Skullgirls Team Building and General Strats. Anti booty assist video on first page

** UPDATE:** Updated table of contents with info on assist strategies and utilizing/dealing with invincible assists.

Figured I would go ahead and make this thread since I’m theorizing a lot of stuff already. This way people can have something to go to as soon as the game releases to discuss and look up how to put characters together. This gives everybody a quick way to look up which characters are nice for assisting and DHC following their point characters without having to search through character threads.

If anybody has any ideas for formatting and stuff let me know.

Table of Contents

  1. Basic Team Setup Info >>>> Skullgirls Team Building and General Strats. Anti booty assist video on first page

2. General Assist Info/Strats (now with Mike Z booty video) >>>> Skullgirls Team Building and General Strats. Anti booty assist video on first page

Cerebella, Double, Filia >>>> Skullgirls Team Building and General Strats. Anti booty assist video on first page

Ms.Fortune, Painwheel, Parasoul >>>> Skullgirls Team Building and General Strats. Anti booty assist video on first page

Peacock, Valentine >>>>> Skullgirls Team Building and General Strats. Anti booty assist video on first page

So. Are we supposed to discuss our theories for now?

Yeah you can go ahead. Later on tonight or tomorrow I’ll probably fill in the thread with empty posts that will be the fill in for the different character’s team and assist synergy.

I think a lot of people are going to shoot straight for invincible assists as go to assists. Even though most of the supers in the game do have invincible start up the pressure in this game is gonna be some strong shit like Melty Blood since the advance guards don’t push people really far back unless you time them very well (least what I’ve heard).

I know Parasoul’s Napalm Pillar is one of her default assists and covers a good bit of space around her while being invincible. >>>> http://www.youtube.com/ watch?v=HlSCXidxy04&feature=channel#t=47s
I’m thinking if Parasoul players have her in the 2nd or 3rd spot this will be the most likely used assist for a while unless they have another character on their team with an invincible assist. The hit box for it looks huge also making it great for general anti air and GTFO me purposes. Unlike the Marvel games…I heard all invincible assists have 3 frames of start up where they are not invincible so you have to account for this and not quite mash on them if you’re getting pressured.

I’m pretty sure Parasoul will also have pretty much all safe supers across the board maybe with the exception of her level 3. The sniper super I will assume is pretty safe unless done at point blank range and the motorcycle rush level 1 looks like the typical safe DHC super unless I’m mistaken.

It will be interesting to see which normal attack assists people find to be useful as well. Painwheel isn’t allowed to use her armor like hatred guard for her attacks in her assists so using Cruel Lily c.MP sounds like a solid way to go. Does 2 hits and hits low so nice for lockdown and setting up more ambiguous high/low mix ups to open people up.

ATM I’m theorizing having Parasoul second with Painwheel anchor (Valentine up first obviously). It doesn’t seem as of yet that Parasoul really needs too much assist help since she has natural special moves that negate projectiles while allowing her to shoot her own set of projectiles. As you can see in the video her egret dive special alone negated most of the hits from Peacock’s projectile super.

Once I get in I can just use her normal pressure and cruel lily to keep people locked down and set up combo opportunities. If Parasoul dies hopefully that leaves enough meter for Painwheel to start up Hatred Install which is more or less her power activation that changes the properties of a lot of her specials and makes her flight mode faster. Including being able to absorb more hits and dish more damage back during her hatred guard moves. Which would have her work as a self sufficient character to run back the match with when things get tough. Even without spending the 3 meters on the Hatred Install, both her level 1’s have invincible start up and she looks like to have very solid pressure even on her own for taking down teams.

Valentine seems to be like Vergil from Marvel 3 in the sense that she has a ton of supers (2 level 1’s, 2 level 2’s, a level 3 and a level 5) though I think she will also work pretty well as a solid point character building meter for the others. She seems like especially with assists backing that she will have very solid pressure and has 2 level 1 supers that she can tack on at the end of combos or just safe for resets. Her level 2 counter super has 2 versions depending on if you have a poison loaded or not. The poison loaded one puts them in the poison state that you had loaded before the counter super and does an additional 2,000 damage and knocks them against the wall for combo set up. The regular non poison counter doesn’t deal any damage on its own or flys them back but still sets up free combo opportunity.

I don’t see Valentine’s level 5 Forbidden Procedure being that viable for tournament. I’m sure getting to 5 meters is going to be tough consistently especially since you can’t whiff attacks to build meter unless you’re at level 0 trying to get to level 1. Once you get to level 1 the game AFAIK won’t let you whiff to build meters so unless you have 2 characters that barely need meter at all behind her as an anchor I don’t really see it. Especially since it destroys all of your meter resources just to use it. Better off just having Painwheel as my mini XF3 Sent. LOL.

Well. My first team will probably be Bella+Peacock. Homing drop or bomb on PC for locking down opp and make Bella’s approach safer and Devil Horns on CB to counteract jump-ins. I’ll try this setup first and will look how is it working for me.

I’m trying to formulate how Fortune/Parasoul and potentially Valentine would work. Anyone want to play a little theory fighter?

I’m always down for that. I have a feeling Parasoul and Valentine will work pretty well together. I can’t say I’ve researched too much on Fortune yet but as long as she has safe supers she seems pretty well rounded to fit on a team. I know she has at least 2 default assists that have invincibility. Nyantiair (best name for a dragon punch ever) and Cat Strike. All 3 characters seem like they have anchor potential although I really do like the potential of Ms.Fortune as anchor with meter if you’re doing a 3 person team. Very theory ATM but all her head trap stuff plus invincible specials and assists could prove powerful for solo comebacks.

** 1. Basic Team Set Up Info**

Basic Character/Assist Select Info = http://wiki.shoryuken.com/Skullgirls/Game_Elements/Character_Select

Basic Team Structure Info = http://wiki.shoryuken.com/Skullgirls/Game_Elements/Life_and_Damage

Extra Team Structure Info = http://wiki.shoryuken.com/Skullgirls/Game_Systems/Advanced_Attacks#Co-Star_Combos

Basically with this game unlike the Marvel games you can choose to bring out a full out Marvel team, a 2 character style Tekken Tag/SFxT team or just go solo. Whichever you choose you will have different overall health values for the team. Meaning you don’t have to be a veteran Marvel player and like 3 different characters just to get into the game. The characters themselves all have the same health and the health only changes if you change the number of characters on your team. This allows the characters to be balanced more around tools and options than arbitrary things like health. It allows characters to be more free form in play style and avoids the extremes of other fighters where you have shitty characters with huge health and braindead borderline broken characters with no health.

**If you have a one character team you are just going to hit like a truck and have health that’s equivalent to a little bit more than 2 characters on a 3 man team. **You won’t be able to take hits forever and won’t have access to assists so your main goal will just be to get in and kill. I’m not sure how viable a one character team will be for more zone based characters like Peacock. May want to have at least one other character with her. I feel it will be strong for characters like Parasoul or Double though.

If you have a 2 character team you’ll get access to one assist per character which is a total of 2 assists. You’ll also have a bit less health between each character but more per character than if you had 3 characters. You also gain the ability to Co Star Combo AKA DHC into another character. This allows you to save one character if they’re getting beat up and recharge some of their red health for the cost of 2 meters (usually). The character you are using on point will obviously go into the second spot at this point.

**If you have a 3 character team…your team will have the access to the most health of any type of team (since it’s spread out among 3 characters) but they will definitely hit the least hard of any team structure. **This will definitely force you to learn optimal combos with DHC’s and possibly assists to maximize damage. This setup also allows you to run one character with 2 assists always available and have a total of 3 assists on the team. You can definitely maximize potential out of your first character when you have two extra normals or special moves they can throw out extended from their own character at all times.

**The one BIG thing to remember about 3 character teams is that unlike Marvel 3…(and more like Marvel 2), if you do a CSC/DHC your point character gets moved to the ANCHOR spot (aka 3rd or last spot). **Which means you will have to think a little more carefully about how to create synergy with your 3 characters than in Marvel 3. You might want the character you want to build comebacks with actually start from the front so when you CSC they end up towards the back. It’s basically if you have a team of ABC and do a CSC, then the team becomes BCA. If you CSC again it becomes CAB etc.

One last thing to remember about CSC’s is that like mentioned in the extra team info link…if you CSC into a level 3 it will only cost 2 meters. For example if you have 4 meters and you do a 1 meter super like Painwheel’s Death Crawl, then CSC into a level 3 super like Cerebella’s Diamonds are Forever…Cerebella’s super will actually only spend 2 meters. Which helps give level 3’s more utility during CSC situaitons.

**2. General Assist Strategies **

Alright now there were some basic things covered in part 1 (in the wiki about assists). Namely they have recovery times after use, there’s certain situations where you can’t call them and invincible assists have 3 frames of vulnerable start up before their invincible properties kick in.

I know some people have been bringing up the power or potential OPness of assists like Napalm Pillar and Hornet Bomber…but I feel this is just the crying out of people who are not used to invincible assists. Which leads into what I was going to say next.

There is another thing that is not mentioned that is very important though. If your point character gets hit the assist DOES NOT become active. This is a BIG difference between Marvel 3 and Skullgirls when it comes to assists. This is the way assists were done in Marvel 2 and it helped keep invincible assists from getting totally out of hand. Yes invincible assists are strong, but what made them mindless in Marvel 3 was that there was no reward for hitting your point character before they became active. You got hit or were forced to block any way.

In Skullgirls it works more like Marvel 2 where you can’t just straight mash on invincible assists like a free shoryu FADC (as was the case in Marvel 3). You have to have good defense prior to calling the assist. If you’re mashing on the assist and get hit or thrown before the assist becomes active, it goes into recovery frames. Meaning you no longer have the assist to protect you and you are taking full punishment for your actions. If the assist has long recovery frames (like most assists do) you could very well be in a 2 for 1/bday situation for calling that bad assist.

In general if you want to have an invincible assist protect you, you have to have strong defense prior to the assist call. Use this to take advantage of people who are not really protecting themselves with hit boxes or are generally sitting on block or an idle situation while calling the assist. If you can land a hit or throw them before the assist becomes active you can potentially kill the point character and hurt badly or kill the assist also.

Remember also that you can utilize snap backs to bring in strong assists. Also remember that most assists including the invincible ones have long recovery frames (I’m assuming more than in Marvel 2 even) to punish. In Marvel 3 some of the assists like Akuma tatsu are extremely fast start up, release even if the point character gets hit and have very short recovery frames. The invincible assists in Skullgirls pretty much have none of those mentioned properties which makes them much easier to take advantage of with bad calls.

In general the game is a lot of baiting out assists. If you can bait your opponent’s assists well you can capitalize and get the momentum you need. The invincible assists at best are just a check for sloppy, one dimensional offense in a game where you can get crowded with hit boxes and mix ups very fast. Making them important for having extra coverage and allowing you to create more of a spacial game instead of just flat out fishing for confirms into anime combos the entire match.

This is footage from the Civil War grand finals between Ryry and Chris G. This does a good job showing off how they both use movement and spacing to avoid each other’s assists and shows the lengthy recovery on the invincible assists that can be punished easily without strong coverage.

http://www.own3d.tv/teamspooky#/watch/608104

** Mike Z’s why you should SHUT UP about Hornet Bomber (booty assist)**

Also, FOR PETE’S SAKE EVERYONE SHUT UP ABOUT HORNET BOMBER. Even if it were going to get fixed, it’s NOT FIXED NOW so you might as well learn to play against it. Learn to deal with it - snap in Double and kill her, hit the assist with your own as a punish, learn to predict when they’ll use it and dodge it, duck it, jump and pushblock to maintain your position, move in during her long recovery, etc. And who knows, once you do that you might not think it even needs fixing. Yeesh. Players who complain about that now are just gonna complain about Napalm Pillar or whatever tactic the people they can’t beat adopt next.

It’s not HALF as bad as Doom or Psylocke or CapCom was, or even the “completely unescapeable” Cable+Storm tornado trap or walking Sent+Blackheart pillar or Gambit+Iceman or Marrow+Tron or how about Ken’s DP man that thing is huge AND invincible and he’s got that launcher into hurricane for 70% so cheap! I swear, people, the game has been out for mere WEEKS, you don’t have ANY IDEA what dominating tactics will be found that you don’t even know about yet. Where did that drive to improve go?*

** yeah, I know you think I’m kidding, but perhaps it will lend some perspective to realize that all of these things were being complained about as hard as Hornet Bomber is currently…and look what happened to them. *

  • *[media=youtube]M-FNZX6qqlA[/media]

Three

Four

Right now for my team of 3 Im was thinking Painwheel/Peacock/Double I will definatly will be using Doubles R.Mika move as an assist for the lock down on block and the multiple hits. With Peacock I’ll be using and air move like the airplane or a falling object to help get in with Painwheel. Painwheel Im still not sure since she will be my point character I have to see on what moves would work best on this team
For my team of 2 I’m going with Cerebella and Valentine I will probable use Valentine’s bag grab since it causes sort of a ground bounce and you can follow up. Cerebella im still not sure may also use her extended animation lock down grab where she takes of the hat and traps you between the hands but not sure yet?
May also make a Fillia/Mrs. Fortune/Parasoul team just so I can get good and think of tactics for the whole cast and these three seem like they may work together.

Cerebella bnb’s

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Best Cerebella Assists for your team

Team/Assist based gameplan to help Cerebella’s neutral game and pressure

Double bnb’s

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Best Double Assists for your team

Team/Assist based gameplan to help Double’s neutral game and pressure

Filia bnb’s

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Best Filia Assists for your team

Team/Assist based gameplan to help Filia’s neutral game and pressure

Elban I spent a good couple minutes staring at your avatar wondering what the fuck happened to Hsien-Ko before realizing it was a pony. Herp a derp.

I’m thinking Peacock(Walking bomb)/Parasoul(Napalm Corridor)/Double(Butt Slam). The only real GOTTA USE THIS CHARACTER is Peacock and I want to build the rest of the team around her. Basically I just need some assists to help keep people out of my face; I do this in Marvel 2 with SonSon’s anti-air and Tron’s projectile assist so this is pretty much the same concept.

[INDENT=1][FONT=Helvetica]Ms.Fortune bnb’s[/FONT][/INDENT]
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Best Ms.Fortune Assists for your team

Team/Assist based gameplan to help Ms.Fortune’s neutral game and pressure

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Best Painwheel Assists for your team

Team/Assist based gameplan to help Painwheel’s neutral game and pressure

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Best Parasoul Assists for your team

Team/Assist based gameplan to help Cerebella’s neutral game and pressure

I want to play MF/Parasoul because was one of the first teams I’ve imagined back during SB.

Ms. Fortune on Fiber Uppercut and I’m not sure if to use Napalm Pillar, Napalm Shot or that really long reaching poke for Parasoul. Parasoul’s Biker Hyper seems like a good hyper to DHC into if needing to make a quick swap.

Another few teams I had in my head were Peacock (Walking Bomb)/Valentine (Alpha Blade)/Anti Air for annoying keep away (third member might not be necessary).

Double has another good hyper to DHC into with Catelittes. Eventually, I want to be proficient with initial 8 so I’ll have more ideas and probably a different team than the ones I’m imagining here for a main team.

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Best Peacock Assists for your team

Team/Assist based gameplan to help Peacock’s neutral game and pressure