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Skullgirls Team Building Thread

painwheels cr.mp isn't as good as H pinion dash, because that's apparently a 1 frame link and doing that in this game is pointless (imo)

idk about cilia slide stuff. I don't think its that good, mostly because its really easy to punish someone for using it and you have no real neutral assists to work with.
 
i'm most certainly curious.

though the prominent thing in my mind with that set up is "Lol lemme just kill big band real quick".

once band is dead or bleeding. what's PW going to do? call him out or cilia slide? i would literally have no incentive to jump at PW other than being impatient and wanting snag PW out of the air.
edit: is fukua with squigly sing any good as it was before?
 
Is anything with Squigly sing good?
It seems cool in theory, but in practice you just (reactably) lock yourself near your opponent with an assist that doesn't do anything, while they are free to call theirs.
Seems to catch people off guard when they aren't used to it, but not so much afterwards.
 
painwheels cr.mp isn't as good as H pinion dash, because that's apparently a 1 frame link and doing that in this game is pointless (imo)

idk about cilia slide stuff. I don't think its that good, mostly because its really easy to punish someone for using it and you have no real neutral assists to work with.
Maybe the assists are H Pinion and L Bomber then. I can try that too. Again I have no idea what Double can use H Pinion for but I can play around with it.
i'm most certainly curious.

though the prominent thing in my mind with that set up is "Lol lemme just kill big band real quick".

once band is dead or bleeding. what's PW going to do? call him out or cilia slide? i would literally have no incentive to jump at PW other than being impatient and wanting snag PW out of the air.
That's another reason to use L Bomber I guess. But if Big Band dies it's not like you have no defensive options, you can still super.
 
Maybe the assists are H Pinion and L Bomber then. I can try that too. Again I have no idea what Double can use H Pinion for but I can play around with it.

That's another reason to use L Bomber I guess. But if Big Band dies it's not like you have no defensive options, you can still super.
but meter.........
i dunno Pw on incoming gets to fly(?) and thresher and its blocked then thresher again.......i dunno not a fan with PW just getting a low assist when people will just s lp or j lk into updo or fiber if PW tries to cover the assist. i don't play flywheel so treat me as the usual idiot who posts his thoughts.
 
Is anything with Squigly sing good?
It seems cool in theory, but in practice you just (reactably) lock yourself near your opponent with an assist that doesn't do anything, while they are free to call theirs.
Seems to catch people off guard when they aren't used to it, but not so much afterwards.

Gfarmer used to use sing assist plus point fukua m shadow. It was pretty ridiculous. He dropped the team because in his own words... It was way to easy to win with. I played against the team a few times and had no clue how to beat it. @ClarenceMage also played against the team and came away thinking the team was really good.

It has theory fighter applications for peacock as well when she's holding m item and the opponent runs away. And It's good for cats at midscreen.

It's theory fighter good for fiiia since it puts the opponent right in filia iAd range. And it can allow (corner only) followups at midscreen.
 
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Is anything with Squigly sing good?
It seems cool in theory, but in practice you just (reactably) lock yourself near your opponent with an assist that doesn't do anything, while they are free to call theirs.
Seems to catch people off guard when they aren't used to it, but not so much afterwards.
I assume you don't have a certain set of teams in mind, but here's my ideas with Squiggly Sing as your immediate assist:
  • Cerebella
    • Lock N' Load M/H
    • Merry-Go-Rilla
    • Excellebella
    • Cerecopter
    • Battle-Butt (Hard knockdown!)
    • Kancho
    • st.f+HP
    • st.HP (If they block it, you get a very neat setup, and if they get hit, otg)
    • cr.LK
    • st.MP (Staggers)
    • cr.HK (get corner oki in midscreen!)
  • Filia
    • cr.MK
    • cr.HK
    • Bang!
    • Bang
  • Updo'nt's
  • Ringlet Spire L/M
  • Ringlet Psych ( they'll react and probably try to jump up back, hit em )
  • Hairball M (H for confirms, watch the recov)
  • Just Throw.
  • Peacock
  • cr.HP
  • cr.MP
  • st.HP
  • Bang / Bang! / BANG!!!
  • Shadow Of Impending Doom H
  • Shadow Of Impending Doom (LV3)
  • Throw ( Slide is the best )
  • Parasoul
  • cr.MP
  • cr.MK
  • st.b+HK
  • st.f+MP
  • Napalm Shot L/M
  • Napalm Quake (NOT PILLAR!!!)
  • Napalm Toss L/M (Keep your opponent from jumping out. use A1+Sweep to do setup and guard which way they can escape!)
  • Valentine ( I know nothing about this char )
  • cr.MK
  • st.HP xx Vial
  • st.HP xx Mortuary Drop
  • Backdash -> IAD or XUP j.LK
  • st.HK
  • Painwheel
  • Gae Bolga Stinger M (AA them so they cant go nowhere?)
  • Unfly > Throw
  • [st.HP]
  • j.HK.. I guess?
  • Double
  • cr.MK -> Luger Replica
  • Cilia Slide ( Just as the camera disorients )
  • Strong Pie bitch.
  • Ms Fortune
  • Cat Strike (2) -> Slide
  • Cat Strike (1) -> Throw (you're positive)
  • Throw...
  • Cat Strike (as the camera disorients)
  • Big Band
  • Giant Step M/H
  • cr.MP(2)
  • His Big Ass Throw
  • His Big Ass Air Throw
  • His Big Ass
  • Fukua
  • Forever A Clone L/M/H ( They're all good, I prefer H so they can't jump out )
  • Love Dart M / H
  • Drill
  • st.LP(2) -> Whatever grab you want.
  • Eliza
  • cr.HK xx Dive of Horus
  • cr.MK xx Chariot or whatever
  • Sehkmet H because why not
Of course, it's up to you set these up, but these are somewhat viable, not the BEST EXTREME 100% CONFIRMED THINGS, but it's not like you can't make them work (cough cough Skullgirls Concept Matches)

EDIT: Looking over this list, I probably should change that to Either Squig assist or Squig Point + Assist as above.. really, they're pretty good if you're willing to try out!
 
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Omg!!! I love both you guys so
Much!!! Midiman gave me a couple of ideas and vulpes just reminded me that painwheels snap was improved so that the sing double snaps that I gave up on finding midscreen are more than likely possible now :)

This is why I come to SH!
 
YEAH BOY!!!!!!!!!!


IT WORKS!!!!!!!

Pw happy birthday midscreen combo into st.hp plus sing assist xx snap is a midscreen double snap kill and not only that, but pw can easily uncombo midscreen via st.hk j.lp,j.lk,j.mp... The j.mp uncombos but catches the opponent before they land


And not only that, but this isnt counting the midscreen corner links that pw gets for free (j.mp hit confirm xx lk air buer plus sing)... Etc etc etc
 
what eliza assists work well with parasoul/val?

i need something that works against people and shuts down peacock
i'm thinking weight of anubis but that seems gimmicky, is throne of isis good against peacock or should i just use crouching hk with her??
 
Cr.hk is good for anti zoning and anti armor assists, m sek is good for parasoul mixup lockdown game.
 
-Painwheel second lets you combo off Super Sonic Jazz as seen in the following video: http://tinyurl.com/mtg598y

Sorry man, but the tag after SSJ isn't only a one frame link, but it also only works on BB and Double because you can't time it differently for other characters.
 
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So its brings the enemy withnin normal ranges? i'm not throwing out some dumb move on a whim. so i'm more interested in the normals' properties
it brings them towards the edge of the screen and ensures that the edges are the corner.

Sometimes, throwing out a dumb move on a whim is all it takes, especially since they actually can't escape from you for a period of time.

EDIT:
what eliza assists work well with parasoul/val?

i need something that works against people and shuts down peacock
i'm thinking weight of anubis but that seems gimmicky, is throne of isis good against peacock or should i just use crouching hk with her??
cr.HK, absorbs projectiles 100% and is hyper armor.
Weight of Anubis is fine if you can keep her protected long enough for Albus to come out, Chariot is decent, Sehkmet M or H are also decent provided you can keep her from getting tagged after or get in on the Peacock, and perhaps even Upper Khat H
 
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Another theoretical use for sing assist i just thought of:

Opponent wiffs their assist, you countercall with sing basically putting the opponent and their assist right next to each other and possibly in a happy birthday situation.... At the very least can maybe get an assist lockout punish, plus close proximityo a character that only has its point abilities to access defense (in other words, they cant run away after getting their assist locked out)


Theoretically it may have some merit.
 
Another theoretical use for sing assist i just thought of:

Opponent wiffs their assist, you countercall with sing basically putting the opponent and their assist right next to each other and possibly in a happy birthday situation.... At the very least can maybe get an assist lockout punish, plus close proximityo a character that only has its point abilities to access defense (in other words, they cant run away after getting their assist locked out)


Theoretically it may have some merit.
i'm going to try it right now.
 
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i'm going to try it right now.


Let me know how it goes, my connect is bad and im terrible with squigly.

Another pattern you might want to try (its so obvious as to not really warrant mentioning) but call sing assist then immediate super jump and double jump towards the opponent seems like a free way in for double jumping characters. And can be used with that countercall pattern i mentioned.
 
Let me know how it goes, my connect is bad and im terrible with squigly.

Another pattern you might want to try (its so obvious as to not really warrant mentioning) but call sing assist then immediate super jump and double jump towards the opponent seems like a free way in for double jumping characters. And can be used with that countercall pattern i mentioned.

so far its a really strange assist. it fucks up peacock EASy if you're point bella you just gotta know the ranges of your moves tho. will keep you posted
 
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so far its a really strange assist.


Yes, yes it is. I used to dabble with it quite a bit though and here's some experienced stuff that may help.. Or not.

1. The way the assist works is to center the camera on squigly. It centres the camera both vertically and horizontally, so that means that characters at superjump or double jump height can be obscured by it. Note that it will even take the focus off of a character that is at superjump height... Which is extremely disorientating because of the speed that it happens at and because normally the camera follows whoever is the highest up in the air.

2. At neutral the assist is best used as your opponent wants to run away. It is USELESS if someone is trying to get in against you. Generally speaking, that means its good against peacock, but other than that you have to yomi when your opponent wants to be defensive and run away. If you get it just right though and the assist goes active just as your opponent starts wanting to run away... Its VERY VERY powerful... Like damn near a free opening. All in all though, i think its use at neutral is dubious unless used sparingly.

3. Its best use overall that ive found is midscreen happy birthdays. I dropped the assist originally because i couldnt find any midscreen kill confirms because painwheels combo of slow dash, laggy recovery snap animation and slow normals made it impossible.

4. Its second best use is midscreen corner combos to give you corner only links at midscreen.

5. It is near useless in either corner.


Overall its a very versatile assist that can be used at neutral, in combos, and to allow happy birthdays at midscreen. I dont think its good enough to be a standalone assist on a duo unless its filia or fukua running it. And it has a lot of certain kinds of synergy with certain specials that, while extremely situational, nevertheless can be extremely powerful. Like you can throw lk tears with parasoul and then jump backwards and use sing to make the opponent have to deal with a bunch of about to detonate tears.


Tightest thing ive done with sing, and its real world applications:

At evo '13 during casuals i was playing a against a decent filia that had a habit of mashing air gregor during resets. Well i launched him with pws st.mp and called sing at the same time... (He was in the corner or very near it) he mashed gregor but got sucked toward me by the sing making a corner at my back and i got a full punish. That was pretty tight because that was the version where gregor was still super hard to punish on wiff.

Real world application:

Filia incoming and that gregor mash is expected but dont want to jump and meet her in the air? Call sing and watch her fly into the wall :)
 
ok.. for squigly point i thought i really liked M shadow assist (i still kinda do) but i want something a bit.....faster? so with fukua do i use L shadow(poor hitbox i think) or should i use L ,M, or H fireball?
 
Imho it depends on how you want to synergize and what you want to do.

If you want to play keepaway/zoning squigly then some sort of fireball might be best. But if you want to attack then you can try and synergize with a lockdown type of assist or synergize with sing on pint or divekick on point


Ie divekick plus m shadow assist = you divekick them and have the m shadow put them in blockstun for pressure. Or you can call m shadow and then sing to pull them into m shadow.


It depends on what you want to do imho. Personally I'd just hk drill assist and call it a day... But thats just me.
 
Imho it depends on how you want to synergize and what you want to do.

If you want to play keepaway/zoning squigly then some sort of fireball might be best. But if you want to attack then you can try and synergize with a lockdown type of assist or synergize with sing on pint or divekick on point


Ie divekick plus m shadow assist = you divekick them and have the m shadow put them in blockstun for pressure. Or you can call m shadow and then sing to pull them into m shadow.


It depends on what you want to do imho. Personally I'd just hk drill assist and call it a day... But thats just me.
i was testing and all i want for squigly is to get a good charge which isn't hard....but i want to condition people at the same time. so by using M fireball you can make them jump. possibly challenging them easer in A2A if you pre-emptively j lk. i like M shadow cause it acts like a safe guard. if i get hit and fukua is still active it will break up their combo line. however what made me re-think about it is that it just toooo SLOW.

BTW @Dime_x sing plus bella or filia is hilarious. there's almost no way to lame it out with that combination bella's MGR as you use sing is awesome and strong. with filia if you iad its rediculous along with using whiffed grab mixups. i've yet to use fortune point tho and see what it does but its absolutely a wonderful assist.
 
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I'm betting that mixing up between cr.mp plus sing xx mgr or excelebella is probably fantastic gimmicks, lol.


But yeah its pretty damn strong with filia. Also double with cats, and all the things already said and then some. Basically anything that you want to run away from, is something that sing makes stronger.


Ooh... Fortune plus sing... Cant get away from the head... So many applications.
 
I'm betting that mixing up between cr.mp plus sing xx mgr or excelebella is probably fantastic gimmicks, lol.


But yeah its pretty damn strong with filia. Also double with cats, and all the things already said and then some. Basically anything that you want to run away from, is something that sing makes stronger.


Ooh... Fortune plus sing... Cant get away from the head... So many applications.
well if you sing with bella dashing forward and you time it correctly. you can catch up back or MGR. the worst of it all is if you jump and you call sing and you airgrab em. the only thing that interested me today was when big band mashed SSJ when i called "LVL 2 sing" as i IAD with filia
 
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well if you sing with bella dashing forward and you time it correctly. you can catch up back or MGR. the worst of it all is if you jump and you call sing and you airgrab em. the only thing that interested me today was when big band mashed SSJ when i called "LVL 2 sing" as i IAD with filia


Omg, lol he got a full combo on you... Haha, that must have hurt :(


The call sing and airthrow thing though... I never thought of that...wow, blowing my mind man :).
 
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What are you guys doing with Eliza (i know it's day 1 but she's been in beta basically finished for awhile now)?

At first i wanted to run her as an anchor since sekhmet seemed like a good way to burn meter and steal rounds (and I actually like her as a character, as opposed to Double who i begrudgingly learned how to play because of how powerful her butt assist is), replacing Double in Val/Filia/Double (aka team Duckator) with her running butchers blade assist. Butchers' blade has some downsides though. It takes meter to use and scales your combos pretty hard, and isn't as good at controlling space as double butt is. I can deal with the scaling and meter use (I'm bad so i forget to use my meter all the time anyway lol) but the space control is one of the things i really like about double butt and I dont' want to give that up.

My next instinct is to run xx/Filia/Double, running either Val or Eliza on point depending on the matchup. I'd probably still have Eliza run butcher's blade, which seems like it'd be INSANE with Filia.
 
Anybody wanna try and help me with picking assists for a silly team im working with?

Double/Parasoul/Eliza
Was trying to work with point double with pillar + horace dive and am trying to make combos with it, but if someone else has any other idea's i'd love to hear them.
 
Anybody wanna try and help me with picking assists for a silly team im working with?

Double/Parasoul/Eliza
Was trying to work with point double with pillar + horace dive and am trying to make combos with it, but if someone else has any other idea's i'd love to hear them.

Hey, i run this team

Double - bomber
Parasoul - pillar
Eliza - H. spiral

Parasoul starting because she's a battery and double need meter, also sniper into catheads is extremely good
The reason why for spiral is because it's extremely godlike with double for a mixup and if you also use catheads the chip damage is fucking gloriously stupid

So something like c.lp, c.mp, c.hp, flesh step into h spiral, into catheads does a stupid amount of chip and it's air tight

also it's better to have double on second because if you'd like to khepri sun the best way is to do with car

um, that's it for now i think

oh yeah eliza needs dp assists bad cause upperkhat will get you no where
 
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I've been wanting to run a Ms. Fortune/Big Band/Double team. Does anybody have any suggestions for assists to use or if this team is actually viable?
 
I've been wanting to run a Ms. Fortune/Big Band/Double team. Does anybody have any suggestions for assists to use or if this team is actually viable?
I think anyone/Big Band/Double is a pretty good team. I would use H Fiber Upper, L Beat Extend, and either L or M Hornet Bomber as assists. Which version of Hornet Bomber sort of depends on what you want out of the assist, L is better for lockdown and as a reversal, M is better for neutral. I am pretty sure Fortune has a fast enough forward dash that she can convert off M Bomber midscreen? If that's not actually true you probably want L.
 
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Guys & Gals of Skullheart I need your help!

My main team consist of:Filia(Updo(H)),Squigly(Cr.hp) & Cerebella(Ln'L(H)),but I've been eying Fukua(P.Drill(H)) for a couple of months now,so I replace Cerebella with her. The major issue I have currently is where in the hell do I put her? I feel like you could argue for her to be point,mid,or back.

Personally I couldn't put Fukua on point yet because I still feel somewhat uncomfortable with her (Still getting use to her blockstrings,combos and mix-ups),but if you could give me a good reason to put her on point for the long run then I'll probably change my mind.
 
Guys & Gals of Skullheart I need your help!

Personally I couldn't put Fukua on point yet because I still feel somewhat uncomfortable with her (Still getting use to her blockstrings,combos and mix-ups),but if you could give me a good reason to put her on point for the long run then I'll probably change my mind.


If you're still getting comfortable with her, then point is he perfect place to put her. She'll improve much faster that way. However, if you're going to run her with Fillia and Squigly, I'd change Squigly's assist to her overhead since Fukua doesn't have one herself. However, Fukua's low/throw game is strong enough so I'd use Drag'n'Bite instead of one of her normals to help you make up your inexperience in the neutral game. That way you can switch between zoning, rushing, or lockdown with Fukua and have some nice lockdown with Fillia. Squigly would go 2nd for a safe DHC in case you throw out a bad drill. Fillia would be an anchor because both Fukua and Squigly could use a dp assist, Squigly is a meter hog and Fillia's resets are good enough to quickly make up for coming in after her, and she's the best anchor left if Fukua is on point.

So:
Fukua- Forever a clone (M), keeps your opponent at bay while letting you approach from the ground or air
Squigly- Drag'n'Bite, versatility that serves her teammates well
Fillia- Updo (H), teammate lack good anti air up close, lockdown is already covered, teammates don't need a low assist

I need help.

I'm picking up parasoul and i do like her. however i don't know what team formulation i should try.

my characters are:
filia
fortune
squigly
cerebella
fukua

any help?

Parasoul- Pillar, because it doubles as an anti air and pressure assist.
Fillia- Updo, because both of her teammates could use it
Fukua- Drill, Parasoul's dash is fast enough to take advantage on block or hit and so is Fillia's air dash. Confirms for days. High/lows/throws for years. The mid game will become the stuff of nightmares for your opponents, and the corners will be unspeakable.
 
Does anyone have any advice for Eliza/Fortune/Cerebella? For now I'm just leaving fortune on point with butchers blade and Hlnl but i feel it can be a lot better.
 
@akindhobo moving this here

who is best anchor?
my team is currently squigly, eliza and I'm thinking of a third character that isn't double or filia, maybe filia but not really interested in double.

I'm currently thinking of fortune cuz of fiber upper as an invincible/anti air assist and i can combo off it fairly consistently.
Double and Filia would both be fine :p, as would be Bigband, Bella, Parasoul, .. .. .. you got lots of options.

- Best anchor for that team, or best in general?
- Is every character not-Double fine? No sorting of interests else at all?
- Is it supposed to stay Squig-Liza-X, or would Liza-Squig-X also be okay?
- Your general playstyle?

Easier to help the more info you give us
I like squigly so i play her on point and i want to build a team that maximizes her potential. I have Eliza with osiris spiral so that i can lock down, combo into a charge and combo into hard knockdown and it gives me some cute resets. The only problem is that i can get air dashed on a lot and i have few reversal options. From Squigly i can do SBO and tag into eliza somewhat and then from eliza i can just dhc to get squigly back in.

My only few problems with big band is that he can get instant overheaded for free and you can really get him in safely. If you try to sbo and tag he just rushes in and the block stun from sbo isn't enough to cover his tag recovery and there is no safe dhcing into him from eliza.

I try to keep my characters alive and tag/dhc to get red health back so I'd like a team that can switch around.

I try to save squigly cuz i feel she's my best character, don't really care much for eliza, she's mostly a utility but I would like a strong anchor that can make comebacks when worst comes to worst.
Woofly (the strongest EU player) currently runs Squigly/Eliza(H.Spiral)/Parasoul(Pillar) as one of his teams, and that most definitely works, so that'd be an option, or of course Filia.
Filia doesn't have a safe DHC either (which you didn't like about BBand), though.

Bella with H.LnL would also be an option; that's less AA control and not as good of a reversal, but still very strong defensively and has other uses (eg hurts Peacock a lot); plus Bella Anchor is a more "natural" thing than Parasoul. Bella doesn't have a safe DHC, but that Tag of hers is so good you might as well rate it as "bringing her in safely".

Both Squigly and Eliza IMO aren't suited at all for an anchor role (due to their questionable defensive abilities), which makes "Switching around" difficult in the first place; you'll have to keep that in mind. Squigly might be able to SBO and then Tag to Bella or something along those lines, but you'd still be stuck with an anchor Squigly which is by no means optimal; Eliza doesn't have a safe DHC to just get in when she likes either so your team already isn't exactly build for what you're trying to do!

Bella definitely fits the need of "Anchor that can make comebacks". One bad assistcall by your opponent can spell death by diamond on the spot.

So for now I'd recommend trying out Cerebella with H.LnL assist, and trying to figure out how important the safe DHC business is - both due to Bella not having one, and due to Eliza not really fitting that gameplan at all.