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Team Building Help.

Zedreamcast

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Lord_daiki
Robo Fortune Big Band Eliza
So ive been playing Skullgirls for a few months now and I've been wondering a few things namely cause I've had some trouble building my team. Currently I'm playing a team of the characters I like, which are Robo Fortune on point, Big Band in the middle, and Eliza as the anchor. Is this a pretty good team?
Eliza is the character im the least sure about. Shes my favorite character in the game, cause she's basically DIO and her personality is fantastic, but I have no idea what she is. Shes not a puppet character, shes just...her.
Robo Fortune I've gotten very little time to play with but with the time I had I loved her move set and I'm a sucker for robots. Big Band I like because of his moveset but I'v had more than enough time to understand what he was all about. Previously I had Parasoul on point instead simply because I liked her but I changed once Robo Fortune came out. So any ideas or opinions?
 
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Robo Fortune + Eliza's Oasis Spiral is very very good!
SonicFox ran Robo Fortune + Eliza for most of his matches at Evo 2015 which just happened.

Check out this video from Evo 2015 Top 8.

Sonic Fox plays Robo Fortune + Eliza at the following times: (38:09 and 1:32:15)

As far as Beat Extend goe- Wow I just called him Beat Extend instead of Big Band...

Anyways, Big Band will just generally help out both characters neutral, defence and offence with Beat Extend (L)
It's a very powerful invincible reversal assist that does wonders.

Robo-Fortune normally has to spend one meter to confirm off her grounded throw by using her magnet super.
Robo-Fortune can use Beat Extend L to scoop enemies out of the air and drop them in front of her after a ground throw, which makes her throw WAY more useful since she can convert without spending a bar.

Oasis Spiral (H) as Eliza's assist also lets Robo-Fortune easily convert off her s.HK, which is an overhead but normally also costs a bar to convert off.
Oasis Spiral (H) will also make Robo-Fortunes s.HK safe on block, normally it's VERY unsafe if they block it...
Oasis Spiral (H) holds enemies in place for a long time so that Robo-Fortune can dash back in to maintain pressure or jump above them to cross opponents up with jMP/jHK after they leave blockstun.
(If you pushblock an assist it doesn't pushblock the point.)

Big Band can make great use of Robo's (H) Beam to let him approach safer or make his Brass/A Train's safe on block/whiff.

Robo-Fortune will move to the back of the team to provide her assist to Eliza and Big Band when you make a DHC from Robo-Fortune to Eliza.
If she's low on health you can let her heal by using Beat Extend while playing as Eliza so that the beam assist isn't taking away from her healing while you're playing as Big Band. (For after Eliza dies or you DHC a second time).

Also I'm pretty sure Big Band's Super Sonic Jazz DHC into Magnet Super (Whiff) is a safe on block DHC? I'd have to test that, but I think it would be at the very least safe.

I think there's some great synergy in this team, so feel free to stick with it.
I would play the team as:
H Beam / H Oasis Spiral / L Beat Extend.

That's my 2C.

Also welcome to the forums!
 
!

Wow man thanks it means a lot to get feedback and honestly its a big suprise to me that 2/3rds of the team I decided on last week won EVO and it taught me a lot about playing the game in general since i'm pretty new to fighting games in general, Skullgirls being the only team fighter I play. I have to actually practice some when I can play again, still need yo find some good B&Bs with Robot. Thanks for the warm welcome ^-^
 
If you're looking for Robo Combos, here's the one I do:

c.lk, c.mp, s.mk, c.hp,
j.lk, j.mk, djc, j.lk, j.mk,
c.mp, s.mk, c.hp,
j.mp, j.hk, djc, j.lp, j.hk,
walk forward, s.lpx2, s.mp (hold), s.mk, s.hp xx H Danger! xx Catastrophe Cannon Alpha.

Here's a video:

It does 7780 DMG.

Also if you want a simpler one, here is a Robo Fortune combo that doesn't have any double jump cancels that still does good damage:

 
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