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Skullgirls Team Building Thread

I recommend a character with a decent anti air assist. Big band has the easiest to confirm off of aa assist, but characters like Fillia and Parasoul along with some others would be just fine.
 
It's my team! Sort of! I played LBeat, MBeat, and now I play HBrass.

excelent info. that im gonna practice!

We should play sometime! Mirrors!!

Yeah sure! add me on Steam/ PSN
 
You should take L or M George for sure.
Throw is a big gimmick assist and not very useful for neutral and pressure.

L George is really annoying to fight against when Painwheel is using it.
She can just back up while flying, call it, then fly above it and play spacing.

If they jump at you or try to get close the bomb is in the way.
So they have to deal it somehow before they can hit you since it doesn't go away when you are hit.

Also applies to Beowulf if he walks along side the bomb.

H Chair is fine, covers a great angle for defending Painwheels airspace.

I think Peacock gets really cool fullscreen conversions with H instead of M Pinion using certain zoning patterns with timing?
 
You're right, H Pinion is better for Peacock, but what about Beowulf? I don't know any ways to take advantage of H Pinion with him.
Maybe if you punish something with Arm and call H Pinion right as you do the input, you get a conversion?
Maybe it converts off H Chair with Sweep > Pick up? Never tested anything, sorry.

PW isn't much an assist character outside a couple specific set ups.
 
Maybe it converts off H Chair with Sweep > Pick up? Never tested anything, sorry.
Looks like if you do H Chair and call H Pinion simultaneously, the assist hits them as they're falling. Lets you convert of H Chair without using your OTG. No idea how useful that actually is, since Beowulf doesn't need to save OTG to get hard knockdown anyways, and you can't macro call an assist like that as a reversal so it doesn't let you convert if you're mashing the H Chair out. But it is definitely a thing that exists. There are maybe some powerful Combos that can use this? c.LK c.MP s.HK xx H Chair + H Pinion does 3282 damage in the first chain which seems pretty good.
 
Any advice on a Big Band/Parasoul team?

Since I've started playing Skullgirls, the two characters that I enjoy playing the most and have become the most proficient at are Big Band and Parasoul. Because of this, I've begun to use them in unison as a team, usually setting it up as Parasoul out first w/ HP Napalm Shot as an assist, and Big Band w/ HP Brass Knuckle as assist. I use Parasoul's Napalm Shot to make up for Big Band's lack of a projectile, and Brass Knuckle to relieve pressure.

However, I have a strong feeling that this team has many weaknesses that I'm not covering, and that there are some techniques with this team that I haven't learned about yet.

Does anyone have any advice about using a Big Band/Parasoul team? What kind of setups and resets am I capable of doing with this team? Should I change the assist moves? And also, if I were to add a third character to the team, which one would you recommend?
 
tagging @fenster because he plays a big band point team with parasoul, I don't remember what BB assist he uses but he runs napalm shot assist (don't remember the strength). Shot assist is really great because big band has a lot of really strong armored moves to approach and catch people pressing buttons with (i.e. brass and a-train), but the downside of them is that they are unsafe if your opponent doesn't get hit by them. Shot not only gives big band something to approach behind, but due to the fact that the shot stays on the screen and detonates later means you can do things like call shot assist and do a-train at the same time and it is hard for your opponent to punish. I would imagine brass is a good assist for parasoul but you shouldn't be using it to relieve pressure, you should be using it to pressure your opponent. If you want an assist to relive pressure then beat extend is probably the better option.
 
Any advice on a Big Band/Parasoul team?

Since I've started playing Skullgirls, the two characters that I enjoy playing the most and have become the most proficient at are Big Band and Parasoul. Because of this, I've begun to use them in unison as a team, usually setting it up as Parasoul out first w/ HP Napalm Shot as an assist, and Big Band w/ HP Brass Knuckle as assist. I use Parasoul's Napalm Shot to make up for Big Band's lack of a projectile, and Brass Knuckle to relieve pressure.

However, I have a strong feeling that this team has many weaknesses that I'm not covering, and that there are some techniques with this team that I haven't learned about yet.

Does anyone have any advice about using a Big Band/Parasoul team? What kind of setups and resets am I capable of doing with this team? Should I change the assist moves? And also, if I were to add a third character to the team, which one would you recommend?

You should start thinking that Napalm shot assist mostly covers the ground, so you need to always keep an eye for if the opponent starts jumping to avoid the projectiles. Learning to keep the air covered is really solid for BB.

I don't really have any particular setups or resets with point BB/parasoul, but that's just because I don't research or practice that kind of stuff normally. Just in general, it's an okay idea after a BB knockdown (from H brass or the A-Trains) to call assist and do some basic low/throw/overhead since usually Napalm shot stays far away enough that it won't get hit and the projectile might cover you, though keep in mind a lot of things avoid it so don't be too surprised when it happens.

Napalm shot assist is the way to go. Whether or not you use H or L I guess is preference. I only use L shot for the rare occasional Alpha-Counter option, but I never tested with H shot so it's probably okay too. For BB's assist, you can use either BE or Brass since they both allow Parasoul good coverage in some area, but it's preference, so don't be afraid to switch if you aren't feeling 1 or the other.

Pretty much every character can go with BB or Parasoul so I think you can slide anyone in there. The only characters I probably wouldn't put in is Val or Ms Fortune since they usually have a hard time fitting in on the 2nd/3rd slots on a team, and BB doesn't usually DHC that well to them IMO. Just pick who you like, but I don't think it's necessary.
 
You could always put MF or Val on point if you want to play either of them since I think para and BB assists are great for Val and MF.
 
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You could always put MF or Val on point if you want to play either of them since I think para and BB assists are great for Val and MF.
I agree. Fortune and Val have kind of mediocre assists, but if they're the point characters then it's not as big of an issue.
 
Hey, a friend of mine is picking up painwheel and wants to know what assists to use with her.
He originally played beowulf and big band, and I believe he wants to put PW in front.
 
there is definitely someone who was asking about those same 3 chars a couple months ago, lemme see if i can find the post. in case i can't, use H pinion because its godlike for BB (full combo off SSJ with H step + call assist), brass is very good for beo and not bad for PW, and H toss is probably the best beo assist

e: found it, i'm quoting mike's post on the matter because i feel like its the most comprehensive

Beo/Band is REALLY GOOD, just ask Bang Camaro.
PW/Band works pretty well, too, just as Domo or Weatherbee.

Beowulf + H Brass gives you pickups after throw enders with Beowulf (including after Grendel Killa in the corner which is amazing) as well as Gigantic Arm + H Brass which allows conversions anywhere on the stage.
PW as H Pinion Dash + Band gives you alpha counter to Big Band xx Super Sonic Jazz, then call Painwheel + do HK Giant Step to pick up into a full combo.
PW + H Brass gives you conversions off Buers that she doesn't normally get, as well as
The only thing I've not seen is PW+Beo / Beo + PW, but I imagine flying around as PW and using H chair toss assist would be pretty good, and Beo has a lot of things that combo into Painwheel's tag. Plus H Pinion gives you conversions from bulldog.
DHC order, Beo/PW is probably worse than PW/Beo, though Beo/PW does give you Arm to Install to full combo.
In any order, the entire team hits hard.

So I guess what I'm saying is, if you like all three of them, try PW H Pinion/Beowulf H chair/Big Band H Brass, or Beo/PW/Band order. Anchor Band >>> either of the other two as anchor, though.
 
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IMO good. PW does well behind both those characters.
 
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Hello! I am here to do a full write up on a team that I am now playing

Parasoul/Filia/Fukua
Parasoul/fukua/Filia

Players: Shademoneh, Twerk
My configuration: H shot/H updo/H drill
Shade's Configuration: L shot/H Drill/ M updo

My team Order

its purpose is only for the sake of bringing in Filia. Through parasoul's tears, detonations and normals. any stray hit from a tear can turn into sniper DHC'ing to gregor. In a sense this would be a variant of Severine's SDE team which is Parasoul/Filia/Double.

I use H shot because its faster and actually does quite a few things for either character. Filia in the mid range if you call H shot allows her to dash in at a moments notice and since the tear gets out faster, the opponent has to deal with that more quickly. H shot also provides fukua with an easier way to zone and navigate. Air H fireball combined with H shot covers alot more vectors after one of the fireballs are blocked or hits.

H shot also allows for fukua to convert off of s.mk, c.hp(call H shot, then do c.hp, L shadow). you also have access to a meterless reset via c.mp c.hk, L fireball+h shot. if its blocked then you trapped them with the tear.

H drill is essential for this team since filia or parasoul can now convert off of stray hits, Notably parasoul's L shot + drill is instant conversion, Filia + drill is pretty strong as well and it is quite straight forward to use. its effective range is midrange to close range

My team configuration is more fit for aggressive style of play

This team order is more neutral based. H drill still functions the same as always for para and filia. However you now have access to a safe-ish dhc depending on how you do it. From there you now have fukua/filia/parasoul. The way I see this configuration i believe its for the sole purpose of getting filia in, even though she's anchor through fukua's neutral if parasoul was to ever die.

L shot allows fukua and filia to navigate through the neutral space alot better because of l shot's speed. you still get fukua's crossunder reset (c.mp c.hk L fireball+l shot).

The team is straight forward. one thing i think about the cool part of this team is that you can tag combo into fukua if parasoul is bleeding and you got the combo and want to continue it. The easiest way to do it midscreen is:

para: c.lk c.mk c.hp, j.lp j.lk j.mp, j.mk j.hp, L tear toss, s.lk s.hp XX fukua tag.
From there you can combo using either s.mk on lights for the otg-less conversion. or pick it up with c.lp into stuff.
Pros:
Parasoul gets conversion from her neutral tool: L shot using H drill

Filia is more scary with H drill
H shot or L shot provides either aggressiveness or more neutral based play depending on your style. it also gives fukua another reset option.

Twerk's team order allows for filia to come in via gregor dhc off of tear explosions. However you get no Safe-ish dhcs.

Shade's Order allows a safe-ish dhc, but you don't get fullscreen conversions like you would with tear explosion, Sniper Dhc to gregor.

Cons: Usage of meter in terms of level 3 is not that great for filia. Fukua gets access for a true reversal. Parasoul gets level 3 which is decent. if you have fukua anchor or filia anchor you need to be absolutely comfortable with their neutral, especially filia. Fukua with meter lets you do various mixups and hopefully making people respect the cmd grabs will be enough to open up for a low mixup. you also have access to M shadow resets as well. H drill is very linear and is not quite like bomber but it does restand if it hits people. Depending on team order you do sacrifice either fullscreen conversion or a safe DHC (twerk order or shade's order). Parasoul has some shitty matchups such as:

Double
Ms.fortune
Fukua

These characters also function as point characters and this is just to name a few. This can be remedied by changing order and putting parasoul anchor. Depending on how you feel about para anchor then this could work for you. This is my first write up of the team. things are subject to change of course!

The next write up i will do of my 2nd team: Parasoul/bella/Eliza in the next post sometime this month or so.
 
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Hey guys, I've been playing solo Eliza against fellow online bums warriors for a while now and wanted to expand into a 2 man(?) team.
I like to go in, not zone all day with projectiles. I don't have much experience with grapplers but don't mind learning either.
Ms. Fortune looks pretty sweet, even though I have no idea what to do with her head yet.

Teams under consideration:
Fortune, Eliza
Fortune, Big Band
Fortune, Cerebella
Eliza, Big Band

Please tell me which of the above are viable with which assists. You can also suggest another team. Of course I'd prefer the first one for now. I want to learn Fortune if she's not straight up terrible.
All help is appreciated! :PUN:
 
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fortune is a very strong character, arguably best in the game. LazyDiablos plays Fortune/Eliza duo and does extremely well with it (H fiber/Butcher's Blade for assists). I would recommend looking up his matches at Summer Jam 9, NEC 16, and the recent XenoEncore.

Seeing as this seems to be your first choice of team and it's a very good team I assume you'll be playing this over the others, but just for the record fortune/big band has some good players who use it (fizzxwizz and fullbleed come to mind, both use H fiber assist for fortune but fullbleed uses L extend and fizz usually uses H brass i think, though he sometimes uses extend). The other two teams are probably fine but no one comes to mind that uses them so I can't really give you people to watch on those. I assume you'd use H fiber for a fortune assist for fortune/bella because that's what almost everyone uses, good bella assists would probably be H lock n load or cerecopter. Eliza/Band maybe H spiral/L extend for assists? Brass is probably good for eliza too idk.
 
Ms Fortune is one of the strongest characters in the game, and Ms Fortune/Eliza is a very strong team. LazyDiablos does well in tournaments using that team with Eliza's Butcher's Blade assist (edit: Pickles just said this same thing oops):

 
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Fortune, Cerebella
Eliza, Big Band

fortune bella ends up using H fiber and Copter. Caiolugon uses this assortment real well and in my last post i had posted a ft10 set vs him also elda taluda
https://www.youtube.com/channel/UCe6rnS1sWrWEh8s_wD9P8jg


Eliza band.

Run: osiris sprial or Axe

for osiris spiral you will need to contact @fenster since he plays big band/eliza/para

for axe, there is severine which is here
 
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Since we're in the team building thread

fv2MBXJ.jpg


^^^^^^ Can you explain your thinking about this? (The peacock part, not your avatar + name)
 
I wrote a post about running Peacock 2nd at some point, but am not finding it anymore

The base idea was:
1) Peacock Neutral is centered around having projectiles on screen, SoID charging, stuff. The only time that Peacock is at neutral and doesn't have 1-2 Georges on screen and/or SoID charging will be at roundstart. Thus, Peacock neutral is "weakest" at precisely that moment. If your Peacock isn't on point and instead gets in via DHC/Tag, you never have to play the roundstart game.
2) Many people have specific anti-Peacock teams. Be that running Double point instead of anchor, or running Brass assist instead of BE, etc. If Peacock isn't point, what do they do? Do they still pick Brass assist or not?

Pea 3rd is presumably better than 2nd, as you get two chances to tag into her and the likelihood of one of your chars dying and Pea being forced to defend on incoming is very small.
 
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I get the reasons for not point peacock, but yeah I was more specifically wondering why 3rd vs 2nd. I get the tag order thing that Peanuts said for his team, but I dunno if every peacock trio would benefit from that. Peacock 2nd offers a lot with the sound DHCs and while Peacock with Meter can get things going, it depends on how much you believe in her ability to go it solo, something I never really heard Peanuts say explicitly if it's something she can do well (or preferable to running different team orders). I'd also like to ask @Mr Peck about solo peacock as anchor vs other spots on the team as well since afaik he started all this weird peacock team order stuff.

Also @Dhoppler too, I see you running point band anchor peacock over there :P
 
Since we're in the team building thread

fv2MBXJ.jpg


^^^^^^ Can you explain your thinking about this? (The peacock part, not your avatar + name)
IsaVulpes said pretty much what I was going to say. Peacock sucks until she's good. The idea behind Double/Big Band/Peacock is that I skip the parts where Peacock's bad. If she's out at all she starts at frame advantage, either because I did Double s.HP xx tag or because I did something with Big Band and DHC'd to her.

The title there is mostly hyperbole though. I think this team is good but I don't actually think the meta is going to become dominated by anchor Peacock any time soon.
I get the reasons for not point peacock, but yeah I was more specifically wondering why 3rd vs 2nd. I get the tag order thing that Peanuts said for his team, but I dunno if every peacock trio would benefit from that. Peacock 2nd offers a lot with the sound DHCs and while Peacock with Meter can get things going, it depends on how much you believe in her ability to go it solo, something I never really heard Peanuts say explicitly if it's something she can do well (or preferable to running different team orders). I'd also like to ask @Mr Peck about solo peacock as anchor vs other spots on the team as well since afaik he started all this weird peacock team order stuff.

Also @Dhoppler too, I see you running point band anchor peacock over there :P
I'd rather have the DHC for my second to third character over my first to second character. When I played Peacock second, there were games where Double would die before getting to do the DHC and I'd just have Peacock/Big Band and be like "wow I just have to hold all of this". I mean there's advantages to that order but I like the safe DHC later in the team order because that's where you really need it, that's where something has gone wrong and you need to do damage control.

Peacock by herself is like... I mean, if she lands the hit and has bar she can do damage. It can be tough to land the hit but at least once you do that character is going to die. I don't think it's worse than having Big Band last honestly.
 
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I originally played anchor Peacock because my favorite thing about Peacock was doing mixups with bombs on the screen, and putting her in the last slot with boxcar assist meant everyone got to do bomb mixups. Everything that McPeanuts mentioned applies too; if you put Peacock in the second slot of a trio and your opponent gets the first hit on you with a duo or other high-damage team, there's a decent chance that you won't be able to DHC out before your point character dies and then you gotta play Peacock incoming.
 
Why is H fiber so popular? It's pretty much dead weight if you play any headless. Hell, against players who I don't think have a headless (aka almost everyone), i just snap Fortune right away.
 
Huh, I though she lost all invuln without a head.

I R Dum
 
Thanks for your many replies. Guess I'll try Fortune/Eliza for now.
Bastet and Sekhmet on the prowl! <3
 
Why is H fiber so popular? It's pretty much dead weight if you play any headless. Hell, against players who I don't think have a headless (aka almost everyone), i just snap Fortune right away.

For what it's worth, even with invulnerability, HFiber gets stuffed enough after it's active that if it were not invulnerable and you were mostly calling it for anti airing, I dunno if you would notice the difference. Which is why I just play MFiber now. Less invuln, easier to convert, stuffed about just as often. I dunno. H is still great up close vs Armor too because of the fast multiple hits and more invuln.

I like M though.
 
I actually get to call my team Big Cock. Cuz I'm thirteen.

For real tho. If you use meter to confirm the damage is there. If your pressure game is good opponents will push you out and you start zoning free. My peacock is my best character and I'm used to playing her solo. (There's no real reason. The point is to tag or dhc her in. )

Sent from my SM-G920P using Tapatalk
 
Oh, I guess this is team building related, sort of. Shout outs to cat scratch assist. It's like you take some okay things from pinion and drill and then just make it bad. Let's you convert off double's lugers at midrange and randomly anti airs people.

Shout outs to playing fortune and never being happy with any assist, to the point you try to run things like cat scratch assist.

In fact, if this is team building related enough, what team/characters benefit the most from HFiber? I used to hear 'oh painwheel is the best at converting off it' or whatever and how. I suck at it. Tipz? What team do you build around point fortune that is a trio and runs HFiber for the dp/anti air. If anything, I want to fiddle around with this template

HFiber/???/HSpiral

Where ??? is something horizontal like drill or pinion, or maybe bomber, but it has to let you convert off max range sHP Rekka+Assist.
But I dunno if you can have that and also have 'oh it's good with HFiber, it benefits ???s game and they can convert off it with xyz'

Also I'm spoiled and if Double is second, I won't want to run HFiber/HSpiral because it won't help my sick spam luger game.

Taking a shot in the dark at my own question, Peacock????? Because she can SOID to convert from HFiber maybe?
And then if I put people in the corner, Peacock/HSpiral with jHK sounds neat hi warped

(Someone teach me how to play Peacock I always just die. Who wants to teach gllt to run away.)
 
Well of you're willing to put on fortune on point and get her head off and switch, you can have cat slide. I think it's a pretty good assist. Especially for double with her side switching and jump in approaches.

Other people slide works for is big band, painwheel, fillia, Eliza.

As for fiber, iunno. Converting was a pain but I can honestly say it was for lack of trying. I know because of taluda that it's good for painwheel and bella. I spent a little time working on converting with peacock. If you want to Pau peacock I can run some sets with you after combo breaker.

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(Someone teach me how to play Peacock I always just die. Who wants to teach gllt to run away.)
hmu after combob breaker. combob yeah
 
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In fact, if this is team building related enough, what team/characters benefit the most from HFiber? I used to hear 'oh painwheel is the best at converting off it' or whatever and how. I suck at it. Tipz? What team do you build around point fortune that is a trio and runs HFiber for the dp/anti air. If anything, I want to fiddle around with this template

HFiber/???/HSpiral

Where ??? is something horizontal like drill or pinion, or maybe bomber, but it has to let you convert off max range sHP Rekka+Assist.
But I dunno if you can have that and also have 'oh it's good with HFiber, it benefits ???s game and they can convert off it with xyz'
Painwheel usually superjumps j.mp or dash jumps j.mp depending on where the opponent is. It's nice for Painwheel and I would definitely say she has the easiest time converting off it without using meter(enough so that I would place it near pillar and updo for painwheel)
For your second character, have you considered Robo? I don't think it's as good as the other dp assists are for her, but I would say her j.hk can make it somewhat viable to run as the anti air and I think H theonite beam gives you what you want.
 
I would want Robo to have something that moves forward, like what I want for Double. If I have Fiber, then Spiral is definitely not doing that. And I'd want Spiral. So Fiber would have to leave for Drill/Clide/Bomber/Pinion/DnB/Hairball/whatever

Also, if that's the 'easy' PW conversion from HFiber, I don't like it and I can't do it. Maybe I'm a scrub. I feel like it's easier to convert from fiber with something like HLuger or Horus than doing that..