Black Dahlia
Team Value
Dahlia isn't a selfish teammate, though she's a bit weird. Her assists aren't bad, but aren't something you can easily form a gameplan around. She can DHC after basically any character and continue the combo, but her post-DHC damage is among the lowest in the cast. In the other order, DHC'ing after her is... awful, but she also sets up for tags better than any other character. Black Dahlia isn't a character who needs a team formed around her because any generally good assist will cover a good amount of her "wants", but while she won't actively harm a team's synergy, you'll have to play with team mechanics a bit differently to really maximize her team value.
Black Dahlia Team Synergy Guide by ReyMercury
Video guide showcasing damage and tag-in routes, DHC interactions, Counter + assist usage, and gives examples of good Dahlia teams.
What they bring
A variety of combo DHCs that, while not very damaging, let Dahlia followup on pretty much any super
Space Control assists - A slow projectile assist that can turn into an amazing lockdown assist with some setup or luck, and a bearmouse trap assist for controlling the ground space, fighting off forward-moving assists, and being very good for mixups and certain character's combo routes
Everyone in the cast can easily and safely tag-in after Empowered 5[HP] (if they have a comboable tag) or 5HK > Ice Shot (if they don't); great for fake anchors and maximizing damage if you have a character on a team who out-damages Dahlia post-tag
What they want
Assists they let her reload ammo or toss doilies mid-combo without spending Empower (which will be noted in the character sections), assists that are great with Counter + assist, and DP assists as she's a tall character with sub-par defensive options
Lockdown assists are especially nice as they usually help with the first two points listed above, while also covering and giving her conversions off of her low/5HP overhead/Assault jLK instant overhead mixups without having to spend Empower
To expand on Counter + assist, if given an assist without enough pushback or blockstun that's hard to punish with PBGC, she gets a reversal option that is safe on whiff in most scenarios, and can even be worked into reset attempts
EX: 5HP (Overhead) > Counter + H Beat Extend assist; Beat Extend keeps Dahlia safe on block via lockdown, Counter beats reversals, if 5HP hits the opponent then H Beat lets Dahlia combo after she recovers from Counter
Dahlia's supers don't deal damage on their own, so making use of her DHCs is a bit different. Refer to ReyMercury's video above, with Barrel "DHCs" being important when Dahlia is on point, and Last Call DHCs being important when Dahlia is not on point
Appreciates battery characters if played mid or anchor to fuel her Last Call (level 1 reload) and Girls' Night (level 3 "Win Neutral") utility supers
Position - Point > mid > Anchor
Point: Potentially gets assists to cover her when she needs to reload or wants to throw a doily. Empowered 5[HP] allows for very easy tags across the whole cast, making her a nice complement for mid position characters who wanna skip the whole "playing roundstart neutral" deal or fake anchor characters. One very nice draw for point Dahlia running Order Up! as an assist is that you can fully stock up on special bullets (notably ice shot) from her Last Call super, tag/DHC into another character, and now you have 6 calls of a very powerful assist. Unfortunately, the way her supers work mean you'll get pitiful to no damage output via DHCs, making your ability to cash out on damage very low with point Dahlia unless you have a partner with a comboable tag (and better damage supers) to take advantage of; something that makes her very different from most good point characters. Currently her most popular position.
Mid: Dahlia lacks a safe DHC at close range but has several low damage, but reliable combo DHC options making her a decent mid character with decent assist options. All of Dahlia's supers provide nice utility, so having some meter to spend helps her out quite a bit. Ideally, you would want a point character in front of her that can let her continue the combo off of Last Call (reload) DHC so you can come in with your preferred ammo loadout at an advantageous state. Put her here if you don't have a better mid character on your team.
Anchor: Potentially even more meter to spend on her utility supers. Her Girls' Night level 3 can help mount a comeback as the ladies act like a persistent assist that can even break Dahlia out of combos, and while they may not last a long time or do a high amount of damage, sometimes getting that one hit to gain momentum can do wonders. Dahlia's neutral and mixup games are pretty solid even without assists, but her damage is on the lower end of the cast with pretty middling defensive options stacked on top of a tall hurtbox, which does hurt as an anchor character. At the end of it all, though, Dahlia's assists and DHCs aren't strong enough to really recommend her as an anchor. In the majority of team compositions, you'll get more value out of enabling her as opposed to having her support her teammates.
Most Common Assists
Medici Mousetrap (2MK) -
Ground Space Control, Low
Dahlia places a bear very large mousetrap that lasts for a few seconds, capturing opponents when they get hit. Controls ground space as the opponent either has to wait for the trap to disappear, dash block into it, or jump over it. Can serve nicely in combo routes due to the long hitstun, and even for mixups thanks to the assist hitting low. Does NOT beat armor as it's neither a sweep nor a hitgrab. A nice deterrent for your opponent's forward-moving assists as the trap can stop them with no threat to Dahlia. Do note that you have to wait for the first trap to disappear before Dahlia can place another one (when it starts flashing, you can call her), otherwise she just does the animation for placing a trap, but without actually placing one. As an Alpha Counter, because this move is a whiff canceleable normal, you can input Counter as soon as Dahlia comes in for a reversal. Extremely funny if you Alpha Counter > Counter on a lockdown assist, and choose between L/M Counter to potentially mixup the opponent.
Order Up! (236LP/MP/HP) -
Projectile, Multipurpose
Dahlia shoots a projectile based on her currently loaded ammo. LP aims straight ahead, MP angles at a 45°-ish angle, H 60°-ish. This assist's utility changes depending on what bullets are loaded. Do note that Dahlia is still limited by her ammo count, so if you call her when she is out of ammo, she will instead reload her bullets using the H version of Another Round (2 Normal Bullets, 1 Special Bullet, 2 Normal, 1 Special in that order).
Normal: Travels slowly in an arc. Decent for controlling space. Fire and Ice bullets follow the same trajectory, making them also good for controlling space.
Shotgun: Disjointed close-range assist. Deals high damage and wall-bounces the opponent, so it's good for combos and punishing assists.
Railgun: Quick, fullscreen, 1-hit beam that knocks down on hit. Good for neutral.
Fire: First hit bounces off the opponent, second hit explodes when it lands. Good for lockdown and resets.
Ice: Deals multiple staggered hits in quick succession and freezes the opponent on hit. Great for lockdown and combos. Lets pretty much anyone tag in safely after Dahlia, and usually they can continue the combo with the proper setup.
Lightning: Slowly travels in a line. Stuns the opponent on hit, making this bullet good for combos and resets.
Skull Cracker (5HP) -
Overhead
It's an overhead assist with the damage of a heavy normal. It has very short range and has nothing cheeky like armor, multi-hits, or invincibility, but it's pretty quick at 20 frames. Does a very short ground bounce before it takes up OTG, which might limit your followup combo if the OTG state does get consumed.
Partners
Beowulf
Recommended Assists:
X Hurting Hurl, Grendel Flex (chairless 2HP)
Hurting Hurl - Projectile DP (H), Sweep (L), Overhead (M)
H version helps with Dahlia's defense and gives her a great Alpha Counter option as H chair is +1 on block
L version helps with mixup, gives her easy pickups off of jHK to save OTG, and can even help her neutral when used alongside her Assault air dash
M version hits twice, second hit going overhead, so pick this if you want a close-range pressure/mix option
Grendel Flex - Armored Space Control/Pressure
Armored shield when trying to reload ammo or toss a doily in neutral, as well as just general defense
General good pressure tool with it being armored and having two hits; works well alongside Dahlia's close-range mixup game
Works with Counter + assist offensive setups, not as reliable defensively with how slow the startup is
Pros:
Dahlia has no issue working with Beowulf's assists, Grendel Flex is especially nice if you can get Beowulf chairless
Beowulf gets help with combo conversions and pressure from Dahlia's assists
If Dahlia 2MK (mousetrap) is out and positioned properly, Beowulf can tag-in and continue the combo or use it for oki (trap keeps a blocked tag safe from all but Big Band) - Credit to SwagSpooky
Last Call and Barrel DHCs
Cons:
Dahlia's assists aren't great for helping Beo in neutral outside of special bullets
Both suffer against zoners and don't really do much to help each other in that regard (outside of Dahlia's special bullets which require setup)
Synergy:
Decent for Dahlia, Good for Beowulf
Not recommended as a duo as neither are amazing anchors, and they struggle against zoners
Look for a better anchor character for a trio
Big Band
Recommended Assists:
H Beat Extend, H Brass Knuckles, H Take the 'A' Train
H Beat - DP, Lockdown
H version preferred as it makes Counter + assist safe, and even converts from 5LP > 5HP overhead > counter+assist (to catch those who mash on, or get hit by the overhead)
Lockdown pressure and capture state work excellently for instant overhead jLK/low mixups
Beat Extend on hit leads to Dahlia's powerful 2MP left/right mixup
Easily confirmable conversions off of jHK; there are some situations and angles where Dahlia has trouble converting off of jHK on her own, with the added bonus of this conversion saving OTG
H Brass - Armored Neutral, Anti-Zoning
Holds down the neutral, adds big damage to combos, and makes opposing zoners (who Dahlia has a bit of trouble against) calm down a bit
H Train - Anti-Air, Combo Tool
High damaging conversions off of Dahlia's aerial pokes (jMP, jHK)
High damage combo routes that give her plenty of time to reload or toss a doily, also leads to the 2MP left/right mixup or any funky special bullet setups
Lmfao if they try to jump over Dahlia's beartrap while you have this assist ready
Pros:
Dahlia gets great neutral, defense, and damage assistance from Big Band's assist kit, including strong Counter + assist measures
Big Band gets more combo routes and enhanced mixups from Dahlia's assists
Last Call and Barrel DHCs
If Dahlia has a fire bullet ready, Barrel > SSJ works as a combo DHC - Credit to Xyned
Cons:
Both characters struggle to zoners, albeit Band does help Dahlia in this regard and Dahlia (if special bullets are loaded) can also help Band
Synergy:
Favorite for Dahlia, Good for Big Band
A strong duo
Any character will fit for a trio
Cerebella
Recommended Assists:
Cerecopter, Lock 'n' Load
Cerecopter - Lockdown, Space-Control, Anti-Armor
Does well to protect Dahlia in neutral, and one of the better assists for Counter + assist shenanigans
Long lockdown goes well with Dahlia's mixup game
Easy conversions from jHK to save OTG
LnL - Armored Neutral, Pressure
Protects Dahlia when going for ammo reloads or doily tosses, and good for general defense when the opponent makes it past your mid-range buttons
Armored threat makes it very difficult for the opponent to punish Counter + assist if they aren't in throw range or just lack the right move to punish this combination
Big damage boost to combos
Pros:
Dahlia gets an amazing lockdown assist she really likes, assists to contest the close-range space, and great Counter + assist help
Trap assist is alright for Bella, special shot assists hold potential
Dahlia with Ice Shot loaded can tag into Bella and still let her continue the combo, which is very rare with how Bella's tag works (corner only, see video below)
Last Call and Barrel DHCs
Cons:
Both characters struggle to zoners, but can help each other out. LnL protects Dahlia from projectiles which can buy her some space to toss a doily to make H Counter and Teleport available which may help with good timing, Cerebella backed by special bullets may be able to put up a better fight
Synergy:
Favorite for Dahlia, Good for Cerebella
A fine duo
Any character can fit for a trio
Double
Recommended Assists:
Cilia Slide, Hornet Bomber
Clide - Sweep
Lets Dahlia combo off of throw against the whole cast (follow-ups may differ, dash 2MP or Assault jHP)
Low mixup tool paired with Dahlia's quick overhead options, or even just a tool for an easy pickup off of Assault > jLK
Hornet Bomber - DP (L), Lockdown (L, M), Neutral (M, H), Zoning (H)
L and M versions both preferred over H as Dahlia is more mid-range than far-range (which H helps out with the most)
L if you want a DP assist, M for better neutral and safer Counter + assist
Pros:
Dahlia generally likes Double's assist kit for her neutral and offense
Double likes the space-control brought by Dahlia's assists
Double has a great combo tag to follow up from Dahlia
Last Call and Barrel DHCs
Cons:
Both characters love spending meter for their utility supers, making this a pretty meter-hungry shell, else you'll have to play more conservatively with one of them
Synergy:
Good for Dahlia, Good for Double
Works well as a duo
Any character in any slot would fit well for a trio
Eliza
Recommended Assists:
Osiris Spiral, Carpenter's Axe
Osiris Spiral - Space Control, Lockdown, Chip
Dahlia does well at controlling space with her mid-range normals and bullets, and this assist can help cover deadzones
Really good for Counter + assist things
Lets Dahlia do Empower + assist call then go for an easy left/right, a pretty undizzy efficient reset
Keeps opponents in place long enough to reload/doily mid-combo
The lockdown and chip damage complement Dahlia's ice and electric bullets for ridiculous blockstrings doing silly amounts of chip damage
Combo conversions from jHK to save OTG
Carpenter's Axe - Armored Overhead
All the good things you can expect from an armored move with all the bonuses you can expect from having an overhead on a character with good lows
Big damage addition to Dahlia's combo routes, and the ground bounce gives time for reloads/doilies
Pros:
Dahlia gets a variety of benefits from Spiral assist, Axe is good for upping her damage
Eliza gets ok usage from Dahlia's assists
Eliza works as a fake anchor and can easily tag in after Dahlia who enables them quite well
Last Call and Barrel DHCs, Dahlia is one of the few characters who can easily followup from Eliza's Lady of Slaughter via DHC
Cons:
Both characters struggle against zoners and don't do much to help each other out, with the (potential) exception of Eliza backed by special bullets
Synergy:
Good for Dahlia, Decent for Eliza
An alright duo
Any character in any slot should fit for a trio
Filia
Recommended Assists:
H Hairball, H Updo
Hairball - Lockdown, Neutral, Anti-Armor, Chip
Pushback on block aids Dahlia in keeping opponents at mid-range and keeps her safe on Counter + assist
Lockdown makes her close-range mixup very scary and hard to contest, and coupled with the chip damage makes her corner chip setups very powerful
Couples with jHK pokes nicely; converts to a full combo on hit to save OTG (timing is kinda wonky), jails on block long enough for Dahlia to reload, toss a doily, or force her way in with Assault
Can be used to crossup from fullscreen if Dahlia has a doily placed behind the opponent
Updo - Anti-air DP
It's a DP assist on a tall character with sub-par reversal options, so it's good
Pros:
Hairball is a very nice assist for Dahlia and Updo is a reliable DP
Last Call and Barrel DHCs (Gregor > Last Call, Barrel > Fillia tag)
Cons:
Dahlia's assists outside of special bullets don't do a whole lot for Fillia, but they aren't useless by any means
Dahlia needs Ice Shot loaded or do 5[HP] in the corner to tag into Filia and keep the combo, and Filia's tag combos do not help make up for Dahlia's low damage
Synergy:
Good for Dahlia, Decent for Filia
An alright duo
Both characters can play anchor but aren't amazing at it, so a better anchor would be recommended
Fortune
Recommended Assists:
H Fiber Upper, Head Roll, Wheel of Fortune (Head-on 5HK), Dash
H Fiber - Anti-air DP, Meter Build
It's a DP assist. Dahlia can sometimes convert with the jMP > jHK > L Shot, Assault jHP route depending on the timing/spacing
Easy for Dahlia to route H Fiber into her combo routes to take advantage of the assist's meter gain; 2LK > 2MP > 5HP > assist... Empower builds near 50 meter in the first chain
Head Roll - DP, Combo Tool (Stagger)
It's a (worse) DP assist
Stagger from Head Roll lets her reload/doily mid-combo
Dahlia can't protect the head while Fortune "reloads" as well as the other characters with a gun, unfortunately
Wheel of Fortune - Lockdown
As a lockdown assist, it does work with Dahlia's 5HP > Counter + assist reset, but it can be punished with proper (but not necessarily easy) PBGC timing
Dash - Alpha Counter Options
Lets you Alpha Counter into Fortune and have her choose any option, including a 5 frame jab, a fast DP, super, jump, or just block. You get to steal your turn out of some pressure strings or get punishes that no other Alpha Counter will safely allow.
Pros:
H Fiber is alright with Dahlia, and the meter it builds for her is quite nice as a somewhat meter-hungry character
Dahlia's assists are alright for Fortune
Fortune is an amazing battery who can give Dahlia plenty of meter to spend
Dahlia can tag into head-on Fortune if she has Ice Shot loaded; tagging into headless is easier as long as the head is in a good position, and leads to higher damage combo routes than Dahlia can pull off alone
Last Call and Barrel DHCs (Barrel > Tag > normal/super follow-ups may take up OTG)
Cons:
"Alright" is ultimately how their assist kits work out for each other; because Fortune is primarily played point and because Dahlia must spend ice shot to tag into her meterless, she will typically get less opportunities to play with special bullets as an assist
Synergy:
Decent for Dahlia, Decent for Fortune
Not recommended as a duo as they don't support each other all that well
A strong anchor for this shell would make for a good team
Fukua
Recommended Assists:
M Forever A Clone, H Platonic Drillationship
M Clone - Neutral, Combo Tool
Generally good neutral assist, and in combos gives Dahlia plenty of time for reloads/doilies
Can be worked into a fullscreen left/right mixup if Dahlia has a doily behind the opponent. She gets an easy conversion on both a fakeout and real teleport whereas plenty of other assists would be spacing dependent or only work on the crossup, making it one of the best assists for this purpose. Also works from blockstrings
H Drill - Lockdown, Neutral, Anti-Armor
Dahlia loves lockdown assists, this is a good lockdown assist
Also works for the fullscreen crossup with a doily, but not as well as M Clone as you ONLY get a combo conversion by crossing up, and it does not work nearly as well in blockstrings
Dahlia cannot call Fukua with a Counter + assist timing where it is both safe from mashing and allows Dahlia to continue the combo
Pros:
Dahlia likes Fukua's assists for neutral, combos, pressure, and left/right mix
Fukua likes Dahlia's assists for space-control focused neutral and high/low mix
Last Call and Barrel DHCs, Dahlia can use Barrel to continue the combo after Fukua's Drill super midscreen
Both characters can meterlessly tag into each other and continue the combo (Fukua M Shadow > Dahlia Tag (Normal Bullet) > 2LP > .... is possible, but hard)
Cons:
No safe Counter + assist
Synergy:
Good for Dahlia, Good for Fukua
Strong Duo
Any character in any position will fit for a trio
Painwheel
Recommended Assists:
M Gae Bolga Stinger (M Nail), Pinion Dash
M Nail - Projectile
Covers ground space while Dahlia threatens with her amazing air normals
Pinion Dash - Pressure
L/M versions give Dahlia a fullscreen crossup if she has a doily placed behind the opponent
H Pinion allows for this cool reset off of Empower, along with providing better ground space coverage
Adds a fair chunk of damage to combo routes
Pros:
Painwheel gets very good mileage out of beartrap assist
Barrel DHCs
Dahlia loves tag combos with Painwheel, this duo gets 9k for one bar off a low (see video below)
Cons:
Painwheel's assists are pretty meh for Dahlia, nothing for Counter + assist
Both characters can be fairly hungry for meter
No Last Call DHCs
Synergy:
Good for Dahlia, Good for Painwheel
Neither character is a great anchor, and this shell lacks a good neutral assist outside of Dahlia special bullets (which cost meter... which Painwheel wants). Not a recommended duo.
An anchor character with a good neutral assist is highly recommended
Parasoul
Recommended Assists:
H Napalm Pillar, L/H Napalm Shot
H Pillar - Anti-Air DP
It's a DP assist that's more reliable than Dahlia's own Counter and Teleport
Lets Dahlia reload/doily mid-combo
jHK combo conversions to save OTG
L/H Shot - Projectile, Pressure
Closing in on the opponent with Assault jMP + L Shot works pretty well, H Shot's increased speed may make it better for checking people trying to avoid Dahlia's bullets
Leftover Tear can serve a variety of purposes in pressure, covering low/Assault jLK/5HP overhead mixups, or going for hard callouts with Counter while the Tear covers you (provided they can't just easily throw you)
Pros:
Dahlia likes Parasoul's assist kit for defense, or neutral and pressure
Parasoul gets alright usage from Dahlia's assists
Dahlia can still combo tag with Parasoul, though it requires the corner and OTG
Last Call DHCs
Cons:
No Counter + assist help for Dahlia
No Barrel DHCs
Synergy:
Decent for Dahlia, Good for Parasoul
Workable, but not a very strong duo
The best orders for this shell would be X/Dahlia/Parasoul, Dahlia/X/Parasoul, or Parasoul/Dahlia/X, so any character would fit in any slot
Peacock
Recommended Assists:
George's Day Out (L George), Screwball Cannonball (5HP)
L George - Persistent Projectile
A lingering ground threat that the opponent is forced to block, shoot, or jump over if you hide behind it, or can cover your approach and act as a combo breaker if you get ahead of the bomb. If you have a second partner, you can still call them while George is out.
Cannonball - Projectile, Lockdown
Assault jMP + assist is a pretty good way to close in on the opponent since this assist goes at just the right speed
Surprisingly works very well for converting from jHK to save OTG
Works with 5HP > Counter + assist pickups if in range for the first hit to connect, though a bit dangerous to use in neutral or defensively since it's easy to jump over Peacock's projectile and punish Dahlia while she recovers from Counter
Pros:
Peacock's assists aren't especially amazing for Dahlia, but they work for her
Peacock likes Dahlia's trap assist for offensive and defensive purposes, and any Order Up! shot can serve her well
Dahlia can setup into Peacock's tag easily and she can combo from it
Last Call and Barrel DHCs
Cons:
None
Synergy:
Good for Dahlia, Good for Peacock
Works fine as a duo
An anchor character with a good DP or neutral assist would be cash money
Robo Fortune
Recommended Assists:
H Theonite Beam, Collimating Saw (5HP)
Beam - Beam Projectile, Anti-Armor
Checks anyone who plays neutral at ranges further than Dahlia can reach (read: Zoners)
Easily buys time for Dahlia to reload/doily in neutral
Doesn't do anything /special/ for Dahlia, but the neutral help is more than enough to make up for that
Saw - Armored Lockdown
If you /really/ insist against beam assist, the lockdown is nice for Dahlia's offense
Armor and lockdown properties make it nice for Counter + assist
Pros:
Beam assist does a lot for Dahlia in neutral, Saw is good for pressure and Counter + assist situations
Robo appreciates the space-control from Dahlia's assists
Dahlia can combo into Robo's weird tag and have her continue the combo, though only in the corner
Last Call and Barrel DHCs (Barrel > Tag > Super requires OTG)
Cons:
None
Synergy:
Good for Dahlia, Good for Robo
Could use better anchor options, but otherwise it's an ok, though low damage duo
A good anchor would be best for a trio
Squigly
Recommended Assists:
Drag 'n' Bite, Center Stage (Sing)
DnB - Lockdown, Neutral
Amazing lockdown assist to aid in Dahlia's mixup game
Easy conversions from jHK hitting at any angle to save OTG, jHK + DnB also jails the opponent on block letting Dahlia easily get in, reload, toss a doily, setup projectiles, etc.
Pushback does nice for protecting Dahlia on Counter + assist, and if Counter does hit the opponent then the amount of hitstun from DnB lets Dahlia pick up the combo easily
Sing - Screen Manipulation
Much more threatening of an assist if Dahlia has a beartrap (2MK) placed, as the opponent can suddenly be dragged into it
With Dahlia's amazing mid-range buttons, it is very nice to be able to the opponent into range of those and her special bullets
DnB is amazing with Dahlia, but if you happen to have another lockdown assist on your team and don't care for having 2, I honestly suggest giving Sing a try
Pros:
DnB is very nice for Dahlia's pressure and Counter + assist
Mousetrap assist is alright for Squigly
Last Call DHCs
Cons:
Dahlia can tag into Squigly and have her continue the combo, though since Squigly's tag positioning depends on a moving grave, it's unreliable
Both characters can fight for meter usage as they both love their utility supers
No Barrel DHCs
Synergy:
Good for Dahlia, Decent for Squigly
Meter conflicts, weird tags, and just decent support for Squigly keeps this from being a good duo
You can either go the route of putting a good battery on point or even mid, or having a strong anchor with a neutral or DP assist
Valentine
Recommended Assists:
H Savage Bypass
H Bypass - Combo Tool
It's for combo damage
Dahlia cannot protect Val well unless you happen to have a Railgun bullet loaded, so be careful if you wanna call this for neutral
Pros:
Val appreciates Dahlia's assists for space-control and vial loads, getting 2 vial loads if Ice Shot assist is available
Dahlia can tag into Val and let her pickup the combo anywhere on the screen, sometimes even being able to save OTG
Because of the above, while Valentine is usually a "point-only" character, it is still a viable strategy to play point Dhalia, load up on Ice shots then tag into Val so she gets an amazing lockdown assist and 2 vial load combos
Last Call and Barrel DHCs
Cons:
Bypass assist is pretty whatever for Dahlia outside of combos
No Counter + assist help
Synergy:
Decent for Dahlia, Good for Valentine
A good team shell, but questionable duo. Could potentially still work
Absolutely pick an anchor character with a neutral or DP assist if you want to run this shell in a trio
Annie
Recommended Assists:
H Destruction Pillar, H Crescent Cut
H Pillar - Anti-air DP
High damaging DP assist that Dahlia can easily convert from, helping her out when she's on the backfoot to make up for her subpar defense, and in general letting her play more aggressively as Dahlia's own buttons aren't so great for contesting at close-range or scramble situations
H Cut - Projectile
Large, slow moving projectile to cover Dahlia and control space when she reloads, tosses a doily, shoots a bullet, or closes into the mid-range distance where she excels
Pros:
Dahlia enjoys Annie's assists both offensively and defensively; she doesn't get Counter + Assist help, but a really good DP assist is basically just as good
Annie gets additions to her pressure game from Dahlia's trap assist, and may be able to take advantage of Last Call loadouts since Dahlia is usually gonna be ahead of Annie on a team
Annie's tag works perfectly with Dahlia's ability to setup tags, and Annie's high damage helps make up for Dahlia's lack of it
Last Call and Barrel DHCs
Cons:
None
Synergy:
Favorite for Dahlia, Good for Annie
Pretty good duo, though do be wary that both characters can be pretty hefty meter spenders
Realistically, any character can fit in any position with this shell, but since Dahlia's favored position is point and Annie is one of the best mid characters, an anchor character would be recommended
Umbrella
Recommended Assists:
Cliff Hanger (6HP), Salt Grinder
Cliff Hanger - Anti-air, Neutral, Combo Tool (Stagger)
Decent defensive utility as the assist has a large hitbox to contest the close-range
Stagger gives easy reloads/doilies mid-combo
Salt Grinder - Combo Tool (Stagger)
Gives a looooong time to setup resources, giving you time to shoot a bullet to meaty the opponent, reload, AND set a doily. And the assist itself does a lot of damage
That's it, 0 neutral or defensive utility
Pros:
Umbrella can let Dahlia play in front of her, tag-in after Dahlia 5[HP], and follow-up with a combo that puts her into Ravenous
Last Call and Barrel DHCs
Cons:
Neither character really cares much for the other's assist
Both characters can hold to zoners and don't do much to help each other fight them, outside of Dahlia's special bullets
Synergy:
Decent for Dahlia, Decent for Umbrella
Not a good duo as the assist support isn't all there
An anchor with a strong neutral assist would be a great asset to this shell
Marie
Recommended Assists:
[assists this character wants]
[assist] - [function]
[what it's good for]
Pros:
[How does the supporting partner's assist kit help, if helpful]
[How does this page's character assist kit help their partner, if helpful]
[Any special notes: Is there high utility or damage in their DHCs, can they easily tag to each other for preserving health or upping combo damage, Is either partner a good battery that enables the other, Does either character help deal with the other's bad matchups, etc.]
Cons:
[If either character's assist kit is poor for their partner, note it here]
[Any special notes: Is it difficult to make use of this partner's DHCs, Do these characters compete for meter or a position, Do they share bad matchups, etc.]
Synergy:
[Fav/Good/Decent/Poor for this page's character, Fav/Good/Decent/Poor for this section's character]
[Does this shell work well as a duo, or are they incomplete? Even with duo health and damage, does either character suffer as the anchor?]
[How flexible is this shell for building a trio?]