Skullgirls Team Building Thread

Discussion in 'Gameplay General' started by Vladislav_Paizis, Sep 13, 2013.

  1. Da_Face89

    Da_Face89 Do it All Day, Do it Every Day: Jump and HK.

    Location:
    Chicago
    Steam:
    The_Face89
    PSN:
    Da_Face89
    Peacock
    Big Band
    Fukua
    K, thanks for the advice.
    Congrats on Top 8 at FF9 too. Shame you got 3-0'd by Elda but it's Elda so don't feel bad. Wanted to attend but couldn't due to obligations.
     
    Last edited: Jan 31, 2017
  2. Juniorv376

    Juniorv376 New Member

    Steam:
    juniorv376
    PSN:
    Juniorv376
    Fukua
    Eliza
    Beowulf
    Hello,

    I am pretty new. Was able to get Skullgirls on the PSN sale last week.

    I have 3 characters I have gotten semi-proficient with. (Learned some BNBs, resets, and general feel comfortable with.)

    Fukua,Eliza, and Beowulf.

    Originally I was playing Fukua and Eliza, but felt I need an invincible assist reversal. So I learned Beowulf for his H Chair.

    Currently I run them Fukua(HDrill)/Eliza(Dive of Horus)/Beowulf(H Chair).

    I was trying ot get some advice on possibly changing assist/ character order from some more experienced players. Any help I can get I would greatly appreciate. =)
     
  3. Cadenza

    Cadenza Documentation Expert

    Steam:
    http://steamcommunity.com/id/moon_cadenza
    Parasoul
    Filia
    Double
    Fukua beo eliza.

    Eliza use butchers.

    Everything else seems fine
     
  4. Juniorv376

    Juniorv376 New Member

    Steam:
    juniorv376
    PSN:
    Juniorv376
    Fukua
    Eliza
    Beowulf
    Short and Simple! Thanks a ton. I assume Butcher for it's lock down and mix-up aid?

    Also, is there a particular strength to Eliza as anchor?
     
  5. Pickles

    Pickles VT scene?

    Location:
    Vermont
    Steam:
    Pickles (/id/shamanlord)
    PSN:
    PS_Shamanlord (but I rarely use this for SG)
    Filia
    Double
    Unknown
    beo/fukua/eliza would probably be my vote and i'd use spiral for eliza and h drill for fukua because i dont think beo/fukua can build the meter that you need to have butchers on your team, but that's just IMO.

    eliza is a good anchor because she doesn't need assists and you can use meter on sekhmet to keep pressure going, bait reversals, do mixups, etc
     
  6. Cadenza

    Cadenza Documentation Expert

    Steam:
    http://steamcommunity.com/id/moon_cadenza
    Parasoul
    Filia
    Double
    Safe dhc for wulf 2nd
     
  7. Da_Face89

    Da_Face89 Do it All Day, Do it Every Day: Jump and HK.

    Location:
    Chicago
    Steam:
    The_Face89
    PSN:
    Da_Face89
    Peacock
    Big Band
    Fukua
    What Cadenza said is pretty accurate, because Fukua's assists are weaker now. Chair will mostly be for anti-pressure and anti air, while butcher is used for creating space and works as your pressure assist. Chair can also create space.

    One of the most important things for you to learn with this team is not to spam assists. Chair takes a long time, with a lot of frames between its 2 hits. Butcher also lasts fairly long, and eats meter. You don't want to use an assist unless you absolutely have to, such as:
    Show Spoiler

    hard normals are generally unsafe on block, so calling butcher can allow you to continue pressure.
    If you've already committed to an attack, such as throwing out a light clone while your opponent jumps, use chair to keep them from advancing and prevent being put at a disadvantage.
     
  8. Coins

    Coins New Member

    Steam:
    Coins
    PSN:
    Blakdash
    Filia
    Double
    Hi all,

    I'm getting back into SG and running Filia/Double. Just wondering if that's a serviceable team, if there are any notable players that run that team, and whether I should be using lk or mk bomber as the assist on double.

    Thanks for any insight.
     
  9. Da_Face89

    Da_Face89 Do it All Day, Do it Every Day: Jump and HK.

    Location:
    Chicago
    Steam:
    The_Face89
    PSN:
    Da_Face89
    Peacock
    Big Band
    Fukua
    M Bomber is going to be the way to go.

    If you feel like learning an extra character, I'd recommend Val as a designated lead -- Val/Filia(H updo)/Dbl(M bomber) is one of the more popular teams, since it's pretty conservative as far as meter and DHCs go. I've never seen Filia/Dbl, but VFD is used by two of the top players (Duckator and CloudKing).
     
  10. Pickles

    Pickles VT scene?

    Location:
    Vermont
    Steam:
    Pickles (/id/shamanlord)
    PSN:
    PS_Shamanlord (but I rarely use this for SG)
    Filia
    Double
    Unknown
    nowadays most people run a 3rd character along with those chars but the duo is a fine team, as far as people playing strictly the duo winnie is the first person who comes to mind but he doesn't play much anymore. he played L bomber for the duo but most people use M bomber (in a trio). personally i play the duo often and use M bomber so im biased towards that. if you were inclined to play a trio, you could honestly fit just about any char in there somewhere. val is the classic example since duck popularized val/filia/double in 2012 (or earlier) but filia/double are very versatile characters.
     
  11. Coins

    Coins New Member

    Steam:
    Coins
    PSN:
    Blakdash
    Filia
    Double
    Thanks for all the input. I'm mostly dedicated to playing a duo; I enjoy the damage and simplifying my gameplan. Plus I'm not much of a fan of Val's gameplay. If I were to eventually incorporate a third it would likely be Fukua (and I think Sonicfox runs a team with Fukua/Filia/Double?).

    With regards to the assist for double, I suppose I'll run some sets alternating between lk (invinciblity) and mk (screen control) bomber and see which works best for me.
     
  12. Kaori Manabe

    Kaori Manabe NORCAL

    Steam:
    A PRIEST IN THE TEMPLE OF TITS
    Ms. Fortune
    Filia
    i came back to this game,

    i play fortune fillia still and my combos / resets still exist but i want to play a 3rd character for fun, but havent been keeping up at all

    any idea?
     
  13. Triblue

    Triblue Active Member

    Steam:
    jujubemaster
    Painwheel
    Ms. Fortune
    Double
    Big Band with H brass comes to mind. Also Eliza with a Sekhmet assist.
     
  14. Cadenza

    Cadenza Documentation Expert

    Steam:
    http://steamcommunity.com/id/moon_cadenza
    Parasoul
    Filia
    Double
    Band double or bella for stable anchors.
    Eliza works

    Other anchors that are unorthodox due to damage output for anchor but provide strong assist.

    Robo, fukua or squigs or peacock
    Those are assist that can help those two the most anyways
     
  15. HiroProtagonest

    HiroProtagonest Air Grab

    Steam:
    Hiro Protagonest
    PSN:
    Hiro Protagonest
    Filia
    Parasoul
    Unknown
    Okay, so how good is Squigly as an anchor? Especially the team WingZero plays. I was kind of wary of the idea, but then, I'm playing Painwheel, I'm clearly crazy and may as well go for it.

    This would be so much easier if I actually liked Cerebella's playstyle... or Cerebella as a character, then I might be willing to stick with her playstyle.
     
  16. Cadenza

    Cadenza Documentation Expert

    Steam:
    http://steamcommunity.com/id/moon_cadenza
    Parasoul
    Filia
    Double
    Squigly is OK.

    Problem is that for many many many more reasons, she is better as a mid.
    The anchor usually helps squigs by getting charge and pressure in any case. making a comeback with squigly is dependent on picking on people messing up and if one is patient then that may not come favorable to anchor squigs
     
  17. HiroProtagonest

    HiroProtagonest Air Grab

    Steam:
    Hiro Protagonest
    PSN:
    Hiro Protagonest
    Filia
    Parasoul
    Unknown
    Is there a particular assist WingZero uses to make it so good for Soul and Filia, or just fluff/playstyle preference?
     
  18. Cadenza

    Cadenza Documentation Expert

    Steam:
    http://steamcommunity.com/id/moon_cadenza
    Parasoul
    Filia
    Double
    Drag n bite. assist
     
  19. HiroProtagonest

    HiroProtagonest Air Grab

    Steam:
    Hiro Protagonest
    PSN:
    Hiro Protagonest
    Filia
    Parasoul
    Unknown
    I figured it was Drag N Bite, I was just wondering if that was so good it's worth using from a purely mechanical perspective. '^_^

    I should have straight-up asked about Squigly compared to Painwheel for this. Filia wants L Pinion while Soul wants M Pinion (I'm guessing L Pinion can help her though, which is what I'm running), but both want Drag N Bite. But I like Painwheel's scariness, and so it's also a matter of character matchups, if Painwheel can cover weak MUs that Squigly can't. Draugen Punch does have invincibility frames, but it doesn't seem to have... very many?
     
  20. Da_Face89

    Da_Face89 Do it All Day, Do it Every Day: Jump and HK.

    Location:
    Chicago
    Steam:
    The_Face89
    PSN:
    Da_Face89
    Peacock
    Big Band
    Fukua
    As far as MUs go, I decided to do some research and compare which one has better MUs against who.

    Show Spoiler

    Filia: Squigly is even, painwheel is at a disadvantage (especially with assists).

    Bella: Priority makes her a pain for PW, better to run Squigly.

    Peacock: Depends on what the opponent is running as far as assists, specifically ones that create space. If it's vertical like BE or Updo, Squigly is preferable. Should they have a horizontal space assist, like Brass or Lock, it becomes much harder for
    Squigly and easier for Painwheel since Peacock only has H george and shadow to provide air lockdown, which are telegraphed, so flight becomes that much more important.

    Wheel-Squigly matchup is in PW's favor.

    Fortune: If she's headless, PW can run her over, and does well with head on too. Squigly has trouble regardless.

    Val: One of Squigly's worst MU's. Painwheel doesn't struggle nearly as much.

    Soul: Her air priority is an issue for PW, and Squigly can charge easily, which pressures soul not to zone.

    Eliza: Air priority. Difficult for both.

    BB: Squigly can easily punish BB if he overextends.

    Double: Difficult for squigly to deal with the catheads, PW is much better.

    Wulf: No idea, but I think Squigly's superior reversal options make it easier for her than PW.

    Fukua: Squigly deals well at long-range, but fares badly if she gets put into clone range. Now that M Clone got changed, both have less trouble in air. This one shouldn't be the deciding factor.


    I decided not to get into the rest of your team/composition/assists, those decisions are up to you -- this is just telling you whether squigly or PW is better in a matchup.
     
  21. HiroProtagonest

    HiroProtagonest Air Grab

    Steam:
    Hiro Protagonest
    PSN:
    Hiro Protagonest
    Filia
    Parasoul
    Unknown
    Huh, Squigly is better against almost every traditional anchor... except Double. -_- I'll probably go with her, then. If I'm facing Valentine as Squigly, I'm dead anyway. :P
     
  22. Lex

    Lex Skill pending

    Location:
    Scotland, UK
    Steam:
    Lex
    PSN:
    Ilexyellowdog
    Valentine
    Filia
    Double
    If you want to learn about Matchups, Kai did a long video/interview with SonicFox and Dekillsage discussing, I think, every matchup in the game. If you want information on character matchups then I'd use that (also provides information on what to do in each matchup). Also keep in mind that, because SG is a team game, matchups can vary wildly depending on assist choices and team positioning.

    Disclaimer: This was before the newest patch, they play some characters more than others and their opinions may have changed of course.
     
  23. Da_Face89

    Da_Face89 Do it All Day, Do it Every Day: Jump and HK.

    Location:
    Chicago
    Steam:
    The_Face89
    PSN:
    Da_Face89
    Peacock
    Big Band
    Fukua
    I thought about it a little, but you might not want to have characters in "assigned slots." It's a term I just came up with, so let me explain:

    Take the Val/Fil/Double team, which is played by CloudKing and Duckator. If you watch them in gameplay, you'll quickly notice that in most cases neither of these two players ever switch out Valentine, whether it's by raw tag or DHC. This, of course, is due to Val's cruddy assists, but the point remains that Valentine generally stays on point until she dies. This is what I mean by "slot assignment:" Valentine is always played lead, so she is "assigned" the lead slot. This continues with Filia being assigned the mid slot and double the anchor (though they are slightly more interchangeable).

    I'd argue that Fil/Para/Squig isn't as effective if you assign slots. While parasoul is often best on point, she's still strong on assists and can sometimes compete as an anchor if you play your cards right. This goes for all three, as a matter of fact, though just to lesser extents. It might be best to use DHC's and dead angles to switch out your different characters depending on the opponent's point character at the time.
     
  24. Age

    Age Well-Known Member

    Thoughts on cerebella/big band/peacock?

    Beat extend m is good defense and opens up important conversions for bella.

    Anchor peacock gives extra chances to switch her in to an advantageous position.

    What i am not sure of are the assists for bella and peacock. Excellabella gives taunt combos or charged item drops but not much in neutral. George can be a good combo breaker, but airplane might be good too.
     
  25. Triblue

    Triblue Active Member

    Steam:
    jujubemaster
    Painwheel
    Ms. Fortune
    Double
    Excella is fine and M beat extend is great. I'd probably use the walking george as the airplane is a bit awkward to use. If you are unsure about excella, then cerecopter pairs well with Peacock. All of these characters and assists except maube excella and Peacock synergize really well with one another.
     
  26. Cadenza

    Cadenza Documentation Expert

    Steam:
    http://steamcommunity.com/id/moon_cadenza
    Parasoul
    Filia
    Double
    For peacock for that team.....try either L bomb.....or s.hp, airplane bomb might be good as wel
    Excellabella can be used or copter.

    band, you know the deal, M extend
     
  27. IsaVulpes

    IsaVulpes Just Throw

    Location:
    Trinidad && Tobago
    Ms. Fortune
    Filia
    Double
    Band with L George is unfightable
    I like LnL with Bella for both these chars. Excel is more for band and Copter is more for Cock, LnL is useful for either
    I also still feel like L BE is a good assist but if you prefer M that works
     
  28. Pickles

    Pickles VT scene?

    Location:
    Vermont
    Steam:
    Pickles (/id/shamanlord)
    PSN:
    PS_Shamanlord (but I rarely use this for SG)
    Filia
    Double
    Unknown
    m is significantly better for bella cause it gives dynamo/diamond drop conversions and it used to at least make battle butt safe (i didn't think it still did with the nerf to assist BE blockstun but sonic still does battle butt + extend so idk). L might be better for peacock but arguably not worth giving up M for bella
     
  29. Dr. Oddwin

    Dr. Oddwin ...

    Location:
    Limoges, France
    Steam:
    Dr-Oddwin
    Parasoul
    I would go H LnL + L BE with this team.
    L BE gives bella dynamo conversion on almost every character, and while it doesn't give you raw diamond drop conversion, you can spend a bar and do DDrop > Dynamo > full combo which is still very good
     
  30. HiroProtagonest

    HiroProtagonest Air Grab

    Steam:
    Hiro Protagonest
    PSN:
    Hiro Protagonest
    Filia
    Parasoul
    Unknown
    Okay, can anyone say why I should run WingZero's team (Soul/Fil/Squig) instead of replacing Parasoul with Ms. Fortune on point? My main trouble is zoners. Also not sure how to run assists for that, Hairball/Center Stage or Updo/DragNBite?

    Alternatively, can anyone give advice on playing Double without assists so I can run her as my anchor? (I'd still like advice on Parasoul-Fortune)
     
    Last edited: Mar 20, 2017
  31. alexpi

    alexpi Your waifu sucks

    just play the characters you have fun with. Especially with trio, you have the flexibility to change team order to deal with fuckawful matchups. If you have a lot of trouble vs zoning, just flip to filia or squigly point.
     
    softie likes this.
  32. Da_Face89

    Da_Face89 Do it All Day, Do it Every Day: Jump and HK.

    Location:
    Chicago
    Steam:
    The_Face89
    PSN:
    Da_Face89
    Peacock
    Big Band
    Fukua
    My brother plays fortune, and he doesn't feel like she fares well against Peacock, so I assume she has trouble with all zoners. Zoning back with Parasoul might be a better option.
     
    Last edited: Apr 19, 2017
  33. ra1doukuzunoha

    ra1doukuzunoha New Member

    Location:
    Washington
    Steam:
    https://steamcommunity.com/id/radiantsun/
    what order should i play fukua/para/cerebella in? ive been trying fukua/bella/para and para/fukua/bella but they all feel kinda wack. i also dont really know what assists to use. i usually use l shot for parasoul and drill for fukua but that feels redundant (?)
     
  34. Cadenza

    Cadenza Documentation Expert

    Steam:
    http://steamcommunity.com/id/moon_cadenza
    Parasoul
    Filia
    Double
    They're good in all formations.

    Drill for fukua
    L shot for bella and either H lnl for zoning of a wall or Copter for extended lockdown while you have shadows set up.
     
  35. YPestis

    YPestis Feline Fricasseer

    Steam:
    haxanhexes
    PSN:
    HaxanHexes
    Filia
    Unknown
    Unknown
    I'm semi-new to fighting games, was getting into them somewhat seriously but lost interest and have recently been investing time in them (esp. Skullgirls) again. I want help building a team around Filia and Eliza, as they're the two characters that feel most natural to me (I can comfortably beat Nightmare level CPUs and their move sets feel very intuitive, though I've yet to jump into online play!)

    Other characters that intrigue me/that I enjoy are Ms. Fortune and Valentine (the two I'm probably second most comfortable with) as well as Squigly (I really, really enjoy Squigly but the whole Seria Cancel thing seems like it might be a lot while I build my general fighter skills). Cerebella and Big Band seem pretty cool but I tend to gravitate to faster, lither characters more than grapplers or heavy, bulky types so I haven't screwed around with them much.

    Of those, who would gel best as a third to fight in with Filia and Eliza? I assume it would be a team like:

    Filia (H Updo)/Eliza (Throne of Isis?)/??
    or
    Filia/??/Eliza

    Though I'm not sure how well Eliza would work as an anchor.

    Anyway, any help or advice is appreciated!
     
  36. Lex

    Lex Skill pending

    Location:
    Scotland, UK
    Steam:
    Lex
    PSN:
    Ilexyellowdog
    Valentine
    Filia
    Double
    I think Val (cr.MK)/Filia (H Updo)/Eliza (Butcher's Blade -preferable- or H Osiris) would be a good team. Eliza is the best anchor but I don't think she is that bad. Val gets a good DP assist and lockdown (Butcher's blade costs meter but gives you more horizontal range and hyper armour which is good, H Osiris doesn't cost meter and has no hyper armour/less range but does lots of chip).

    If you go for Ms Fortune you will have a lot of overlap in assists no matter which configuration you go for (since MF's only really good assist is H Fiber). I would probably go for Filia (H Hairball)/Ms Fortune (H Fiber)/Eliza (Butcher's Blade). The idea being that, if Filia dies, you have team LazyDiablos as your shell which is really strong. Fortune's assist is kind of filler here, since Filia doesn't need a DP assist that much and H Fiber is really hard for her to convert off of but it is good as a get off me tool and for alpha counters.

    For Bella/Band just stick them at the back as anchor. Filia(H Updo)/Eliza (Butchers, Osiris)/Bella (H Lock n' Load) and for Band just replace Bella with Band (H Brass). Both would be similar in terms of assists though H Lock n' load is better for block pressure while H Brass is better for neutral.

    For Squigly I'd probably suggest Filia(H Updo)/Squigly (Drag n' Bite, cr.HP)/Eliza(Bird). Squigly is usually best mid since then she should have some resources then and bird for Eliza's assist so there isn't overlap (plus that gives Squigly some nice mixups, even if Filia doesn't really need it). The main challenge from playing Squigly would probably be her resource management mid-game, her seria cancels are mainly just an execution barrier that you can practice to overcome in training mode. It's her use of resources that makes her slightly more difficult to use. Though if you enjoy her I say give her a shot, none of the characters in SG are super hard to learn (I'd say MF is the hardest if you want to learn headless mode).

    All that said, it would likely be best to focus on learning one, maybe 2 characters to start with and adding a third once you are used to those two. That way you can learn the mechanics of the game and your characters thoroughly before going for a trio. Solo/Duo will give you more time with each character per match due to their increased life whereas trio is very frail. Hope that helps :)
     
  37. Da_Face89

    Da_Face89 Do it All Day, Do it Every Day: Jump and HK.

    Location:
    Chicago
    Steam:
    The_Face89
    PSN:
    Da_Face89
    Peacock
    Big Band
    Fukua
    Eliza works arguably best as an anchor. She burns through meter like crazy, and the endgame is when you have the most meter.
     
  38. kiwirules99

    kiwirules99 New Member

    Peacock
    Squigly
    Valentine
    I played Skullgirls on the PS3, and am currently downloading it on PS4. While I am not very proficient at the game and relatively inexperienced, I do know that my favorite characters are Peacock (obviously) and Squigly. I built a team with just the two of them in the PS3 version, but I always felt like something was lacking. I have two questions-

    1. Which character would be the best to add to this team?
    2. What would be the most optimal assists for each character? I was thinking George's Day Out for Peacock, but I am not sure.

    Thank you in advance.
     
  39. Mr Peck

    Mr Peck that UK Peacock player Lab Zero

    Location:
    Guildford, UK
    Peacock
    Robo Fortune
    Any character could work to an extent, but the most common answers would be:

    1. Big Band or Cerebella, in the order Peacock/Squigly/Big Band (or Cerebella)
    2. Peacock: George's Day Out, Squigly: Drag n Bite, Big Band: Brass Knuckle (H), Cerebella: Lock n Load (H).

    As an alternative, you could use Beat Extend (L or M) for Big Band if you want better anti-air coverage and up-close Squigly pressure at the cost of losing a long-range assist for Peacock, and using Cerecopter for Cerebella gives you the same tradeoffs, with the added downside of losing an invincible/armored 'get off me' assist. There are other non-standard assist options that could work for your team like Big Band's Giant Step (H), Cerebella's Battle Butt or Squigly's Center Stage, but if you want something standard and proven you're better off with the options I listed above.

    edit: The more I think about it the more I think Battle Butt assist might be surprisingly good for your team if you end up choosing Cerebella instead of Big Band, because maybe Squigly can use silver chord or center stage to combo after it hits. But I'll leave that to the people who know how to play Squigly. Either way, Big Band has the best assists for your team so ignore this part if you'd rather play him than Cerebella.
     
    Last edited: Jun 1, 2017
  40. MuneRoons

    MuneRoons New Member

    Peacock
    Ms. Fortune
    Unknown
    Hey, looks like the thread hasn't really been active in a month, but I was hoping I could get some help looking for an anchor? I've owned the game for a while but I'm finally getting really into it. I've been running Peacock (Shadow of Impending Doom M)/Ms. Fortune (Fiber Upper H) and have been experimenting with lots of characters to round it out. Hit a point where I felt it may be useful to go and ask the community.
    Any input would be greatly appreciated.
     

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