Team Building Positions
Here’s a summary of the preferred positions for each character.
This isn’t law by any means. Experiment at your leisure.
Point
Everyone
Selfish
Ms. Fortune
Valentine
Battery
Beowulf
Black Dahlia
Cerebella
Eliza
Marie
Ms. Fortune
Peacock
Middle
Annie
Beowulf
Double
Painwheel
Peacock
Robo Fortune
Squigly
Umbrella
Anchor
Eliza
Parasoul
All of the "Goes Anywhere" characters
*Fake Anchor
Beowulf
Eliza
Painwheel
Peacock
Robo Fortune
Umbrella
Goes Anywhere
Annie
Big Band (best at Mid/Anchor for his assists)
Cerebella
Double
Filia
Fukua
Marie
Squigly
Point: Every character likes playing point backed up by good assists, so every character fits here. The point characters listed under "Selfish" are those who are much less effective in other positions due to their mediocre team support, and just bring a ton more value in being enabled by their teammates. The "Point only" characters, in a sense, though certain team setups can still make them work in other positions. The Battery point characters do a good job of building meter for the rest of the team.
Middle: The good mids have good assists and, most importantly, good DHCs in either utility or damage output. They are also typically worth enabling with an assist to bolster their strengths or cover some of their weaknesses.
Anchor: The anchor characters have good support value and good comeback/robbery potential, especially when they have meter to spend. They also (mostly) fare well without assists supporting them, through having good **pre-hit mixup or pressure, and ideally good solo neutral.
*This was explained in certain character’s sections, but a Fake Anchor is a character that you start the match out with in an anchor position with the intent on tagging or DHC’ing them in before the rest of your team dies and they end up fighting alone. Think of it like having a second Mid position character on your team, but you're making a more conscious effort to switch into that character on your own terms. Popular reasons for a character playing the Fake Anchor include:
The character has great support value in some form, but hates fighting solo (Painwheel, Robo)
The character likes to be on point, but the player doesn’t like certain roundstart matchups (Beowulf, Eliza, Peacock, Robo)
The character can have trouble starting their gameplan, so they let another character play neutral for them (Beowulf, Umbrella)
**Pre-hit defines situations where you're trying to crack open the opponent's defense outside of resets or knockdown setups. Skullgirls is touted as a reset-heavy game because every character has a good Post-hit offense to force opponents to guess when and where the next mixup is coming. Characters with strong pre-hit mix tend to have safe overhead options (airdashers, Parasoul/Squigly/Umbrella command overheads) and/or strong throws that are easy to combo after (Double, Fukua with meter).