i play valentine/filia with savage bypass hk and hairball hk as an assist just to get them in a corner quicker


at 0:44 there’s a sexy combo with Parasoul’s napalm shot assist.

okay that was pretty
i wonder if its mid screen too

The j.HP, j.HK, airdash, j.HP, j.HK only works off a forward jump in the corner

Well you can do it midscreen with Painwheel’s cr.mp so maybe it is possible if you do it fast enough?

I didn’t try it on EVERY character, but as a general rule of thumb it’s not worth going for. Personally, mid-screen I tend to do IAD j.HP, call assist, crossup j.HK. A ton safer, and the damage lost isn’t TOO bad.

Napalm pillar all the way! And I highly suggest her fk hairball to back up parasoul’s dirty high low game. I’m currently running these two as my team and they work so very well together.

You can use the napalm pillar in a number of ways, such as anti air, pressure extender, ambiguous mix ups on incoming characters, easy combo extender, and to push opponents into the corner. The pressure extender can be used after ending a ground chain into Filia’s standing hk into assist, so the assist keeps your hk safe, then you can run in and go low, air dash in, go for throw, etc. Or you can do a simple ground string, such as cr jab jab cr lk into call assist then jump straight up and choose to either go for air dash or delay airdash. If it hits, you can wave dash up and get an otg combo. After you kill a character and the next character is about to come on screen, stand in that sweet spot where you characters keeps switching directions right before the opponent comes in, call your assist and then air dash, or you can call your assist then do a jumping attack if you thinking they will press buttons. You can also do a ground string in the corner and then call your assist afterwards to get a free otg into drill loop combo. Lastly, you can do a lot more air dash fierces when you have pillar backing you up, your opponent will be more likely to jump in the air and block, allowing you to pressure people easily in the corner.

As for Parasoul on point, simply do a chain, call your hairball assist, dash in and go high or low, but since the hairball has so many hits, you can take a second to watch you opponent to see if they instantly stand guard it and then go low. You can also set up a tick throw. If the assist hits, you can dash forward and get a free launcher into air combo afterwards.

As for the sake of some visuals, I posted some videos of me playing in Ohio on Sunday in the Skullgirls video thread. If I’m allowed to link them here, I’ll certainly do so, but in the meantime, just copy these links and put a ‘h’ in front of them.
ttp://www.youtube.com/watch?v=gdDwamU-crA
ttp://www.youtube.com/watch?v=nXGl_Owi8dk

Any constructive criticism or tips will be much appreciated. I’m going to practice the different drill loops for each character soon, I missed a number of them simply because I assumed it was universal. I’ve got a lot of combos to remember in my future.

I know I’m going to be studying more of you later, Toiyet. Integrating Napalm Pillar into your hitconfirm/pressure was exactly what I was looking for!

I finally updated this thing! SMNC is addicting. Time to get back to Fillia!

Oh and I am finally running another character so I use Mortuary Drop with Valentine too for tick throws. I need to figure out a good combo afterwards. So far I just go into Fenrir Drive because why not.
Oh and HP. Updo allows for some really strong pressure for Valentine. Though I have gotten happy birthday lol.

Try LP. Less happy birthday friendly

The LP was working just how I wanted it too. God-like advice. Thanks.

Why is there no talk here! I’ve been playing around some and taken a liking to Filia/Parasoul with cr.HP/Egret Charge Assists.

The charge acts as a disruption/cover while going in, is a corner-carrying combo extender and allows some mean crossups while being generally annoying.
cr.HP I’m very unsure on, maybe I’ll go back to Hairball or Updo. Very-hard-high/low-blockables, a quick poke at a range where Parasoul is lacking… but well, Hairball pretty much does the same. Napalm Pillar on point doesn’t feel like an all too good gtfo move, which Updo would cover. Still trying around.

While I’m not sure what to make of Filias assist yet, I quite like the Egret Charge. Am I missing something, is everyone just content with Pillar, or are more people using the charge and just nobody talking here?

Yeah, I think Egret Charge has potential. It’s just most people feel safer picking Napalm regardless of circumstance.

I think right now, people are doing what they did for day 1 vanilla Mvc3 and copy and pasting the Mvc2 rule of ALWAYS PICK AAA IF YOU HAVE ONE. I think it’ll definitely be interesting to see if projectile, high/low, and throw assists become as or more relevant in the long run.

I’ve been using the bike charge for a while, it’s like a different version of sentinel drones imo and it’s cool.

I personally like Napalm Shot M more than the bike guy. It keeps people grounded, and the tear doesn’t vanish if Filia gets hit which makes Filia’s pressure extra annoying.

I’m using the H Shot now since it’s a lot faster than the Egret Charge which fits Filias mobility better;
plus it staying on top of the opponent is nice to make two strings in a row safe.

Egret Charge is a really good assist but I feel it fits slower characters (Bella) better.

Hey guys what assists do you think Peacock could use in order to help Fillia?
Currently I oscillate between st.H for a good projectile and block strings or item drop H as an overhead and unconventional anti-air.

Item Drop H is not an overhead. Only fully charged (lvl3) drops hit high, and you can’t charge up assists.

QCF K (MK would be classic choice, HK looks interesting, LK is too slow I fear) would be my first idea.
Peacock doesn’t have any really good low normal, so high/low mixups seem unuseable;
thus I’d take the basic projectiles as approach helper / combo extender / left/right mixups.

I don’t think Peacock/Filia works all too well because I think Peacock needs a Tri- and Filia a Dualteam -
Plus the latter needs a good assist which Peacock just doesn’t really provide.

Been running Filia/Valentine/Double

I use double’s hornet bomber for lock down when trying to get in a hit confirm. When I condition the opponent to not press any buttons because of hornet bomber, I use Valentine’s Mortuary Drop after a c.MK. The c.MK keeps them locked in place if they don’t pushblock me earlier and the block stun ends just as valentine is about to grab.

Didn’t know about the fully charged item drop business. I’ll try George’s day out then as you said.

I am trying to add a third character to my team, but my Cerebella is ass at the moment so I’ll stick with Peacock/Fillia.