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Skullgirls Team Building Thread

Parasoul (Pillar) / BBand (H.Brass)
Parasoul (Pillar) / Fukua (H.Drill)
Parasoul (Pillar) / Bella (H.LnL)
Are all nicely playable, pretty straightforward teams.
Squigly is not a very good anchor, so either run it as Squigly/Parasoul, or add a third eg Parasoul/Squigly/BBand.

Double is not necessary for Parasoul at all.
They synergize nicely (Double has good synergy with every character~), but you are perfectly fine without her.

Honestly, .. it doesn't really matter what you pick as you're just starting out.
Just select some characters you think are cool-looking, play around with them to see whether you actually like their general gameplan/movement/options/etc,
and when you have found three+ characters you genuinely enjoy playing you can still worry about whether they can form a strong team - and if yes, in which order and with what assists you should play them.
It is *VERY* likely that you will find a strong team composition with the characters you picked, as most chars can fill several different roles and the game's balance is very strong.

There's also absolutely no problem with picking suboptimal assists or whatever atm - it's not like you're locked in your first assist choice for life. If it turns out to suck, .. switch.

Just have fun ^_^
Thank you. One more thing, could you (or anybody) list me some general things that I should be looking for when I am building a team? Like, what should each position do?
 
Squigly/Bella rn but I wanna make Eliza my third. One thing that I need help with is assists. Which ones are best to use for Squigly and Bella to help each other? I've been trying different ones but I'm not sure which ones I like best. I mostly use Drag n Bite and Cerecopter though. Also what order for my team would make the most sense? I've been running Squigly on point with some success, but I've seen people talking about how she's best in the second slot. The only thing is who should be point then? Cerebella or Eliza? Any help is appreciated.
 
Like, what should each position do?
General base line is:

Point - Build Meter, be able to utilize assists well
2nd - Build AND use Meter well, Have a good assist and possibly a good DHC, be a good DuoTeam together with the 3rd
Anchor - Use Meter well, don't require assists to function, have a strong assist and possibly a good DHC (if not even a safe one)

Of course these are very basic rules, and even these can be broken no sweat. They just give a decent overall overview of the charaters' main roles.

For example Double:
- Requires Meter to really work, as Catheads is an integral part of her gameplan
- Is bad at Building those Meters for herself, because Catheads is a 2 bar Super = very costly
- Catheads is one of the best DHCs in the game (full combo on hit, safe on block, saves you one bar to DHC into)
- Catheads makes her not need assists
- Hornet Bomber is (one of?) the best assist in the game
She can certainly run point, but she's obviously an easy pick for 3rd.
 
General base line is:

Point - Build Meter, be able to utilize assists well
2nd - Build AND use Meter well, Have a good assist and possibly a good DHC, be a good DuoTeam together with the 3rd
Anchor - Use Meter well, don't require assists to function, have a strong assist and possibly a good DHC (if not even a safe one)

Of course these are very basic rules, and even these can be broken no sweat. They just give a decent overall overview of the charaters' main roles.

For example Double:
- Requires Meter to really work, as Catheads is an integral part of her gameplan
- Is bad at Building those Meters for herself, because Catheads is a 2 bar Super = very costly
- Catheads is one of the best DHCs in the game (full combo on hit, safe on block, saves you one bar to DHC into)
- Catheads makes her not need assists
- Hornet Bomber is (one of?) the best assist in the game
She can certainly run point, but she's obviously an easy pick for 3rd.
Alright makes sense. So I'm going to have to look into the meter usage of these characters more. Thanks!
EDIT: Actually I might as well ask more questions, if you don't mind. If I were to put parasoul at point, and double as my anchor, who should I put in the middle? Would fukua work? Squigly, since you said she is a good second? Btw like you said I'm working on all these characters and just messing around for now. I'm just a planner who likes to think ahead.
 
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Parasoul first with Double last works with pretty much every character.
I wouldn't recommend Valentine since she's a pretty clearcut point character (would rather run that as Val/Para/Double), but other than that you can put anything there and it'll be at least a decent team.
 
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I'm currently running PW(whatever)/Squigs(2.hp), and I am looking for a third.

I want a defensive assist, but I need a low meter character as PW/Squig stretches meter too thin as is.

I'm thinking:
Big Band (A-Train/Beat Extend/Brass... probably Brass)
Double (butt)... but she loves meter, no?!?
Bella (copter)

Thoughts?
 
Bella(copter) is your best choice here strictly for Painwhel, since Painwheel REALLY likes bridging assists to emerge from underneath in order to set up offense. Copter is also a fantastic meat shield/blender that is really good at sucking people in despite its demonstrably average hitboxes. It stays out for a long time even on whiff, and on hit/block it gives you plenty of time to convert or mix up. Really, it's a brilliant assist, especially for Painwheel.

Big Band with H Brass works brilliantly with Squiggly, and it isn't a bad assist with Painwheel for neutral game just you won't be really converting off of it practically outsie of the corner. At this point you're playing Squig Band guest-starring Painwheel.

Doublebutt is more of an offensive assist than a defensive assist. It leaves your team's vertical coverage much to be desired, and unless you're somehow really good at dealing with vertical play without the proper assists as painwheel I would recommend against this third character.

Overall, Bella(copter) seems like your best choice.
 
I'm currently running PW(whatever)/Squigs(2.hp), and I am looking for a third.

I want a defensive assist, but I need a low meter character as PW/Squig stretches meter too thin as is.

I'm thinking:
Big Band (A-Train/Beat Extend/Brass... probably Brass)
Double (butt)... but she loves meter, no?!?
Bella (copter)

Thoughts?

Big Band with Beat Extend has been working wonders for me lately with Point-wheel. The only weakness is that Beat Extend is far easier to tag on entry than something like Updo or Bomber. Beat Extend is great because it covers the usual entry-point against Painwheel, which is going overhead with big hitbox attacks (Parasoul, Valentine) which Painwheel normally has to respect.

It's also easier to convert off of in neutral. Switch to H.Brass for the Peacock matchup, however.

I've been running Painwheel, cr.MP/Big Band, L.Beat Extend/Double, Cilia Slide for a similar setup. Low assist opens up a lot of setups in pressure.
 
Sonicfox called my team (Cerebella/Copter Parasoul/Pillar Squigly/Drag n' Bite) "team low tier".

Apparently "everyone is in the wrong place".
 
Doublebutt is more of an offensive assist than a defensive assist. It leaves your team's vertical coverage much to be desired, and unless you're somehow really good at dealing with vertical play without the proper assists as painwheel I would recommend against this third character.

Overall, Bella(copter) seems like your best choice.

See this is the problem I'm having right now running Squigly (dnb) Bella (copter) Double (butt).

Its almost like I need to learn Big Bad in order to get an assist with good vertical coverage, because the only other character I can use half decently is Fukua who also has no good vertical assist.
 
How do Bella/BB consume meter since like I said, I'm generally meter starved? For that matter, does copter/beat extend build decent meter?

I'm okay with not converting off of it, though that is obviously a huge bonus. I just want something that forces respect. A Filia not mindlessly rushing down or a Val scared to jump in against a PW is a fairly large burden shift in the MUs as PW (at least as I player her) cannot deal with the in-your-face pressure.

For Beat Extend, I'm guessing use the medium flavor?
 
Sonicfox called my team (Cerebella/Copter Parasoul/Pillar Squigly/Drag n' Bite) "team low tier".

Apparently "everyone is in the wrong place".
They really are, lol.

To me Parasoul/Squigly/Cerebella is the obvious order for that team. With 2HP assist because Parasoul loves it.
 
Parasoul/Squigly/Cerebella is the obvious order for that team.

With 2HP assist because Parasoul loves it.

6

There's not many reasons to run DnB if you have Copter in the back.

Para is a great point, Squigly is a great second, and Bella is a functional anchor, or at least moreso than the other two.
 
B-but invincible assist and 2 hard to punish dhcs?

I dunno, I feel like the way I have it now, it's hard to run the gambit on people, but it's way more solid whenever I'm not being a jackass.

I like having Squigly with 3 or 4 meters, punishes bad assist calls well and turns the tide quickly.

DnB is da god, converting stray hits into full combos, turning around even if it's already out, etc. etc.
 
Man no other thoughts? That's it?

How about a grab assist instead of lnl since I already have dnb?

It would work well for alpha counters.
 
Grab assists are bad. Don't. They have no use in neutral, no use on defence, and shaky uses on offence even.

My opinion on the team is that:
- Squigly is not a very good anchor.
- Parasoul is not a very good 2nd.

So you can run this as
- Parasoul/Squigly/Bella
- Bella/Squigly/Parasoul
- Squigly/Bella/Parasoul

Squigly eats tons of meter so I'm not much of a fan of the third version, but it is much better for assist synergy.

Assistwise,
First Order: Parasoul with Copter is obviously a nice thing, and Parasoul with c.HP/DnB is also a nice thing, but Parasoul and Squigly without a defensive assist is not a very nice thing. Copter+Squigly lockdown also doesn't really make sense.
Horns sucks, Headbutt is not very impressive, and H.LnL is not only good on defence while buffing her zoning, but also helps a ton against Brass assist and Projectiles - two things that Parasoul does not like very much; so this is a pretty blind pick in my opinion.
Then what you put on Squigly is up to you; if you don't like DnB+LnL you can try c.HP, or what imo is very underrated - Center Stage.
Parasoul should IMO be Pillar, for reasons told on the Parasoul forums.
Second Order: I would want to run this with Squigly on c.HP/DnB for lockdown and Parasoul on H.Tearshot to get in + Bella with a projectile assist is actually a terrifying zoner, but I don't like Squigly with Tearshot and nothing else at all, so I guess Pillar~ Bella is a bit lost here due to her main two assists (Copter, LnL) soaking damage very easily, and she'll usually be on low life so you don't want to call her much. I'd probably go with M.LnL to have a bit of defensive utility without the years of startup that H.LnL is plagued/blessed with.
Third Order: Squigly usual DnB/c.HP thing, Bella on H.LnL for ground control and Anti-Peacock, Parasoul on H.Tearshot because it's really good, and really good with Bella, and Squigly now benefits from a different reversal, and it's pseudo lockdown with the placed tear.

I really don't see what your order does better than the 2nd Order here, which imo is the weakest choice of the ones I listed.
 
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Well, my order almost guarantees Bella gets out alive, which is nice.
It also guarantees a fair bit of bar for Squigs, and I like Squigs with copter/lnl, it's pretty nasty, ask Prototype or anyone I played this last weekend.
It also assures that whenever Squigs is in danger, an alpha counter to 360 isn't too far.
I feel that Parasoul with DnB is better than Parasoul with lnl if we're talking on an offensive level, also DnB auto corrects like no one's business.
If it's still rough I can dhc into 360 and no one's really punishing 360 under the guise of bikes or a proper SBO.

Basically I like my teams composition because they're assists do well covering the mixup side of the fight and they can pretty much get out whenever they want to.
 
my thoughts on that team is simple. bella doesn't net much bar does she? so once you alpha counter to para that could be baited and then snap in bella which kills her then para comes in with little to no options gets killed and then you got squigly with maybe 1.5 bar? this is just hypothesis and thinking.
 
Well, my order almost guarantees Bella gets out alive, which is nice.
It also guarantees a fair bit of bar for Squigs, and I like Squigs with copter/lnl, it's pretty nasty, ask Prototype or anyone I played this last weekend.
It also assures that whenever Squigs is in danger, an alpha counter to 360 isn't too far.
I feel that Parasoul with DnB is better than Parasoul with lnl if we're talking on an offensive level, also DnB auto corrects like no one's business.
If it's still rough I can dhc into 360 and no one's really punishing 360 under the guise of bikes or a proper SBO.
Compared to Parasoul/Squigly/Bella:
- Bella doesn't just "Get out alive", but is on full life
- Gives more Bar for Squigly because Parasoul builds Meter faster and uses less than Bella does
- Squigly is backed by a full HP H.LnL rather than a 3/4 dead one, which is quite a bit nastier
- Alpha Counter works as before (or rather better, because again: More likely to have meter for it, Bella will have more health)
- Parasoul has access to DnB *AND* LnL
- DHC stays etc

Your team has higher variance (if Bella does happen to die, you sit on Parasoul/Squigly with neither having access to a defensive assist), a more meter dependant + less meter building point, a lot of issues all around (Both Squigly and Parasoul on their respective weakest positions) and the advantages compared to the order I listed are .. .. ?? The only thing I can even think of would be "Bella is my best character, so I want to run her point", or something to that effect.
 
Well, she IS the waifu, but I do see your point.

I don't like having two horizontal lockdown assists, though.

Maybe sing? I'll have to think about it.
 
Elda uses a throw assist with his PW, and if you were to ask him, he thinks it is amazing.

I think it could have some use with a Squig on point as she has natural lockdown and an overhead which could lead to some interesting mix ups.

That said, I can't for the life of me get it to work, plus PW has no amazing assist options which means you aren't "wasting" a pick on it.
 
Squig Band Fuk Yeah!!! I am experimenting with Big Band, Squigly, and a random 3rd char(which is usually Filia,Val or Fukua) Ben Birdland supports the fine and martial arts!
seriously, BB's charge moves are great assists;

'Brass Knuckles' is a good defense against cerebella's run, and allows Squigly to charge seria's freely. PLUS 'Silver Cord' can catch you out off BBs Knuckles.

'Take the 'A' Train' is very practical as it's Medium and Hard variations are anti-air!

'Giant Step' works wonders on speedy characters like Ms.Fortune or Filia.

Big Bands grab is also a damned good assist for it's perfectly awkward range grab, since you will be slightly pushed back when your opponent is blocking use this assist to lower the already miniscule chance of your opponent Tech'ing

Big Band's 'Bagpipe Blues' Taunt (press start while doing custom action) will actually store your 'TUBA TUBA' or 'Death Toll' so if you can defend BB while he does this you can tag out and do your blockbuster extra's with little risk!

ONTO SQUIGLY:

'Silver Cord' is a wonderful assist, as you can charge it then switch out and use the seria as an assist, so there's more unpredictability in your actions. Very good for combos involving Knockdowns.

'Center Stage' the most praised of assists so far; allows BBs air Heavy Kick to cancel into Tympani Drive from ANYWHERE on screen, but be warned this is only if your going to jump in!
 
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Grab assists are bad. Don't. They have no use in neutral, no use on defence, and shaky uses on offence even.
Well, how about Bella's command grabs, I gave it a go and found myself successful
 
I use Para(Pillar or Napalm Shot H) Filia (Updo H) Fukua(Love Dart M or Drill H)

What are some other assist options for my team, especially Filia? It seems to me that her greatest assist is updo. Those spikes are a tad bit unreliable as an assist and I've tried French Twist with minimal success.
 
What are some other assist options for my team, especially Filia? It seems to me that her greatest assist is updo. Those spikes are a tad bit unreliable as an assist and I've tried French Twist with minimal success.
I would suggest for Filia you use Ringlet Spike, Light for combos, Medium or Heavy for anti evasion, and combo into Parasoul's Supers, or even that one Super Fukua has if it works
 
I like the sound of using the spike (L) for combos, never thought of that. I want to use Para's Egret Call as an assist, but I think it is too obvious/easy to be avoided. Do you guys have like a staple set of assists that always work or are you always changing them to keep the opponent guessing?
 
I like the sound of using the spike (L) for combos, never thought of that. I want to use Para's Egret Call as an assist, but I think it is too obvious/easy to be avoided. Do you guys have like a staple set of assists that always work or are you always changing them to keep the opponent guessing?
I have a set of assists for each character and I practice different combinations.
 
What the fuck, don't EVER suggest ringlet spike as an assist ever again.

Combo filler is the least important assist use ever.
 
What the fuck, don't EVER suggest ringlet spike as an assist ever again.

Combo filler is the least important assist use ever.

What do you suggest?
 
Alternatively, H Hairball.
 
UPDO H its all you need and all you love

Updo H love - noted.

Alternatively, H Hairball.

In what way would you use this? Maybe a stupid question but I've just started getting using assists competently. lol
 
You could use it while you've got the opponent blocking and keep them in block for a few seconds more.
 
Isn't L Updo generally considered the best version?
 
Isn't L Updo generally considered the best version?

L Updo is the most invincible version, but H Updo travels higher and knocks higher. As an assist to convert off of, H Updo is better. The handful of more invincible frames on L Updo is not useful enough to outweigh greater space control and ease of conversion.
 
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So, I have been using Fukua(drill)/BB(knuckle) for some time now, lots of fun.
But I am thinking that maybe its time to switch to trio...

And I don't know who to pick.
Val and Fortune i like, but solo, not in team.
Double got some great assist and supers, but I don't like playing with her.

Maybe Peacock? I never much cared for her, on with position she likes to be? (I want Fukua to be on poin though)
How about her assists?