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
Beowulf
Ms. Fortune
Valentine
High Meter Build
Beowulf
Cerebella
Eliza
Ms. Fortune
Peacock
Middle
Black Dahlia
Painwheel
Peacock
Robo Fortune
Umbrella
Anchor
Eliza
Parasoul
*Fake Anchor
Beowulf
Eliza
Painwheel
Peacock
Robo Fortune
Goes Anywhere
Annie
Big Band (best at Mid/Anchor for his assists)
Cerebella
Double
Filia
Fukua
Squigly
Point: Every character likes playing point backed up by good assists, so realistically 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 High Meter Build point characters, of course, have higher-than-average meter gain they can build 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 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. 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)
**Pre-hit defines situations where you're trying to crack open the opponent's defense outside of resets or knockdown setups. Characters with strong pre-hit mix tend to have safe overhead options (airdashers, Parasoul/Squigly command overheads) and/or strong throws that are easy to combo after (Double, Fukua with meter)