I dont need to understand anything because i already know the intent of my post.
The intent of your post was fucking stupid. Telling me off for swearing is also a massive waste of everyone's time. The only reason I'm not putting you on my ignore list for your insistence on stupid shit that doesn't matter, is also because of your actual desire to talk about the game and not be dumb about that part.
Calmly tell me how aus sees and approaches skullgirls.
My view on SG is the most developed in AU, and most core players default to my assessment of SG. Positioning is extremely important, baiting assists and playing safe is important, managing and using your assist/meter resources wisely is important, defensive mechanics are extremely important to master when the offense of this game is so strong. I would say that the biggest thing that causes a player to start taking more games off of me is if they bother to learn all of the universal defensive mechanics, use better defensive technology, and learn how my offense works.
Making sure you don't kill yourself on pressure to L Extend and PBGCs is important so you better have a rock solid safe hitconfirm game, beating your opponent at neutral is a great way to avoid making pressure mistakes or getting reversaled.
The best DP assist is L Extend, and it opens up so many options that you may as well just use it if you want a competitive team. Chair toss is a runner up that is under-explored here, which probably will mean that if you want a baseline playable team you require BB or Beowulf on it.
Because Big Band is so played, snapping him in is very important because L Extend throws a huge wrench in basically every characters works. I am not exaggerating when I say that, because of how large of an amount of screen space it covers in conjunction with how fast it comes out and how easy the followup combo is for everyone, that it makes your life FAR FAR SIMPLER to have L Extend on your team, and your opponent must take that incredibly large consideration into account when trying to open you up. L Extend is also extremely good for frametrapping on offense, and dash jump crossup.
Otherwise, because of our low amount and generally low skill playerbase, we don't have a large amount of exploration of the whole cast. Peacock & Valentine I think are top tier because of Val's ability to use assists the best and to avoid everyone's spacing all day, and Peacock is top tier because of her ability to control so much space and run multiple safe mixups and be generally extremely difficult to safely deal with once she has projectile advantage.
Robo fortune is regarded as strong. Beowulf is seen as strong, PW is seen as strong, Double is seen as solidly strong, Filia is simple and strong. Big Band is strong with assist backup like MK Butt, alone he has some horrible matchups against some of the cast(Robo Fortune, Bella, less bad is Peacock & Fukua). Including him for L Extend is very very worth the bad matchups though. Fukua is seen as easy and solid but not particularly strong. Nuewt has impressed me with his Parasoul growth and I no longer think she's weak. I'm not satisfied with our standard of Eliza play though. Other characters are mostly under-explored and so proper evaluations can't really be made.
Overall, the general idea in AU is to have a really well-constructed team that causes a lot of problems for your opponents and solves a lot of problems for yourself. L Extend is one very obvious route to team optimisation, and so I think that exploring X/X/Big Band or X/Big Band/X teams... or even Big Band/X/X teams is the most useful current expenditure of game learning and meta analysis.
There will be a lot more viable teams than L Extend teams in the long run, yes, but L Extend teams are the "Vanilla" of SG as we see it. All teams should be tested against how L Extend contributes to a team. I personally think a viable team without L Extend would be Filia(H Updo)/Bella(H LNL)/Big Band(H Brass) because of just bridging into your opponents face far away with H Brass, at mid range with H LNL, and running filia mixups in their face. But that kind of team gameplan optimisation we do not really get to see in foreign teams. H Brass also sucks for characters that don't have terrifying up-close mixup game since it's too punishable and if the on-block mixup isn't bs then like why bother
A well-constructed team won't prevent you from having to learn how to actually play fighting games well, but if two players are very good at fighting games and one player has a clearly superior team, the superior team will of course more consistently win. We believe we have a better idea of what makes a superior team than most regions.
SG is a very hard nerd game that rewards lab time and hard thinking about it, which honestly we do not see the US at large do, at all. The US tends to believe that easy characters = top tier characters but when US players don't even evaluate, learn and optimise their basic options or play to make the most theoretically bullshit possible teams it's like we're not even playing the same game.