Example Teams
If you want a specific type of team, or are trying to see what character you can add to your team to strengthen or cover a weakness, this section is for you.
I want to hold forward and rush down
Rushdown characters
Annie (Medium)
Fortune (Fast)
Filia (Fast)
Eliza (Medium)
Parasoul (Fast dash, but no double jump or airdash) - More of a jack-of-all-trades, but she can play aggressively just fine
Non-rushdown characters with "aggressive" assists
Great assists that either help close the distance in neutral, or provide lockdown to aid in your pressure
Big Band [H Brass Knuckles]
Double [M Hornet Bomber] OR [Cilia Slide]
Fukua [H Drill] OR [L/M/H Clone]
Robo Fortune [H Theonite Beam]
Squigly [Drag ‘n’ Bite] OR [Cremation (2HP)] OR [Center Stage]
I want to be a distance demon
Projectile zoning characters
Peacock, Parasoul, Fukua, Robo Fortune, Double
Generally you want them point or mid. Fukua is a strong anchor. Peacock and Robo Fortune can play “fake anchor”.
Mid-range Space control characters
Fukua, Squigly, Big Band, Valentine, Black Dahlia
Partners that make your zoning/space control stronger
Naturally, the zoning characters with your projectile of choice
Big Band [H Brass Knuckles]
Double [H Hornet Bomber]
Filia [H Hairball] (Not a distance demon herself, but H Hairball is a very good zoning assist worth bringing up. Gregor DHC is also good for getting a full combo from a super that leaves the opponent on the other side of the screen.)
Painwheel [M Pinion Dash] (Also not a DD, but M Pinion pushes the opponent far away on block, knocking them fullscreen on hit)
Good Anchors
Parasoul [L/M/H Napalm Shot] (zoning) OR [Napalm Pillar] (DP assist)
Big Band [H Brass Knuckles] (space control) OR [Beat Extend] (DP assist)
Fukua [L/M/H Dart] (zoning) OR [H Drill] (space control/keepout) OR [L/M Clone] (space control + armor breaking, refer to Fukua’s assist section)
I want to force the opponent to play at my pace
Play outside my opponent’s range with movement and wait for them to overcommit
Valentine - Versatile air movement, fast ground movement, poke with shurikens and disjointed normals
Painwheel - Flight lets you hover in the airspace near and above the opponent, able to call assists at super jump height
Headless Fortune - Head is a constant threat on the ground, Fortune is fast and dangerous when above her opponent, with not many characters being able to easily get above her.
I want to ignore/dominate neutral
Squigly - The Neutral Ignorer, Charged Sing into SBO for pressure or Daisy Pusher for a combo if they’re on the ground and in range
Fukua - The Neutral Dominator, j.LP and j.HK are just really good normals along with her space controlling specials
Assist wise, go for the usual space control and DP assists to either speed things up or slow the match down as you wish.
I want Explosive damage
Heavy Hitters
Cerebella
Big Band
Headless Fortune
Peacock
Painwheel (especially with meter)
Beowulf (with Big Band)
Valentine (with Bella, depending on how you use your vials)
Umbrella
Damaging DHCS
Cerebella level 1 and level 3, can continue the combo after super.
Big Band taunted level 1 is the most damaging level 1 in the game. Level 3 hurts but damage is character and position dependent. In some ratios you can expect that a combo into level 5 is going to kill as a Touch of Death… and Big Band still gets to combo after level 5 hits.
Robo Fortune’s levels 1/3/5 are the second strongest in the game behind Big Band.
Painwheel Hatred Install goes dummy.
Damaging Assists/Lead to damaging routes
Cerebella [H Lock ‘n’ Load]
Big Band [H Brass Knuckles] (usually for corner combos)
Painwheel [L/H Pinion Dash]
Valentine [H Bypass]
Double [Cilia Slide]
I don’t want to block
This will only focus on Big Band, Fortune, Filia, and Cerebella as they have the best defensive options in the game.
Best DPs/DP Assists
Big Band, Fortune (best on-point DP, worst DP assist), Filia
Big Band and Fortune get a full meterless combo off of a DP, Filia has to spend meter
Best Defensive Supers
Big Band - 2 frame ground super that CANNOT BE SAFEJUMPED, minus headless Fortune and Parasoul
Filia - 3 frame ground super
Cerebella - armored specials that can be canceled into a 4 frame command grab super, or a plus on block, massive damage on hit level 3
Best Alpha Counter Options
Big Band - Beat Extend is fast and has enough range to beat a good number of "safe" DHCs, or punish blockstrings covered by assist calls with the correct timing. SSJ is 2 frames.
Fortune - HK Fiber Upper gives a combo on hit and is safe on whiff(!). Dash assist gives a wide variety of options, can punish most or all DHCs aside from the Install Supers
Cerebella - If using an armored assist, she can armor hits and cancel into her supers
Robo Fortune*** - If her level 3 install super is active and she tags out, upon coming back in she immediately explodes. This leaves her safe on block, but does a lot of damage on hit. Expensive, but extremely dangerous for the opponent to commit to pressure, especially alongside an assist.
Best options against air resets
Big Band - air super, one of the few with enough super hitstop to prevent counter-supers, double jump
Fortune - air super, but can be counter-supered, double jump and airdash, fast air buttons
Filia - air super, airdash
Cerebella - double jump, j.2MP is fast with a big hitbox
Example Team - Fortune [Dash] / Bella [H Lock ‘n’ Load] / Big Band [M Beat Extend]
Every character has a DP/defensive option that gives a followup combo. Top tier DP assist, and an armored assist that works both offensively and defensively. Every character has among the scariest Alpha Counter options (suddenly, “safe” DHCs aren’t so safe!), while simultaneously being good batteries to build the meter necessary.
I want to do ludicrous amounts of chip damage and relive the days where chip killed
Robo [H Theonite Beam] / Double [Hornet Bomber] OR [Cilia Slide] / Eliza [H Osiris Spiral]
https://streamable.com/1oc7kw - Pretty sure I messed this up, but behold
Peacock can replace Robo Fortune.
Fukua [H Drill] and Filia [H Hairball] can be good replacements for Double.
Eliza [H Osiris Spiral] is THE chip assist, so you probably should keep her around. Otherwise, you can replace her with any of the already mentioned characters. Adjust your team order as you wish.
I want setplay and okizeme
Beowulf [L/H Hurting Hurl] / X / Big Band [Take the ‘A’ Train]
Refer to the Beowulf section. Other characters can run hard knockdown okizeme setups, but with how Undizzy works… and with how Beowulf likes to ignore Undizzy, this is your best option by far.
Fukua
Doesn’t play the hard knockdown game, but in any situation her combos lead into multi-layered mixups involving her Forever a Clone series of specials. On top of high/low/left/right/command throw, another part of the mixup is in whether Fukua decides to attack ahead of her clone and commit, or let the clone lead the charge while she stays safe, making it very scary to challenge her. Unfortunately, she has to worry about Undizzy more than Beowulf which results in more mixing being required.
“Weird/Interesting” High Placing Teams
If you want to watch match videos to show how certain teams or shells look in action, consult one of the match databases
One More Once - General match database
slowtrainroll.in - Only includes matches from the Oceania region (some matches may not be in One More Once, so very much worth looking here as well)
@/Ping/Whatever me (KhaosMuffins) if there’s a team you think should be added.
Peacock [L George] / Cerebella [H Lock ‘n’ Load]
Swiftfox-Dash’s Team - Woah, a duo!
Parasoul [L Napalm Shot] / Double [Cilia Slide] / Beowulf [H Hurting Hurl]
Penpen’s Beowulf Team - Top JP player
Beowulf without A-Train or Excellebella and not on point?!?!?!