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Squigly Tech Thread: Small/Big Tips & Strategy YOU Notice? (NEW THREAD)

It sounds scrubby asking this (I'm not an awful Squigly, I swear), but what use do any of you guys have for Tremolo? It's become pretty much the least used move in her arsenal for me. Not good for neutral or combos really.

I'm actually a little underwhelmed with most of her specials. Outside of divekicks, chord, and CS, the reset seem fairly niche.

I get a little mileage out of draugen. I almost never use one inch punch or drag 'n bite. Arpeggio is only in combos. And Tremolo, I only get use during mirrors to be honest.

Though I'll freely admit, I'm not the best Squigly by a mile.
 
I'm actually a little underwhelmed with most of her specials. Outside of divekicks, chord, and CS, the reset seem fairly niche.

I get a little mileage out of draugen. I almost never use one inch punch or drag 'n bite. Arpeggio is only in combos. And Tremolo, I only get use during mirrors to be honest.

Though I'll freely admit, I'm not the best Squigly by a mile.

Draugen is actually really good charged. use it more. DnB is good for combos if it's gonna kill. One Inch Punch is good for combos in corner, charged. I should use that more often. Arpeggio is technically safe so you can use it as an ender. (Though probably shouldn't)
 
It sounds scrubby asking this (I'm not an awful Squigly, I swear), but what use do any of you guys have for Tremolo? It's become pretty much the least used move in her arsenal for me. Not good for neutral or combos really.
I actually like this move a lot. Once you condition the opponent to not want to jump using Squigly's really good air-to-air moves, you can usually sneak in a charged Tremelo. I don't think it's as easy to jump on reaction as you say. Maybe if you're using it constantly people will start scouting it, but all the times I use it people are like "oh, right, I forgot she could do that."
 
@Bit_Strife

I do use it, but to be honest, just holding onto a punch charge provides the sing > super threat that forces your opponent to change their approach, often dramatically. So I don't use it as often because when I actually need it (when I don't have a charge), it isn't as useful (since it isn't charged).

I've heard of One Inch Punch being used as a pretty solid frame trap, but considerations like that are well above where I'm at with Squigly.
 
Oh yeah, i also sometimes use it if I mess up a tiger knee'd heavy divekick
 
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I actually like this move a lot. Once you condition the opponent to not want to jump using Squigly's really good air-to-air moves, you can usually sneak in a charged Tremelo. I don't think it's as easy to jump on reaction as you say. Maybe if you're using it constantly people will start scouting it, but all the times I use it people are like "oh, right, I forgot she could do that."


I can't remember the last time I hit anyone with it. I get hit for trying. But even if I get a hit what do I get from it? She has better options and the move seems meh.


@Bit_Strife

I do use it, but to be honest, just holding onto a punch charge provides the sing > super threat that forces your opponent to change their approach, often dramatically. So I don't use it as often because when I actually need it (when I don't have a charge), it isn't as useful (since it isn't charged).

I've heard of One Inch Punch being used as a pretty solid frame trap, but considerations like that are well above where I'm at with Squigly.


Use uncharged every now and again. It'll hit jump ins if you time it right.
OIP could be done that way. But with stancels Squigly kinda has plenty of frame trap options that I don't use either.


Oh yeah, i also sometimes use it if I mess up a tiger knee'd heavy divekick

Well now it's the best move ever.
 
I can't remember the last time I hit anyone with it. I get hit for trying. But even if I get a hit what do I get from it? She has better options and the move seems meh.
You get hit for trying by what? I would only attempt it from full screen, and there's not much you need to be scared of from that range.
 
You get hit for trying by what? I would only attempt it from full screen, and there's not much you need to be scared of from that range.

Tremolo. I would try ii from 3/4 to full usually. With charged that's a long time sitting there.
 
Since i add now to my game the overhead i was curious to know some combos to do more damage without assist or extra meter...
 
Tremolo. I would try ii from 3/4 to full usually. With charged that's a long time sitting there.
Pretty sure it's super cancellable at any point in the animation, so if you do whiff it you can cancel to Opera to keep yourself safe.

Also here's a good Pro Tip: When your opponent jumps, pay attention to how many of their air actions they've used up (double jumps/air dashes/etc). If they use all of them you can time your Tremelo to come out as they're landing. This is actually great for all sorts of moves, I use it with Big Band a lot, just throw out a poke as they're landing so I don't have to be worried they're gonna jump over it.
 
Pretty sure it's super cancellable at any point in the animation, so if you do whiff it you can cancel to Opera to keep yourself safe.

Also here's a good Pro Tip: When your opponent jumps, pay attention to how many of their air actions they've used up (double jumps/air dashes/etc). If they use all of them you can time your Tremelo to come out as they're landing. This is actually great for all sorts of moves, I use it with Big Band a lot, just throw out a poke as they're landing so I don't have to be worried they're gonna jump over it.


Using meter to be safe? What madness is this?

That's actually a good idea. Something to think about next set I play.
 
SBO should be keeping your opponent honest.

They should be nervous any time they jump-in while touching buttons.
 
Since i add now to my game the overhead i was curious to know some combos to do more damage without assist or extra meter...
I'd think about seria cancel to get some damage from fhp without using assists or cancel it with sbo. Or if you're at the corner just use the charged dp and get the usual corner combo.
 
I'd think about seria cancel to get some damage from fhp without using assists or cancel it with sbo. Or if you're at the corner just use the charged dp and get the usual corner combo.
thanks!
 
I get a little mileage out of draugen. I almost never use one inch punch or drag 'n bite. Arpeggio is only in combos. And

Though I'll freely admit, I'm not the best Squigly by a mile.

You can use un charged one inch punch as a meaty attack and if the person tries to reversal you can use the hit invulnerable frames to counter super. If they block its relatively safe i think. Also you can use arpeggio to mix up your block strings and mess with their push block timing, if they block its kinda safe and if it hits you can confirm into super.

Also when dealing with a rocks mashing cerebella, the moment you see her flash yellow for the armor you should cancel into daisy pusher. This goes for most armor moves as well. You already screwed so might as well counter mash

also if you block rocks be ready to pbgc sbo
 
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i use one inch especially against bigband.
If i find myself very far from him and i want to get closer i charge lp and walk into him and when he will release the rush punch i let the liver mortis go and the inviciblity makes you safe from the attack and then you can start a combo while he's still in recovery or cancel into daisy pusher.
 

I'm kind of tricky style player and here is my favorite reset. It works on every character except squigly herself(you may need delay the j.lp or change it to j.lk because of height or other shit).

But BAD NEWS: since the 11/11 update has fixed the so-called bug about filia/fukua's air hitbox, it does not work on they two now(in beta version). Can anyone figure out a way to apply this tech to the 'new-filia'?
 
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I'm kind of tricky style player and here is my favorite reset. It works on every character except squigly herself(you may need delay the j.lp or change it to j.lk because of height or other shit).

But BAD NEWS: since the 11/11 update has fixed the so-called bug about filia/fukua's air hitbox, it does not work on they two now(in beta version). Can anyone figure out a way to apply this tech to the 'new-filia'?
lol this mixup. I guarantee I will never ever block this. Time to counterpick with Squigly/Filia/Fukua
 
I wanna make sure I'm seeing it right. You do
launch, j.mk x2, j.hp
j.mk x2, j.hp xx mk divekick before any hits of j.hp come out, right?
 
ok, the dash is what i missed
 
lol this mixup. I guarantee I will never ever block this. Time to counterpick with Squigly/Filia/Fukua

lol, your team is such a nightmare for solo squigly player and I'm pretty sure that there is no chance for her to get close to peacock...
 

Here is another TRICK against filia/fukua. I mean 'could be'. Because the air hitbox 'fix' on filia/fukua of 11/11 update has ruined it, too. HAHA
 
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I havent been posting the things ive found lately, but I have been posting the things on my youtube. The latest drag n bite update made her more fun. she has more combo options on top of giving her more damage on average. (roughly +500 damage)

 
is that more than the corner Liver Mortis combo? I don't remember what it was meterless, but the metered combo did 9k
 
That combo is 200 damage more than the liver mortis combo if im doing it correctly. Im not 100% sure what the livermortis combo is, I just did the standard squigly things and ended with cerecopter to get a charge.
 
heres a neat squigly thing that gets better with assists. updo or napalm pillar right when you land seems great.
You are anywhere from +8 to +13
On cerebella, Double, Parasoul, Big Band, Eliza the j.lk hits as they land and ive been +27 at max.

 
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heres a neat squigly thing that gets better with assists. updo or napalm pillar right when you land seems great.
You are anywhere from +8 to +13
On cerebella, Double, Parasoul, Big Band, Eliza the j.lk hits as they land and ive been +27 at max.


Is there a way to do this from a rejump combo so you can call assist in mid air ?
 
general things with center stage.
On that last one, wouldn't PW just fly to avoid daisy pusher? Or does the flash stop of Center Stage prevent that?
 
She could have used fly, just held up since she did no action, or done air super to avoid it.
 
On that last one, wouldn't PW just fly to avoid daisy pusher? Or does the flash stop of Center Stage prevent that?
i do not know,i just made the videos with my two hands. but in some occasions, it does prevent characters escaping from center stage.generally,i don't know how it works.
 
Please please please help!!!

I've struggled with the Squigly Double match up since forever. I have no idea what to do in this match up. All of my options seem like bad ideas. I feel there is no good position on screen for Squigly in this match up. I feel there is no good poke or approach. I don't know how to deal with Double's approaches like jumping in or just dashing towards me. Once I get hit I don't know how to escape any resets especially in the corner.

Here's a video so you can critique my play. I know its sloppy I was trying a lot of things to see what sticks.


Any advice would be greatly appreciated.
 
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OK, haven't watched it all, but this is what I've seen so far:

If double is going in aggressively with j.hp, daisy pusher that shit. In general, this is one of the few matches where daisy pusher really shines. SBO is really risky against a grounded double because they can car through it. However, if you bait car, you can daisy pusher through it and get a full CH punish.

You need to be really careful on doing j.hp loops, double's heaviness and relatively compact falling body makes them very hard.

In general, it's better to get a stance charge than getting extra pressure when you force a blocked SBO. You really want that DP or the extra time that Center Stage affords to confirm a daisy pusher.

Until you've read the tendencies of a double player, always assume a reset will be low. they don't get that much damage off of a throw, so if you're gonna guess wrong, might as well go for the less damaging mistake.
 
Your main problem is you are far too passive and you seem to be completely autopilot on offense. Glit is hardly even making use of HP luger which is the TRUE nightmare in this matchup, intercept with more jump forward j.LKs and you have divekicks, something you seem to only use rarely.

Don't autopilot your blockstrings into silver chord, that is a terrible idea, use more stancel pressure in general. Mix up cancelling different normals to bait out pushblocks and stay in.

You are also pushblocking in bad places, sure pushblocking j.HP SEEMS like a good idea to avoid the landing low/throw, but Double can bait that easily with j.HP j.HK fast fall, so don't rely on that, instead try to pushblock 2LKs

When you get on top of a Double, don't let go. She does have LK bomber now which makes things a bit trickier but glit doesn't seem to make use of that either.

It looks like you are trying to play a purely reactionary game, that doesn't really work in this matchup, you have to take initiative and make reads. Charge dragon stance in tiny bursts when you can (Double jumping around full screen, whiffing a luger) and get that sing ready. The matchup is significantly easier when you can call her out at any point with a sing into SBO.

Daisy Pusher anti air is actually a thing in this matchup too, I didn't see you do it at all.

Also you are very predictable with your SBO pressure, you don't have an assist so they are obviously going to pushblock the last hit. Use the extra time they are stuck in the pushblock animation to get back in and make them eat SOMETHING at least. Or just get a charge and a half with the time, neutral with a dragon charge and a meter isn't anywhere near as bad as without it in the matchup.

Keep in mind that this is probably one of the more difficult matchups for Squigly, you vertical mobility means much less because Double also has a fast natural fall speed and a good jump. HP luger and j.HP alone cover so many of your stanceless options in neutral it is crazy. Keep on working on the matchup and try to play against the player instead of the character. glit seemed to not be using some of the most powerful tools Double has in the matchup, you need to recognise that and make use of the fact, force him to adapt.
 
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Your main problem is you are far too passive and you seem to be completely autopilot on offense. Glit is hardly even making use of HP luger which is the TRUE nightmare in this matchup, intercept with more jump forward j.LKs and you have divekicks, something you seem to only use rarely.


You are also pushblocking in bad places, sure pushblocking j.HP SEEMS like a good idea to avoid the landing low/throw, but Double can bait that easily with j.HP j.HK fast fall, so don't rely on that, instead try to pushblock 2LKs

Daisy Pusher anti air is actually a thing in this matchup too, I didn't see you do it at all.

Also you are very predictable with your SBO pressure, you don't have an assist so they are obviously going to pushblock the last hit. Use the extra time they are stuck in the pushblock animation to get back in and make them eat SOMETHING at least. Or just get a charge and a half with the time, neutral with a dragon charge and a meter isn't anywhere near as bad as without it in the matchup.
.

I'm too hesitant to go in and use my air attacks because I respect the luger to much. Yeah I'm scared of all of Double's approaches and counters to my approaches to take an initiative to get in. Not auto piloting block strings is something I need to work on. I use chord when I think they are going to press a button after block strings, works sometimes but I realize its not a good idea.

I'll try pushblocking the c.lk more instead.

I didn't think i could daisy pusher for some reason. If I use it as an anti air every other character can do something to get out of it.

For the record I was using SBO to show the guy that he can just car it for free since he was letting me get away with it a lot.

Thanks for the advice