Excellent analysis as always dime, I do feel that Painwheel is a character with less synergy potential than most characters, primarily because frankly I feel her assist options are weaker than the rest of the cast. I also would agree that Ms Fortune doesn’t have the best DHC options, but I think Valentine actually has some really good ones.
Valentine/Parasoul seem to work really well together because Valentine can hit confirm from Napalm Pillar and get big damage. But hey, that’s just my team.
So here’s a question for the SRK Skullgirls community, which assists are some of the best, which ones are underrated? Why?
It’s obviously a tough question with dozens and dozens of options but just a few highlights in my opinion…
Cerebella’s Merry-Go-Rilla, because it’s so easy to follow up, does really good damage. Almost any character, especially Parsoul can really set up some nasty option selects with that assist. Put on the pressure with good block strings, call the assist, rinse and repeat.
Parasoul’s Napalm Pillar is a solid GTFO assist that can be followed up, invincible start up, a poor man’s Gustav Fire (Vanilla Marvel 3) which is still really good. Fantastic support assist that helps everyone.
Filia’s Up-Do, invincible shoryuken is an invincible shoryuken, enough said.
Peacock’s George’s Day Out. Possibly the best zoning assist, stays on screen for a whole bunch of time, really causes problems for less mobile characters like Parasoul. Versitile assist to, can create cross-ups with and so on.
Double’s Hornet Bomber, a fantastic assist for Peacock, invincible start up, pushes the opponent away very far, great zoning tool. We all know about this assist.
I personally like Peacocks Georges At The Air Show (or in the air show? o.O) peacock stays back, the move comes out fast and Peacock leaves relatively fast as well, if the point character keeps the opponent in the position that George is going to land they can do almost anything they want because if they screw up George will just blow up on the opponent (unless they do invincible move of course)
Merry-Go-Rilla will be great when the assist move scales correctly for it. It should be doing 2300 damages but as an assist it does less than 1800 and scales your combo even faster (which wasn’t intended and will be fixed later, Mike Z said.)
Filia’s HK hairball is great to extend your combos.
This thread serves no purpose currently. Random things get posted in GD, specific things in the character subforums.
GD should be made into a strict offtopic/salt place where you post random shit, flame Firebanded, whatever.
Until then this thread won’t get any posts.
Parasoul’s Napalm Pillar is fantastic, primairly for the free hit confirms more than the GTFO part which is why I mentioned it earlier as one of the better assists. I’ll post something I posted in the Valentint thread here about another cool assist.
[FONT=Helvetica]"So maybe you guys might find this interesting… I’ve been messing around, trying out Kakushi Caliper as an assist (c.MK) which hits low. It can create some pretty cool “hardtoblockables” with Parasoul and hits for awhile during blockstun so is decent for keeping pressure on. Thoughts?"
It really makes me like the Valentine/Parasoul team, because Valentine gets an amazing GTFO/hit confirm assist to work with, while Parasoul doesn’t need to rely on assists as much but she has one that prerssures, can create crossups and can create unblockables.
As for what Vulpes says, it’s unfortunate, a start would be to unsticky the GD thread and for a mod to basically say what you said.[/FONT]
I think most people are too busy playing the game to post much.
Regarding x/Parasoul/Double, I tend to agree, this is why I picked it with x=Valentine. I’d go with Painwheel if I wanted to get what I think is the maximally effective team at this point in the game, but Painwheel’s playstyle and character doesn’t really click with me, so I chose Valentine instead (I tend to play only characters I enjoy).
The twin assists are really effective, and even if you get off to a bad start and your first character is killed, you’ll still have a second character with a strong assist for cover.
yeah, definitely. though in my mind its good because of both things… i’d use it even if it werent psylocke on crack. like if it caused a techable KD instead of an untechable one it would still be on my team… that thing just destroys shit.
i flat out believe it to be the best overall assist in the game right now, the untechable just puts it over the top imho.
basic differences between the 3 god gtfo assists in this game… at least how i see them:
hk pillar- reaches very high but not quite super jump heights, can be used for its blockstun on offense, can be used in the middle of combos isnt the easiest assist to punish either. basically destroys up close ground and air based offense… there isnt much that this doesnt do besides reach superjump heights and hit further down the screen, has more horizontal range than updo though. basically hk pillar is a combination of capcom and psylockes AAA’s
hp updo- basically the same exact thing as pillar, but with 1noticeable strength over pillar and several weaknesses:
reaches higher than pillar… you cant jump over this thing unless its called out behind the opposing character. its weaknesses compared to pillar though are it doesnt have the horizontal range that pillar does and its harder to protect cause filia is stuck recovering for a long ass time. still a VERY good assist though.
HK hornet bomber- when i think of this assist i dont even really think of it for its invincibility to gtfo, i use it more for a move to allow me to advance behind it cause it will generally wipe out anything in its way. comparing it to the other 2 AAA’s though it doesnt have nearly the vertical range that either does especially if called when the point character is stationary… it doesnt protect the area directly above where it spawns which is a major weakness and can be seen in most peacock double play. its not really an AA in the strictest sense. i think of it more as an invincible projectile assist… using it like that is where it shines most. i think that right now it is the 2nd best assist in the game. it is after all basically a half screen invincible fireball that kills the airdash space and reaches fullscreen.
im not sure if painwheel is the “optimized” point character for the twins. personally i think it would be peacock. use double from half screen or further like its the biggest george out there, and use pillar for upclose AA with georges day out OR hp item drop being called when double is called. this peacock team will basically have few holes when played right, outside of armored moves and invincibles (and MF’s FUCKING HEAD… gah)
but truthfully i see any character in front of those 2 as being super powerful. probably wouldnt matter that much if it were peacock or painwheel or MF or val or filia, even cere could call bomber to take out the ground while she sails in with j.hp against anyone that wants to go air to air.
but of course im not saying that im right, theres probably way better shit. just, i really cant see that duo ever being obsolete it just seems to fundamentally solid… but the people playing against early iceman probably thought he was broken as well. it will be interesting to see how it plays out.
So I’m not a fan of Cerecopter as an assist but can anybody tell me what it’s good for? I know it’s a great lockdown assist and extend your pressure but it has no invincibility on startup and got rather large cooldown.
Good analysis, I particularly liked how you described the pros and con of Up-Do. but I don’t know if I would go so far as to say Napalm Pillar is bar none the best assist, it is a very versatile assist (probably top 5) but so is George’s Day Out, like I said earlier in the thread it is possibly the best zoning assist in the entire game, it stays on screen for a whole bunch of time, really causes problems for less mobile characters like Parasoul. Versitile assist to, can create cross-ups with and so on. Also shout out to Cerebella command grab assists, especially Merry-Go-Rilla because it’s basically option select city and that makes me hella salty.
As for Cerecopter, it is insanely good for lockdown, probably the best lockdown assist in the game, allows Parasoul to do really stupid stuff like put out a bunch of tears while you are blocking or use her overheads. Really good assist in the corner especially, great pressuring tool. Honestly, if you are playing Cerebella, you should probably be using a command grab as an assist, but with Parasoul, Cerecopter might be your best bet.
Most all assists in this game seem to have long cool down. There are no Marvel 2/3 assists from what I know that cool down really fast. You gotta deal with heavy recovery no matter what assist you use so it’s more so about using an assist with fast start up and active frames than anything.
You already explained a lot of what Cerecopter assist is good for. It locks down better than probably any other assist in the game and the huge hit box is good for stuffing other attacks (especially from the air) despite not being invincible. The assist literally has no vulnerable hit box once active towards the top of it.
The only issue with Cerecopter assist like you mentioned…is that it matches up badly against the big 3 invincible assists (Filia Updo, Parasoul Napalm Pillar, Double HK Hornet Bomber). Pretty much all other assists have bad matchups going toe to toe against the big 3 invincible assists.
That’s why 3 character teams will prove to be strong in the future so you can gain the ability to run a strong lockdown assist like Cerecopter on your team while still having access to invincible assist during Skullgirl footsies/neutral game. You’re only going to get so much mileage out of a Size 2 team with point character + Cerecopter. On a Size 3 team with point character/Cerecopter/Invinicble Assist your mileage will go up a lot. Especially considering the only invincible assist with any real lockdown on its own is HK hornet bomber. The other 2 the point character has to do most of the locking down afterwards (which isn’t impossible because pushblock is weak and there’s strong anti chicken block mechanics).
If you don’t have one of the big 3 invincible assists on your team, your team suffers period. There are other really strong assists for lockdown/neutral, but people will have to gravitate towards Size 3 teams to show their power since invincible assists are just so much a requirement. This is also why Size 1 teams (solo character) will have a really hard time in the future.
Oooh that’s pretty interesting stuff. I’ve been doing okay without an invincible assist until now but there were often case where I would have liked one. So far I’m running HK hairball/Excellebella/Egret Charge, I’m thinking about switching Excellebella for Devil Horns, egret charge is waaay too important for me.
no worries about not agreeing on placement of pillar, its just an opinion and different styles of play cater to different mindsets… its exactly why this thread is here.
explain to me how you use GDO… im not getting it. you say its very versatile and while i could see that theoretically… i cant see it practically. i most definitely could be wrong and im not disagreeing, but im having trouble visualizing it on a team and being something that i really respect. i can see it being situationally useful, like using it from full screen with parasoul then slowly following it in and smacking people out the air with her jumping firece if they try and jump over him etc. but i cant really see it as a top assist so could you break it down? ie what team you’re using it on and how your using it?
Devil horns is kinda meh. The hitbox has like no forward range. I agree that Copter is great for Parasoul. I am running Cerecopter/Egret Charge. Bella’s s.HK is pretty cool too and I may try to switch to it once I have Parasoul down better, but it gives some lock down plus some cool mixups opportunities with the second overhead hit.
I’m going to have to disagree with half of this. While I agree that “the big 3” are probably the best assists in the game and not having one may be a disadvantage, I think in the long run, teams of 2 will prevail. Once people learn more impressive BnBs, we will have virtual CKC combos, so people will run teams of 3 to prevent their characters from dying so quickly. Take Pulsar’s Valentine BnB which works on everyone (so he says) as shown below.
[media=youtube]m_OankZ2oGc[/media]
Pulsar’s BnB on a team of two against a character against a character on a team of three would be ridiculousness, the damage would be uncanny. You don’t need a lock down assist, but you need one of the big 3. So why not opt out of the lockdown assist to get more damage output and the ability to live longer. Besides you could have both on a team of two, i.e. Napalm Pillar/Cerecopter.
As for Geroge’s day out, I just through it out after the Bike Egret, and it’s there on screen, and they have to jump over it or block it. I might also throw it out, and them jump and cross over the opponent and spiral flare to start a combo. It controls so much space for so long, and that’s a great thing.
Anyone else feel Filia is kinda weak? Not to say she is bottom-of-the-barrel beyond shit tier, but she feels the weakest to me out of the 8. Just feels like other characters can do what she can but better. Her approach is pretty linear and not hard to beat; more annoying than anything. Her reset potential is good, but is trumped by what Painwheel can do, who can get any hit from any situation and turn it into 5-6k into a 4 way mixup from which she can do at ANY point in the combo. There are specific points at which Filia can reset usually. Common ones are restand j.MP into ground reset (low, throw, crossup j.HK) and off j.MK, ADF, j.LP, j.LK into falling air reset (dash under mixup, air throw). You are able to prepare for it better than Painwheel’s mixup, but it’s still fearsome.
She also has to burn a lot of meter to either get some resemblance of damage or to capitalize off of confirms, i.e. her throw, hairball mixup or random OTG hits. You also need meter to make her DP semi-safe, even though it can still be punished i believe.
I haven’t been all that scared when a Filia tries to rush me down either. Good blocks and a good pushblock will give you a free out and if they always try to get back in then you can punish them for being predictable. Even if she has an assist to lock you down when you push her out, i’m not afraid of her mixup as she is getting back in. Compare to say someone like Fortune where even if you push her out, you have to worry about the head since if can come from half screen away + better air dash options + better normals + better damage. If she does get a hit, she can go into many combos depending on the situation, but mostly will leaving you standing for mixup, untechable knockdown corner carry into oki setup or finishing on a super to get that added damage.
The benefits i do see in Filia is her DP and fast approach on the ground, which only her and Parasoul have; possibly Double, but Double is a wildcard all over the place. Definitely not a bad character, just underwhelming i feel.
E: I would probably say Fortune has good ground approach also. Her dash isn’t the best but the head keeps people honest.