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Quick Question! Character Types!

Aneksuz

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Aneksuz
Cerebella
Can anyone tell me what types all the characters are?

Like, Cerebella is a Grappler! ^^
I want to know this to find my Second Main :P

Thanks in Advance! :D

(Sorry if this Thread already Exists ^^)
 
I don't know if this thread exists either, but here we go

Filia: Speedy rushdown, "pixie" archetype
Bella: Grappler kind of, but she has a lot of mixup tools that grapplers in other games don't have, so she's kind of like grappler/50-50 mixups
Peacock: Zoner
Parasoul: Zoner kind of, but while peacock tries to keep the opponent as far away as possible Parasoul is more space control
Ms Fortune: Rushdown with head on, puppet with head off
Painwheel: Super heavy rushdown
Valentine: Pretty well/rounded, mostly rushdown but has some zoning elements
Double: Well rounded, sort of "jack of all trades"
Squigly: Heavy mixup
Big Band: Big
Fukua: As close to a shoto character as this game gets IMO
Eliza: ??? I guess I'd call her a "pressure" character
Beowulf: Supposed to be a grappler but doesn't really have a large variety of command grabs, just a lot of stuff he can do AFTER getting a grab, he's kind of grappler though I guess
Robo-fortune: Zoner, sort of a cross between parasoul and peacock in that she tries to control space over trying to keep the opponent at full screen, but she has more projectiles and zoning tools than Parasoul
 
I'd call her a bitch.
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Most characters in Skullgirls are very different, so there's a lot to choose from.

Filia is a very aerial rushdown, with a big focus on cross-ups and resets.
Cerebella is the one of the two grapplers of the game, and has quite a few command grabs. She's pretty beginner-friendly at lower levels.
Peacock is full-on zoning, with plenty of projectiles.
Ms. Fortune has two playstyles; with her head on, she's fairly straightfoward and plays as a rushdown, while without her head she's basically the puppet, or the Carl, of Skullgirls. Without knowing much about either of those things, you've got a main character and another entity on the stage you need to micromanage. She's considered one of the three hardest characters to learn.
Parasoul is either played as a zoner or a rushdown, whichever you prefer with her moves and specials. She's got a few projectiles, but also has high damage if you play offensively, along with plenty of mix-ups.
Painwheel is a rushdown, focusing around flight canceling into her air normals. Her combos are difficult because of this, along with her playstyle being weird, so she's another one of the three most difficult characters.
Squigly is a stance-canceling mix-up character. You need to charge up one of her stances, and with a charge you can cancel her moves. She's very combo heavy, and her neutral/pressure is odd, so she's the last in the three most widely-excepted hard characters.
Valentine is another reset-heavy rushdown, with a few projectiles. She's not really basic or easy, but straightfoward, much like Filia.
Double is good at everything, so it's up to you how to play her. She can zone, if you prefer that, but she can also play as a rushdown if you prefer playing offensively.
Big Band is large and slow, while also being a rushdown. He's not a grappler, just slow.
Fukua is probably, in my opinion, the simplest character in the cast. She's got projectiles but is actually pretty offensive. She's considered the best character for beginners.
Eliza is just..weird. She's got long combos and is very pressure heavy.
Beowulf is a grappler, but a weird one. Instead of having multiple command grabs, he has his main grab but has many options off of it. He also has a chair mechanic where he has different heavy normals and some specials without his chair. He's really interesting.
Robo-Fortune is also a zoner, more than Fukua or Parasoul. She's got a lot of good projectile options and she has a double-jump used in her combos often.
 
Ms. Fortune has two playstyles; with her head on, she's fairly straightfoward and plays as a rushdown, while without her head she's basically the puppet, or the Carl, of Skullgirls. Without knowing much about either of those things, you've got a main character and another entity on the stage you need to micromanage. She's considered one of the three hardest characters to learn.

I don't think Fortune is really hard to learn, she's WAY easier than someone like Carl (from Blazblue) or Eddie (from Guilty Gear) since you're only controlling your puppet with one button. Like you said head on is straightforward, and head off is more just keeping track of where your head is than anything else.

Big Band is large and slow, while also being a rushdown. He's not a grappler, just slow.

This reminded me how I ACTUALLY wanted to classify big band (I said "big" because I couldn't think of anything else). He's not really rushdown, in fact the best big band players seem to play him relatively defensively, I'd say he's more of a "read and punish" character because he has a TON of defensive options and can cover a lot of space, and once you get a hard knockdown you can go into all kinds of oki setplay.
 
I don't think Fortune is really hard to learn, she's WAY easier than someone like Carl (from Blazblue) or Eddie (from Guilty Gear) since you're only controlling your puppet with one button. Like you said head on is straightforward, and head off is more just keeping track of where your head is than anything else.
Well, with any separate entity, you need to learn how to control both at the same time, use it to make things safe and punish, etc.
There's more then one button with Ms. Fortune; you need to consider her specials and her two normals, not to mention Ms. Fortune looses her HP normals. Meh, I've always thought she was up there with the more difficult characters, so I just included that in there.

This reminded me how I ACTUALLY wanted to classify big band (I said "big" because I couldn't think of anything else). He's not really rushdown, in fact the best big band players seem to play him relatively defensively, I'd say he's more of a "read and punish" character because he has a TON of defensive options and can cover a lot of space, and once you get a hard knockdown you can go into all kinds of oki setplay.
That's the reason I put that there, to be honest. Just put him down as big and offensive because I didn't really think of anything more interesting. I do think he can be an okay rushdown if played that way, and I'm not a fan of a defensive playstyle so I just didn't care.
Yeah, he definitely has a ton of options for defensive play, considering his crazy range and really interesting tools.
 
I mean, you could play there tutorials or them to find out
 
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Most characters in Skullgirls are very different, so there's a lot to choose from.

Filia is a very aerial rushdown, with a big focus on cross-ups and resets.
Cerebella is the one of the two grapplers of the game, and has quite a few command grabs. She's pretty beginner-friendly at lower levels.
Peacock is full-on zoning, with plenty of projectiles.
Ms. Fortune has two playstyles; with her head on, she's fairly straightfoward and plays as a rushdown, while without her head she's basically the puppet, or the Carl, of Skullgirls. Without knowing much about either of those things, you've got a main character and another entity on the stage you need to micromanage. She's considered one of the three hardest characters to learn.
Parasoul is either played as a zoner or a rushdown, whichever you prefer with her moves and specials. She's got a few projectiles, but also has high damage if you play offensively, along with plenty of mix-ups.
Painwheel is a rushdown, focusing around flight canceling into her air normals. Her combos are difficult because of this, along with her playstyle being weird, so she's another one of the three most difficult characters.
Squigly is a stance-canceling mix-up character. You need to charge up one of her stances, and with a charge you can cancel her moves. She's very combo heavy, and her neutral/pressure is odd, so she's the last in the three most widely-excepted hard characters.
Valentine is another reset-heavy rushdown, with a few projectiles. She's not really basic or easy, but straightfoward, much like Filia.
Double is good at everything, so it's up to you how to play her. She can zone, if you prefer that, but she can also play as a rushdown if you prefer playing offensively.
Big Band is large and slow, while also being a rushdown. He's not a grappler, just slow.
Fukua is probably, in my opinion, the simplest character in the cast. She's got projectiles but is actually pretty offensive. She's considered the best character for beginners.
Eliza is just..weird. She's got long combos and is very pressure heavy.
Beowulf is a grappler, but a weird one. Instead of having multiple command grabs, he has his main grab but has many options off of it. He also has a chair mechanic where he has different heavy normals and some specials without his chair. He's really interesting.
Robo-Fortune is also a zoner, more than Fukua or Parasoul. She's got a lot of good projectile options and she has a double-jump used in her combos often.

Didn't expect this much info! Thanks a bunch :D Now I understand the characters a bit more! I always thought Beowulf was a "Full On" Grappler :P and not a weird one!

And Thanks Pickles for your list as well ^^
 
Isn't it obvious? Everyone falls under the "Annie" Archetype!

...I'll just go jump out the window now, no need to shove...
 
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Didn't expect this much info! Thanks a bunch :D Now I understand the characters a bit more! I always thought Beowulf was a "Full On" Grappler :P and not a weird one!

And Thanks Pickles for your list as well ^^
Anytime! Good luck finding a new character.
 
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like @Arcana said, play through ALL the tutorials. And i mean them all...seriously. You'll definitely figure out who you lean towards after that.