FINALLY beat the Skullgirls final boss. It literally took me 40 minutes, just that battle.
I don't get it: the rest of the game is great, and I am actually quite good, which is amazing for me in a fighting game; but the final battle is just b******t in every way.
i would love to hear the people who created that fight...
"So, what about the final battle? The character is good, but what about the actual fight?"
"Well, what about... 3 different phases?"
"Yeah, ok, that seems good."
"One of those will have an attack that hits you if you are not jumping, wherever you are, and another will summon powerful dragon skulls that you can block only once, and if you miss, they take away 10% of your health! And both of those will have no warning whatsoever before they start!"
"Great! Another phase will have the character stand perfectly still, while a shadow hits the player. And every single hit will take away 15% of their health, this time!"
"Amazing! But what about the last one?"
"Oh, that's easy! Just combine all of the previous attacks."
"... that's it? Just that?"
"No, we also remove all the limits! The boss will be able to summon dragon skulls and shadows without any cooldown!"
"THAT is better! Great, we are set!"
While it is a pretty annoying battle, there are patterns. Those long skull projectiles that hit multiple times? Double or high jump over them. Don't spend longer in the air than you have to, to prevent the long skull coming from above. Alternatively, just hold block instead of pressing it - you still take sizable chip damage, but it's better than a chunk of your health.
As to the shadows, there are tells. In the second and third phase, there's a slight windup when you're at close range, followed by the shadow quickly jabbing. It must be blocked high, but if you're a character with good mobility not in the middle of an attack you should be able to see it and avoid it.
The other shadow summon things all must be blocked standing up - they hit high, so blocking low will miss. The ones that come from directly above can be avoided quite easily, but they have long active frames, so don't dash back into them while they're still there.
Lastly, the spammy projectile skulls can be taken out by most projectiles. Cerebella can reflect them, though more often than not she still takes the hit, as the spammy skull projectiles have two hurtboxes - the initial projectile, and a tiny explosion a frame or two after the skull contacts.
My qualifications: I've beaten Marie on Nightmare difficulty, where she has 300% of normal health and flinches significantly less.