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

Selfish

Battery

Middle

Anchor

*Fake Anchor

Goes Anywhere

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:

**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).