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Help complete my team

Nynten

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So coming from an entirely SF background the team building is new and fascinating to me. In the beta I've liked how R Fortune and Double play together, but really want a third person to join the party. So who are some characters that would synergize with those two well? For assists, I've been running hp thelonite beam for Robo Fortune and hornet bomber for Double, leading with R Fortune but not really liking either as a lead much. Thanks in advance to anyone who can help.
 
I started with SG and moved to SF, however since moving back I've found Beowulf and Bigband helpful for readjusting.
 
I've come from SF too, so hi! I'm only a little bit older in these forums than you are and can't exactly say I know huge amounts about the game at this point, but it looks to me as though that team is built perfectly for Peacock to come in, particularly since you said you weren't that comfortable with the other two on point. Peacock works great as a point character (builds meter quickly, wants to be in neutral etc) and those two assists seem to help her keepaway a lot.

Good luck finding someone who suits you!
 
From personal experience as a Peacock main, I'd suggest these assists:
For Peacock:
Robo: H theonite laser or M head control (the mine), compliments Peacock's keepaway game quite nicely.
Double: H hornet bomber, being one of the two best keepaway assists right next to Big Band's H brass knuckles.
From Peacock:
L George. Personal favourite Peacock assist that I don't see used often if at all, though I think it serves as a great combo breaker and defensive assist when approaching with other chars.
 
Speaking of which, is Argus Agony> Magnet setup worth the two bars?
Depends what you mean by "worth it". Not sure if it's a very useful DHC, but that depends what do you want to get from it. Also what setup do you have in mind?

For magnet to catch the opponent after argus without him recovering and blocking, the DHC would have to happen with the opponent no further away than about halfscreen, which is either interrupting argus early and so cutting a lot of damage from it, or performing argus near the corner. In either case argus -> catastrophe cannon seems more efficient damage and utility-wise to me.
 
I think Fukua, Parasoul may be a good idea here. They are both aggressive in their mixups and they can play a zoning game with those assists you use.
 
I don't know Parasoul very well. What sort of DHC options and assists do I have in this team?

Parasoul has a really good assist in napalm pillar, which is a great 'get off me' tool since it has invincibility and can anti-air well. She also fits in well as a point character, since she has a great neutral game and the two assists you said you're currently using would help her out there too.
 
Can I ask a question question, @Nynten?

Are you a aggressive player that likes to lock down the opponent and rush them with a barrage of attacks? Or are you patient and wait for your opponent to make a mistake then punish?

But until I get your response, I'll give you insight on my main girl Eliza.

I don't know much about Robo-Fortune, but (in my opinion) Double is not fit for running point on a team; she's more of an anchor. Eliza & Double were my original team when Eliza was released and I used Eliza's Butcher Blade to lock down my opponent with blockstun so that I could get some room to land the next attack on my opponent, plus Sekhmet's armor helped with protecting Double; the only downside is that assist eats meter and Double depends on meter. You could use Osiris Spiral (H), but I dislike this assist because it doesn't move Eliza/Sekhmet forward to help Double close the gap between her(?) and the opponent and apply pressure.
 
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Honestly, Robo/Double shell would struggle to find a point character that it isn't atleast viable with. Robo's beam helps both in approaching and preventing approach, aiding both rushdown and zoning characters alike, and Double's butt provides decent lockdown (and also aids in horizontal approach that can't be crouched).

Basically, any character that isn't too reliant on a dp assist (Painwheel, Valentine) would probably be fine with these assists, and probably make good use of Catheads, Magnet, or Beam DHC.