Skullgirls Team Building Guide

Marie's page is currently being worked on. If you have some Marie team building tech to share, please post it on the Team Building Guide thread on Skullheart. There's a set of questions there as well if you wanna answer those and help me out: Team Building Guide feedback thread

In this game, it takes more effort to make a bad team than it does to make a great team.

What this is

What this is not

The game gives you a ton of options, and nobody has all of the answers, so follow your heart and experiment with the freedom you're given. 

How to use this guide

Start off by checking the Character Overviews page to get a quick idea of the types of roles that characters play on a team. Then use the navigation bar to check out each character's page, nested under the Overviews.

Each character page has a section for every possible partner, with each character in the pair being given a Favorite/Good/Decent/Poor synergy rating based on the pros and cons given, looking at assist support, DHC utility, and any assistance or even conflicts in team positioning and meter usage or meter build. Don't let a Decent or Poor rating stop you from playing a pair you're interested in, as some relationships are just one-sided, and you can always add a third, non-selfish character to make things more complete. It's much harder to make a bad team in this game than it is to make a good team. If multiple assists are listed for a character and you can't decide which to pick, then just try all of them to see what you like.

Extra Links

Quick Terminology

Terms:

Solo/Duo/Trio - A 1/2/3 character team, respectively.

Anchor - The last character on a team. Usually a character with good comeback potential.

Battery - A character that can build meter well and make use of most of their tools without relying on it i.e., they don't need meter to convert into a combo from important moves, or a majority of the character's damage or neutral threat isn't locked behind a super.

DHC - Delayed Hyper Combo. Canceling a super into another character's super.

Mid - The middle character on a trio. Typically they have good assists and/or a good super to DHC in to.

Point - The first character on a team. Battery characters make for good point characters. Also sometimes used to refer to the character currently in play. E.g., on a team of Point Annie and Anchor Double, Annie tags into Double, making Double the current point character.

Counter-call - Calling your assist at a time where it can beat or punish the opponent's assist call.

Types of assists:

Neutral - An assist that helps a character reach or stay in their effective range. Also sometimes good for punishing the opponent's assist calls. Big Band's H Brass assist is the perfect example: it presents a giant armored hitbox that helps rushdown characters move in closer to their opponent, and keep-away characters get help in fighting off said rushdown characters.

Space-Control - Puts an active hitbox on a section of the screen for enough time - say half a second or more - to be thought of as a looming threat. Usually has a hitbox that makes it very dangerous or impossible for the opponent to press a button against. Typically used in a defensive manner to stop or challenge opponents who try to approach from certain angles. Some of these also can be considered to be Neutral assists, so it's not a hard, inflexible label. Eliza's H Osiris Spiral is a space-control assist as she provides a high reaching, difficult-to-contest hitbox on the screen for nearly a full second, goading characters to either jump over her or just stay back entirely. Peacock's L Geroge is another example, as the assist walks across the entirety of the screen being a constant ground threat for several seconds.

Lockdown - Keeps the opponent in blockstun for a lengthy amount of time. Offensively, they give the point character time to go for a mix-up. Defensively, they can give the point character time to retreat from the opponent and move to a better position.

Combo Tool - Assist that either does a notably large amount of damage, or helps a character go into important combo routes. Cerebella considers Valentine's H Savage Bypass assist to be a combo tool because it lets her convert into a combo off of her Diamond Drop command grab; something that she cannot do with a majority of the game's popular assists.

Anti-Armor - An assist that either does multiple hits in a quick enough succession that it can beat armored moves before they become active or is a sweep that beats armor clean.

Any other assist types mentioned in the guide should be pretty self-explanatory.

For this guide, that should be all that you need if you already have some knowledge of fighting games, but if you're completely new to the genre then these may help you out: 

Skullgirls/Glossary - Mizuumi Wiki (gbl.gg) - Skullgirls-focused glossary

The Fighting Game Glossary | infil.net - General fighting game glossary