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Skullgirls Team Building Thread

I've been playing Valentine/Parasoul for a while, Napalm Pillar is an obvious choice for Parasoul and I love it, but I'm at a loss for what assist Val should have. I feel like I'm getting very little mileage out of cr.MK and don't really see what's great about it, though maybe I'm just using it wrong. Throw assist seems silly, and from what I gather it sounds like nobody actually uses this. Not liking Savage Bypass since pushing the opponent back makes it very easy for them to punish Val, but IDK if maybe that's not a big deal as long as the point isn't getting hit (and maybe I could just cover it with a Napalm Shot to keep it safe?). Dead Cross is sad and pointless when Parasoul has far better fireballs of her own. Best I've come up with after experimenting around is st.MK for a little bit of lockdown, though it's still not great and I'm sure there's a reason nobody else does this.

Also considering maybe adding a third, but IDK who and I figure I should probably continue practicing until I'm fully comfortable with these two before I start trying to juggle another more character to learn. But if anyone has any suggestions that particularly compliment these two, I'll ask now just so I can make a note of it for later.
 
But if anyone has any suggestions that particularly compliment these two, I'll ask now just so I can make a note of it for later.

from Keninblack's parasoul guide:

Valentine:

Recommended Order: Valentine/Parasoul

Valentine Assists:
Kakushi Caliper :D:+:MK:
Thoracotomy :HP:
Mortuary Drop :HCB:+:LP::LK:

Parasoul:
Napalm Pillar
Napalm Shot (LP)

Parasoul/Valentine:
Without a doubt, the worst partner for Parasoul. None of her assists or DHC's are really assisting you in any useful way. You're basically playing solo Parasoul if you're in this situation with potential at a few tricky setups. They just don't work well this way.

Valentine/Parasoul:
Miles better in comparison to the other order, but still not as strong as people claim it is. Valentine with Pillar is useful because of how well the assist compliments Valentine neutral, Napalm shot i'm sure also gives you great options for pressure. That said, the DHC synergy is just as bad in this order too, you can set up safe DHC's but really all you get is more damage at the finisher of your Valentine combo.

How to make it work:
Pillar with Valentine is the only synergy these two really have. Putting Valentine point is required, and then you just have someone between the two of them that can work with Pillar and do your best to make it work. The team as a trio has SOME potential, but you have better characters to use with Parasoul, and you have better characters to use with Valentine. If you REALLY must... Valentine/Mid/Parasoul is what i'd recommend, but you really should avoid running this if you want to optimize Parasoul OR Valentine.

He recommends pillar for the para assist (as you said), though I know with other airdash characters LP napalm is really strong so you can experiment with both to see what you want. The val c.mk assist is basically used because it hits low and hits twice so you can kind of do some high/low stuff with it, but Val isn't really a characters known for having strong assists.
 
Yeah, I was just looking at that guide. Hrm, I was actually thinking the DHCs were fairly nice though. Pillar does feel so damn good for Val, and Parasoul's a good enough anchor that I guess I can live without a great assist covering her. So I guess it's just a question of what mid can help make it work then?
 
You could use Val's cr.MK assist in oki or any situation where you can call the assist and perform an overhead/swap sides (I imagine her jd.LK works particularly well with it). Savage bypass would be good for zoning (acts as an extra fireball) and it could allow you to convert off of napalm shots.
 
Been running Para/Robo/Eliza lately, I like the damage the team has, but I'm thinking about switching out Parasoul with someone with better mobility. I don't know who I should go with though tbh. Any suggestions?

Also, as far as assists I've been using Napalm Pillar, Colimating Saw, and switching between HK. Osiris Spiral and Butcher's Blade. I've never been the best with picking assists so if anyone know any better combinations let me know.
 
Been running Para/Robo/Eliza lately, I like the damage the team has, but I'm thinking about switching out Parasoul with someone with better mobility. I don't know who I should go with though tbh. Any suggestions?.

I'd say go ahead and try out the people with air dashes like Filia, Valentine and Miss Fortune.
 
Critique my theory fighter second team?


Fortune (w/e) parasoul (hp shot) eliza (butchers blade)


Fortune gets throw conversion and safe on block fiber and easy fiber assist punishes, plus she has a fireball to get in. Parasoul gets jhp plus butchers blade assist.. Which is crazy priority neutral into chip damage lockdown into more chip with tear shots while the assist is going.
 
Cat slide for fortune. I would opt for putting soul anchor because eliza's level guarantees a kill. Also soul does not function so well.

However tag combo into eliza from fortune gives you get eliza/para/4chan. If you got a headless then you can tag into whoever.

I would use l shot for better space control and then use osiris spiral.

Overall i would switch the order with

Fortune/elizA/soul
Cat slide or fiber/osiris/lshot since it would benefit what i think you wanted
 
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I'm looking for a third member for my team. Currently I use Squigly(Cr. HP) and Filia (Updo). It's a good team, but I get a lot more enjoyment playing a team of three. Which character(s) would work best? I don't mind switching the order around.
 
depends on what you want. Horizontal assists give filia a good way to get in and give squigly ways to build easy charges. Lockdown give better mixup options. There's also plenty of combo assist options.
Here's what I'd look at
Eliza: Foot Dive (amazing mixup with squigly), H Spiral or Butcher's Blade (depending on if you prefer chip or pure lockdown)
Parasoul: Napalm Pillar (cuz more DP is good), Light Shot (covers approaches well)
Big Band: Beat Extend (see above), H Brass (cover approach and give Squigly an easy mid screen double snap), H A-Train (cool combos, sliding knockdowns are sweet)
Cerebella: H Lock n Load (more horizontal), Excellabella (lotsa meter), Cerecopter (looooong lockdown)
Double: Hornet Bomber (good horizontal coverage)
Peacock: L George (makes the floor lava)
Robo Fortune: H Beam, L or H head. (all provide some kind of horizontal lockdown)
Fortune: Cat Slide (ya gotta go headless, but it's filthy)
Valentine: uh... c.mk?
Fukua: M Shadow (more approach), H Drill (more lockdown)
Painwheel: various Pinion Dashes give neat pickups off of odd hits
 
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I'm looking for a third member for my team. Currently I use Squigly(Cr. HP) and Filia (Updo). It's a good team, but I get a lot more enjoyment playing a team of three. Which character(s) would work best? I don't mind switching the order around.

I think that duo is pretty versatile as far as adding a 3rd. When I thought I wanted to play Squigly I ran Filia/Squigly/BB(brass assist) and was pretty happy with the results, the only reason I stopped playing it is because I didn't like Squigly as a character not due to any fault of the team. I haven't played the team with double/bella/fukua (using their horizontal assists bomber/LnL/drill respectively) anchors but those would probably work as well. Alternatively you could run x/filia/squigly, I think squigly is not a bad anchor and filia second means you don't have to have filia first, and if you run this order there's a LOT you can put in (parasoul and eliza stick out to me but literally anyone would work fine)
 
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I'm looking for a third member for my team. Currently I use Squigly(Cr. HP) and Filia (Updo). It's a good team, but I get a lot more enjoyment playing a team of three. Which character(s) would work best? I don't mind switching the order around.
I mean you could probably play anyone as the third character and as long as you shuffled the team order appropriately you could make it work. It's more a question of like, what character would you wanna play, and what kind of team would you like to play. Probably would work best if the third character was someone with a horizontal moving assist, since your current two characters don't have something like that. So like Bella (LnL), Double (Hornet Bomber), Peacock (any of the bomb assists), Parasoul (Tear Shots), Big Band (Brass), Fukua (Drill or M Shadow), Beowulf (H Chair), or Robo (H Beam).

But you could also play the third character on point, in which case it wouldn't matter too much what kind of assist they had. If you did it that way you might want to play it like x/Filia/Squigly. That order lets you mash Gregor and DHC to Opera if your first character dies. If it doesn't work out that way and it comes down to anchor Squigly, well, that's not ideal, but she can make good use of lots of meter so she's not the worst anchor in the world. Moreover you got some good assist synergy with Squigly and Filia; call Squigly when you're on offense and call Filia when you're at neutral or on defense.

Anyways in short my advice is to play Peacock.
 
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Anyways in short my advice is to play Peacock.

peanuts i know it is your dream to kill the SG scene but please stop corrupting the youth
 
Lockdown assists also help squigly build charges. Anti-air grabs such as A-train does a wonderful job of helping you build charges mid combo.
 
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Lockdown assists also help squigly build charges. Anti-air grabs such as A-train does a wonderful job of helping you build charges mid combo.

being able to build them mid-combo can sometimes be useful but one of the reasons I liked brass so much when I ran that team is that big band was such a big body and with the armor you basically got a charge for free if you called brass, which you could then spend to punish them trying to punish your assist call or if they played safe you have a charge anyway so its all good.
 
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being able to build them mid-combo can sometimes be useful but one of the reasons I liked brass so much when I ran that team is that big band was such a big body and with the armor you basically got a charge for free if you called brass, which you could then spend to punish them trying to punish your assist call or if they played safe you have a charge anyway so its all good.
Big body and armor is still something that A train has. I think you mean the fact that it can hit someone on the ground helps you get a charge easier?

The thing I like about A train is that charge built up during A train mid combo can be expended for more damage or a burst bait.
 
Big body and armor is still something that A train has. I think you mean the fact that it can hit someone on the ground helps you get a charge easier?

The thing I like about A train is that charge built up during A train mid combo can be expended for more damage or a burst bait.

yeah, I mean obviously a-train also has big body and armor but it doesn't give the other person anything they have to deal with, brass makes them block which gives you time. That said, 159man, the JP player who has recently gotten some exposure thanks to mmds, uses a-train in his squig/bb duo to great effect so you can definitely use that, but I would favor brass because 1) again a-train does very little in neutral and squigly already has a good vortex game, and 2) particularly in a trio, using A-train as your anchor's assist means filia gets basically nothing for a neutral assist, and filia really wants a horizontal assist.
 
I think A-Train is defensible as an assist as long as you also have a second assist that you can use in the neutral game. Although again 159man somehow makes duo with A-Train assist work so maybe I don't know anything
 
If you only call A train whenever the point jumps, then it has done it's job as a horizontal assist, to make them block.
 
If you only call A train whenever the point jumps, then it has done it's job as a horizontal assist, to make them block.
So it's good against people with no ground game? Wild
 
So it's good against people with no ground game? Wild
Look I'm sorry if I sound like a butt in the way I speak. I'm just trying to say that I think A train isn't horrible in neutral.
 
It kinda is. Squigly gets around that against most of the cast under the strength of charged sing and chord.
 
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An opponent who can't jump, is at a serious disadvantage to one who can. A-train isn't bad, it's mostly that most people that use it, don't know how to or can't use it, well. Including myself. There are plenty of assists out there that are easier to use. But a well used A-train generally forces me to play nothing but grounded game... Which most opponent can't capitalise on, but nevertheless feels like it's highly impeding upon what I want to do.
 
The real issue I have with a-train in this context is the fact that Casino asked for a 3rd for squigly/filia. Squigly can get away with having A-train because with charge and meter her neutral is pretty solid. Filia without a horizontal pressure assist vs someone with any neutral assist is a very hard battle. I mentioned earlier that my recommended order for the big band team would be filia/squigly/band; if instead of filia you had a character like double/bella (these are just the characters I see sage do this with w/excellabella) who could navigate the neutral game mostly on their own or could make better use of a squigly assist like drag-n-bite for the neutral game than filia could, then you could have BB on anchor with the a-train as your setup/combo assist for the team. A-train doesn't give filia what she needs however.
 
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The real issue I have with a-train in this context is the fact that Casino asked for a 3rd for squigly/filia. Squigly can get away with having A-train because with charge and meter her neutral is pretty solid. Filia without a horizontal pressure assist vs someone with any neutral assist is a very hard battle. I mentioned earlier that my recommended order for the big band team would be filia/squigly/band; if instead of filia you had a character like double/bella (these are just the characters I see sage do this with w/excellabella) who could navigate the neutral game mostly on their own or could make better use of a squigly assist like drag-n-bite for the neutral game than filia could, then you could have BB on anchor with the a-train as your setup/combo assist for the team. A-train doesn't give filia what she needs however.


I find it strange that you feel that way.

I can see you saying that for filias neutral to a certain extent. But most filia players neutrals are just lacking. They don't use half of what filias got in order to move around. Pikmario is one of the few filia players I see using her mobility in what I would call the "correct" way. Airballs to move around mixed in with superjump and air dashes and ground runs. It's hard to stop a filia from getting in when she's using all these options.

Now think about how hard it would be with a limited ability to jump... You really keeping filia out well then?

Squigly, parasoul, double, BB are the only characters I can really see able to put up a competent ground based keepaway defense without jumping IMO. Peacock with lower ability to jump is screwed cause she can't airdash or access jhp and jhk for keepaway, and filia has always done well against her anyways. Pw would be a tad bit screwed with limited ability to fly around... Etc etc.


Also, chicken blocking filias ground based offense is one of the primary defenses against her. And on point she doesn't really have any safe ways to deal with that directly. She can airthrow, or she can go low into a series of choices that are all punishable on block. So having something that grabs jumping characters and allows filia to easily push her high/throw game on the opponent... Could be very good if used intelligently.



But I digress. I'm not making the move out to be some uber stellar thing. I'm just saying that SG as a community may not have either the experience or the skill to use the assist properly at this time.

Using the assist properly goes like this:


Knowing what it can do for your character at neutral and how to restrict your opponents air options.

Knowing how to take advantage of your opponent no longer using air as a first option in their gameplan.

Knowing how to use the assist in your resets to enforce ground based respect or to even learn how to use it to crossup aerial foes in air based resets.

Knowing what matchups/playstyles it is very useful in and what matchups it isn't super useful in (hint, it's highly useful against painwheel, and any opponent that loves to rely on air based offense)





...


A lot of times it's less about what something does and more about your knowledge of what it does and planning how to make that an important part of your gameplay, and then having the ability to execute your plan.


Sure, the tactic can actually degrade your teams strength depending on the tactic employed. But only through actual play testing can we see the true strength of something, and then, only if we actually know what we are doing in the first place.
 
Considering Robo-Fortune as the mid to add to my Valentine/Parasoul team, beams look fun. I'm not really sure if "beams look fun" is a particularly good basis for teambuilding though, stop me if this is a bad idea or if there's someone else who complements them a lot better I should look at.

Also pondering if maybe using Val's Mortuary Drop could actually work well for these two - the long duration could offer time to set up tears or headdrones. Is this practical or am I insane?
 
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Considering Robo-Fortune as the mid to add to my Valentine/Parasoul team, beams look fun. I'm not really sure if "beams look fun" is a particularly good basis for teambuilding though, stop me if this is a bad idea or if there's someone else who complements them a lot better I should look at.
Beam assist is pretty great, may as well give it a shot

Also pondering if maybe using Val's Mortuary Drop could actually work well for these two - the long duration could offer time to set up tears or headdrones. Is this practical or am I insane?
How would you set it up? Parasoul and Robo-Fortune don't have staggers as far as I know, so you wouldn't be able to combo into it, and it's very difficult to catch someone off guard with that move due to how slow it is. I don't really think it would work.
 
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Considering Robo-Fortune as the mid to add to my Valentine/Parasoul team, beams look fun. I'm not really sure if "beams look fun" is a particularly good basis for teambuilding though, stop me if this is a bad idea or if there's someone else who complements them a lot better I should look at.

Also pondering if maybe using Val's Mortuary Drop could actually work well for these two - the long duration could offer time to set up tears or headdrones. Is this practical or am I insane?

Seems fine, beam assist is pretty solid. For the val assist though, like peanuts said mortuary drop is pretty slow and the chances of it hitting aren't too high IMO. Normally val's assist wouldn't matter a WHOLE lot because val's assists are usually considered to be not great so people usually just throw c.mk on there and be done with it, but in this particular case however H bypass gives robo a LOT of power, enough so that if Kenin hadn't recommended Val/x/Para I would say put Robo on the point of this team. It adds a "projectile" to her zoning pattern as well as giving her full combos off stray light beam hits, and while I don't play para or val you might be able to do something similar with tears/bypass (but maybe not). Running robo point does require you to really like Robo though, but if you decide to stick with her I recommend watching mpgame, he runs robo/val/beo (h. chair) and does some wild stuff.
 
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B.T.W. since we were talking about assists that give you charge mid combo, I messed around a bit in training mode last night and found that you can do this with Dive of Horus. I didn't optimize this but I wanted to put it up as a proof of concept:

https://t.co/9jleHntixZ
 
How would you set it up? Parasoul and Robo-Fortune don't have staggers as far as I know, so you wouldn't be able to combo into it, and it's very difficult to catch someone off guard with that move due to how slow it is. I don't really think it would work.
I would, uh, just throw it out and hope it hits? Yeah, point taken.

H Bypass it is then if that's good for Robo.
 
I would, uh, just throw it out and hope it hits? Yeah, point taken.

H Bypass it is then if that's good for Robo.
H Bypass is A M A Z I N G for Robo, check out some match footage of mpgame to see what I mean
 
Beam/H Bypass/Pillar sounds pretty lit for Robo
 
I found a few other ways that Squigly can use an assist to get a charge mid combo, in addition to the one using Dive of Horus assist that I posted above. I feel like this is pretty relevant to people trying to make Squigly teams so I wanted to share what I found.

Worth noting: if you move forward or backwards while in stance, you start building undizzy, even if you're in the first chain. Most of these conversions need to do that so it's worth mentioning.

c.LK c.MK s.HK + call Updo xx stance, walk forward, OTG c.LKx2 s.HK etc
-needs OTG
-requires you to walk forward in stance so you build undizzy earlier as described above

c.LK c.MK s.HK + call Napalm Pillar xx stance, walk forward, OTG c.LKx2 s.HK etc
-needs OTG
-requires you to walk forward in stance

c.LK c.MK s.HPx2 + call Platonic Drillationship xx stance, walk forward, s.LP s.HK etc
-saves OTG
-easier to hit confirm
-requires you to walk forward in stance
-scales pretty bad cause the assist has so many hits

c.LK c.MK s.HPx2 + call H Beam xx stance, walk forward, s.LP s.HK etc
-saves OTG
-easier to hit confirm
-requires you to walk forward in stance
-scales pretty bad cause the assist has so many hits
-does not work if it hits a crouching character; if that happens you can combo into Silver Chord to force them to stand up

c.LK c.MK s.HK + call H chair toss xx stance, walk forward, c.MK c.HP xx Silver Chord, etc
-uses OTG
-requires you to walk forward in stance
-scales bad cause of the c.HP xx Silver Chord
-uses up your kick stance

c.LK c.MK s.HPx2 + call L Beat Extend xx stance, s.LP s.HK etc
-saves OTG
-you don't have to walk forward while charging! only one I could find midscreen

That's all I found before I realized "wait I don't play this character why am I putting so much work into this". I'm sure there's others, or more optimized conversions off the ones I found, but hopefully this is useful to people trying to work Squigly into their teams.
 
My favorite thing to do is make teams and think about playing them these days...
I'm not sure what assists or team order for this team.

Painwheel, Eliza and Double.
 
What's your reasoning for double in the middle and butchers blade assist?

butchers blade is really good for both characters and double 2nd gives you safe dhc stuff

my question is why L bomber, what does it give to PW, I don't play pw but most every pw/dub i know plays M or H bomber
 
Hello, will anyone share any assist/team positioning advice for a peacock/robo fortune/beowulf team?