• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

Skullgirls Team Building Thread

beo/fukua/eliza would probably be my vote and i'd use spiral for eliza and h drill for fukua because i dont think beo/fukua can build the meter that you need to have butchers on your team, but that's just IMO.

eliza is a good anchor because she doesn't need assists and you can use meter on sekhmet to keep pressure going, bait reversals, do mixups, etc
 
Hello,

Currently I run them Fukua(HDrill)/Eliza(Dive of Horus)/Beowulf(H Chair).

I was trying ot get some advice on possibly changing assist/ character order from some more experienced players. Any help I can get I would greatly appreciate. =)

What Cadenza said is pretty accurate, because Fukua's assists are weaker now. Chair will mostly be for anti-pressure and anti air, while butcher is used for creating space and works as your pressure assist. Chair can also create space.

One of the most important things for you to learn with this team is not to spam assists. Chair takes a long time, with a lot of frames between its 2 hits. Butcher also lasts fairly long, and eats meter. You don't want to use an assist unless you absolutely have to, such as:
hard normals are generally unsafe on block, so calling butcher can allow you to continue pressure.
If you've already committed to an attack, such as throwing out a light clone while your opponent jumps, use chair to keep them from advancing and prevent being put at a disadvantage.
 
Hi all,

I'm getting back into SG and running Filia/Double. Just wondering if that's a serviceable team, if there are any notable players that run that team, and whether I should be using lk or mk bomber as the assist on double.

Thanks for any insight.
 
Hi all,

I'm getting back into SG and running Filia/Double. Just wondering if that's a serviceable team, if there are any notable players that run that team, and whether I should be using lk or mk bomber as the assist on double.

Thanks for any insight.

M Bomber is going to be the way to go.

If you feel like learning an extra character, I'd recommend Val as a designated lead -- Val/Filia(H updo)/Dbl(M bomber) is one of the more popular teams, since it's pretty conservative as far as meter and DHCs go. I've never seen Filia/Dbl, but VFD is used by two of the top players (Duckator and CloudKing).
 
Hi all,

I'm getting back into SG and running Filia/Double. Just wondering if that's a serviceable team, if there are any notable players that run that team, and whether I should be using lk or mk bomber as the assist on double.

Thanks for any insight.

nowadays most people run a 3rd character along with those chars but the duo is a fine team, as far as people playing strictly the duo winnie is the first person who comes to mind but he doesn't play much anymore. he played L bomber for the duo but most people use M bomber (in a trio). personally i play the duo often and use M bomber so im biased towards that. if you were inclined to play a trio, you could honestly fit just about any char in there somewhere. val is the classic example since duck popularized val/filia/double in 2012 (or earlier) but filia/double are very versatile characters.
 
Thanks for all the input. I'm mostly dedicated to playing a duo; I enjoy the damage and simplifying my gameplan. Plus I'm not much of a fan of Val's gameplay. If I were to eventually incorporate a third it would likely be Fukua (and I think Sonicfox runs a team with Fukua/Filia/Double?).

With regards to the assist for double, I suppose I'll run some sets alternating between lk (invinciblity) and mk (screen control) bomber and see which works best for me.
 
i came back to this game,

i play fortune fillia still and my combos / resets still exist but i want to play a 3rd character for fun, but havent been keeping up at all

any idea?
 
Big Band with H brass comes to mind. Also Eliza with a Sekhmet assist.
 
i came back to this game,

i play fortune fillia still and my combos / resets still exist but i want to play a 3rd character for fun, but havent been keeping up at all

any idea?
Band double or bella for stable anchors.
Eliza works

Other anchors that are unorthodox due to damage output for anchor but provide strong assist.

Robo, fukua or squigs or peacock
Those are assist that can help those two the most anyways
 
Okay, so how good is Squigly as an anchor? Especially the team WingZero plays. I was kind of wary of the idea, but then, I'm playing Painwheel, I'm clearly crazy and may as well go for it.

This would be so much easier if I actually liked Cerebella's playstyle... or Cerebella as a character, then I might be willing to stick with her playstyle.
 
Squigly is OK.

Problem is that for many many many more reasons, she is better as a mid.
The anchor usually helps squigs by getting charge and pressure in any case. making a comeback with squigly is dependent on picking on people messing up and if one is patient then that may not come favorable to anchor squigs
 
Squigly is OK.

Problem is that for many many many more reasons, she is better as a mid.
Is there a particular assist WingZero uses to make it so good for Soul and Filia, or just fluff/playstyle preference?
 
I figured it was Drag N Bite, I was just wondering if that was so good it's worth using from a purely mechanical perspective. '^_^

I should have straight-up asked about Squigly compared to Painwheel for this. Filia wants L Pinion while Soul wants M Pinion (I'm guessing L Pinion can help her though, which is what I'm running), but both want Drag N Bite. But I like Painwheel's scariness, and so it's also a matter of character matchups, if Painwheel can cover weak MUs that Squigly can't. Draugen Punch does have invincibility frames, but it doesn't seem to have... very many?
 
I figured it was Drag N Bite, I was just wondering if that was so good it's worth using from a purely mechanical perspective. '^_^

I should have straight-up asked about Squigly compared to Painwheel for this. It's also a matter of character matchups, if Painwheel can cover weak MUs that Squigly can't. Draugen Punch does have invincibility frames, but it doesn't seem to have... very many?

As far as MUs go, I decided to do some research and compare which one has better MUs against who.

Filia: Squigly is even, painwheel is at a disadvantage (especially with assists).

Bella: Priority makes her a pain for PW, better to run Squigly.

Peacock: Depends on what the opponent is running as far as assists, specifically ones that create space. If it's vertical like BE or Updo, Squigly is preferable. Should they have a horizontal space assist, like Brass or Lock, it becomes much harder for
Squigly and easier for Painwheel since Peacock only has H george and shadow to provide air lockdown, which are telegraphed, so flight becomes that much more important.

Wheel-Squigly matchup is in PW's favor.

Fortune: If she's headless, PW can run her over, and does well with head on too. Squigly has trouble regardless.

Val: One of Squigly's worst MU's. Painwheel doesn't struggle nearly as much.

Soul: Her air priority is an issue for PW, and Squigly can charge easily, which pressures soul not to zone.

Eliza: Air priority. Difficult for both.

BB: Squigly can easily punish BB if he overextends.

Double: Difficult for squigly to deal with the catheads, PW is much better.

Wulf: No idea, but I think Squigly's superior reversal options make it easier for her than PW.

Fukua: Squigly deals well at long-range, but fares badly if she gets put into clone range. Now that M Clone got changed, both have less trouble in air. This one shouldn't be the deciding factor.

I decided not to get into the rest of your team/composition/assists, those decisions are up to you -- this is just telling you whether squigly or PW is better in a matchup.
 
Huh, Squigly is better against almost every traditional anchor... except Double. -_- I'll probably go with her, then. If I'm facing Valentine as Squigly, I'm dead anyway. :P
 
If you want to learn about Matchups, Kai did a long video/interview with SonicFox and Dekillsage discussing, I think, every matchup in the game. If you want information on character matchups then I'd use that (also provides information on what to do in each matchup). Also keep in mind that, because SG is a team game, matchups can vary wildly depending on assist choices and team positioning.

Disclaimer: This was before the newest patch, they play some characters more than others and their opinions may have changed of course.
 
Huh, Squigly is better against almost every traditional anchor... except Double. -_- I'll probably go with her, then. If I'm facing Valentine as Squigly, I'm dead anyway. :P

I thought about it a little, but you might not want to have characters in "assigned slots." It's a term I just came up with, so let me explain:

Take the Val/Fil/Double team, which is played by CloudKing and Duckator. If you watch them in gameplay, you'll quickly notice that in most cases neither of these two players ever switch out Valentine, whether it's by raw tag or DHC. This, of course, is due to Val's cruddy assists, but the point remains that Valentine generally stays on point until she dies. This is what I mean by "slot assignment:" Valentine is always played lead, so she is "assigned" the lead slot. This continues with Filia being assigned the mid slot and double the anchor (though they are slightly more interchangeable).

I'd argue that Fil/Para/Squig isn't as effective if you assign slots. While parasoul is often best on point, she's still strong on assists and can sometimes compete as an anchor if you play your cards right. This goes for all three, as a matter of fact, though just to lesser extents. It might be best to use DHC's and dead angles to switch out your different characters depending on the opponent's point character at the time.
 
Thoughts on cerebella/big band/peacock?

Beat extend m is good defense and opens up important conversions for bella.

Anchor peacock gives extra chances to switch her in to an advantageous position.

What i am not sure of are the assists for bella and peacock. Excellabella gives taunt combos or charged item drops but not much in neutral. George can be a good combo breaker, but airplane might be good too.
 
Excella is fine and M beat extend is great. I'd probably use the walking george as the airplane is a bit awkward to use. If you are unsure about excella, then cerecopter pairs well with Peacock. All of these characters and assists except maube excella and Peacock synergize really well with one another.
 
Thoughts on cerebella/big band/peacock?

Beat extend m is good defense and opens up important conversions for bella.

Anchor peacock gives extra chances to switch her in to an advantageous position.

What i am not sure of are the assists for bella and peacock. Excellabella gives taunt combos or charged item drops but not much in neutral. George can be a good combo breaker, but airplane might be good too.
For peacock for that team.....try either L bomb.....or s.hp, airplane bomb might be good as wel
Excellabella can be used or copter.

band, you know the deal, M extend
 
Band with L George is unfightable
I like LnL with Bella for both these chars. Excel is more for band and Copter is more for Cock, LnL is useful for either
I also still feel like L BE is a good assist but if you prefer M that works
 
m is significantly better for bella cause it gives dynamo/diamond drop conversions and it used to at least make battle butt safe (i didn't think it still did with the nerf to assist BE blockstun but sonic still does battle butt + extend so idk). L might be better for peacock but arguably not worth giving up M for bella
 
I would go H LnL + L BE with this team.
L BE gives bella dynamo conversion on almost every character, and while it doesn't give you raw diamond drop conversion, you can spend a bar and do DDrop > Dynamo > full combo which is still very good
 
Okay, can anyone say why I should run WingZero's team (Soul/Fil/Squig) instead of replacing Parasoul with Ms. Fortune on point? My main trouble is zoners. Also not sure how to run assists for that, Hairball/Center Stage or Updo/DragNBite?

Alternatively, can anyone give advice on playing Double without assists so I can run her as my anchor? (I'd still like advice on Parasoul-Fortune)
 
Last edited:
just play the characters you have fun with. Especially with trio, you have the flexibility to change team order to deal with fuckawful matchups. If you have a lot of trouble vs zoning, just flip to filia or squigly point.
 
  • Like
Reactions: softie
My brother plays fortune, and he doesn't feel like she fares well against Peacock, so I assume she has trouble with all zoners. Zoning back with Parasoul might be a better option.
 
Last edited:
what order should i play fukua/para/cerebella in? ive been trying fukua/bella/para and para/fukua/bella but they all feel kinda wack. i also dont really know what assists to use. i usually use l shot for parasoul and drill for fukua but that feels redundant (?)
 
I'm semi-new to fighting games, was getting into them somewhat seriously but lost interest and have recently been investing time in them (esp. Skullgirls) again. I want help building a team around Filia and Eliza, as they're the two characters that feel most natural to me (I can comfortably beat Nightmare level CPUs and their move sets feel very intuitive, though I've yet to jump into online play!)

Other characters that intrigue me/that I enjoy are Ms. Fortune and Valentine (the two I'm probably second most comfortable with) as well as Squigly (I really, really enjoy Squigly but the whole Seria Cancel thing seems like it might be a lot while I build my general fighter skills). Cerebella and Big Band seem pretty cool but I tend to gravitate to faster, lither characters more than grapplers or heavy, bulky types so I haven't screwed around with them much.

Of those, who would gel best as a third to fight in with Filia and Eliza? I assume it would be a team like:

Filia (H Updo)/Eliza (Throne of Isis?)/??
or
Filia/??/Eliza

Though I'm not sure how well Eliza would work as an anchor.

Anyway, any help or advice is appreciated!
 
I think Val (cr.MK)/Filia (H Updo)/Eliza (Butcher's Blade -preferable- or H Osiris) would be a good team. Eliza is the best anchor but I don't think she is that bad. Val gets a good DP assist and lockdown (Butcher's blade costs meter but gives you more horizontal range and hyper armour which is good, H Osiris doesn't cost meter and has no hyper armour/less range but does lots of chip).

If you go for Ms Fortune you will have a lot of overlap in assists no matter which configuration you go for (since MF's only really good assist is H Fiber). I would probably go for Filia (H Hairball)/Ms Fortune (H Fiber)/Eliza (Butcher's Blade). The idea being that, if Filia dies, you have team LazyDiablos as your shell which is really strong. Fortune's assist is kind of filler here, since Filia doesn't need a DP assist that much and H Fiber is really hard for her to convert off of but it is good as a get off me tool and for alpha counters.

For Bella/Band just stick them at the back as anchor. Filia(H Updo)/Eliza (Butchers, Osiris)/Bella (H Lock n' Load) and for Band just replace Bella with Band (H Brass). Both would be similar in terms of assists though H Lock n' load is better for block pressure while H Brass is better for neutral.

For Squigly I'd probably suggest Filia(H Updo)/Squigly (Drag n' Bite, cr.HP)/Eliza(Bird). Squigly is usually best mid since then she should have some resources then and bird for Eliza's assist so there isn't overlap (plus that gives Squigly some nice mixups, even if Filia doesn't really need it). The main challenge from playing Squigly would probably be her resource management mid-game, her seria cancels are mainly just an execution barrier that you can practice to overcome in training mode. It's her use of resources that makes her slightly more difficult to use. Though if you enjoy her I say give her a shot, none of the characters in SG are super hard to learn (I'd say MF is the hardest if you want to learn headless mode).

All that said, it would likely be best to focus on learning one, maybe 2 characters to start with and adding a third once you are used to those two. That way you can learn the mechanics of the game and your characters thoroughly before going for a trio. Solo/Duo will give you more time with each character per match due to their increased life whereas trio is very frail. Hope that helps :)
 
Eliza works arguably best as an anchor. She burns through meter like crazy, and the endgame is when you have the most meter.
 
I played Skullgirls on the PS3, and am currently downloading it on PS4. While I am not very proficient at the game and relatively inexperienced, I do know that my favorite characters are Peacock (obviously) and Squigly. I built a team with just the two of them in the PS3 version, but I always felt like something was lacking. I have two questions-

1. Which character would be the best to add to this team?
2. What would be the most optimal assists for each character? I was thinking George's Day Out for Peacock, but I am not sure.

Thank you in advance.
 
Any character could work to an extent, but the most common answers would be:

1. Big Band or Cerebella, in the order Peacock/Squigly/Big Band (or Cerebella)
2. Peacock: George's Day Out, Squigly: Drag n Bite, Big Band: Brass Knuckle (H), Cerebella: Lock n Load (H).

As an alternative, you could use Beat Extend (L or M) for Big Band if you want better anti-air coverage and up-close Squigly pressure at the cost of losing a long-range assist for Peacock, and using Cerecopter for Cerebella gives you the same tradeoffs, with the added downside of losing an invincible/armored 'get off me' assist. There are other non-standard assist options that could work for your team like Big Band's Giant Step (H), Cerebella's Battle Butt or Squigly's Center Stage, but if you want something standard and proven you're better off with the options I listed above.

edit: The more I think about it the more I think Battle Butt assist might be surprisingly good for your team if you end up choosing Cerebella instead of Big Band, because maybe Squigly can use silver chord or center stage to combo after it hits. But I'll leave that to the people who know how to play Squigly. Either way, Big Band has the best assists for your team so ignore this part if you'd rather play him than Cerebella.
 
Last edited:
Hey, looks like the thread hasn't really been active in a month, but I was hoping I could get some help looking for an anchor? I've owned the game for a while but I'm finally getting really into it. I've been running Peacock (Shadow of Impending Doom M)/Ms. Fortune (Fiber Upper H) and have been experimenting with lots of characters to round it out. Hit a point where I felt it may be useful to go and ask the community.
Any input would be greatly appreciated.
 
okay so you're running Peacock on Point, and you have Fortune acting as your close range "get off me DP" assist. What you need is an assist that has good spacing/pressure behind it.

If you want to be a mid range zoning peacock, a good assist would be Medium Hornet Bomber as Double. It has good range, excellent pressure, and you can use it as a combo extender if you just so happen to tag the opponent with a george bomb.

If you want to be a close up Peacock where you mixup the opponent and you like to crossunder them alot, then Cerebella's Cerecopter Assist is a good pick. It has many hits so if your opponent blocks it then they will be stuck in block for quite a bit giving you plenty of time to teleport behind them and set up a high/low situation.
 
okay so you're running Peacock on Point, and you have Fortune acting as your close range "get off me DP" assist. What you need is an assist that has good spacing/pressure behind it.

If you want to be a mid range zoning peacock, a good assist would be Medium Hornet Bomber as Double. It has good range, excellent pressure, and you can use it as a combo extender if you just so happen to tag the opponent with a george bomb.

If you want to be a close up Peacock where you mixup the opponent and you like to crossunder them alot, then Cerebella's Cerecopter Assist is a good pick. It has many hits so if your opponent blocks it then they will be stuck in block for quite a bit giving you plenty of time to teleport behind them and set up a high/low situation.

Wow, thanks for such an immediate response! I definitely have been preferring the zoning game, so I'll be sure to take a look at Double!
 
Typical anchors are: Big Band, Cerebella, Double, Eliza.
If you want for Big Band then I'd use H Brass. This assist us good for both your characters. It is great for Peacock's zoning due to its huge range and armour and Fortune can use it to get in.
For Bella, Peacock would prefer H LnL and this is what It's go for. This is like a slower Brass Knuckles since it has a delay. Swiftfox dash uses this assist for his Peacock. Fortune prefers Cerecopter due to the lockdown it provides but she can make good use of H LnL as well. It gives her some very damaging combos and is good for getting in.
For Double, H Bomber is the zoning assist for Peacock due to its range though that range also makes it harder for Fortune to utilize. M Bomber is better for Fortune but not as good for zoning.
Eliza has Chair and Butcher's blade. I'd probably go for Butcher's blade since this team will generate oodles of meter. It provides an ok mid range lockdown assist for Peacock's zoning and Fortune loves it (see Lazy Download/Izaypi). Chair is a full screen projectile assist that has projectile invulnerability (you can only destroy it by hitting it). So it's good for Peacock's zoning and against other songs like R.Fortune but it isn't very good for Fortune.
 
I honestly wouldn't use Heavy Brass Assist only because of the fact that people tend to use it as a crutch. That they think "Oh this move has 2 hits of armor that means i can totally run up and attack the opponent not problem" That's the thing however, the move doesn't really have that much block stun to it [compared to other assists it really doesn't] so the player would try to toss out this assist at roughly haft screen the opponent would just block it and as you run in they can just late pushblock the brass assist and punish you trying to do a jump in or something. The Move is risky and is only best used a close range as a semi quick bait punish. [At full screen a smart opponent can just jump into Peacock's DeadZone and punish Brass no problem [even if they have to block a Shadow of Doom first even, Brass has a pretty long recovery time]

As for Heavy Lock 'n Load it's okay, it's a shorter ranged Brass pretty much, but it's good when you have the opponent in the corner and you're bullying them [Peacock would have to be very aggressive to make this work but it is possible.]

Heavy Hornet Bomber is okay for zoning since it reaches all most full screen. However if you fight someone who knows the deadzone to peacock, they can jump out of the way and punish Hornet Bomber since it floats inside of that deadzone for a bit. [not saying you shouldn't pit if you want to zone, just saying that there is a risk to having Double Sniped a bit]

Eliza is a good choice, both her Throne assist and her Butchers Knives are great choices as assists.