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Skullgirls Team Building Thread

I'm currently running a Squigly (DnB)/Big Band (H. A-Train) team and I'm wanting to move to a 3 person team, and I'm having trouble deciding what to do. I'm trying to decide between Peacock(Who I've put on point in the meantime, but I'm not sure it's going how I want it to), Bella, and Parasoul; and I'm not sure who has the better synergy. Who should I invest into and what assist should I give them?
 
Is there a particular reason you are using H.A-Train instead of a good assist (L.BE / H.Brass) on Big Band?
I would think that if an A-Train, at least use M..? In general A-Train kinda makes it hard to build a proper team probably

You can toss like anything in front of Squig/Band and will have a good team
zeknife runs Para/Squig/Band (with Brass), you can check some of his gameplay out here: http://www.hitbox.tv/video/453774
mcpeanuts used to run Peacock/Squig/Band (with BExtend), dunno where to find stuff of his of that team though
Bella/Band and Band/Bella are both decently common, tossing a Squigly somewhere in there for Squig/Bella/Band or Bella/Squig/Band or Squig/Band/Bella or whatever should all be fine

Anything goes, just pick whom you like most
 
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Got a new team idea with Parasoul/Squigs/Eliza and was thinking about how to order them?

Point Squigly for Pillar/Carpenter's Axe and a safe DHC?
 
Depends entirely on your playstyle and what you want to do.

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Woofly plays both Squig/Liza/Soul and Liza/Squig/Soul

The former is a chipgod team where you can cycle Spiral assist with Arpeggio+SBO .. your opponent may block everything, but they still die
This also gives you the ability to tag your point out "easily", since comboing into Liza tag is a piece of cake (while combo into Squig tag is a hassle)

The latter gives you access to Liza/Sekhmet with Squigly cHP assist which is ..well.. kinda scary!
I prefer this order, as you can abuse Lizas neutral superiority better at roundstart than when being forced to defend against incoming mixups while stuck in the corner
+ if things go bad you at least get to sit on Squigly with a lotta meter, which is a pretty ok position to be in

Soul assist can be both Pillar or Tearshot, depending on how confident you are in your offence/approach/defence/whatever.

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I don't like Liza anchor at all, since her reversal options are pretty shit and as a last char on a team, Sekhmet actually has to be scared of Snap into combo

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I don't like Squigly anchor much.. lvl3 is a cool, useful thing but it is still kind of a mess to get stancecharge
.. and if you do use lvl3, it is likely that you are going to be a bit meterstarved - which Squigly doesn't really enjoy to be
 
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I was thinking along the same lines.

When it comes down to it all, Parasoul doesn't have the best damage, but she is amazingly solid, especially in neutral/defensive play.

Then again both Liza/Squigs are meter whores.
 
Alright, so.

Currently I'm using Squigly (Center Stage)/Fukua (H. Drill...or whichever drill is pre-picked) (with plans to add Robo to the team, eventually). While I have passable skill with the characters individually (probably more with Fukua, though I've used her less), I've become more and more aware that I'm not taking advantage of my assists, like, at all.

With that said, my question to you all is this: What assists would you recommend for this duo, and how would I use them in a match?

Also, are there any characters you think would compliment Fukua better than Squigly? If so, which ones and why? What assists would you pick with them and how would they be used in context? I've been thinking of swapping Squigs for Val, but I don't want to just give up on Squigly T_T
 
You should use fukua point with center stage. Using shadows with center stage called is pretty good. Though the optimal composition is dnb assist for fukua. Squigly point benefits from m shadow more because it helps out her poor neutral.

Assist that compliment fukua is the usual dp assist. H lnl. Copter. Bomber. dive of horus or osiris sprial. Some thing that locks down or a timed offensive attack like h lnl
 
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Secondary team:


Double/squigly with center stage/Fukua with h drillationhip:

Double has lots of synergy with center stage. Mikes video inspired me to take another look at center stage again with an open mind.

Double can use center stage to:

Commence a left/ right mixup like bellas Titan knuckle vortex in mikes video.
Hit an opponent with slide from full screen away (good for random footsies gimmicks and punishing from fullscreen)
Pull people into her catheads from fullscreen.
Pull her closer to the opponents downed body after fugazi.
Gives her a good fullscreen offensive pattern: jump back and call assist before you hit the ground, then do jhk before you hit the ground, land and immediately superjump jhp towards the opponent (easy mode offense in a bottle)
L Luger plus sing assist covers the middle of the stage, moves the other character closer and allows double to go for dash in mixups against an unsuspecting character.

And I had an "epiphany" about center stage assist useage in general besides the obvious things the assist is good at such as certain setplays, I realized that center stage is at its best when both character are at fullscreen. This is the key ingredient I was missing, center stage is a turtles assist, that turns turtling into offense. It has its "best" effect at fullscreen with the vacuum affect that it applies. It's second best effect is its midscreen corner. When running away it applies both these effects in the best possible way.

But on its own it is weak. You still need another assist to do most of the heavy lifting. And that's where h drillationship comes in. It is FANTASTIC for double. You have a good midscreen approach via drillationship then fleshstep, or a way to cover ground while you go air with jhp. You have an excellent crossup assist and a gtfo assist.

This makes double really scary at midscreen and gives double the space she needs to be able to call sing assist safely from fullscreen.
slide plus drill is a great pattern that is safe on block and makes people wary of standing, which opens them up to drill plus fleshstep crossup from neutral (this crossup has surprisingly big range)

Cr.hp xx slide plus assist is also a thing. This team has great front loaded synergy. But is still effective when double dies.
 
So..
I've been having doubts

The 3 Characters I do "the best" with are Parasoul/Valentine/Double *Separately*
Problem is in the middle, since Parasoul and Valentine are both really good points, and Double does a really good Anchor for me
I've asked for advice and the best and simplest idea'd be to simply just cut one of them off, and replace her for Bella/Filia and I feel decent but not comfortable enough to have them on a "solid" team *or as solid as my 250ish hours can get*

Taking these three characters, what is the best possible way to try and make it work as fluent as possible, or is it not going to be able to get as fluent as Val/X/Double or Para/X/Double
 
Val/para/double is an awesome team and probably the only way you should attempt to play the 3 characters...at least at first.

It's basically the same as team duck except you replace filia for parasoul.
 
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i play that team. I order it val/double/para, it works better that way imo.
 
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as long as val is point either are fine, both double and parasoul are good anchors. Double is better anchor IMO but you can certainly run it w/ dagwood's order
 
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I like the first one the best.

Copter is just so sexy with PW.

"Stay still for 15 seconds while I decide what I want to do."
 
I'm dead set on a three-man team with Parasoul on point and Painwheel somewhere in the mix running c.MP assist. That's all I know for certain.

I would like some help deciding on a third character, the best assist(s) for both it and Parasoul, and the team order.

The PW assist is a sick lockdown, so I assumed that all I would need then is an assist to strengthen Parasoul's oppressive projectile game, but I honestly don't know jack about anyone else in the game and have no idea how PW would work with that, or even what kind of assists work well with her.
 
@Dreamepitaph

I picked up PW

so i got these two teams

Team Neo-pali(?)

Soul/PW/Bella
L shot/ L pinion/ Copter





Good team but your assists lack some range here. L pinion is a good try for range though, but all in all for a 3 character team I want a bit more oppressive assists, of course, using pw cr.mp with copter assist is redundant. So for me the way I would play the team is pw with cr.mp and bella with H LNL.

No more redundancy and a better assist load out in my mind. Your team as it is however is of course not bad. So play what you want, I'm just giving my 02.









Team 2:
PW/Fukua/Para

L pinion/L shadow/ L shot.

Thoughts anyone?

Your assists all seek to control around the same amount of space with varying degrees of control on vertical space, I view that as a problem. I see your strategy of using a low assist with pw, very theory fighter strong. And has good aspects in neutral as well and can kill HLNL assist. But then having L shot basically covers the same horizontal space except with more range.

The team can of course work and if you are dead set playing it like that then do that, you can certainly see success. Me personally though, working in the order that you are I would go with these assists:


Pw with cr.mp or mp stinger. Depending on whether you value lockdown more or synergy with fireballs more. Lockdown is better in my eyes because it allows combo extensions, mixups on block, and easier confirms.


Fukua with h drill.

This is a great assist for pw cause you can reset with 5hp xx fly plus drill assist, 6j.mk. The j.mk is a safe jump against everything except for ssj, val level 2 etc. after the j.mk makes contact you can go for mixups as the drill locks the opponent down. A very strong reset tool.

At neutral you can fly then j.mk plus drill. If the j.mk hits then the drill will combo and the confirm is easy. If not then you get mixups. If your j.mk wiffed then the drill will generally come out and protect pw. H drill is really good with pw. There are of course many more ways to use it, but I'll leave those to you to discover. I used to run pw with h drill. I dropped it only because I don't like fukua.

For parasoul I would run pillar. I don't think pw should be neutraling without some sort of invulnerable assist in general, her lack of fast priority and range can get her bullied and force her to play more defensive than she would like, or more offensively than what is comfortable IMHO.

Fukua works very well with pillar as well. If you h drill then I would suggest not going pw cr.mp and instead going m stinger.

If you have to have L shot then I would M shadow instead of L shadow.

If you have to have L shadow. Then I would go pillar. I just really don't like L shadow plus L shot, but that may just be me.
 
Team Neo-pali(?)

Soul/PW/Bella
L shot/ L pinion/ Copter

Team 2:
PW/Fukua/Para

L pinion/L shadow/ L shot.

Thoughts anyone?
I don't like either of those much

I don't really understand what L.Pinion is for in the first team; the only real use I see is "I don't want PW cMP/sMK + Copter", but then I'd go with PW cMP/sMK + H LnL instead
Pinion doesn't accomplish much, if you DHC out of Soul you sit on Copter/L.Shot which is pretty samey, etcs

Team2 uses L.Shadow+L.Shot by default, which seems like a really strange thing - and again L.Pinion, which is even weirder here.
I'm not sure how much I dig Fuk 2nd with Shot assist - it is quite hard to get the necessary space for Fuk+Shot zoning when Fukua isn't point

I don't know what specifically made you choose these teams, so I have difficulties giving any other advice (eg I presume part of the considerations was that you want to run Tearshot assist, so any Team Suggestions with Pillar would be senseless)

I'm dead set on a three-man team with Parasoul on point and Painwheel somewhere in the mix running c.MP assist. That's all I know for certain.

I would like some help deciding on a third character, the best assist(s) for both it and Parasoul, and the team order.
Normally you'd run this team as Parasoul/Painwheel/X with Pillar/cMP/?, where then indeed your last character/assist is an anchor which either provides defence or something to add to the zoning game.
Base choices for X+?: Double with M. or perhaps even H.Hornet Bomber, Big Band with L.Beat Extend or H.Brass Knuckles, Fukua with M. or possibly L.Shadow, Beowulf with H.Hurl or I guess L.Hurl could work, Cerebella with H.LnL, even Eliza with L.Servant may work! Have fun experimenting :)
 
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hmmhmm i dropped bella, my life is going to hell

Team 1 -- Valentine/Parasoul/Double (c.MK?? / Napalm Pillar / [M] Bomber)

I want thoughts on having Val's c.MK for an assist. I thought it'd help when I wanted resets or if I needed more pressure getting in, but I'm not sure.

Team 2 -- Peacock/Eliza/Double ([L] George / [H] Osiris / [M] Bomber)

Not sure if the George was a good idea, but I'm kinda lost on assists for Peacock, anyhow.
 
L George is really underrated. It has lasting pressure because it's onscreen for a long time.

The other good peacock assists are Plane and M item drop.

I personally can't make the item drops work, but the above reason is why I use [L] George.
Plus, it's given me a fair amount of stupid resets, so I'm not complaining or anything!
 
The team I play is kinda funky, Wheel/Soul/Squigs (S.MK/Pillar/Cremation)
It's nice having a dp assist for PW and all, and cremation is fun for resets, but when she dies Parasoul is left with cremation for assistance, Drag N' Bite would seem like a better choice for Para simply because of the neutral benefit, cremation just seems like it would just be icing on the cake for her already great mixup game.
Squigly on anchor is actually a lot of fun, at least from what I've played of it. Meh, if anybody has any advice on how to better the team somehow I'm wide open to it.
 
Things to my team
Have you played krackatoa? He uses cilia slide for certain setups. I want them.

I am willing to use Pillar instead of shot since i ran day 1 PW and yielded some results. but i think Pillar might be the better Assist. how hard is it to convert with PW i'll have to find out

Soul/PW/Bella

Both soul and PW benefit greatly from Copter.

PW can fly while L shot is active allowing either someone to block or get airgrabbed. L Pinion i believe i chose because copter does not move forward and helps in controlling space as it pushes forward.

if you can give more insight on why my reasoning may not work with the team. Please tell me what i can use

Mind you i have Filia,Fukua,Squigly,Bella,Parasoul, Ms.fortune(if i have to use her but i do not want to in any way shape or form) and eliza(Weakest) At my disposal to make a PW team.

Ideally i want a Point soul and point PW team.
 
I like using PS with L pinion assist, like you're saying Twerk is offers good horizontal spacing, and it also allows PS to do some more front-end damaging combos, since you can do things like cr.lk, cr.mk, st.hp[x2] + call L Pinion, jump forward j.hp, st.mp, blah blah combo, you can squeeze out a tad more damage without needing the Napalm Shots. It also lets PS convert off of 6hp without needing a charge and gives that move a bit more meaning. You can probably do most of that with H LnL as well, but I think Copter is a way better lockdown assist than cr.mp or st.hk from PW.
 
The team I play is kinda funky, Wheel/Soul/Squigs (S.MK/Pillar/Cremation)
It's nice having a dp assist for PW and all, and cremation is fun for resets, but when she dies Parasoul is left with cremation for assistance, Drag N' Bite would seem like a better choice for Para simply because of the neutral benefit, cremation just seems like it would just be icing on the cake for her already great mixup game.
Squigly on anchor is actually a lot of fun, at least from what I've played of it. Meh, if anybody has any advice on how to better the team somehow I'm wide open to it.

I don't play any of those characters but on paper I feel like center stage assist would be really fun for parasoul, the good priority on Para's normals would let you catch people pressing buttons if you pulled them towards you. For the same reason I think it's a neat assist with PW too. (If you don't like center stage I do think that Para can handle neutral reasonably well and cremation would probably be the better assist to run.) That said I do believe para anchor is MUCH stronger than squig anchor, and optimally I would say that team would be pw/squig/soul (c.mp/center stage/pillar) (what's the logic behind s.mk assist for PW?), but if you really like squigly anchor then go for it.
 
I don't play any of those characters but on paper I feel like center stage assist would be really fun for parasoul, the good priority on Para's normals would let you catch people pressing buttons if you pulled them towards you. For the same reason I think it's a neat assist with PW too. (If you don't like center stage I do think that Para can handle neutral reasonably well and cremation would probably be the better assist to run.) That said I do believe para anchor is MUCH stronger than squig anchor, and optimally I would say that team would be pw/squig/soul (c.mp/center stage/pillar) (what's the logic behind s.mk assist for PW?), but if you really like squigly anchor then go for it.
S.MK is more or less an alternative to Cr.MP, its a bit slower coming out for pressure, but it provides some tricky stancel reset options for squigly, for example, something like S.HP-HP Call PW, stancel cancel, S.MP-Stancel, and then there becomes the ability for squigly to decide which side to cross you over on. It's basically her corner S.MP reset, midscreen, whenever you get a combo. Other than that, I should probably be using Cr.MP instead, but I love MK too much, meh. I experimented with Center Stage a long while back, I don't really feel it, though I still think it can be a fantastic assist, Cremation is just such a terrifying assist for PW to have, great high/low game. I'm curious, I hardly ever see Parasoul anchor, I almost always see her point, or second, what's the idea behind her being a such a good anchor? Just solid neutral? I always love making use of the meter I have on deck with SBO for squigs.
 
I'm curious, I hardly ever see Parasoul Anchor, I almost always see her Point, her second, what's the meta behind her being a such a good anchor?

I could be wrong (about what makes a good anchor, not about people running para anchor because it's reasonably common), but I'm pretty sure the criteria for good anchor are basically: 1) don't really need assist, and 2) make good use of meter. Squigly most certainly fits the 2nd criteria but doesn't really function well with no assist IMO. Parasoul can do fine with no assist, and being able to use sniper to punish things/close gaps and use bikes to make things safe gives her a lot more options. I've seen @fenster run parasoul anchor the few times he runs parasoul in a team, and I know @Dagwood likes para anchor in his team even over double (who is considered to be one of, if not the, best anchor for trio in the game), maybe you can watch them or ask them about it.
 
I could be wrong (about what makes a good anchor, not about people running para anchor because it's reasonably common), but I'm pretty sure the criteria for good anchor are basically: 1) don't really need assist, and 2) make good use of meter. Squigly most certainly fits the 2nd criteria but doesn't really function well with no assist IMO. Parasoul can do fine with no assist, and being able to use sniper to punish things/close gaps and use bikes to make things safe gives her a lot more options. I've seen @fenster run parasoul anchor the few times he runs parasoul in a team, and I know @Dagwood likes para anchor in his team even over double (who is considered to be one of, if not the, best anchor for trio in the game), maybe you can watch them or ask them about it.
I can respect that, I'll without a doubt scout some anchor gameplay, my thanks.
 
I think you could build a team around Squig as anchor, but you'd have to be super sparse with your meter for your first two characters.

Squigly with meter is fucking horrifying. If you can get her in with ~5 bars, I think assist or no, you'll do fine. But I think you're looking at building a team around it.
 
I think you could build a team around Squig as anchor, but you'd have to be super sparse with your meter for your first two characters.

Squigly with meter is fucking horrifying. If you can get her in with ~5 bars, I think assist or no, you'll do fine. But I think you're looking at building a team around it.
Yeah, I actually don't use meter as much as I should, usually end up with a good amount for squigs, but your absolutely right about her performance with no meter, horrid in the most significant sense. The more I look at it, the more I think I should try running her second, which most people actually run, I think I was just hesitant about having soul anchor instead, as I'm so used to anchor squigs.
 
This is something I just found that I think might be helpful, pretty much everything after the team order section doesn't apply to Skullgirls for one reason or another, and some things like anchors being able to make good use of x-factor and 2nds being able to do TAC combos don't really apply here for obvious reasons, but I think there's a lot of really good info here.
 
Parasoul also has a tough time on incoming due to her limited air mobility and no air super, so having her on anchor generally means you'll have more opportunity to bring her safely via DHC/tag. Also, if she does come in with the standard incoming, hopefully your opponents team has been weakened by then so they have less setup options.

And like creepy cole was saying, PW st.mk assist can lead to tricky resets since it lifts the opponent slightly off the ground
 
Squigs as anchor is like......suicide. spencer made the point if she gets anchor with 5 bars but in order to be terrifying she also must Fit the following:

Have punch stance charged
and have complete knowledge and reflexes and must captilize on the opponent's movement.

Now if the squigs has punch stance then that's fine but if the opponent also knows how squigs operates then her purpose for anchor becomes moot. There is no reason to use Squigs anchor when she's easy to pushblock out sing XX SBO. Her defense anchor is not desirable to even function as anchor. and by thing i'm going by standards of anchors in SG.

THAT SAID

@Creepy Cole
here's my proposal.

Squigs/Pw/Soul.
c.hp/c.mp/pillar
SBO lets PW in for free and there are plenty of ways to go about this.
Also silver chord to hard tag is infinitely easier to get PW in meterlessly rather using parasoul's Egret bike into PW's hard tag to get in.

Squigs with pillar is good and squigs with c.mp is very good. Squigs is a good point character and can disengage using SBO to hard tag at any time.

Unfortunately your team will be more focused on getting PW in to do mixups and your meter gain is less desirable but the mixup potential is worth putting your team in the order i think would be optimal.

About parasoul anchor.

Anchor's requirements is exactly as Pickles said except for one thing. They need to function in neutral. That's why you don't see filia anchor anymore. FIlia is good for mixups and such but her neutral is nonexistent and to get a hit you have to go in space that your opponent can deem unwise for you to commit to an airdash.

Parasoul has extemely good neutral through using Tear placement and detonation. If you're confident in neutral with soul then you can gain hits consistently which is more important as a Anchor on trio.
 
Squigs as anchor is like......suicide. spencer made the point if she gets anchor with 5 bars but in order to be terrifying she also must Fit the following:

Have punch stance charged
and have complete knowledge and reflexes and must captilize on the opponent's movement.

Now if the squigs has punch stance then that's fine but if the opponent also knows how squigs operates then her purpose for anchor becomes moot. There is no reason to use Squigs anchor when she's easy to pushblock out sing XX SBO. Her defense anchor is not desirable to even function as anchor. and by thing i'm going by standards of anchors in SG.

THAT SAID

@Creepy Cole
here's my proposal.

Squigs/Pw/Soul.
c.hp/c.mp/pillar
SBO lets PW in for free and there are plenty of ways to go about this.
Also silver chord to hard tag is infinitely easier to get PW in meterlessly rather using parasoul's Egret bike into PW's hard tag to get in.

Squigs with pillar is good and squigs with c.mp is very good. Squigs is a good point character and can disengage using SBO to hard tag at any time.

Unfortunately your team will be more focused on getting PW in to do mixups and your meter gain is less desirable but the mixup potential is worth putting your team in the order i think would be optimal.

About parasoul anchor.

Anchor's requirements is exactly as Pickles said except for one thing. They need to function in neutral. That's why you don't see filia anchor anymore. FIlia is good for mixups and such but her neutral is nonexistent and to get a hit you have to go in space that your opponent can deem unwise for you to commit to an airdash.

Parasoul has extemely good neutral through using Tear placement and detonation. If you're confident in neutral with soul then you can gain hits consistently which is more important as a Anchor on trio.
Can't believe I didn't think of this, I'll definitely be in the lab for this team. About the meter less tag in, as a side note, isn't parasoul able to do S.HK-tag wheel for an extended combo meter less? Still pointless regardless, seeing as squigly will be point anyway. Much appreciated Twerk.
 
@Creepy Cole
The problem with that is that you have to be near the corner for it to work.

If you're midscreen you have to do the folllowing combo.

c.lk, c.mk s.hpx2 L shot, s.lp(S.lp is optional) s.mp, b.hk, Bike call, dash three times or dash hop dash (my method) then tag into PW.
 
c.lk, c.mk s.hpx2 L shot, s.lp(S.lp is optional) s.mp, b.hk, Bike call, dash three times or dash hop dash (my method) then tag into PW.

If you’re going to do that why not something like:
c.lk, c.mk s.hpx2 L shot, s.lp s.mp (detonates shot) > tag > continue combo/reset as PW
or
c.lk, c.mk s.hpx2 L shot, s.lp s.mp (detonates shot), b.hk > tag > continue combo/reset as PW​
 
If you’re going to do that why not something like:
c.lk, c.mk s.hpx2 L shot, s.lp s.mp (detonates shot) > tag > continue combo/reset as PW
or
c.lk, c.mk s.hpx2 L shot, s.lp s.mp (detonates shot), b.hk > tag > continue combo/reset as PW​
Because bikes move them to the corner.

Why would you not go for the optimized and more efficient route? Your route seems a bit.....underdeveloped and you can much more with what i stated.