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Skullgirls Encore Edition Tiers and Matchups Discussion Thread: The Revengeance

Gregor's only appeal as a reversal is the reward you get off of a hit. It's 2015, I don't see people get hit by it too much now except when it crossunders randomly.

as anchor i feel she has some what of a hard time getting in and without assist to make shadow oki a bit more stronger its difficult. but thats just me i guess. i also have not seen an anchor fukua since..........................OG fukua?
Not a big fukua player but playing vs her I do not feel you always need to get in to be a threat. In some matchups, at least. She's at the very least a good second in duos.

@Dolfinh Fukua's DHC is not safe unless she's at a reasonable distance away from the opponent. People still think that Dynamo -> Fireball is safe, but if you pushblock at the right time you get a full punish. People are commonly misinformed about that .-.
I feel like you told me this at NWM but I forgot :L
 
Painwheel's so good she's in 2 tiers.
OH SHOOT YOU KNOW WHAT HAPPENED
I mean to switch Painwheel to Top 5 and put Bella in Skullgirls tier and just forgot make the replacement bleh

I don't see how Gregor is bad other than it's pretty easy to stuff with forethought and setups, though I feel like most mashproof resets/setups work on almost everything and Gregor isn't somehow special.
6 to what Sage said about Fukua Fireball DHC being pretty punishable. People really underuse PBGC as a punish tool, myself included. Not going to pretend I'm better than the average nerd, though if you use Filia c.MK on me and don't have an assist coming out expect to get smacked.

Bella:
Really great damage off of just about everything, has some of the best reversals in the game, and has good spacing and zone control normals. LnL is minus 6 for whatever reason and not that much trades well since it has armor, so it's a very safe way to get in or use armor hitfreeze to make a read. Some of her air normals are weirdly good, albeit slow, like j.MP and j.HP. The biggest thing is that she has bonkers damage and offers bonkers damage as an assist through LnL and Excellebella. Dynamo is one of those supers that somehow always manages to kill. Her neutral game against rushdown is perfectly acceptable because of her range and reversals, though she does struggle to get in on zoning. Reflector helps a ton. Hustling rocks is kinda the best. She has solid vortex because of low/throw and the occasional instant j.HP or j.D + MP xx Assist call.

Her mobility is well-rounded, but not fast by any means. She's simply too easy to run away from if you choose to. Her common approaches are pretty easy to handle or stuff for most of the cast. Neutral against her is not challenging since her good pokes are also slow, and as long as you are pushblocking and paying attention she will struggle to find a command grab. She's just average, or even below average, in neutral. Once you get a lead over her, it's far too easy to control the pace of neutral and in effect the match. That said, her comeback potential is incredible because of rocks and her damage in general Once she gets going her damage reward is crazy and is what makes her a strong character along with her reversal options.


Eliza:
Eliza has some really exceptional normals. Great range on just about everything. Excellent combo-ability and damage in her longer combos. She's frustrating to pushblock because she kinda just keeps hitting you anyway. Instant air dashes also help her stay in. Her throw range is great. Dive of Horus offers amazing utility and essentially makes how disadvantageous she is on block irrelevant. Sekhmet, with my and most peoples current skill level, is insanely good and hard to deal with even if she's not to hard to block. She's a great neutral game tool, way to punish assist calls, and lets Eliza do some double overhead stuff once you block an aerial.

In the long run, I feel people with figure out how to stuff j.MK as Skullgirls players figure out how to use more of their normals as anti-airs. Sekhmet is also definitely punishable off Axe. I complain about this a lot because I get salty, but you CAN grab her when she is in range and you can ALWAYS snap her, more or less. People will learn how to deal with Sekhmet without a doubt. Eliza as a character is extremely prone to PBGC punish, which I find extremely detrimental to her overall strength. She has a very lackluster reversal and her only other reversal costs 3 meter and has meh range.

Her damage, mixups, and Horus make her a very strong character with commanding neutral, but none of her tools other than Horus, her long range normals, and to an extent Sekhmet are very good. She is not unstoppable by any means.
 
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Current list with 49 votes.
  1. Peacock
  2. Eliza
  3. Cerebella
  4. Filia
  5. Fukua
  6. Parasoul
  7. Valentine
  8. Beowulf +1
  9. Ms. Fortune -1
  10. Painwheel
  11. Big Band
  12. Robo-Fortune
  13. Double +1
  14. Squigly -1
Peacock 1
Eliza 2
Beowulf 3
Painwheel 4
Cerebella 5
Parasoul 6
Valentine 7
Ms. Fortune 8
Fukua 9
Filia 10
Big Band 11
Robo-Fortune 12
Double 13
Squigly 14

Peacock: I agree that when people learn how to play against her she may go down but it seems that most of the anti-peacock strategies just involve how to get near her. While this is obviously useful, it is not even CLOSE to all you have to do since when covered by item drop and an assist she can create a lot of pressure even at close(r) ranges.

2, 3: Eliza and Beowulf both rank highly for me because they are both very strong at neutral, especially air neutral, which is very powerful in skullgirls. They have a good deal of mobility options as well as fast mixups, and easy setups/combos off grabs.

4) Painwheel is severely underrated and one of the best characters in the game in my opinion. She used to be worse but a collection of buffs (most notably unfly, that was HUGE) have made her a lot stronger at neutral. She still has absolutely ridiculous mixups if she gets in, and the only reason she's ranked 4th is because her buttons aren't as good as eliza/beo's.

5) Bella is still a character that has tools for basically everything, great assists, and excellent setplay, but her neutral isn't quite on the level as the top 4 (with the exception of some matchups).

6) Parasoul has probably the best air normals in the game, a fantastic reversal, strong mixups, and solid zoning capabilities. Her lack of mobility and damage however lowers her placement a bit.

7) Val still has great buttons, solid neutral, and a lot of crossup potential, but her mixups in the corner are a bit weak (though the buff to her low might help and raise her up).

8) Fortune: I don't see as many fortune players as I used to so this opinion might just be due to lack of exposure, but while headon fortune is still capable of solid offense, head-off is weak enough to not put fortune in the top half for me.

9) Fukua: all around solid, but doesn't excel enough at any one thing for me to put her higher.

10) Filia: Really good mixups and pressure once in but getting in can be a problem due to relatively weak normals. Can still be strong backed by assists, and once in you have a decent chance at killing a character, but weaker neutral game hurts her.

11) Big Band: AKA L Extend assist because that's his best trait. While I do believe his neutral is SEVERELY underrated, and his oki game is excellent, his massive hurtbox coupled with some absolutely frustrating matchups puts him lower.

Robo-Fortune: Again not much exposure/people haven't really learned her yet, but her zoning just seems a lot weaker than the other zoners in the cast. Once people learn how to use her tools however she'll probably end up mid-high tier.

13) Double: lost a lot of her tools and didn't really get a LOT back. She's ok but has almost no defense and relatively predictable offense. Still alright anchor though since she makes good use of meter.

14) Squigly: Filia taken to the extreme, her high/lows with stance are completely unreactable and she can bait extremely well, however getting in is a chore vs almost any character. This is skullgirls after all, so even being ranked last she's not a bad character by any means, but she requires a great deal of finesse to even start her offense, and her offense can be relatively easily reversaled.
Filia 1
Peacock 2
Painwheel 3
Eliza 4
Cerebella 5
Ms. Fortune 6
Fukua 7
Parasoul 8
Beowulf 9
Valentine 10
Squigly 11
Double 12
Robo-Fortune 13
Big Band 14

Its not that cut and dry really on who is better. There are alot of rock paper scissors type match ups. Big band how ever feels like he has the hardest time though since anything can overhead him. I mainly play parasoul so most of the placements are based on that experience. any one with a fast over head can pretty much can wreck me.
Cerebella 1
Eliza 2
Beowulf 3
Peacock 4
Ms. Fortune 5
Big Band 6
Filia 7
Double 8
Parasoul 9
Fukua 10
Painwheel 11
Robo-Fortune 12
Squigly 13
Valentine 14

I believe that Cerebella has the strongest kit. Two standing overheads, strong air game with j.lp, j.mp and j.hp. Versatile command grabs, good air grab, anti air grab...

I still believe that Valentine is the weakest character. Her upward air dash is good to dodge stuff, but she needs to hide behind a invul assist like Updo or Beat Extend. She also can't instant overhead without backdashing before and it feels so slow compared with other air dasher's instant overheads (Filia's IAD j.lk j.hk, Fortune's IAD j.lk xx L gato, etc...). Her backdash on the ground is godlike, but in the air is eh...
Her low is minus on hit and has shitty reach. Her best option for anti air is 14f and doesn't have any invul frames and you can't combo into. Her second best option is also 14f, covers less, but you can combo into launcher. Her pressure feels underwhelming compared to other characters.
She can convert from anywhere in the air with the recent bypass changes, tho.

At least she is fun.
 
Somebody rated Cerebella as #1 0_o
She's a strong character definitely, but I really don't think she is the best.

Now that we've had Beowulf out for a decent amount of time, I think I really underrated him. If I were to put rate him now, he'd probably be top 5. Solid tools and very oppressive to fight in the air. The way the game is looking now I'd probably say the top 5 is looking something like Peacock>Valentine>Eliza>Beowulf>Painwheel, but it's pretty fluid.
 
Duos ruled the tournament at Combo Breaker.
 
Duos ruled the tournament at Combo Breaker.
Duos have been pretty far ahead in the tournament scene since like NEC now.

Even disregarding that I think Duo is slightly the strongest team setup. But there are still characters that function well in trios (Squigly, Val, Fortune off the top of my head)
 
I thought it was this thread but I went back a bit and couldn't find it, but we had a whole discussion about duo v trio which iirc eventually ended in clarencemage saying "People only use duos because they aren't good enough to make full use of trios" which I don't think I necessarily agree with. Trio seems to usually be picked when you have a character that makes good use of 2 assist options rather than just 1 (squigly/val are good examples of this I think), but if you have a character that only has one real area of weakness to cover and you have an assist that can do it (or if the character has multiple weaknesses that are all solved by one assist) then why unnecessarily give yourself less health to have an extra option that you don't really need?
 
Tl;dr duo is essientially the easiest simplest and an effective composition.

there are things that make it so like damage ratio and undizzy limits that make trio players be wary of duo players.

Only drawback is if you get double snapped but if you have top neutral and can oppress the enemy's space effectively then what?
 
Duo is better than trio currently because all things being equal, if you've got a duo that is "balanced" to be as good as trio on paper, duo becomes better because it takes less parts to make a decent team and there are fewer mechanics get wrong. Fewer bnbs to learn, fewer matchups to learn, fewer team compositions to learn (duo is only front to back or vice versa whereas trio can be many various orders)

In sde, trios were clearly stronger because you got more options and many times DIDNT sacrifice damage in order to get those options.

Now in 2nd encore though, undizzy helps out duos alot and punishes trios when trying to damage duos via combo.

At the end of the day a trio team now has to be VERY well put together to take on duo hp, damage and undizzy.

Trio may still be the best with lots of time put into it, but right now duo is much easier to maximize and sg play isn't necessarily at a high enough level to say that an extra assist is worth extra hp and damage
And even once play DOES eventually get high enough for that to be worth it. Trio advantage is almost all at the beginning of the game.


It is a fleeting advantage since it is a very easy to lose advantage, and it is ALSO kept in check by the fact that trio generally is disadvantaged in most situational advantage scenarios because of trios low damage and hp... case in point trio is neutraling versus duo, trio calls assist and duo counter calls. Trio now has taken huge damage to their assist. Now the other way around: duo takes much less damage to their assist.

This can maybe be slightly mitigated by using 2 assists for the trio. All things being equal. But once the duo gets a hit it's a wrap.


Using trio effectively against duo seems to me to necessitate:


GETTING FIRST HIT. I can't make this any more clear. But touching first for a trio is way less advantageous than touching first for a duo. The duo damage will kill the trio character in one reset in general (2 AT MOST), which leaves the trio character with some decent meter, but basically a high meter weak health and weak damage duo versus a low meter high health and high damage duo. It's nowhere near even at that point.


So trio needs first hit. Duo needs first hit less so because there's a bigger chance that duo will live after the trio makes a wrong read on a reset since trio needs more resets to kill.


To me this basically means one primary thing:

If trio really wants to stand a chance consistently against duo, trio is going to need an iron wall defensive neutral game or it will need an oppressive offensive game.

Being "in between" spells death for a trio in my book because being inbetween means trying to win via a war of attrition and trio lacks the damage to do that. So when one can't win a war of attrition, one has to take the fight to the opponent and never let up, or one has to never allow the opponent to fight in the first place.

When one thinks of it that way, it doesn't bode well for trio.

But this is also thinking of the momentum heavy nature of SG and assuming things. If the trio has GREAT after hit defense, then the trio becomes much more viable to me. And assuming that games don't landslide to victory one way or another, then trio does seem balanced versus duo. But it will have to be in a "taking turns doing damage to each other" format. And this taking turns will generally have to be trio guessing successfully when resetting, more than duo. Going 1 guess for 1 guess and trading in that way feels like it is better for duo currently because trio loses assets quicker than duo for guessing on a 1-1 ratio.
 
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i feel like most of the duo teams succeed because they are comprised of characters that can for the most part handle themselves as a solo. Peacock, Cerebella, Fukua, Parasoul, Filia, and Eliza in general tend to be the characters of choice for most solo players. in solo play you cant get carried away you need to be careful; this kind of thought process is what i believe gives duo teams one of their main advantages. think of the assist as more of an added bonus, one that in most cases isnt necessarily a loss if one character were to get killed since who evers left is still strong solo. imo it makes it stronger than trio because even if you have a lack of options a trio can fall apart if one character were to die and you can easily get away w/out needing to know solo play on a trio, which a major flaw for many trio players.
 
Peacock, Cerebella, Fukua, Parasoul, Filia, and Eliza in general tend to be the characters of choice for most solo players.
For real? I feel completely naked as Peacock with nothing to back me up.
Solo-cocks, I wanna hear how you do it.
 
For real? I feel completely naked as Peacock with nothing to back me up.
Solo-cocks, I wanna hear how you do it.
Watch some mulnim matches.

He basically evades everything via super jump double jump and he doesn't generally go for bombs that much unless he has protection. His go to pattern is basically jump away jhk, land, call item hold, superjump, double jump xx airdash j.mk release item, land jump away j.hk call bombs, hold item

Etc etc

But his go to is to just to superjump. That allows him to evade a lot of offense and since he is solo he doesn't loose access to an assist by superjumping or double jumping.

From there he just watches for mistakes or frustration and combos into his mulnim combo that destroys your lifebar because peacock damage.
 
The primary reasons I can find to play trio right now are either 1) to have wildly different assists for different situations or 2) because you really like more than 2 characters.
 
Peacock, Cerebella, Fukua, Parasoul, Filia, and Eliza in general tend to be the characters of choice for most solo players.

Besides the peacock thing, huh? Eliza is rising up a little lately, but there are still very few solo parasoul players (arguably only like 3?), almost every solo Filia has gone AFK, and I can only name 1 solo Fukua player and that's from EU. There was a Solo Double and also a Solo Squigly at CB which counts just as much, both of these characters get used for duos as well.

Where as there are a million Solo Bands and still quite a few solo fortunes, who I would definitely put above as solo/duo characters.
 
ehh I think they both have their place in this game. I kind of like that with duo you kind of have the "easier" option because you've got more health, more damage, and more time to invest into your two characters (as opposed to a trio), but they're punished so much harder for bad assist calls/sloppy play.

I still stand by the fact that trio is better because I think that the third character just adds so much, and generally frees up a lot of space on your team. That being said, I do think that certain characters benefit more in a certain composition, and in general, duo is a lot more flexible (meaning that basically anybody is viable in a duo, but to be a point character on a trio you must be a lot more specialized). I think a Valentine/Filia/Cerebella will generally do better than Filia/Cerebella, but Filia/Cerebella would be better than Robo/Filia/Cerebella (that probably made no sense, but basically trio is only better than duo when the trio team is optimal).

I think the big appeal for trio's for me is that you essentially get two point characters (except that one of them has to block on incoming) before you're stuck with nothing but an anchor. I think having an unassisted character in this game vs an assisted character is so bad that having an extra "life" before you're stuck in that scenario is more of a benefit than having a stronger anchor (this also probably made no sense, but basically having two, weaker, assisted characters is more beneficial than one stronger unassisted character).

Honestly I think they're both viable for sure, but I think trio's got this in the long run.
 
I use trios because I find them more fun and in certain way, through higher challenge, more rewarding.


Also, I've come to think that robo might be top tier or at least top 5. Robo has a very unusual moveset that allows for some things that no other character can do:



Robos jhk movement and all the things that it can do really cannot be understated. It's great get out of here option once the opponent first respects it as a get in and mixup option.

The primary use of jhk is to get above opponents heads and come down on them with a ludicrous 6 way mixup:

Crossup
Non crossup
Slow
Fast
Emptyjump
Come down with an assist


And that's just offensively. Robo can poke any character from full screen with her lasers whether they are in the air on the ground or super jumping, so upback double jump turtling against her comes with a price.

Just doing superjump into double jump, come down with air L laser is good runaway and zoning when combined with landing into another immediate superjump into basically the same thing again... Or something different of her choosing, is pretty strong.


Bottom line is the character only has 2 real weaknesses. She seems to have lowish damage via combo, unless you get VERY character specific. And she has no invincible moves at all.

So she dies if she gets hit. Which is like everyone's problem in sg.


It is very hard for me to understand how robo could be a bad character.
 
She seems to have lowish damage via combo
7.6k from c.LK (this is removing anything that will drop on not everyone and takes care of most range issues, usually it's more like 7.8k)
5.9k from air throw
6.2k from throw in the corner, spend 1 bar for same combo midscreen (or if you have an assist that allows you to do it meterless, Beat Extend allows me to do it and I don't even lose any damage over it)

I don't know every character but these certainly look like above average numbers to me? You can sacrifice some damage for head summons during combos but that's a different story. Her damage is not low, I don't know why people think that.
 
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7.6k from c.LK (this is removing anything that will drop on not everyone and takes care of most range issues, usually it's more like 7.8k)
5.9k from air throw
6.2k from throw in the corner, spend 1 bar for same combo midscreen (or if you have an assist that allows you to do it meterless, Beat Extend allows me to do it and I don't even lose any damage over it)

I don't know every character but these certainly look like above average numbers to me? You can sacrifice some damage for head summons during combos but that's a different story. Her damage is not low, I don't know why people think that.


Universal midscreen, doesn't need the corner, no assist extensions, non ch, corner ok?


If so I'm interested in knowing what it is.
 
Universal midscreen, doesn't need the corner, no assist extensions, non ch, corner ok?
Yes to all of them.

It's the Tomo combo.

c.LK s.MP c.MK c.HP
j.LK j.MK djc j.LK j.MK
c.MP s.MK c.HP
j.MP j.HK[9], djc j.LP j.HK[9 depending on character]
s.LP s.LP s.[MP] s.MK s.HP (on heavies cancel on the second last hit, otherwise cancel on last hit for max damage) H Danger Beam Super

This is fully universal, needs no corner, no assist extensions, no counterhit, and also corner ok.

Just try it :^)
 
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Yes to all of them.

It's the Tomo combo.

c.LK s.MP c.MK c.HP
j.LK j.MK djc j.LK j.MK
c.MP s.MK c.HP
j.MP j.HK[9], djc j.LP j.HK[9 depending on character]
s.LP s.LP s.[MP] s.MK s.HP (on heavies cancel on the second last hit, otherwise cancel on last hit for max damage) H Danger Beam Super

This is fully universal, needs no corner, no assist extensions, no counterhit, and also corner ok.

Just try it :^)


That combo takes the definition of "universal" to its limits.

It is completely different timing depending on character weight. I can barely hit the first juggle combo on double... I mean, it may be universal but the timing varies so much that you have to basically practice it against the entire cast damn near... Which takes much of the point of it being "universal" away.

As an example of why universal means something in this example... Besides just laziness and lack of execution. That combo will drop in happy birthdays because of character weight.

Which is bad bad bad.
 
I use basically the same timing on every character, Double is slightly different.

If you are struggling against Squigly just replace 2MP 5MK with 2MP 2MK, all problems solved.

Also most characters need to alter their combos for happy birthdays.
 
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I use basically the same timing on every character, Double is slightly different.

If you are struggling against Squigly just replace 2MP 5MK with 2MP 2MK, all problems solved.

Also most characters need to alter their combos for happy birthdays.


My problem against double is the second j.lk whiffing.

If I try to time the first j.mk as a delayed chain from the j.lk then it many times will uncombo. If I don't delay it then the j.lk whiffs.

Depending on how I time it I'm dropping at:

The first j.lk,the first j.mk and the second j.lk

I've gotten it to work once in 20 minutes of trying.


-edit

Ok got it more now. The timing is delay first jlk, immediate j.mk, immediate j.lk, delayed j.mk


Much different than other characters.
 
On double you can switch all the j.lks for j.lps and vice versa, j.lp knocks them up higher so its a lot easier to get the double jump in the first air chain.
 
To be honest I think she's strong because she's safe. That's what really makes characters "good" in this game in my eyes. Peacock, Valentine, Eliza, Beowulf, and to a lesser extent Painwheel are hard to actually get a good hit on while they pressure you, and I think Robo has that same thing going for her, albeit not as strong. The safety is there, but there's no inherent threat forcing you to do reckless things to approach her. Unlike Peacock, you're not constantly getting chipped, and unlike Painwheel, she can't go from having you in blockstun to mixup into another mixup. Robo is good, but I think top 5 is stretching it. I'd probably have her in top 7 though.
 
Robo needs an armor assist or a wall and even then i feel like fortune just bodies her with her dash. Nothing is convincing me that the character alone is worth making a team for.


Idk you could be right there are things called bad matchups. I haven't played a fortune yet. But tell me, when you play against this fortune, are you doing lots of L lasers and air L lasers?

Are you doing lots of jump forward jhp xx L laser?

Are you doing jump backwards jhp xx air laser? The jhp stays out and protects against dashins.

Fortunes low profile run does indeed seem like it could make the matchup difficult, so if it were me I would seek to do nothing but lasers fortune can't dash under such as ground L laser and air L laser and just superjump double jump L laser or no laser and come down on fortunes head.


It may still be a bad matchup or not, but I look at it like the sf4 gief versus rufus matchup. Everyone said gief bodied rufus at first because divekick bs and stuff loses to gief bs.

But then Justin and Ricky started to play the matchup differently and rely on a completely different set of normals and strategies than they use in other matchups, and they end up not only doing well in the matchup but actually dominating it.


I'm not saying that this is necessarily the case with robo fortune, but she also has a great offense and great high priority air to airs that she can convert off of and there is nothing stopping robo from going in with her fantastic run and great jhk that she can reach the other end of the screen with.


Tldr:

There is more to Rf than just ground and air m and h lasers.

The lasers I use most are ground L laser and superjump or double jump air L laser. Against opponents that can easily bypass my zoning I slow the zoning down and start to bait there come in so I can go on offense.


But like I said. That doesn't mean that fortune doesn't beat robo. I'll have to play the match one day to see.
 
huh
Air lasers are the most disjointed attacks in the game and are air to air.
J.mk has 10 frame startup as compared to the average j medium which are around 14 frame startup in average so it wins in those contests when the buttons are pressed at the same time.

J.lk is good for opponents above robo.

J.mk air to air full combos by chaining into jhk

Superjump immediate jhp has good air to air priority against regular jump height normals since it is disjointed above the attacker.


Jhk is a bad/terrible air to airs but it serves a different purpose having huge hitstun, a great crossup and divekick properties as well as vertical and horizontal runaway/offensive properties.
 
dime x i'm running fortune point team and consistently robo dies when i go headless and fiber upper plus head things. Even against filia point team she dies due to choosing with lazer to use. Tl;dr she's bad at doing her job unless you pack it with armor assist and even then its like you're forced to learn either band or bella.
I dunno on a solo basis she's nothing. But i guess thats why point robo is her optimal spot. *shrugs*
 
dime x i'm running fortune point team and consistently robo dies when i go headless and fiber upper plus head things. Even against filia point team she dies due to choosing with lazer to use. Tl;dr she's bad at doing her job unless you pack it with armor assist and even then its like you're forced to learn either band or bella.
I dunno on a solo basis she's nothing. But i guess thats why point robo is her optimal spot. *shrugs*


It seems that you are arguing a team against a solo robo? Or for some reason you think robo needs an armored horizontal assist...

The team I use is robo/pw/BB with beat extend. pw gets mp stinger assist for ground control. I use patterns like jump back jhp call stinger assist, cancel air jhp into delayed m air laser and I've got 3 projectiles covering the lower half of the screen. Depending on when I called the m stinger (during the jhp, just after the jhp or while doing the air m laser) I can follow the stinger in for offense or have it cover the ground while I do jhk stuff.

That's just one of many patterns I use. There is also stuff like superjump backwards and do air L laser etc etc etc


But anyways, I don't think in terms of solo characters nor do I think in terms of NOT having an invincible/high priority or armored assist on a team. Can't remember the last time I played against one of those TBH. So the supposition that robo needs to be played with that kind of an assist is... I mean yeah. We know. Basically all characters need these assists at high level to compete.


But in case you missed it, this is a robo player that puts basically all the concepts that I've lined out, together:

He uses keepaway lasers, he uses jhk mixups, he uses robos air to airs to create a wall later in the set, he uses jhp into air L laser against filia etc etc

And he doesn't even have robo vortex yet and is still dominating pretty hard.


 
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He uses keepaway lasers, he uses jhk mixups, he uses robos air to airs to create a wall later in the set, he uses jhp into air L laser against filia etc etc

And he doesn't even have robo vortex yet and is still dominating pretty hard.
I stopped watching this after 1 minute

Does it get better at some point, if yes could you give me a time stamp
 
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I stopped watching this after 1 minute

Does it get better at some point, if yes could you give me a time stamp
@Dime_x i didn't know what words to formulate but isa did it for me. this video doesn't do it for me. and frankly i may have to wait forever to see wtf can robo do. cause starting offense? Pls.

only thing she can do is downback+assist and then convert but any character can do that and reset better.
 
He uses keepaway lasers, he uses jhk mixups, he uses robos air to airs to create a wall later in the set, he uses jhp into air L laser against filia etc etc

I didn't see much of that but he's really good at dashing up blocking and calling beat extend
 
This kind of looks like fighting Merkava from UNIEL.

Like a mini Merkava.

I do also think Robo's point value is pretty good but the footage you've linked doesn't really show that. He does do a good job of staying in and keeping pressure without his assists though.

Creating a wall with air to airs? really only saw j.hp used for that.
 
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