Maybe if you punish something with Arm and call H Pinion right as you do the input, you get a conversion?
Looks like if you do H Chair and call H Pinion simultaneously, the assist hits them as they're falling. Lets you convert of H Chair without using your OTG. No idea how useful that actually is, since Beowulf doesn't need to save OTG to get hard knockdown anyways, and you can't macro call an assist like that as a reversal so it doesn't let you convert if you're mashing the H Chair out. But it is definitely a thing that exists. There are maybe some powerful Combos that can use this? c.LK c.MP s.HK xx H Chair + H Pinion does 3282 damage in the first chain which seems pretty good.
Any advice on a Big Band/Parasoul team?
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?
Beo/Band is REALLY GOOD, just ask Bang Camaro.
PW/Band works pretty well, too, just as Domo or Weatherbee.
Beowulf + H Brass gives you pickups after throw enders with Beowulf (including after Grendel Killa in the corner which is amazing) as well as Gigantic Arm + H Brass which allows conversions anywhere on the stage.
PW as H Pinion Dash + Band gives you alpha counter to Big Band xx Super Sonic Jazz, then call Painwheel + do HK Giant Step to pick up into a full combo.
PW + H Brass gives you conversions off Buers that she doesn't normally get, as well as
The only thing I've not seen is PW+Beo / Beo + PW, but I imagine flying around as PW and using H chair toss assist would be pretty good, and Beo has a lot of things that combo into Painwheel's tag. Plus H Pinion gives you conversions from bulldog.
DHC order, Beo/PW is probably worse than PW/Beo, though Beo/PW does give you Arm to Install to full combo.
In any order, the entire team hits hard.
So I guess what I'm saying is, if you like all three of them, try PW H Pinion/Beowulf H chair/Big Band H Brass, or Beo/PW/Band order. Anchor Band >>> either of the other two as anchor, though.
Use h pinion/l shot/ l beat extend
while you're at it, explain your avatar + name
IsaVulpes said pretty much what I was going to say. Peacock sucks until she's good. The idea behind Double/Big Band/Peacock is that I skip the parts where Peacock's bad. If she's out at all she starts at frame advantage, either because I did Double s.HP xx tag or because I did something with Big Band and DHC'd to her.
I'd rather have the DHC for my second to third character over my first to second character. When I played Peacock second, there were games where Double would die before getting to do the DHC and I'd just have Peacock/Big Band and be like "wow I just have to hold all of this". I mean there's advantages to that order but I like the safe DHC later in the team order because that's where you really need it, that's where something has gone wrong and you need to do damage control.I get the reasons for not point peacock, but yeah I was more specifically wondering why 3rd vs 2nd. I get the tag order thing that Peanuts said for his team, but I dunno if every peacock trio would benefit from that. Peacock 2nd offers a lot with the sound DHCs and while Peacock with Meter can get things going, it depends on how much you believe in her ability to go it solo, something I never really heard Peanuts say explicitly if it's something she can do well (or preferable to running different team orders). I'd also like to ask @Mr Peck about solo peacock as anchor vs other spots on the team as well since afaik he started all this weird peacock team order stuff.
Also @Dhoppler too, I see you running point band anchor peacock over there :P
hmu after combob breaker. combob yeah
Painwheel usually superjumps j.mp or dash jumps j.mp depending on where the opponent is. It's nice for Painwheel and I would definitely say she has the easiest time converting off it without using meter(enough so that I would place it near pillar and updo for painwheel)In fact, if this is team building related enough, what team/characters benefit the most from HFiber? I used to hear 'oh painwheel is the best at converting off it' or whatever and how. I suck at it. Tipz? What team do you build around point fortune that is a trio and runs HFiber for the dp/anti air. If anything, I want to fiddle around with this template
HFiber/???/HSpiral
Where ??? is something horizontal like drill or pinion, or maybe bomber, but it has to let you convert off max range sHP Rekka+Assist.
But I dunno if you can have that and also have 'oh it's good with HFiber, it benefits ???s game and they can convert off it with xyz'