Big Band/Parasoul team advice?

Discussion in 'Beginner Forum' started by MankeyShank, Apr 27, 2016.

  1. MankeyShank

    MankeyShank FG Triceratops

    Steam:
    MankeyShank
    Big Band
    Parasoul
    Unknown
    Since I've started playing Skullgirls, the two characters that I enjoy playing the most and have become the most proficient at are Big Band and Parasoul. Because of this, I've begun to use them in unison as a team, usually setting it up as Parasoul out first w/ HP Napalm Shot as an assist, and Big Band w/ HP Brass Knuckle as assist. I use Parasoul's Napalm Shot to make up for Big Band's lack of a projectile, and Brass Knuckle to relieve pressure.

    However, I have a strong feeling that this team has many weaknesses that I'm not covering, and that there are some techniques with this team that I haven't learned about yet.

    Does anyone have any advice about using a Big Band/Parasoul team? What kind of setups and resets am I capable of doing with this team? Should I change the assist moves? And also, if I were to add a third character to the team, which one would you recommend?
     
  2. mcpeanuts

    mcpeanuts Anchor Peacock is the future

    Location:
    Massachusetts
    Steam:
    may_contain_peanuts
    Double
    Big Band
    Peacock
    I think that team's pretty good honestly. It's basically just zeknife's team but without Squigly. I think L shot would work better for this team than H shot, though. It's slower, so it stays out and controls space longer.

    As far as what setups/resets you should do, again it's basically zeknife's team without Squigly so I would just watch zeknife play and copy everything he does. As it happens I have a four hour playlist of his matches on my channel, you can check it out here: https://www.youtube.com/playlist?list=PL1zkhUuHQm68scLpytOuFi_JxTwm62ReG There's some super cool combo he does where he kicks them into Big Band assist with Parasoul's s.HK then keeps the combo going somehow, but I honestly don't remember which game it was in, sorry

    Also for future reference it would be better to post questions about team building in here, more people will see it so you'll get more responses: http://skullheart.com/index.php?threads/skullgirls-team-building-thread.329/
     
    MankeyShank and gllt like this.
  3. MankeyShank

    MankeyShank FG Triceratops

    Steam:
    MankeyShank
    Big Band
    Parasoul
    Unknown
    Holy crap! W/o Squigly? Dude, I was actually thinking about USING Squigly! Ha ha! That's hilarious! Thanks for the help!
     
    mcpeanuts and gllt like this.
  4. gllt

    gllt Dedicated

    Steam:
    gllt
    Valentine
    Cerebella
    Big Band
    mcpeanuts covered everything I thought about saying.

    I'll just toss some character suggestions in.
    Squigly is good for sure.
    Fukua or Double would be solid, or even Cerebella.
    This team is pretty flexible, you won't find too many characters that might not have their place on this team.
    Even Painwheel or Peacock can fit on this team.
    Beowulf too.
     
  5. MankeyShank

    MankeyShank FG Triceratops

    Steam:
    MankeyShank
    Big Band
    Parasoul
    Unknown
    What about Valentine and/or Robo-Fortune?
     
  6. gllt

    gllt Dedicated

    Steam:
    gllt
    Valentine
    Cerebella
    Big Band
    Robo would work good, IMO. Brass buffs her zoning game and Para/Robo is a pairing you actually see around.
    I'd run HBeam or sHP. But don't be afraid to experiment. You may want to run Robo on point or mid.

    Valentine is actually questionable. It's something I would play, personally, but most people are not crazy about Valentine and Parasoul's synergy.
    If you choose to run Val, it's worth investing time in Val/Brass combos and playing Val on point for that team. If you play her in any other spot, mid.
    Val with Napalm Shot is underestimated.

    As for your assist, HBypass or cMK.

    Edit: Also, if you pick either of these, I'm gonna suggest you move to pillar.
    Robo and Val are ridiculous with shot, by all means, but Val does very well with DP assist. If you stick to shot, you may even consider L/MBeat Extend assist, but I think HBypass/HShot/HBrass could totally work.

    But for Robo.. you better be very sure of your defensive capabilities. I mean that. I heavily suggest Pillar or MBeat here. I really do. Robo will suffer without a DP assist unless you're on your toes. I suggest pillar. Robo/HBrass is strong, you will be able to keep people out well and not need to call pillar as much as without brass.

    And Robo can do ground throw, call HBrass, dash up sMP/whatever else for a combo. Having an assist that lets you combo off ground throw is priceless for that character. She can do 7k from the throw with HBrass and it's not too hard.
     
    Last edited: Apr 27, 2016
  7. MankeyShank

    MankeyShank FG Triceratops

    Steam:
    MankeyShank
    Big Band
    Parasoul
    Unknown
    Thank you for sharing me those vids. Learning a lot of stuff I didn't even know I could do with Parasoul. As a result, I've realized how much more familiar I am with Big Band than Parasoul
     
    mcpeanuts likes this.

Share This Page

Facebook:

Users Viewing Thread (Users: 0, Guests: 0)