**Firstly I’m going to need people comparing 1 solo character vs. 3 people to Dark Wesker with XF to hold dat shit. **I’ve actually heard people compare Size 1 characters against Size 2 and 3’s as some XF shit when it’s obvious that Size 3 teams have the potential to pretty much shut down most to all solo characters in the future. You don’t get a frame or speed boost as a solo character, the combos that kill still require more work than the XF3 combos and you lose access to most all of the game’s mechanics for the entire round. It’s not like Marvel 3 where you get to use a point character + 2 assists, a ton of extra gameplay mechanics and then if all else fails you get a frame boosted, speed boosted, damage boosted version of your last character. Just don’t even do it.
Other than that I think 2 teams are pretty good and 3 people teams will get stronger as time goes on.
Ive been playing Cerebella solo until I get more comfortable playing with her. I plan to add a second though because she has obvious weaknesses in her solo game.
Hi Option!
I suspect a team of 2 is optimal since you have the assists and damage recovery that you don’t get solo, but you aren’t punished as bad damage scaling wise as a team of 3.
Also I’m learning Valentine solo and will be my main, then I’ll take a look at someone else solo. Then finally play them in a team of two and then learn all the tagging and double team attacks.
Anyone playing a solo team right now is fine. The mixups are still there, and msot people aren’t accustomed to playing a duo team correctly; however, anyone playing a solo team in a week’s time is about the get slaughtered.
I wonder… I just bought this game yesterday. And, LOVE it! :pleased:
Hmph. For personal preference, I rely on 2 character teams. This gives me two character options and I really tend to lean towards rush down game play, and this particular scenario helps me do just that. Two characters capitalize on each others strength and weaknesses, as well! This provides me with all kinds of options… mix-ups, assists, game play adjustments… so many good things!
Personally trying to run Solo painwheel has been difficult. Unless teh character has some versatility, the solow character will have huge handicappe to overcome. Perosnally I do think they need bigger health value or better defense. One of the two.
Just put Parasoul second with Napalm Pillar assist. You get a great DHC that converts into extra combo opportunity after her bike super hits and Painwheel just basically becomes a better character with Napalm Pillar.
The main thing that irks me is that only one assist can be called per combo. This would make me think that Duos would be most optimal. Only reason I can see Trios doing ok is to have an assist to backup the 2nd character who can’t run quite well by themselves.
I dunno. I still think having 3 characters instead of 2 is still going to be a big deal down in the future. A 3 character team still has the most health points total and having access to 2 assists and still access to an assist if one of your characters dies is pretty strong.
Especially if it ends up like Marvel 2 and people just reset all day off restands and stuff it may not be as necessary to just straight grind combos like in other animu games.
As of right now characters mixup potential isn’t quite marvel 2 status to make resets more worth it than finding a good situation after a combo. The speed of dashes and overheads in this game make it really hard to get some degenerate St. LP, call assist, dash under, jump, tri dash down BS. Best i can see you getting is maybe an instant overhead/low into another throw mixup. Whether or not it’s more worth it than optimizing your combo in a way that leaves you in position where you’re at decent advantage. I see a lot of people ending Felia/Bella combos in ways that launch the opponent across the screen. If you can find a nice balance between positioning and damage that would probably be the direction you want to take.
Unless you got GREAT keepaway, Solo Cerebella does CRAZY damage. Tried to get in with both a solo team and a 2-girl team against her and both got handed. I do 2 nice lil complicated combos with Valentine (Solo) and she does the same amount of damage with 1 simple combo @_@
Heck even played some nice Solo Peacocks, sure she’s a little more open, but the damage she does and her ability to combo ANYTHING into Argus Agony (And punish anything with Argus Agony, still make me rage why my Level 3 whiffs because of Argus Agony’s invincibility) and the fact since she spams/summons a lot, she gains meter like CRAZY.
3 char teamseasily the best. Access to multiple, varying assists, more health, dhcs into level 3 and 5 for meter reduction, insane resets with certain assists, alphas to get out…and importantly, safe dch potential of you ever do get hit
I feel like if you’re getting hit you should already be thinking about a safe dhc in this game and as 3 characters your first goes in yhe back to get life back.
1 char just seems scrubby and random. It’s all about landing one hit, into kill or reset kill. Too risky. especially when you’re mashing dhcs to get out of resets. Also 10% poison dmg from valenine on them
I solo Parasoul and I dont feel i need an assist im doing just fine even with doubles “tactical” bullshit as well as cerebella’s nasty head spin assist and damage output. My choice, lovin it.
Man, I dunno what is even with Parasoul. She isn’t too incredibly powerful but she doesn’t really have a clear weakness that you can exploit with an assist like the rest of the cast.
If anyone is going to be viable as a solo character down the road it’s going to be her.
The damage amping isn’t really that big of a deal…
Let’s say a solo character does 4k in a combo in a 1v1.
In a 1v1, that’s 4000/14300, or roughly 28% of that team’s total health.
In a 1v2or 1v3, that’s 4000*1.75/28600, or roughly 24.5% of that team’s total health.
You’re actually better off playing as a team, as far as taking damage goes.
That’s also ignoring the fact that a team of two or three can recover some of that damage, further increasing their total effective health.
Or the fact that teams get free combo-breakers when their characters die. A combo that does 7.5k damage only has to be done four times to kill a team of one two times (remember that 1v1s are a three-rounds format), but has to be done six times to kill a team of three.
Or all the other things that make life hard for solo characters matchup-wise.
The damage amplification doesn’t really matter due to the adjusting of life totals, really all it does is ensure that a combo that wipes 1/3rd of a team is also going to wipe roughly a third of a solo as well. It’s only really a problem if you’re playing a team and you have one or two characters who you are clearly better/worse with, because now those characters have different worth to you.
Three person teams can take pressure and anti pressure assists, giving some ridiculous options (ie, point character backed by cerecopter and a dragon punch). Honestly I’m leaning towards a mix of two and three person teams. I think pure rushdown will favor two person teams because of the balance of a pressure assist for mixups and the damage gained. I see a lot of people going for three so they can use a battery and then bring in a fully loaded peacock with an AAA like Napalm pillar
I personally think the choice of solo/duo/trio will eventually come down to solo preference almost entirely, with perhaps a small favoring towards duos and trios.
Right now it seems as if solos are dominating because… well think about it… how many people at this point are honestly all that good with more than one character?
One thing you can’t get away with in this game like you can in say… Marvel, is not really knowing any of your team’s cogs. You could quite easily run one point character with 2 assist characters and wreak enough havoc to get away with it in the typical game of Marvel. In SkullGirls? Not so much.
You either know, in-depth, each cog of your team, or you may as well call it a handicap.
A person who’s skilled with 1 character is going to beat a person who’s mediocre at best with 2 characters. That’s just how it is as far as I can see. In order to compensate for the difference in damage/health it is absolutely necessary to know all parts of your team if you’re going to bother playing a duo or trio over a solo.
Also… the percentage chart needs to be re-done imo. I understand what happens between the various team setups as far as the ratios and health goes… until I look at that chart. Maybe my brain just hates the colors or something, but I swear the thing seriously doesn’t make any sense when I just glance at it -.-
The exception being characters like Peacock that are augmented substantially by an assist. Peacock goes from being incredibly difficult to play to the return of Cable when paired with an anti-air.