what mcpeanuts told me in the post above:

The big thing for a three character team is to just make sure that your assists don't overlap in functionality.
Switching to Beat Extend... you could use that assist for up close and one of Fukua's projectile assists to help with Peacock's zoning. Another option, though, is to continue using Brass assist and for Fukua set the assist to H Drill. Those are both assists that cover horizontal space, but you call them for totally different reasons: Brass you use from full screen to help with zoning and drill you call up close to lock the opponent down and force them to block.

The similarity between these two is that one assist is long range and works to keep the opponent away, while the other is short range and works to keep the opponent blocking while the character out goes for mixups that would otherwise be unsafe. Brass' armor and Fukua's fireball both make it difficult for the opponent to get in, while Beat Extend's vertical control/ locking the opponent in place on hit and H drill's multiple hits are scary and can guarantee combos afterwards, making it important to block them.

And team composition factors in general:
METER USAGE: As the match goes on, you get more meter. More meter means more tools to work with, not just more damage. It's generally good to have one character that has a guaranteed safe super that can be DHC'd into should an unsafe super miss. For example, Double's level 3 -- the catheads -- offer instant and great pressure, and skullgirls is so heavy in setplay that keeping pressure up is necessary. If Beowulf's rush punch super (120 inch python or whatever) is blocked, it leaves him wide open. However, DHC'ing into catheads makes it automatically safe and continues pressure. ALSO: Level 3's only cost 2 bars to DHC into, and level 5's cost 4. Another thing to think about is how much meter characters tend to use up. If a character is more meter-hungry, it's generally better to have them as the last character -- the anchor -- due to their increased damage and surplus of meter.

MOVESET BALANCE: Let's look at Valentine for a moment. She's extremely fast and one of the most mobile characters in neutral. However, she lacks a DP or invincible reversal. As a result, when Valentine is outnumbered and pressured, there's not much she can do. This means that her "comeback factor" is very low. Cerebella, on the other hand, has great resets, mixups, armor, and safe supers. This means she can function well coming from behind. It's pretty obvious which one you'd rather have as anchor and which one as lead.
Bella and Valentine, respectively.

ASSIST QUALITY: If a character doesn't have a good assist, they can't contribute from the bench. Once again going back to Valentine -- she really has no superb moves to lock down or zone out. This is another reason Valentine is used almost exclusively as a lead. Double has Hornet bomber, a multi-hitting attack that also has quite the reach AND armor. As a result, though she does function well as a lead, Double is generally used as the anchor or assist.

1V1 MATCHUPS: Some people think these don't matter in a team game, but I personally do. You don't want a team that loses super heavily to one character. For example, if your team is Valentine/Big Band/Cerebella, Peacock will make your life hell. Skullgirls is a fairly balanced game, so this doesn't matter as much as it would in Marvel, but it still is important to keep in the back of your mind.

As far as your team and interest in characters, I guess I'd suggest Filia/Fortune/Double, or switch Fortune for Fukua (which is SonicFox's team). Feel free to keep discussing -- I'm no expert on the subject.
 
A: Painwheel, Beowulf, Ms Fortune
B: Valentine, Filia
C: Double
D: Fukua, Cerebella
E: Everyone else (little to no interest)
As has been said before, you can make just about any team work in SG. Sure, some teams work a bit better than others and there are certain characters who have really good synergy but you have to really be unlucky or try to create a team that doesn't work at least decently well together imo.

Since you are just starting, I'd suggest playing Solo (then build up from there) as this will really help you get to grips with each individual character. Starting SG can be very overwhelming, and that's without trying to learn three characters at once. Plus, this will make sure you aren't overly reliant on your assists.

Anyway, looking at the characters you suggested here's the teams I'd suggest using your highest preference characters:
- Ms Fortune (H Fiber), Painwheel (cr.MP), Beowulf (H Hurl) - The main problem with this team is that you end up with a lot of overlap between assists (Beo and Fortune are normally used with their DP assists and they don't really have many other good assists). But, other than that it is a decent team I'd think. Ms Fortune builds a tonne of meter and benefits from the lockdown that Painwheel's cr.MP provides. You also have a safe DHC to Painwheel's level 2 (Hatred Install) from Ms Fortune and another safe DHC to Beowulf with his Airwulf super. Beo is a servicable anchor but chances are you will be coming in chairless which is less than ideal. If you wanted then you could DHC Fortune out early so that you finish with her as I think she is an OK anchor.

- Ms Fortune (H Fiber)/Painwheel (cr.MP)/Double (M Bomber) - This is a pretty good team. Double provides good horizontal coverage and lockdown with M Bomber assist and is great at using the meter that you will have built up before she comes in (+ she has two safe DHCs with cat heads and Monster).

- Val (cr.MK/H Bypass/Poison or Lag Vial Toss*)/Filia (H Updo)/Double (M Bomber) - The classic. Team Duck/Cloud (my main team as well). You will have seen Cloud using this team at GUTS so you should have an idea of the benefits of this team. Val loves having a DP like Updo and M Bomber is one of the best assists for her in the game as it significantly benefits her combos and helps approach and lockdown the opponent.
*Beta only atm, in retail you have to load the vials yourself while in beta she will load a level 1 vial if you don't already have one loaded. You could also swap Filia out for Ms Fortune (H Fiber), Painwheel (cr.MP), Beowulf (H Hurl) or Fukua (H Drill) and Double (M Bomber) can be a good mid with Cerebella (H LnL) anchor.

Hope that helps.

Also, a few corrections to Da_Face's post above (still a very good post btw):
That being said, the five characters you have in A and B are similar -- they all deal damage but have weak defensive options.
The only characters there who have poor reversal options are Val and Painwheel and they still have some good metered reversals like EKG and Buer Thresher. They are mostly middle of the road in terms of their damage apart from Beo who does a lot of damage meterless.

Cat heads is a level 2 super, not 3 and L Bomber is the only invincible version of Hornet Bomber and none of them are armoured.
Also, while I agree with your overall point at the end; Val, Band and Bella all do pretty well vs Peacock (H Brass and H LnL are also two of the best anti-Peacock assists).
 
da_face wrote a lot of words and i didn't read all of them so apologies in advance if i repeat some of what he said, but the main things to look out for when team building are

-assists: you want characters with assists that complement your team's weaknesses or provide them with tools they wouldn't have otherwise. fortune/painwheel/beo are all usually played point because their assist options are considered to be not great except in specific cases (fortune's h fiber and beo's h chair toss are both dp assists but they are hard to convert into a combo, and painwheel's assists leave much to be desired outside of niche cases such as H pinion as an assist for big band)

-dhc synergy: seeing as meter is relatively easy to come by in this game (especially if you have a point character like fortune/peacock who gets meter for breathing) you're probably gonna be using DHCs (comboing one character's super into the next character's super) a lot. Fortune doesn't have anything really useful to DHC into, beo/painwheel have safe DHCs that lead into combos on hit, that can be of some utility)

-meter usage/assist dependency: characters who make good use of meter and aren't as dependent on assists (such as cerebella/big band/double kind of) are more suited to spots further back on the team, while characters who are much stronger with assists as well as being good at building meter (like valentine/fortune) are better on point.


THAT SAID, there are always exceptions. I like to point to mpgame's team as an example: he plays robo/valentine/beo which is a team that no one before him would have expected to work (val 2nd and beo anchor was basically unheard of) but he found a team that makes really good use of those characters' assists and synergies. So if you happen to find that fortune/painwheel/beowulf has some ridiculous synergies that no one has found yet, by all means play that team. "Conventional" team building, however, would tell you that you might want a more typical anchor. Double is definitely the best anchor on your list (besides bella, but she's further down on your preferences), and while in the current beta version of the game double anchor is much weaker than she is in the retail version she is still decent on anchor. You can probably put any 2 characters in front of double and have it be functional, so that's probably what I would recommend.
 
I bet Painwheel could convert from H chair toss assist in lots of situations, and headless Ms Fortune would get a lot out of it too because she lacks a meterless reversal and loves projectiles that cover the air above her. Ms Fortune (H fiber or cat slide) / Painwheel (c.MP or s.MK) / Beowulf (H hurting hurl) might actually be a strong team, especially if you really like all three of those characters.

I'd personally run that team if I was in your situation because I'm happy to play uncommon teams if I think they suit my playstyle. But if you want something more standard, I'd do what Pickles says and run a trio with Double in the last slot and your favorite two characters in 1st and 2nd, e.g. Ms Fortune/Painwheel/Double.
 
While I agree with your overall point at the end; Val, Band and Bella all do pretty well vs Peacock (H Brass and H LnL are also two of the best anti-Peacock assists).

I won't deny that H brass and H lock are good anti-Peacock assists. However, in a 1v1 scenario, Band and Bella struggle. Their armor on brass and lock are good, but they're so big and slow it's hard to get in on Peacock alone. I know I've heard someone say "Bella has the tools to deal with zoning, but not the speed" once (NEC 15 I think, may or may not been MCP).
Also, I think you'd want only Brass or Lock on a team. They're both space-controlling assists, the bella assist would probably be cerecopter for that team.
 
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I play Squigly, Big Band, and Peacock and i need help the assists and the character order. Right now I play Squigly(Drag n' Bite), Big Band(H Giant Step), and Peacock(George at the Air Show). Any suggestions would be appreciated!
 
I play Squigly, Big Band, and Peacock and i need help the assists and the character order. Right now I play Squigly(Drag n' Bite), Big Band(H Giant Step), and Peacock(George at the Air Show). Any suggestions would be appreciated!

Hello! Peacock/Squigly/Big Band with L george or normal grab/ Drag n' Bite/ L Beat Extend OR if you don't like Peacock round start you can do Squigly/BigBand/Peacock and then you can tag into Peacock with Squigly using silver chord->tag or silver chord -> no charge liver mortis.
 
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I play Squigly, Big Band, and Peacock and i need help the assists and the character order. Right now I play Squigly(Drag n' Bite), Big Band(H Giant Step), and Peacock(George at the Air Show). Any suggestions would be appreciated!

for peacock, you basically have 2 options. the "conventional" option is to play peacock point, since she is very reliant on assists to play her game and in most cases the assists she provides are considered not that useful (there's an exception here that i'll get into later). However, another choice is to play peacock as anchor; not because she is good as the last character on your team but because peacock at roundstart can have trouble vs some characters, and putting her in the back lets you tag her in on her own terms. mcpeanuts, one of the best peacock players, plays double/bb/peacock for this reason and he certainly does well with it.

for big band, either 2nd or anchor depending on who your point is. if you have peacock point, I would say put bb last since he's the best character of your 3 to have left alone with your team's meter. if you have peacock anchor, i'd say put bb 2nd because squigly has very good dhcs into bb and bb has very good dhcs into peacock.

as far as assists, drag n bite is probably good? i dont really know of any peacock/squigly players so as far as their synergies go i can only speculate, i think most big band/squigly players use squigly c.hp assist but that seems not great for peacock so idk. big band you almost certainly want L extend, its VERY good as both a get-off-me tool for both peacock and squigly, as well as an effective tool for resets. for peacock, use L george assist (i think it's called "george's day out"?). again as far as squigly/peacock goes i have no idea, but L george is VERY good for big band since because it persists on the screen you can do unsafe moves like H brass without much risk because the bomb will interrupt them from punishing you in many cases.

tl;dr either peacock(L george)/squigly (drag n bite)/big band (L extend) or squigly (drag n bite)/big band (L extend)/peacock (L george) based on your preference on how you want your peacock to play, since she's probably the character that needs the team built around her the most.
 
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for peacock, you basically have 2 options. the "conventional" option is to play peacock point, since she is very reliant on assists to play her game and in most cases the assists she provides are considered not that useful (there's an exception here that i'll get into later). However, another choice is to play peacock as anchor; not because she is good as the last character on your team but because peacock at roundstart can have trouble vs some characters, and putting her in the back lets you tag her in on her own terms. mcpeanuts, one of the best peacock players, plays double/bb/peacock for this reason and he certainly does well with it.

for big band, either 2nd or anchor depending on who your point is. if you have peacock point, I would say put bb last since he's the best character of your 3 to have left alone with your team's meter. if you have peacock anchor, i'd say put bb 2nd because squigly has very good dhcs into bb and bb has very good dhcs into peacock.

as far as assists, drag n bite is probably good? i dont really know of any peacock/squigly players so as far as their synergies go i can only speculate, i think most big band/squigly players use squigly c.hp assist but that seems not great for peacock so idk. big band you almost certainly want L extend, its VERY good as both a get-off-me tool for both peacock and squigly, as well as an effective tool for resets. for peacock, use L george assist (i think it's called "george's day out"?). again as far as squigly/peacock goes i have no idea, but L george is VERY good for big band since because it persists on the screen you can do unsafe moves like H brass without much risk because the bomb will interrupt them from punishing you in many cases.

tl;dr either peacock(L george)/squigly (drag n bite)/big band (L extend) or squigly (drag n bite)/big band (L extend)/peacock (L george) based on your preference on how you want your peacock to play, since she's probably the character that needs the team built around her the most.
Hi! Thank you for the help I'll be sure to try this out next time I play!
 
From the gameplay I've seen, it seems like Beat Extend is kinda necessary for Squigly. She lacks a good reversal or vertical control without it.
 
yeah brass is fine for squigly for sure, i just think L extend is really good for peacock, way moreso than brass, especially since squigly doesn't really have anything to provide what L extend provides for peacock.
 
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yo I'm trying to play robo/fukua (not necessarily in that order), what are my options for team order/assist choices?
currently I'm thinking about robo point with h beam and fukua with with h drill which I think works pretty well, but I don't know if there are any better options

also the beta apparently fucks with robo and fukua a lot, do my team order/assist choices have to change once the beta becomes real?
 
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yo I'm trying to play robo/fukua (not necessarily in that order), what are my options for team order/assist choices?
currently I'm thinking about robo point with h beam and fukua with with h drill which I think works pretty well, but I don't know if there are any better options.

H Drill is definitely the way to go with Fukua, and she should be anchor. And since she's very well-rounded, Robo has 2 assists available for different purposes: H beam can make Fukua's zoning nigh-unstoppable, and standing H (the chest saw) provides Fukua with an extra pressure option and has armor. I'd probably say that you should do whatever helps your game more -- If you have trouble with Big Band anchor even when Fukua's out and robo's still alive, beam would be better; If you find Valentine getting around Fukua's keepaway, Saw provides a nice way to make you safer and prevent Valentine from escaping.
 
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There's no real reason to run s.HP with Fukua, H Beam gives enough lockdown advantages and comes out behind the caller so it's hard to try to double snap it on offense. It gives really good setups after M Shadow hit, and in general is superb on knockdown because it basically makes command grab a really safe thing to go for (if they try to upback they get stuck in beam blockstun, if they downback they get grabbed, there's more layers to it but that's the general gist of it).

tldr h beam is op top kek
 
George's day out has always been peacock's best assist because slow projectiles are the shit. Unless you're fighting painwheel. Use shadow or plane vs her.

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Depends on where you want to play those two. Workable will be everyone in the cast, but eg if you want Filia/Fukua/X it makes sense to pick one of the classical anchor characters (Bella, Band)
 
Depends on where you want to play those two. Workable will be everyone in the cast, but eg if you want Filia/Fukua/X it makes sense to pick one of the classical anchor characters (Bella, Band)
Yeah I should've specified originally, I'd be playing the team as Filia/Fukua/X, maybe Fukua/X/Filia if I want point Fukua. What would be the best assist to use for Bella or Band assuming Filia(Updo)/Fukua(H Drill)/X ?
 
For Band, H Brass. You already have a DP with Updo so there's little point in BE. Brass is a great countercall, great against zoning, does a load of damage in one hit (so it is great for combo damage) and is good for helping approach.

For Bella, H LnL. H Drill already provides lockdown and Excellebella is a bit limited (good for setplay and builds a bunch of meter but not great in neutral). LnL is similar to brass but there's a pause before it attacks. It is great for stagger pressure, your opponent is unlikely to try and reversal through your pressure if you've got Bella winding up to punch them.

You could also consider Eliza as she is a decent anchor though there is a bit more overlap with her assists. I'd probably go with Horace for some mixup potential since H Spiral and Butcher's blade perform the same function as H Drill.
 
Right now I have a team of Valentine (Savage Bypass) and Robo Fortune (H. Beam). I'm thinking of adding a third character. Who would you guys recommend? Personally I want Painwheel solely because such few people play her.
 
Third character would probably be a character with an anti air assist to help with defense. Filia with updo, parasoul with pillar, bigband with l beat extend, beowulf with h chair toss.