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

Well my reasons behind using Valentine on anchor are more about other characters on my team than Valentine herself, namely I feel Ms. Fortune is better with assists and I feel like Valentine is a better stand alone character, and Cerebella being in the middle is kind of just a whatever decision. Ms. Fortune and Valentine are likely always going to be on my team whereas Cerebella is subject to change depending on how good she and other characters are and ultimately who fits my and my team’s play style better. I also recently found some game play of someone using Valentine’s Izuna Drop as an assist and it actually looks much better than I expected so I’m happy about that. Thanks for the suggestion on Ms. Fortune’s assist, I had read about that move being a good assist someone earlier before but completely forgot about it :stuck_out_tongue:

You kept saying her c.mp has two hits and it was confusing me until I read this. You wouldn’t happen to be reading Hatred Guard(3 Hits) from the wiki as the actual amount of hits the attack does, would you? Because that’s the amount of hits the hatred guard can adsorb while charging and is why it only shows up under Painwheel’s normals. The amount of times the move hits can be seen by how many times it deals damage. So c.mp would be 4 hits and c.hp would be 1 hit.

Aw that makes sense. Well c.MP doing 4 hits is even better for my assist then cuz that sets up a longer lock down plus the low hit.

PW nails can help a PK zone it covers the 45 angle
MF has the nyantiair and hp I think is a drill like

You guys are really going to have to drop this entire notion of an “anchor” character in Skullgirls. The entire concept only really came up as a result of MvC3’s changes to the post DHC team order. Let me try to illustrate.

MvC3 DHC System :
Say your team is ABC, you start A on point and DHC to B. After the DHC is complete your new team order is BAC. Later on in the match you decide to DHC again, so while B is on point you DHC back to A, your team order is now back to the original ABC. With this setup it’s a lot easier to have a designated “anchor” since your third character, C, is almost never touched unless its snapped in, one does 3 DHCs in a combo, or one manually tags it in to a match.

MvC2/Skullgirls System:
Say your team is ABC, you start A on point and DHC to B. After the DHC is complete your new team order is BCA. Later on in the match you decide to DHC again, so while B is on point you DHC but in this case it goes to the next character in the natural order so post DHC your team looks like CAB. It’s completely rotational in this aspect and it really downplays the entire notion of a character that you keep for last.

So basically, in a game like Skullgirls, its going to be much more difficult to intentionally plan out what character is or isn’t going to be the one you fall back on when everyone else is dead.

Interesting point of view, I hadn’t thought of it like that. Then again, that doesn’t completely invalidate the position of anchor, as she will still be coming in later in a match, with some meter to spare if things went well. It’ll just be harder to hold that specific character “in reserve”. I think that goes well in line with the mentality that all characters are good and there are no “assist only” characters in Skullgirls.

I’ve been thinking of various teams I could play at first. Had a hard time picking one team because all the characters are so great. That’s really a first, usually I have a hard time finding a character I like (or like MvC3, none of the characters I like fit together as a team). Definitely want to learn all the characters to a decent level (cast of 8 so that’s very possible).

Getting back to my team concept, I’ve been thinking of doing Valentine/Parasoul/Double, with Izuna Drop/Napalm Pillar/Subzero Slide as assists. Valentine should be good on point, with assists backing her up. Then I can back off a bit with Parasoul zoning, she’s really my favorite character in this team. Double seems like a good character with meter, that’s why I put her last, so she can go Catellites and mount those comebacks. Only things I’m not really sure are the assists, I’m not sure how well the Valentine assist (Izuna Drop) works for Parasoul (in case I have to tag her in early when valentine took a beating), and so far the only decent assist I’ve seen from Double is the subzero slide. Definitely need to look into the assists more.

I might try variations on this team of course, keeping Parasoul, but I think the point could be replaced by Cerebella or Filia. For the last position, I’m not sure who else fits (Painwheel doesn’t really seem like my style). Or maybe modify this so its x/Cerebella/Parasoul. So much to try, so much to learn. And then we’ll get DLCs (really wanting to try Squigly).

Not only that, but there’s no xf3 so your first two characters in a 3 character team are going to be much more important than the last one since they will have access to assists and DHCs. If anything team building is going to be closer to mvc2 (but probably not EXACTLY like mvc2) than mvc3.

…that’s why your third should be able to hold her own WITHOUT them.

I agree that the first 2 characters on a team are much more important in a game without x factor/comeback mechanic. However I still feel that an anchor character with really good assists but does not do well alone could still be a good choice for anchor.

That makes sense after watching another Marvel 2 fight it’s easy to see the difference.

http://www.youtube.com/ watch?v=sVTdAOb54xI#t=8m21s

Storm DHC’s into Sentinel and Storm suddenly becomes the anchor. LOL. Good thing I figured that out before I got tripped up day one.

I guess if I go by the Battery/User/Assist thing from MVC2 (considering the orders could get weird) I could set the team up as Painwheel/Valentine/Parasoul. If you go by Viscant’s old rules you want your second character to be your main character that the first character builds up meter for. Which then with any sort of DHC, Painwheel becomes the anchor like I kinda want any way.

In reality though all of that switching order stuff only really matters until one of your characters die. Then at that point it’s much easier to dictate you want to leave as your anchor since you only have 2 people on the team. I just wanna make sure I have a safe DHC from the start of the round and Valentine or Parasoul second can provide that. Maybe Painwheel can too but I’m not sure how safe her super looks. Painwheel starting the round with command grab and invincible AA assist should be pretty strong though. Which after DHCing into Valentine she still has pretty good odds of ending up being the anchor any ways.

I feel all 3 of my characters have potential if they are the last one left though I would definitely prefer having Painwheel or Parasoul as the last character left. I like their meter options the best if they’re by themselves for bringing back the round.

It sounds to me like the 1st position is going to be the focal point of a lot of teams in that case, with being a battery early on, and then switching into being the anchor later. Someone who can function well with 2 given assists, yet isn’t critically important to the other two characters should they die in glorious battle before the other two, this set up sounds a lot more advantageous to Painwheel given her playstyle I’ll admit

So I’m definitely gonna work on a 2 man team at first now, and then build up to including a 3rd character. Hmm… Fortune/Valentine/Parasoul or Fortune/Double/Parasoul… decisions decisions :stuck_out_tongue:

At First i plan on running Parasoul(Egret Charge H) and Cerebella(Cerecopter)

more then likely subject to change though. ( if i plan to use a 3 character team i’ll stick Parasoul at the end and run Valentine or Filia on point, but that isnt set in stone yet either)

Keep in mind once multi hit supers like that hit your head, they are done, for each individual bike in sons of anarchy, it’s hitbox is now gone, nullified. It’ll pass through your body. So sometimes it’s worth eating half a lv1 (keep in mind head damage is 50% and won’t ever kill you) to run through a bunch of bikes and go for a punish. Same for Bionic Car, but it’s not that big a deal since it has a million years of lag, once you learn to punish it (don’t feel bad if you swing for her too early, lots of people had to learn the timing when she reappears) you should be doing much more damage than 50% of a lv1 in return.

Bonus Info: Headless dp+H (Head does it’s own shoryu) has startup invul for the head, if you were at full screen or something and didn’t want the head to get hit by something.

Unloaded/Shuriken QCF+P = sad little sweep distance arced downward projectile on ground and in air.
Loaded/Syringe QCF+P = Straight horizontal on ground or downward 45’ in the air.

Some other words, Double’s HK R.Mika is going to be the most bitched about assist after Cerecopter and maybe tied with HK Napalm Pillar.

Also, yall need to not write your life stories in these so I can quote yall easier.

Cerecopter doesn’t have invul frames anymore, so It isn’t AS silly as it was. It was so good, it was nerfed before the game even came out. Rmika DP though does look really good, though I don’t think it or Napalm Pillar are as bad as invul Cerecopter since combo potential is a lot harder off of them (unless your in the corner probably and it doesn’t lockdown like CC. For a zoning peacock though? I think they will be just fine.

Yeah the interesting thing is that Cerecopter still gets used heavy just for the strong lockdown even without the invincibility. It still looks like one of the game’s best assists even without invincibility. Akuma rapes as an assist in Marvel 3 and he’s only projectile invincible.

Napalm Pillar is more so just for anti air and pressure really since the hit box for it will be ginormous like old CapCom. Being invincible and having that big of a hit box will have some interesting traits I’m sure.

Oh yeah for lockdown purposes it is still stupid amazing. I don’t think Fillia wants any other assist. But I think It is still being used a ton for no reason because people haven’t got smart about punishing it yet since no one has been able to really practice. Once people figure out how to do so then I think it might go down in usage.

But yeah, still amazing assist.

I don’t think “Anchor” as a term is completely irrelevant; it’s just who you plan to have as your meter user with the best solo comeback ability. You shouldn’t have to rely on that character and save them, though.

I’m thinking of trying out Peacock/Double simply because they’re the only two characters I have much interest in right now. Depending on how well Peacock builds meter, she can help Double build meter for consistent Catellites. R. Mika assist (don’t feel like looking up the name at the moment) might be able to act as a get-off-me to help Peacock gain spacing if she gets cornered. Double has nice solo capabilities if Peacock should die first.

You seem to know a bit…got any feelings on what other assists are gonna be strong that we may not know already? I’m sure Napalm Pillar and Mortuary Drop will be go tos but I’d like to hear some early good stuff that’s less talked about.

Bawahaha all that I am talking about it just my theory fighting fueled from watching like every single freaking video that I can on this damn game.

I think that it all depends on what you want to do and with who. Obviously, the three that we talked about are gonna be seen a ton, but since there is the custom assist, there will be others later on once there is more people playing and people in general practicing.

I think Shuriken throw for Valentine is going to be used a lot for poison setups once people figure them out. Painwheel has a plethora of assists that she may want. I am thinking that maybe a Cerebella command throw of some kind for weird resets and pressure (since you can call assist while flying) might be seen later. Or it might be just straight gimmicks. who knows?

I think that Ms. Fortune’s Cat Strike will be used a lot too because the head seems to go a ways and staggering someone is always good. You can also use it for pressure and the invul startup is good. It might be good for a parasoul who needs more zoning pressure because she doesn’t need nyantiair due to her Napalm Pillar already being great for that. I am hoping for some one to do some silly tag in combos with it too. Or maybe I’ll make one, who knows?

Fillia doesn’t seem to have too many good assist options outside of Updo which looks super good. Maybe her standing heavy kick? It slides vs air and wall bounces grounded opponents so there might be combo extender potential there, but I have never seen anyone use it as that so yeah.
Also it seems her c.mp would be good. But I don’t know how I feel about multi-hitting low attacks. Since there is unblockable protection, there don’t seem as good because it actually nullifies half of aerial cross-up options. That’s why Cerecopter is great for lockdown because it hits mid and not low or high and doesn’t cause the unblockable protection system.

At the end of the day, it all depends on what the player wants to do and what characters he is using. Like for example, I personally think if you are going to play Fillia, then just freaking pick Cerebella for CC. Its too good for Fillia. There are freaking bff’s. But like if your playing Cerebella, you want some one like Peacock and MF to cover your ass while you try and get in.

And if your gonna troll hard, have all your assists be standing jabs. They are great for everything, anti airs, combo extenders, tick throws on pressure… you name it!

Have standing jabs been used a lot as assists? I should go watch some of the more recent videos, but I don’t remember it being that way. Not that I doubt you, and that most people probably don’t know this when they pick up the game for the first time, but I don’t think it’s safe to say they’ll be that versatile this early.