Oh yeah he’s running Filia (HK hairball)/ Cerebella (Cerecopter) / Ms.Fortune (Cat Strike)
I think a solo needs a good reversal option to make up for the lack of raw tags, dhcs to safety, reversal assists, or alpha counters. Otherwise they’ll be free to good team-based pressure. Based on that I’d say Parasoul is the best option for solo vs teams.
I’m biased, but I think Cerebella’s the best 1v1.
It’s a little too early imo to be looking for a character best to go solo with. We don’t even know who the best character in the game is yet and by how much they will be.Your best bet at this point would be trying to make the character you like the most the best and learning the system and your opponents very fast so you can handle the incredible advantage people using teams will have against you.
I chose the “old school grappler” analogy very carefully, and I am quite aware of all the baggage the term carries. Old school grapplers generally are not high on tier lists, and neither will solo characters I feel. However, their overall playstyle built around their high health and bombastic, unblockable damage (for solobella anyway), allows specialist players to pick them up and play just as viably with (most) old school grapplers as any other character type. The people who get good with that type of character use them because that playstyle suits them best, and using a “better” character wouldnt get better results.
In alpha 2, my best character is birdie, and NO ONE is going to argue how bad he is, but using a “better” character wouldn’t make me play better than when I use him. Same with me using Q and Hugo in 3S, Hakan in sf4, Nemesis in umvc3 etc. etc. character viability is important, but a players particular play style and preferences matter more IMO, and skullgirls seems like a game that will reward those who know the system more than those who “chose the best character(s)”. But this is simply guessing on my part.
Man, bad Bellas are bad.
If you have some patience and can read fairly well she’s a monster, her dash covers a lot of distance and crosses up and her s.HP is fucking amazing and has to be the best grounded normal in the game IMO.
And the butt smash is just scary if you know how to land it consistently.
Yeah but you might as well just have Double on point with an assist so you can do faster mix ups off her dash by calling the assist first and then dashing behind so you get a just frame cross.
Even past the strategic disadvantage I just find it pretty boring to only use one character. When you know all of those other options are available just by picking even one more character it just isn’t interesting for me swinging with one character by themselves. The game is a lot like Marvel where there’s really not a whole lot to it system wise unless you add characters to your team.
Determining who is the best at the highest levels is impossible when you rarely get gentlemen fights with the popularity of Parasoul and Double assists.
Instead I’ll rank them according to low level play.
She changes form with each attack. This visual cue makes Double the best character to learn advanced moves from pro players over time.
Best variety of blockbusters. Bandwagon Rushdown comes out so fast and hits from so far away it is a great punishing tool. Catellite Lives is a great easy mode chip out win and cross up tool. Nightmare Legion is the second most damaging level 3 if you don’t connect your combo after it ends.
She’s a shoto with air dashing.
If that isn’t nub friendly I don’t know what is.
Her head gives you an assist like character. Her head is difficult
Very easy to get into. Nubs will love her double jump. She is more reliant on combos to excel than the other characters because her blockbusters are weak without teammates.
Great damage. They gave her a lot of tools and took into account input command issues that makes her the best noob friendly grappler in any game.
Flight and charge make this character ridiculous for advanced players. For low level players she isn’t an ideal choice.
In the hands of a well practiced player she’s deadly but she is very hard to use for low level players. All of her zoning tools are very advanced compared to zoners in other games. Her blockbusters are all high risk and high reward which should be avoided by players with little understanding of the risks and what it takes to make her supers payoff. Her combos are very hard to pull off.
Way too difficult to survive against assist team with a charge character like Parasoul. Low level players will get crossed up regularly and die quickly.
As the game matures she will become very hard for new players in the future to enjoy.
In my opinion, it’s Ms. Fortune… of course, of all the characters I’ve done solo, I’ve had the most success with her.
Though I actually keep her head on if possible. I know that isn’t how you play her, but it doesn’t really work out well for me.
I’m of the opinion that solo won’t be all that viable vs teams in the long run. However, what I would like to see is maybe solo vs solo tournaments, kind of like Mvc2 low tier tourneys. That would be neat.
As for best solo, for now I’m leaning toward Fillia and Double.
Peacock. IF you play a great solo Peacock and you have a team, be prepared to have your health melt. If you say, “Just get in and she’s dead” then you’re not playing a good enough Peacock.
No you just arent playing good opponent.
Peacock does not have any GTFO moves, character like painwheel and Valentine can put endless pressure on her.
Imo it depends on the player and not the charactef… Playing smart is the best way to play
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It’s pushblock to teleport or jFP. Ladies choice.
And this is why characters not named Peacock all like to have lockdown assists.
When I get stuck in the corner against point+Cerecopter I just get ready to start playing as Parasoul because it takes a great deal of fucking up for Peacock to get out of there. And for her to get out of there I typically need Napalm Pillar.
peacock can use her lp qcf as an anti poke move versus ground, she can use airthrow versus air, she can use lvl 2 item drop versus opponents coming in from range. she may not have traditional gtfo but she has non traditional gtfo options.
qcf + p is not throw invincible (and throw resets are godlike in this game), her airthrow get stuffed by most of the cast good jumping normals. item drop is godlike but you need to block whatever mixup is coming. This and lockdown assist :/.
She has some mean of GTFO, true, but far from the best.
You do realise teleport are unsafe? (and put you in range of punishement).
actually qcf + “p” IS throw invincible. (its the m"P" version though) notice that my original post said qcf+lp??? that is strike invincible, not throw invincible whereas qcf+mp is throw invincible not strike invincible. having played plenty of games that have moves like this… i can already tell you that the strike invincible one is the one that you want to use… just jump or tech to get away from throws…
also as far as her throw getting stuffed by most of the casts air normals… that shouldnt be happening THAT much cause the other character has to AIM there jump attack… and of course the timing is different whether or not peacock is on the ground or in the air… basically if they think you wil be on the ground they will throw out there air attack slowly and you will be able to air throw them… if however they think you will try and airthrow then you can just stay on the ground and call out AA assist…
lol im not saying that its easy… but she certainly has a decent amount of defensive options… which she shouldnt be making much use of anyways cause she should be keeping characters out. and also… she can always attack…