Yo i heard Banjo Trouble (Peacock) is a good assist, is that true?
It’s swaggerific, completes the shoutout to Dante’s Jam Session but I don’t know what it’s practical purposes are, probably just lockdown. It is pretty much the only physical assist that I could see Peacock get use out off.
Second this, Painwheel/Filia is absolutely wonderful. Pain gets to be an annoying pest that can hitconfirm into 7k+ off of really brutal high/low stuff backed by Psylocke, Filia gets a solid lockdown assist and the benefit of Pains good meter build. Painwheel’s one of my new favorite characters in fighting games period.
I’m currently using Parasoul(Egret Charge)/Filia(Updo HP).
I use Filia’s updo with parasoul on point to cover the air and make space. Even if Filia gets hit I can punish fullscreen with a super/napalm shot and save my assist. With Filia on point I pretty much set up Para’s assist right before an airdash so that she isn’t visible on the screen anymore, I can usually mix up by crossing up right before the bike hit or go in for a simple high/low mixup. Bike annoy peacock’s zoning too so it’s good to approach.
I want to use Parasoul(Egret Charge)/Filia(Updo HP)/Cerebella(Diamond Drop) but I’m not sure if I should put Cere second or third and if I should keep Filia’s assist. Anyone wanna help me?
yeah i’m really liking it right now gets them off and away or you can follow it and follow up if you like
well she’s alright as an anchor if you’re patient it’s not that hard to get in really and you should have meter for her to burn which helps her out
but i do like having a projectile assist with her to make it easier and less time consuming to get in
yeah i have a smiliar problem although i don’t use pillar ever, but egret charge or napalm shot l is what i choose from
the reason i use light shot is because doubles dash is kind of weird i like being able to dash and overlap the shot i basically
catellite assist call and dash crossup/not crossup
I’ve been running Peacock/Valentine with George at the Air show and Mortuary Drop. These 2 seem to work very well together. Val’s assist is great to mix people up when they get too close to you, and also to get them when I have a object falling from the sky. They try to block the object, and get grabbed instead. And if you time the grab correctly, they still get hit by the object as they get put into the body bag for some great damage. Peacock’s assist helps valentine a bunch, helps keep people back, and is a good anti-air.
I am debating on whether to toss DOuble in or not… I planned to, but having three characters seems to have me dieing alot more. Maybe when I improve I’ll toss double in with her Hard butt slam to make peacock even more awesome
For now I’m playing Valentine/Cerebella
I’m using Cerecopter for lockdown pressure and to cover a few moves. I’m still not set with an assist for Valentine. For now I’m testing s.hk as anti-air.
Yeah it is a single hit, what I mean is I can do c.LK c.MP s.HK and then use the assist on the second hit of s.HK. On block I am at neutral with Cere and can do whatever I want, on hit I can combo into anything I chose for a good amount of damage thanks to low scaled s.HK. Right now I’m just doing s.MP Merry - Go - Rilla into OTG ground to air combo. If I remember correctly about 6.5K meterless, basically impossible to screw up.
Also, in some matchups I can call Pinon Dash to cover approaches with Cerebella from the ground or the air. Just have to watch out for supers really.
It is far away from Cerecopter or Hornet Bomber but I got quite a lot of mileage out of it today. All I was really using c.MP for before was combos and my new ones do more damage anyway.
The best synergy is the other way around though, my Painwheel is absolutely loving Cerecopter, but I guess any character does haha.
Since you already have a Grappler, Mortuary drop might not be the best for you. Maybe her QCF HK? That will give Cerebella some nice range.
I’ve been trying Valentine’s assists and so far I’m really liking :qcf:+:hk: or Savage Bypass. Honestly it’s a little slow, and a bit hard to work into combos depending on character. But it reaches full screen and pops them toward you on hit. Also not sure if it’s a low, most likely not.
Double’s cerebella assist is the best assist.
Then probably Hairball or George’s anything
I’d put Napalm Pillar and Cerecopter up there, too.
What do you guys think of a team with Fortune on point and Cerebella as assist and anchor in a team duo? So far I’m getting good results, but I feel that I can’t seem to get Cerebella’s combos right. Just started about day before yesterday, though at the time I had Painwheel on point but decided to switch her for Fortune for control purposes and her amazing detachable head. So far just having her body, head and Cerebella with Cerecopter feels like I’m running a three man team, without the damage restrictions of a 3 man team.
I have been using Valentine on point and Filia as anchor. Custom assist for Val is her command grab and cr.mk for Filia pressure and Val command grab setups.The down side is I need to get in close for that pressure to be consistent, but Val’s j.HP can cross up for the most part. Anyone have any suggestions to improve this duo would greatly help me out.
So the next thing I wanna do immediately is have a quick place people can go to to find solid bnbs in grounded, AA and air to air situations for their characters. I’ll post in respective character threads to get this started.
That’s a great idea. air to air hits can be kind of hard to convert off of in this game for some characters so I think it is pretty important to discuss it with how often you tend to clash in the air.
Painwheel discussion will probably mostly go whatever you hit with xx fly > BnB though haha.
Hey you guys, I’m kind of a newbie at Skullgirls (I got the game just a few days ago) and I’d like your opinion on the Wheel of Fortune team (Painwheel/Ms Fortune). I personally really enjoy using it, as they are both pretty good rushdown characters. While one is fast and quick, but somewhat frail, I can bring in Painwheel to do some pretty good damage with her huge combos and great damage output. I’m much better with Fortune though, as I’ve been planning to main her since day 1.
I use Ms. Fortune’s Be Headed assist for some good damage, or to call the head back while Painwheel is attacking. It does leave her quite open and I don’t want the opponent getting those extra hits on me as Ms Fortune is switching in, so using that assist while I’m attacking with Painwheel is good for me.
I use the Cruel Lily on Painwheel’s assist because it’s got some great damage output and it can help me keep my combos going. It’s, from what I’ve seen, one of her best assists.
Anyways, could I get some advice from you guys? I’d love some advice on how to run this team because I personally enjoy using it, even if I’m not that good with it. Heh.
My brother uses Filia/Cerebella/Fortune and he also uses the be headed assist (whichever one is the one where she rolls the head at you). Mainly because even though she has to recall it when she throws it it has invincible frames so it’s a decent GTFO assist. I’m not sure if the team has any relatively safe DHC options but with only 2 characters you’re kinda more so focusing on getting things done with Painwheel. I guess we’ll have to see how Painwheel can survive without constant use of an AAA or other lockdown assist.
The problem is with this game is that not all combos are consistent on every character. Because of the varying hitboxes and weight, this game requires character specific combos. I vote that this thread just focus on Assist and team building, leave combos to each character thread, and hopefully we’ll get character specific forums in the near future.
I’ve got something more streamlined that I’m working on any way.