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

I’m going to try to recreate StriDoom so the best I can think of is Painwheel/Double/Cerebella and I’m not really sure what kind of assist move I should use for each character so I’ll jot down my initial thoughts.

Painwheel - I was initially thinking of using her Fierce Nail shot (arcing) but then I read you can’t charge the nail shot as an assist so it doesn’t seem like a good assist anymore. Most people on the forums/wiki’s recommend her c.Strong so I’ll go with that for starting but I’ll have to experiment other assist options with her.

Double - I’m thinking about Hornet Bomber, as it has invincibility on it making it a decent AAA and allow for combo follows up for Painwheel if they get hit while she’s flying around. However, Desov2 proposed an interesting idea of using Cilia Slide to capitalize it’s low properties, in conjunction with Painwheel rush down with flight. I’d have to see whether Painwheel can easily capitalize off of a stray Cilia Slide during this.

Cerebella - “Cerecopter” seems like the ideal assist because it locks down and I recall Mike Z said it was probably the one assist that locks down and does the most chip damage, which goes back to the central strategy of the team. I’m a little bummed that they removed the invincibility from it but I understand that it was really strong in the early builds.

Okay, so as I said before this is my attempt at recreating StriDoom in this game because Painwheel is the equivalent to Sentinel with Fly & Super Armor (Hatred Guard), Double has the equivalent to Ouroboros, and Cerebella is the equivalent of Doom Rocks.

Painwheel is starting as the battery and I’m not sure how well she builds meter, at the moment. I prefer her starting the round, as she’ll be more effective with two assists available to her during flight rush down. I’m thinking that with proper use of hatred guard and assists, Painwheel can last long enough to build up as much meter as possible until it’s time to initiate the game plan and DHC to Double. It’s also good that she has an aerial super so it allows for a anywhere DHC into Double’s Catellite Lives.

Double will be the main focus of this team, and should, ideally, be always coming in from Painwheel with Catellite Lives activated to initiate the chip damage strategy. As I mentioned earlier, the pairing with Cerebella’s Cerecopter should keep opponents lock down long enough so that Double can do Hornet Bomber and then super cancel into Catellite Lives to repeat the process for as many reps as possible. Again, the pairing with Cerebella assist should allow for some left/right dash mix ups to try to open the opponent up. The only thing that concerns me is Double seems to lack a good way to chase opponents down in the air but it shouldn’t be as big of a deal as the only person with flight is Painwheel and she can’t fly off the screen like Storm can because of the game engine.

The other concern is that there doesn’t seem to be any particular safe DHC options from Double to Cerebella without spending 4 meters. However, that being said I think there can be some nice trick DHC’s into Cerebella’s command grab super since it’s 0f start up by instantly DHCing from Bandwagon Rushdown, which is completely invincible but the start up time of Bandwagon Rushdown might allow opponents to hold up during the super animation to escape the setup. I guess it could work once in a while if opponent’s are scared to do anything or you catch them pushing buttons.

Painwheel has a really sick reset game with her air throws so you can do a crap load of damage without spending any meter. So yeah she’ll make a really good battery.

This is all I have to contribute. :U

Yeah I hate how this strategy is rarely used in Marvel 3 because of how easy it is to tech out of resets and the damage is so high that people usually just die in one combo any ways. I’m more of a mix up/tech kinda guy so I’m gonna love being able to do that as a main strategy again.

Yeah Cerebella looks like she may not have a safe on block super. Not really sure till the game comes but yeah. That’s why I figured to put Painwheel up first like you also because I’m not sure if that death crawl super is safe on block or not yet. Valentine and Parasoul will surely have safe DHC’s so I’m not worried about them too much. I kinda like the whole DHCing making your point character become the anchor thing since I think I would really like Painwheel towards the back for some comebacks with meter.

Expanded my thoughts on the potential 2 man team of Peacock/Double while adding some thoughts on a potential Peacock/Double/Parasoul (order pending).

At this point though my theory fighting self is compelling me to gravitate towards a team of Peacock/Double for a few reasons.

Peacock point - Double assist
The most obvious to me is that Peacock needs a “get off me” assist and Double’s Cere-tackle assist seems like a perfect fit in covering the space where air dash pressure is at its most effective. It has a TON of horizontal range as well and is undoubtedly going to setup an instant beam super if I see that its connected. This really is going to be one of the most effective assists in the game I think. It hits multiple times, pushes the opponent out to near fullscreen and sets up combos on top of everything else.

Double point - Peacock assist

Peacock has an absolute ton of projectiles that can aid in getting Double in. A potential hole I’m seeing with Double is that it seems that her game is really focused on her ground game without much ability to address people jumping away from her pressure strings. Having something like a variant of item drop or Peacock’s flying bomb could do a lot in terms of keeping my opponent on the ground.

DHC Synergy :
Laser -> Car or vice versa seems like it’d combo without issue in pretty much any situation.

They both have utility supers that can undoubtedly be used for DHC situations. Peacock giant lenny and double fortune heads just really get the theory fighting juices flowing. Adding an element other than yourself that your opponent has to deal with (though Fortune Heads are more an extension of Double rather than a factor both people have to deal with). I can’t help but think there’s some super cheap chip setup involving Peacock going into Lenny and DHCing into Double heads as well.

A lot of people have wised up in terms of punishing Peacock’s beam super during the delay between the first and second segments. Double negates this with her completely invincible super (which coincidentally involves a Peacock clone driving a car … it fits!).

Potential Issues:
Meter meter and meter. Both of these characters seem to need a lot of it to be considered at their peak in terms of play. There hasn’t been much in the way of Double gameplay that would make me believe that she’s anywhere near as effective without her Catellite super and being able to hitconfirm any hit into Laser is a staple of what I’m seeing in Peacock play. Yet despite this there simply arent many characters that I could see myself feasibly adding who’s assists do much for either character that isn’t already covered while maintaining the DHC synergy that I was talking about.

Variants (Parasoul) :
Adding Parasoul to the team would do nothing to ruin the DHC synergy (her sniper shot is a good DHC from anything on hit.) and I’m of the opinion that Parasoul has probably one of the best projectile assists in the game (the one that bounces up from the ground) it has a fantastic angle and has the bonus ability of setting up potential mixups because of its delayed explosion. I can see a situation where I have Double on point and I’ve pressured my opponent in such a way as to throw out a Parasoul assist for them to block. The tear is still on screen and I have 3 seconds before the tear itself explodes. In this time limit I have a number of options :
[LIST]
[]Bait : Continue pressure and jump, intentionally go into an “unsafe” move at a timing where, when my opponent tries to punish, the tear explodes allowing me to potentially combo afterwards. (Teacup!)
[
]Jump Crossup : Act like I’m going for teacup and use the Valentine normal to jump over my opponent and end up on other side.
[]Dash Mixup : Continue pressure and break off at a moment so that I can dash forward, crossing up my opponent at moment of explosion
[
]Throw before explosion : Conditioning my opponent to wait for an explosion and block before they try to retaliate with anything of their own sets up the ability to throw at any point before its explosion.
[/LIST]

it sounds like you have a pretty solid idea of what you want to do, sadly i don’t yet

but pw with cerecopter is one of two characters i’m the most intimidated to play against, filia being the other

Every Team (not character) in this game has exactly around 750,000 health to mess around with…

Ratio 1/1 Character: 750,000 HP
Ratio 2/2 Characters: 375,000 HP each
Ratio 3/3 Characters: 250,000 HP each

(If I am wrong please correct me)

Each character deals a different amount of damage. Also keep in mind that the lower the ratio number, the more damage you can do.
A huge majority of the time you maximize damage with combos. But not all combos have to be extremely complicated for you to deal a great amount of damage. You can be plain and simple, or extremely technical/Stylish. personally I prefer to be plain and simple…getting the most amount of damage the easiest way I can thus decreasing the rate of dropped combos…For Example

ex)
Parasoul BnB combo- c.lp - c.mp - c.hp (Jump Cancle) lk - mk - hp (OTG with) lk, lk - mk, mk - hk (Super Cancle with) Silent Scope!
damage info-http://wiki.shoryuken.com/Skullgirls/Parasoul

This combo would do 6350 damage at ratio 3…which is the weakest when it comes to damage building. Now imagine how much damage this
easy BnB combo could do at Ratio 1.
The only true difference besides damage to this is that when your playing ratio 1, you have less tools to mess around with during gameplay. No assists or DHC possibility. Keep in mind that when you play ratio 2 or 3 that you sometimes have to fish for more damage…which sometimes forces you be technical rather than plain and simple. I beleave all 8 characters have the potential to be played either way. But is being more technical and stylish even worth it if you have more chance of you dropping the combo? And is playing simple make you seem cheap for taking stress out of combos. That is up to the players to decide.

I personally will be playing a mix-of both. Being cool, stylish and technical when I can, but playing simple when I’m in a tight Spot.

My teams so far are…Ratio 1: Parasoul and Ratio 2: Ms.Fortune/Cerebella
April,11,2012 check out my youtube channel for some awesome skullgirls action

Yo… Thanks for re-directing me here

You’re welcome =]
You probably should ask mods to delete your thread to keep forum clean.

Surprised many people thinking about Peacock aren’t thinking about Valentine’s Savage Bypass (Alpha Blade)

Pretty sure it drags them back really far on block.

You can’t dhc into her counter, do you?

Oh.

grumble grumble

It’s there. You should check out moves description in the bottom of her page.

grumble grumble

Not a bad idea, same premise as Vergil’s Rapid Slash assist (I spam the SHIT out of that thing with Dr. Strange lol), could leave her vulnerable on block though, but any attempt to punish can get zapped with Argus Agony though I suppose :smiley:

IDK how safe Val’s DHC’s are. I’m positive a blocked Flatliner isn’t safe, and her Scalpel toss is only safe from range iirc (which limits where it can be safe to DHC into) and most ranged Supers like Motor Brigade and Argus Agony are safe anyways (Double’s car isn’t so that might work, but you’re not using her lol).

lol “exactly around”?

I am gonna run Painwheel and Peacock, then pick Squiggly for a third when she comes out. I don’t really pick teams based on viability, just characters I like first then try to make them work later. There’s so much customization in this game I don’t think anybody is gonna have a hard time finding things they can do with whatever team/single character they chose.

That said I’ve been thinking about how I could make this team work, perhaps Peacock could be on point and runaway to build meter for Painwheel’s hatred install level 3 so I could use it as sort of a Xfactor.

Well…if none of Valentine’s supers are safe on block then I’ll just put Parasoul second and have Valentine in the anchor spot.

I’ve been thinking about this strategy too. The main issues are that Painwheel lacks good assists and Peacock works well with a lot of meter, but the DHC option is really damn strong.

Nail Shot HP and Buer Reaper HP both seem like the best assists for Peacock that Painwheel can offer. Nail Shot HP covers a part of the screen that Peacock has a bit more trouble with, and adds to her projectile game. Buer Reaper HP is a much more traditional “Get off me!” assist, but it also has the advantage of covering the area Peacock can.

I think Painwheel into Peacock will be the stronger strategy overall, but I’m still going to experiment with Peacock into Painwheel. Hatred Install is an amazing DHC option, so the development team was probably thinking of how devastating it can be when they designed Painwheel’s poor assist game.

Also, I really want to try out Lenny DHC’d into Hatred Install.

Lenny takes too long to explode though doesn’t he? Is there some way to combo into a hatred guarded Lenny through Hatred Install DHC? What kind of damage would that do haha.

DO IT! O_o