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Team Synergy Discussion

cloudKing211

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Valentine Unknown Double
Hello. Many people seem to enjoy finding interesting or unique ways of using teams for setups and combos, and thought a discussion of how they may be used competitively would be interesting. For example, how when parasoul has a lockdown assist she can set up tears to use for block stun pressure. Or for the example that para can use said tears for either floating midcombo or to be above her opponent when their blockstun ends. Just interesting stuff you can do with characters/teams that are cool and or good i guess.

Squigly hk dive to SBO tag to Double is pretty cool imo

Edit: Keep in mind this is team synergy not just team building, this is for specific stuff that people can look at and learn. Because team combos, resets, and setups are hype
 
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I like L Beat Extend for Peacock a lot. In addition to the things the assist is obviously good at, it gives me access to some really fucked up resets:

 
M shadow. NO ONE expects that shit to hit them.

H drill i already covered in my fukua guide(never used it except for fortune point).
M fiber should be considered since it does allow combo-ability. so like... PLS?
 
People seem to have difficulties understanding what this thread is about
If this isn't the right thread for my earlier post then I apologize. I thought based on the first post that it was appropriate.
 
I think he was referring to Dreamepitaph

EDIT: I guess I'll post a team I've been fiddling around with.

Peacock/Eliza seems to have some good synergy going for it. I've been running Butcher's Blade assist for a few reason. It acts very similar to HP LnL in the sense that it is a super armored attack that your opponent just has to deal with once its out. It can be somewhat less reliable since it can be hit out of on startup and is a bit slower (I think?), but just having your opponent block it is pretty rewarding since it allows you to position yourself for zoning or a mixup with SoiD. You can even use the assist for combo extensions or just to hold the opponent in place to set up an ambiguous reset.

Using the assist itself takes up meter, but that meter usage is mitigated by the fact that Peacock is a ridiculous battery already.

They don't have the best DHC synergy, but you have options. Eliza air super > Lenny DHC can lead into some good damage.

Not entirely sure what would be the idle assist on Peacock for Eliza to use, been switching between MP SoiD and HK George.
 
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If this isn't the right thread for my earlier post then I apologize. I thought based on the first post that it was appropriate.
Your kind of post was exactly the kind meant for this thread. Keep doing whatcha doing
 
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Midscreen dynamo > titan knuckle(f.HP)+L beat extend assist > pummel horse should be reason enough to say that beat extend is one of Bella's best assists, if not THE best. L giant step + H Lock n Load assist is super safe and on hit gives you enough time to get a dash c.mk. Big Band's corner carry (even without OTG) combined with the DHC into dynamo is great as well. The only thing I don't like about this team is difficulty DHCing from Big Band into Bella's level 3.

edit: also DA DAMAGE
 
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Your kind of post was exactly the kind meant for this thread. Keep doing whatcha doing
Oh ok. I'll see if I can think of anything else.
 
This was originally created as a reminder to try these in matches so there's some non-team based stuff in here.
But yeah it mostly fits the thread.

Edit: Also this. Mainly at the 2 min mark
 
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Double dp assist is my favorite. Using beat extend plus fiber makes it so I can anti-air you with at least one hit of fiber and still convert thanks to beat extend's help. This also works in reverse! (since I mean, duh.)

Fortune/Big Band means you have awful dhcs though. But I like that I technically have old fiber at my disposal.
 
Recorded some of the stuff I was talking about earlier

 
I've been mostly playing Parasoul/Fortune.
They seem to complement each other quite nicely. For a third character, I should probably consider Peacock or Big Bang as they have good long range options, along with tools that would theoretically help me control the match to an extent while dishing out some damage combos and/or set ups. I may also give Fukua a try too sense she is relatively solid and can threaten the opponent at multiple ranges too...
 
Painwheel with napalm shot is really cool.
You can do stuff like cr.mp -> call mp napalm shot -> beur super and then the tear detonates as the super ends and you can do a follow up afterwards. 2spooky4me
 
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I even hate myself for bringing this up.

Painwheel with H-lock'n'load. Yes it's absolutely braindead. I still feel that it bears mentioning because it's easy to combo into falcon punch off of even a single j.MP, and it still gives you enough time to change your mind and do things like flyover j.HK. It gives you a way to control the ground while flying.

You can even use the cover to do extremely stupid things you should never do, like raw grab, LP darts, or sweep, and often come out on top even if you facecheck that updo, simply because of the armor and raw damage/hitstun from the assist. The disjointed huge hitboxes are real when it comes to covering your assist (and the screen).

You can also do quirky things like layer armored attacks on each other, doing absurd damage with any combo with this pair (metintin the jp player regularly ToD's me with either character online). Any touch or stray hit is immense damage because of how flexible these characters' combo paths are. The DHCs are terribly unsafe, but exceptionally damaging and combo friendly when they land and maybe cerebella doesn't care if painwheel dies.
 
man most of what you said is not exclusive to lnl ~_~
 
man most of what you said is not exclusive to lnl ~_~
This is true. With armor and that huge delayed damage though? I have a bad habit of writing ten pages where there should be a sentence. I'll get rid of all this if I'm being a bother. I never said I was any good. My attempts at discussion can be ill-advised.

I guess I just want to emphasize just how damned big the hitboxes and damage are. Just about fullscreen+confirmable into combos. And that it's basically the easiest and most braindead way to win neutral+do resets+get easy ToD combos that my small two-months-playing-skullgirls mind can think of.
 
Just tired of people calling my assist braindead when there are only 3 players who are actually good that use lnl
 
i think copter is better than lnl for anyone thats not filia, parasoul or peacock
 
This is why I hate myself for bringing it up. Talking about any assist that sees an uptick in usage is walking into a minefield.

I should clarify that I think that Painwheel+(H)LNL is braindead as a combination exclusively. Painwheel has enough huge/constant disjointed hitboxes and mobility/armor to cover it almost no matter what happens to the assist. Painwheel resets with a slow lock'n'load thrown in appear to me like an experiment in controlled chaos. I'm sure there are some actually good painwheel players who will take offense to this as well.

I'm aware that there are good players using things like parasoul/h'lnl, or peacock/h'lnl. I don't think that any of these characters, or any other characters, really have all of these traits to make lock'n'load braindead. I bring up this combination because it's braindead, in my limited perspective. I think that there is inherent value in a strategy that is very simple. I acknowledge that the assist is just an armored punch that's good/beatable like anything else.
 
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Just tired of people calling my assist braindead when there are only 3 players who are actually good that use lnl

To be fair, everyone says LK bomber is ALSO braindead but only 2-3 people actually do well with it. LK Bomber is sooooo last year though

#FUCKLNL
 
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This is why I hate myself for bringing it up. Talking about any assist that sees an uptick in usage is walking into a minefield.

~snip~
This has to be the classiest disclaimer I've seen yet.
 
I love having Bella's H LnL and Squigly Cr.Hp or Drag N' Bite as assists, you can do some silly stuff with it.
 
To be fair, everyone says LK bomber is ALSO braindead but only 2-3 people actually do well with it. LK Bomber is sooooo last year though

#FUCKLNL
I think we can be fair and say they both can be pretty dumb.

*says the guy that uses updo+LnL
 
I've been thinking that Big Band could use H.Bypass or H.Pinion for safe brass poking.
 
This is why I hate myself for bringing it up. Talking about any assist that sees an uptick in usage is walking into a minefield.

I should clarify that I think that Painwheel+(H)LNL is braindead as a combination exclusively. Painwheel has enough huge/constant disjointed hitboxes and mobility/armor to cover it almost no matter what happens to the assist. Painwheel resets with a slow lock'n'load thrown in appear to me like an experiment in controlled chaos. I'm sure there are some actually good painwheel players who will take offense to this as well.

I'm aware that there are good players using things like parasoul/h'lnl, or peacock/h'lnl. I don't think that any of these characters, or any other characters, really have all of these traits to make lock'n'load braindead. I bring up this combination because it's braindead, in my limited perspective. I think that there is inherent value in a strategy that is very simple. I acknowledge that the assist is just an armored punch that's good/beatable like anything else.


If you hate painwheel with hlnl you'd REALLY hate pw with h brass (my team)

I dont see what the big deal is though, just jump over the assist and take advantage of painwheels bad close range air priority.

The most rigged synergistic combination in the game is probably still team duck or peacock with filia duo assist.
 
Picked up Fukua as third character. The thing is, Fukua also has plently of good stuff to utilize from both the neutral and at multiple ranges which can benefit both Parasoul and Ms.Fortune.
If I should use assists on the behalf of Parasoul, it would either be an overhead, Napalm Pillar or HP Napalm Shot.
A team such as Parasoul/Fortune/Fukua should leave room for versatility.
 
I've been playing Beowulf/Double a bit lately. The idea was I wanted to build a team around chairless c.HP assist; the gameplan is to land a hit with Beowulf, combo into chair toss, then combo into Double tag and get to use c.HP assist for anti air/lockdown/combo extension. After playing it for a while I don't think this team is "good" per se, but it lets you do some cool looking stuff, and that's important too.

 
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You should try zoning with H chair toss assist, it covers an angle peacock can use some help with and knocks down on hit to set up more or maybe even combo with H teleport. The only problem is the cooldown, but if you use it against the opponent's approach I think you could get some good mileage from it.
 
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I've been playing Beowulf/Double a bit lately. The idea was I wanted to build a team around chairless c.HP assist; the gameplan is to land a hit with Beowulf, combo into chair toss, then combo into Double tag and get to use c.HP assist for anti air/lockdown/combo extension. After playing it for a while I don't think this team is "good" per se, but it lets you do some cool looking stuff, and that's important too.

My current main team runs off a very similar premise except I run Beo/Squig/Eliza.

Basically the intended order is actually Squig on point, but I play it out with Beo and either raw tag combo into Eliza, DHC into Squig or reversal into SBO for safety. It almost always ends up with me getting Beo out with 2HP assist.

The one problem I'm noticing though, is that Beo often ends up on low life and therefore not all that useful as an armour assist anyway.