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Skullgirls Encore Edition Tiers and Matchups Discussion Thread: The Revengeance

ehhhh was bored so i decided to make another one of these. I feel the cast is super close together, bottom tier in this game is like A- or A tier in other games. Left/right placement means nothing, by the way
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People are rating Filia too high.

People are rating Painwheel waaaaaaay too low.

would you go as far as to switch them in the overall rankings or is that too drastic?
 
would you go as far as to switch them in the overall rankings or is that too drastic?

Not that far off from that, yeah.
 
I know it's too early to tell, but I think Robo is definitely up there.

I think she's somewhere around 4th place. She has really good zoning tools and sj.HK can get her out of whatever if she does it soon enough.

Jump cancelable normals are pretty amazing. Beams + Head stuff is hard to beat and when backed by assists she can zone almost better than Peacock.

I'd say Robo v Peacock is in Robo's favour also because robo doesn't have to deal with Peacock's zoning because she can sj.HK > j.Beam L and keep poking Peacock. Peacock's only answer is to call item drop.

Also, I think that once people learn how to fight Peacock she will drop to around 5th~7th.

Idk about peacock. But I agree on robo. I still don't see how people think she's as bad as what they think she is. She's got huge range and a decent rushdown game.

It's still early but this character is already showing brilliancies.

Sage just loaded up a match between him and CJ, and robo looks good.

The thing that took me by surprise about CJ's robo was her rushdown with jhk. I previously thought it was only good for certain things. I didn't think it could be a ranged get in rushdown attack, but CJ has made it into one. I think he's doing dash jump 6jhk then hold 3. Whatever he's doing it is increasing robos offensive jumpin range almost 2 fold.

Robo looks quite good here. Cjs use of st.hp plus butchers blade assist was also very surprising. I knew about st.hp plus assist being good, but I didn't think about it with butchers blade which is stupid nice in many ways.

His peacock was quite nice as well. He was using jhp xx dash forward per offense and air to air confirms.

All in all I liked CJ in the set a whole lot. He just needs to to get a bit better at actually playing keepaway with his keepaway characters instead of just having ridiculous offense with them.



 
I feel like Robo has a few magic rushdown tools that will get better as time goes on. You can gatling into s.HP on reaction to Pushblock to shut out PBGC reversals. Mix that with any assist, not just Butcher Blade, and you've got to respect her pressure. She ain't gonna be one and done.

Thinking about it this way, I'm glad Mike didn't make any forms of Danger! strike invuln. (Or maybe I'm sad. Keke.)

People are rating Filia too high.

People are rating Painwheel waaaaaaay too low.

Please expand upon this. Just curious on your specifics on the matter, if you have them. The Up+Back/Prox Block changes kind of cemented the same feeling inside me when it comes to Filia.

I feel whenever Mike made a universal engine change, since the inception of Undizzy, Painwheel has subtly gotten better and better... and better. The only wrench is super funky matchups, but I feel that can easily be overcome with the proper assist loadout. The recent Peacock change to TP+Assist made that matchup far easier to deal with, though I still have to hit the lab to see if you can punish Sideswitch + Assist attempts on reaction with Armor xx Auto-Correct Buer now. I agree with worldjem when he thinks Peacock will drop as people explore the matchup more.

For PW, Armor has huge applications against the rest of the cast, and you can do a LOT with it on reaction, like gatling into it to punish assist calls and covering PBGC windows. There's so much jank set play locked away in this character. With assists, there are many setups that shut down all your opponent's 1st level options (Raw Tag, Buttons, Reversals and committing to one block direction).

I don't think I've ever felt helpless with this character, unless I was playing with bad assists for a particular matchup (Which I'm known for because Cilia Slide is da bess, why you upbackin?)
 
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What funky matchups does PW even have left? The flight speed increase made massive changes to pretty much every matchup I used to call "bad" for her
 
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What funky matchups does PW even have left? The flight speed increase made massive changes to pretty much every matchup I used to call "bad" for her

Without assists conducive to the matchup, I think a loaded Peacock team still favours Peacock.

That's... it? I guess. <_<

Like I said, building your team right fixes all of her matchup issues. I feel comfy as hell putting her in top 4.
 
I'm probably the only one that thinks this, but I think Squigly is still favored vs. Painwheel. 2 good multi-hit air attacks means squigly can push throw armor and a punch charge turns off needles.
 
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Please expand upon this.

People are still living in this pretend world where Filia does damage when she doesn't except off of a hard CH punish. Her neutral is severely lacking compared to the majority of the cast. Her defensive options get worse and worse each iteration so you can kind of just bully her and bait her accordingly. She loses in air to air situations and scrambles soooo hard. Her mixup is good but its not as it once was considering the nerfs that took place, you get away with a lot of blocking high all day and trying to read the low. She's still a strong character because everyone in this game is "strong" but she is NOT top 5. Having your main pro being mixups in a game like this is pretty whatever, everyone has resets that make you guess 2-3 different ways minimum. Thats not specific to her, she doesn't have the BEST mixups in the game.

Painwheel on the other hand I feel is DEFINITELY a contender for top 5. Some of the cleanest neutral, amazing air to air game, able to punish upback harder then A LOT of characters which I feel is super important. Her damage is consistently strong as long as the starter isn't off a throw and even then she's doing good damage compared to the rest of the cast. She just stays getting buffs or un touched while everyone else changes. Great projectiles, really strong and linear mixup game that pays off in spaaaaaaaaaaaades, and works with plenty of assists.

Sorry if this was whack explanations I just woke up xD
 
People are saying Peacock will go down in tiers once people learn to fight her, but I honestly don't think she'll ever drop out of top 4. She's just so safe and has just about every tool you could ask for.

As far as Robo goes, I think she's probably top 5. She's kind of like Cerebella in that she's got really solid assists but also a solid neutral (as opposed to double and big band). Mines are soooo good in some matchups (parasoul), s.hp armour allows her to tank a projectile and throw out a head or laser. As far as matchups go, I don't think she's got any that are too terrible (id probably say filia+horizontal assist is the worst because of the angle and multihit properties of j.mp).
 
My Eliza isn't good enough for Dime =(

I definitely think that Big Band, Cerebella and Eliza are the top 3 anchors right now. Big Band and Bella shine on teams with a safe DHC in second especially.

Double is a great anchor
 
People are saying Peacock will go down in tiers once people learn to fight her
Did anyone other than worldjem say that?

Peacock will only go up rather than dropping down. People aren't very good at fighting her, but playing her is far less explored than that

I don't think Robo will ever get higher than bottom, fail to see her redeeming qualities

PW and Val will climb in public perception soon enough, but I feel they are held back quite a bit by their lack of team support

Beowulf is insane I have no idea why people put him so low

Filia would be really strong if she had a safe DHC; the way it is she is suffering quite a bit
Will rise a nudge again once people use her as what she is (a team utility character that never wants to be in neutral but is run 2nd and enters the screen asap via Gregor / Tag)
But overall too risky a character I think

#Squiglyworstcharacter is just cracking me up
 
I don't like eliza anchor pesonally, i'd put double as 3rd best anchor, maybe even para 4th above eliza

eliza with meter is basically just more sekhmet stuff which is gimmicky as hell imo, whereas band gets TONS of damage with meter, bella gets a ground reversal, double gets catheads and monster shenanigans, para gets sniper coverage, hell even squigly gets more better with meter than eliza does with meter (fuck grammar)
 
Pw copter gets 7.5k off of throw at no undizzy....... she did more off of throw than pre buff val and pre charge squigly. Off a throw. In the old build, pw throw combos + assist two touched, with either air or ground throw. Funny
 
Predicting filia will go up a bit as people get better with her movement/options and then dive as zoner teams or characters that occupy a lot of neutral space close off her movement.

it sort of happened with fukua, but fukua was nerfed to the point where only the dedicated character specialists stuck with her and i feel something similar will happen with all the renewed interest in peacock and Robo finishing up.
 
Filia isnt the problem she ued to be and most of the filias we see destroying people have been playing long enough for the nerfs to not be a too much of an issue. im more concerned how peacock is going to evolve. we can learn to fight her but honestly her tech is really limited at the moment. every peacock i see goes straight for mindless zone traps and throw resets. i havent seen anything new from her. the tech she shows has been pretty stagnant but a deeper look at her style might reveal something more devastating. for now peacock is top tier but way to predictable to be the threat she used to be.

pw and val have a lot to prove but usually need to crutched with an assist to be any good. val has more potential with the bypass buff. pw could have some new stuff hidden away but shes so specialized and difficult to play that even her buffs are something that usually only advanced players can even effectively put into practice.

No telling what will happen with robo. she has stuff but is way to limited and new to be making any kind of prediction.

Beowulf is fucking ridiculous and im waiting to see what high level players will do with him.
 
As long as Peacock has SoID I fail to see how she could ever lose her place in Top 3. It makes literally everything safe, gives her hard to block crossunder/don't cross mixups, lets you combo into extra Arguses, and is capable of stuffing virtually anything. Peacock has excellent air to air tools, a half screen sweep to break armored approaches, and LK Bomb beats dash ins and instant air dashes. Her mixups are terrible but are MORE than made up with by her insane damage reward on confirm and her potent low/throw game, where low gives her the insane damage and throw gives her either tons of setup time or excellent and safe oki opportunities. As a Peacock player, every time I lose I know it was because I played wrong and not because I didn't have the tool to kick ass. This logic can be applied to anyone, but to a zoner that can cover as many options as Peacock it's an especially potent thought.

That said, the only thing that makes her absurd is her damage reward. A zoner dominating neutral is only logical, but the amount of damage she gets off of safe item drop and oki mixups is frankly upsetting.


Filia is an incredibly good character like every other member of the cast, and once she gets in on you is arguably the scariest character in the game, other than perhaps Beowulf. Gregor is also without a doubt the best reversal in the game, as it is Air OK, on whiff offers to get Filia out of trouble thanks to it's horizontal momentum and random crossup frame, and on hit gives her a combo and free season pass to the Filia Reset Ride. Her assist power is great.

That said, I struggle putting her above Mid Tier or Low-Mid Tier because of the preblock changes and the general design of the DLC cast. In the past Filia didn't have to contend with the neutral aerial presence Squigly, Eliza, Big Band, Fukua, and Beowulf (once he gets j.HP out) have. Simply put, she has fewer even or positive matchups. She has next to no tools to deal with their aerial domination and though very few people DO, her instant air dash pressure can be easily stuffed by most grounded jabs or mediums. The space control the DLC cast offers give Filia a ton of trouble doing her job: getting in and dominating with mixups. In addition, Samson's hurtboxes being fixed did a number on her ability to punish and trade. While s.HP and c.HP are still amazing at being an anti-air and ground poke, respectively, her ability to deny aggression in a safe way has been hurt a ton. They still work, but a trade is a lot worse than a clean hit and messes up her ability to convert off s.HP easily.


Big Band is hard to play but that doesn't mean he's not the best anchor in the game. Tons of damage, crazy good defensive options, incredible pokes and space control, best assist character in the game, and DHC SSJ somehow always manages to get the kill. Parries offer some of the few option selects you can make use of in this game, which gives him great answers to pressure on incoming. Mixup game is surprisingly good with instant overhead j.LK, the range on c.HK, and Giant Step. Yes, he's hard to play. Yes, it's hard to block as him. But he's undoubtedly one of the strongest characters in the game with answers to all his weaknesses. Again, the logic of "if you are good enough this character is good" applies to literally anyone, but characters with an insane amount of strong options like Peacock and Big Band make this reasoning especially true.

Only putting my opinion on my team right now because I'm laaaazzzzzyyyyy, and because I saw a minor debate over Peacock.


Will say this though, in no particular order:

Fucking absurd Tier:
Peacock, Beowulf, Big Band, Painwheel, Robo

Skullgirls Tier!:
Val, Eliza, Miss Fortune, Parasoul, Fukua, Filia, Painwheel, Squigly

Still very good! Tier:
Double
 
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Filia is an incredibly good character like every other member of the cast, and once she gets in on you is arguably the scariest character in the game, other than perhaps Beowulf.

What.

I do not agree with this AT ALL. Filia is way more difficult to block than beowulf is up close, even with his dash mixups.

I'm also with Kenin that painwheel is a serious contender for top 5 this patch.

Will say this though, in no particular order:

Fucking absurd Tier:
Peacock, Beowulf, Big Band, Painwheel, Robo

Skullgirls Tier!:
Val, Eliza, Miss Fortune, Parasoul, Fukua, Filia, Painwheel, Squigly

Still very good! Tier:
Double
If you switch eliza and beowulf I agree. Can't speak for robo since my exposure to her has been minimal.

As for Anchors, I would put Big Band and Bella over double. More hesitant to put Fukua and Eliza over her. I think Eliza is a good second in a duo but in a trio I'd rather play her middle. Fukua just seems good in any position, safe dhc, good assists to back you up (if you don't think M Clone is a good assist by now I encourage you to check it out, it gives you some sick setups). Double is still solid, but I believe every character I mentioned has equal or better assist potential & more killing power in a DHC.

I like double middle more in trios (my team doesn't really let me do that however) because flesh step assist call stuff is dope, but she's still a better anchor than most of the cast.
 
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Just curious, for those that feel Beo's exceptionally strong, what do you guys feel are Beo's strengths?
 
Painwheel's so good she's in 2 tiers.
damn rip me

Just curious, for those that feel Beo's exceptionally strong, what do you guys feel are Beo's strengths?
Unreactable overheads, good answers to pushblock, extremely strong neutral, good matchups against most characters, gets lots of damage off short combos and random hits/grabs, Gigantic Arm is an uncomfortable combination of Gregor's "get me out of here" and the reversal power of SSJ, "High Risk maneuver" is punishable, the same way Lock n' Load and Sekhmet are supposed to be. His constant untechable knockdown with a good lockdown assist makes his vortex extremely difficult to get out of.
 
His j.hp and wolf blitzer make contesting him in the air EXTREMELY difficult, in a game with a great deal of aerial combat.
Chair toss is not only invincible but since it hits twice also threatens the opponent at long range when used as an assist.
He can get hard knockdown off of any grab for setups.
Fast overhead mixups with hops.
Armor to eat jump-ins and projectiles.
Anti-air super that while punishable at close range is harder to punish when pushblocked/at longer range.

Basically he has tools for any situation, and excels in most of them. There's ways to play around him and I don't think he's EXCEPTIONALLY strong but he's definitely good, top 3 imo for sure.
 
Right now when it comes to Beowulf and robo, I still think the matchup haven't been fleshed out.

When I played tomos Beowulf back in the day I was surprised by the jhp xx wolf cannon neutral and spent 3-4 games eating it in the face.

I adjusted though and eventually learned that beo has a hard time getting out jhp since it is slow. And since he has no run, it is hard for him to get in WITHOUT that. So I started to play the neutral against him as if he would ALWAYS do that. And once I did I stayed grounded much more and wiff pressured his failed jumping and stayed at safer ranges. I also started to superjump/double jump more because beo not having a double jump means that getting height advantage is a a key in the matchup. He still has his fucking AA super. But I messed with its ranging and timing by regular jumping where it would wiff over me, or double jumping so my opponent would have to guess what jump I was doing to AA me with it.


Beo feels really strong at first but once you've got him at around 3/4 screen he starts to feel much weaker because he has no "safe to pressure" ways to advance.

At the end of the day fighting him feels kinda like fighting a bella or a double that doesn't use gunshots, except Beowulf has no double jump. That's his biggest weakness. Make him come to you and find out what beats his beast cannon/jhp/jmk.

Still an all in all a ridiculous character though.


Filia. Yeah I still think people sleep on her a bit. But I don't necessarily think that her tier placement is wrong.

Things that Filia players could use more often:

Her ringlet spike hits very high in the air and stops many forms of zoning against her. And now it is basically always a confirm from anywhere on the screen. I don't see many filias taking liberal advantage of this fact.

Then there's her airball movement. This gets slept on as well.

From what I've seen not many filias actually do the superjump variants of filias airball, and not many actually use the MK airball. Used smartly they open up filias game a whole bunch and once again, on hit they convert from Gregor easily.

And one last thing.

Filias ground dash xx back dash and vice versa footsies. This is VERY GOOD, especially when combined with filias wavedash.

This isn't just because of movement, it is also because of the insidious nature of reactable movement. When Filia wavedashes, you can't tell in the first animation frames if she is dashing forward or if she is dashing backward. So wavedashing is a much more ambiguous forward movement than her running forward. And then when you COMBINE that movement with forward and backwards ground dashes cancelling into themselves along with airdashes and airballs, filias movement is very good. And her attacking movement is very good with airballs.

Put all this together and Filia becomes not to hard to use to beat people that want to keep her away via fireballs (ringlet) or movement (various dashes) or aerial bs (airballs)

This doesn't make her top tier. But I feel like with Gregor, her point abilities and her assists. She's still a solid pick for high mid or lower top.
 
Beowulf is insane I have no idea why people put him so low

Meh. He's okay.

Her mixups are terrible but are MORE than made up with by her insane damage reward on confirm and her potent low/throw game, where low gives her the insane damage and throw gives her either tons of setup time or excellent and safe oki opportunities.

Gregor is also without a doubt the best reversal in the game, as it is Air OK, on whiff offers to get Filia out of trouble thanks to it's horizontal momentum and random crossup frame, and on hit gives her a combo and free season pass to the Filia Reset Ride. Her assist power is great.

In the past Filia didn't have to contend with the neutral aerial presence Squigly, Eliza, Big Band, Fukua, and Beowulf (once he gets j.HP out) have. Simply put, she has fewer even or positive matchups. She has next to no tools to deal with their aerial domination

Her mix ups are fine. Any mix up leads to like 8k+ in damage and she has safe 50/50s among other things.

Gregor as a reversal is a joke... come on dude :(

If you can't contest people in the air then take a different approach. Here's a tip: You don't have to jump. Vs beowulf if you do ringlet he can't attack you from the air with j.hp. If squigly is going for air to airs why not crouch and stay on the ground and whiff punish her for trying it. Same with Elliza. She has all the tools she needs, its not her that's the problem its the player.

@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 .-.
 
Personally, I feel like beowulf's strength lies in being able to "pin" you once he lands a hit and put you into a vortex.

His biggest detriment is that it can be hard to move in with him lacking a double jump, airdash or run.
 
Gregor as a reversal is a joke... come on dude :(
Gregor imo is the best move in the game in the set of moves that suck. For every time I have seen it lose to a normal, I have seen it randomly cross under/low profile something/some other nonsense
 
When in doubt. Gregor out!


Also Fukua Anchor.....I can see why i guess. i'll tinker with it more in this version of the game but she was very good mid or point.

Point role: to annoy the shit out of you to make a mistake and overextend your self

Mid: safe DHC or DHC to bff for combo.

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?
 
look guys i know were all trying to find a proper tier list but i think event hubs might have us beat

event hubs needs to get its shit together.jpg

I mean who can deny Fortune being mid? or big band being low. Shit event hubs you got us.
 
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i know you're trying to be ironic but when was the last time ANYONE took eventhubs tier lists seriously
 
Gregor imo is the best move in the game in the set of moves that suck. For every time I have seen it lose to a normal, I have seen it randomly cross under/low profile something/some other nonsense


Remember when it could low profile sniper?

Good times.
 
Not that it would make too much of a difference, but that EH tier list was also voted on prior to a lot of changes.