PandaGirlBingo
Active Member
Only super command grabs.
I mean I guess if you were running titan knuckle as the assist or some other normal you could kara to normal command grabs though.
I used to be able to kara something into Diamond Drop after a stunt double, but maybe it's been fixed, because I can't get it working in the lab anymore (or maybe my timing is bad) (or maybe I'm just crazy).
It definitely shouldn't be possible, but for some reason I still remember having done it. I've been looking through old posts to see if I can find a record of having mentioned it before, but no dice! So let's pretend I didn't say anything so crazy.
I also remember it being a thing. 90% sure it got patched out.
She has a great assist confirm with meter.I'm just theory fighting here because i have a terrible squigly. But recently ive realized that i was approaching one of my characters (my 2 plus year main, painwheel) all wrong. I was trying to make her into a val style character that could convert assists easily... And well that isnt the easiest thing for pw to be doing.
So.... I was thinking about squigly and how i basically was trying to do the same with her and thinking that she sucked cause she didnt have the best assist confirms ever and stuff... Compounded with her sbo not actually being a safe on block dhc for most things because it will wiff behind the opponent, along with her not even having the best dhc synergy with many characters.
But then i was thinking... If i dhc to sbo on hit and it wiffs... I STILL HAVE mucho pressure from the sbo. I can now get charge.... Perhaps even 2 sets, for free against some characters, and i can put the opposing character in the corner because they will run from sbo...
Of course not everyone will run from sbo. But the point is that perhaps squigly doesnt need to actually make contact with her dhc in order for good things to happen. For instance, the opponents undizzy will fade while sbo is active so there is the high end chance to do 2 full undizzy combos by dhcing into sbo and letting the opponent recover?
Just some random thoughts. I dont particularly watch squigly players play so for all i know this has been her mainline strat since day 1... Or its been tried and found to be extremely lacking "shrugs"
with or without charge? Usual plan with charge is to do c.lk, c.mk, s.hp x2 with stancels varied at different points. General safe one that's not super easy to pbgc is c.lk, c.mk, s.hpx2 xx arpeggio. Arpeggio and Drag n Bite are safe on block, but Drag is harder to do stuff with as you can't confirm a stray hit of it into SBO against the whole cast and I find Drag easier to PBGC.
That's been known since the IGG, though...
This is a guide I developed for intermediate-level Skullgirls players who want to pick up Squigly as a main or as a sub.
The tech displayed here was developed 'in a vacuum' (my friends don't play Skullgirls, my neighborhood doesn't have an FGC, and my Internet is lousy), so it's not as tournament-grade as I'd like, but I did the best I could.
@4Leaf Bro put it in the tech thread :p do you think new Squigs players are gonna look here for this kinda advice? ...no :/ you did all this work...put it up where people will see it.
Not my cup of tea on the guide in regards to info. If people are learning combos have them build good optimiEd habits. They don't have to do the whole thing or you can simplify it, but like the c.lps in combos had me like :/ also thing to think about...35 minutes of reading(??)
but super cool bro. Way to go on making content. Not criticizing but offering advice so it's more palatable for newcomers. Despite being long as all hell, mount lovers guide is superb. I'd follow that route man.
Once I get real time I'll make a COMPLETE guide. Upon final retail, I'll get on it