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Upstaged! OFFICIAL NEW Squigly 240 Undizzy Combo Thread

#icanusehphpyousucker (just kidding)
i am wondering why the damage is totally same,but yours is more stable.
 
My guess on the damage bit is that you're using daisy pusher at the optimal point, where it's getting the most damage and scaling the combo the least. Honestly, I so rarely spend meter on squigly combos that I lose track of the actual damage they deal.

Other than corner, she can hit really hard there.
 
My guess on the damage bit is that you're using daisy pusher at the optimal point, where it's getting the most damage and scaling the combo the least. Honestly, I so rarely spend meter on squigly combos that I lose track of the actual damage they deal.

Other than corner, she can hit really hard there.
i don't use daisy pusher often,because battle opera does less damage but it can help me reset easily.
best lv1 super.
 
every time you do cHP, aren't you also giving the opponent more meter for minimal amounts of damage?
 
if i do c.hp instead of s.hpx2. it pushs my opponent a little far then i cant make 2 hits of s.mp. Also s.hpx2 is +5 frame, c.hp is +4 frame
 
ok, optimized my mid screen just a shade more. Good news: I'm over 8.4k. Bad news: it's impossible on Big Band, harder on heavies in general, and requires a s.hp link.


Oh, and if you care about this stuff, it builds back a bit over half of the meter you spent, and gives your opponent 80-90% of a bar
 
@gllt you....do know that i've (nearly or fully) optimized vids on half the vids you posted above on the front page right....? Like the corner combo no charge for example; found a 7.1 no charge/stances, 8k w/1 bar no charge, & 9k w/charge.

@alexpi @SCOTT_WHALE @gllt Here's My 9k corner keep bnb- fully universal ;)

@SCOTT_WHALE Oh & here's my Midscreen/Anywhere 8.4ker minus the really really hard (consistently online) s.hp~s.hp -- you keep your seria charge/s too :D Ohhhh, it's 7.5k w/out meter :) nice solid combo. use s.mp instead after chord.

Fully Universal. If done on Double....will be reallllllly tough nailing perfect timing but it's possible. Even the burst bait not touching you (keep crouching after). You can actually use s.mp instead of c.mp on most characters after daisy pusher, but due to hitbox bullcrap, doesn't work on val or filia/fukua....oh and double. -_-

@gllt Also, here's new Stanceless/Chargeless bnb for 7.1k/8.1k bnb for all med/heavy characters except Eliza....-_- screw you eliza.

I'll update the OP w/the new vids later
 
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@gllt you....do know that i've (nearly or fully) optimized vids on half the vids you posted above on the front page right....? Like the corner combo no charge for example; found a 7.1 no charge/stances, 8k w/1 bar no charge, & 9k w/charge.

no

cool

*goes in lab and does stuff anyways*
 
I wish gravedigger wasn't so important for damage, i hate having to give up position to gain something near 1k damage
 
I wish gravedigger wasn't so important for damage, i hate having to give up position to gain something near 1k damage
It is possible to dash under and allow yourself to keep that positioning.
 
It should probably be noted that the burst bait isn't actually foolproof. Depending on assist, they can alpha counter safely.
 
It should probably be noted that the burst bait isn't actually foolproof. Depending on assist, they can alpha counter safely.
I'm not worried about the burst. Just damage. Just coincidence it ends in burst. And if they do alpha counter, they'd have to use meter, which is always good for us.

In fact I often exploit burst baits and go in a couple hits more since many refuse to burst
 
I'm hitting up to 9.7 assistless on 1 meter counterhit combos, depending on the initial hit. I have no idea what a good counterhit combo should do though.
 
I'm hitting up to 9.7 assistless on 1 meter counterhit combos, depending on the initial hit. I have no idea what a good counterhit combo should do though.
i usually start with hp if i can. i know the first two attacks are free but does a multi hit attack like j.hk scale your combo immediately?
 
Yeah. Ditto for stuff like Chord or Daisy Pusher. If I have to catch someone with Chord, I just immediately go for reset. Ditto with j.mk or j.hk. I just tested it, my heavy counterhit combo does 1000 damage less if it starts with 4 hits of j.hk
 
I don't play on PC or have the equipment to record things. I wish I could show it rather than explain it. I play on console (XBOX).

I saw your double stance charge corner combo and decided to try it out in training mode, against Filia and other small, light characters. I was messing around and I found that after the sliding knockdown from Liver Mortis, if you're fast enough, you can add on a c.HP to make it a burst bait, that puts you it a REALLY safe spot, if they burst. Also, after the sliding knockdown from Liver Morris, also have very small window to do a micro dash c.MP for a burst bait. If the c.MP connects, you can chain into c.HP which dodges the busrt.

Also, I tested things on heavy characters as well, like Eliza, Big Band, Double, Cerebela, and Parasol. I noticed after the charged Arpeggio, heavier characters hit the ground sooner (Or I'm just bad at catching heavy characters with the s.LP link) and it uses the ground bounce like you don't really want So, I made a combo that is specific on heavy characters, then puts them in the same burst baitable situation at the end. Just have both charges and have the opponent cornered:

c.LK, c.MK, s.HP~s.HP, Seria Cancel,
c.MK, s.HP~s.HP, Seria Cancel,
c.MP, s.HP~s.HP, Serial Cancel,
s.LP, s.HP~s.HP, Charged Dragon Punch,
(Catch the opponent BEFORE they hit the ground with)
s.LK~s.LK, s.HP~s.HP, Silver Cord,
Liver Mortis

You can catch SOME of the heavier characters for a burst bait with a c.LP, c.HP after the Liver Mortis. Or, just a c.HP after Liver Mortis. But, you can catch ALL of the heavier characters with a c.MP, c.HP for a burst bait as well.

Also, you can do burst baits with Super Battle Opera, if you choose to spend the meter. With both variants of the combo for small and heavy characters you can Battle Opera after Silver Cord to make it a burst bait on the ground. If you do you have options like:

- (Space yourself) c.HP (Can be done without Battle Opera, after Silver Cord)
- (Space yourself), c.MP, c.HP (Can be done without Battle Opera, after Silver Cord)
- Backdash, s.MP (Only the second hit of s.MP must) connect), c.HP (Be done without Battle Opera, after Silver Cord)

If you Battle Oprea after Liver Mortis instead, you can turn it into an air burst bait, where up still have the options above, with the added option of going for an air grab. And, if you space yourself far enough on the options where you have to, you don't even have to c.HP to dodge the burst bait. You can substitute the c.HP for to get a FREE charge of your choice. If you don't fully charge, you can even go back into another Liver Mortis for another sliding knockdown, if you wanted.
 
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Thanks @J. Underground! Of course not to be an elitist jerk, but I must reiterate, http://skullheart.com/index.php?thr...-undizzy-combo-thread.907/page-12#post-270319 that post has what you need in what I know to be the most optimized thus far.

Also...I think this probably belongs moreso in the tech thread so others can see it while looking for tech.

Don't worry about sounding like a jerk. To be honest, this is my first time posting in Skullheart Forums. Please do correct me if you feel the need to, so we can avoid stuff any repeats. I don't know who knows what, and I probably should have read it all first. But, I was just messing around with a combo I saw here and figured I was onto some stuff, and give some knowledge, if I could. If it was already here, you're doing the right thing by letting me know. Especially, if you think it belongs in another forum. So, you're good. Don't worry about it.

And, thanks actually.
 
Don't worry about sounding like a jerk. To be honest, this is my first time posting in Skullheart Forums. Please do correct me if you feel the need to, so we can avoid stuff any repeats. I don't know who knows what, and I probably should have read it all first. But, I was just messing around with a combo I saw here and figured I was onto some stuff, and give some knowledge, if I could. If it was already here, you're doing the right thing by letting me know. Especially, if you think it belongs in another forum. So, you're good. Don't worry about it.

And, thanks actually.

Oh ok cool! Yeah man play around in lab and try to push what you can :) I'd suggest scouring the tech thread so you find out a bunch of squigly skills off the bat in addition to potentially learning your own. i heartily recommend this video for you http://skullheart.com/index.php?thr...-squigly-guide-frame-data-included-video.737/ -- it's long, but honestly...an almost equal resource for an entire thread. Also page 1 of this thread is great too. I put everything in an easy-to-find-read format.

I've still yet to update with the 3 combos i gave you but i will in a bit and try to provide notation too. Feel free to ask for help when needed :)

EDIT: OP UPDATED
 
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Just found a chargeless bnb for squigs for 7.1k universal / 8k anywhere....NOOO CHARGEEEE. Unfortunately it has 2 fairly links to be mindful of. the s.lp link is super easy imo, but the c.lk might be one you gotta practice. Honestly you should try to work on it anyways since squigs got the buff to use c.lk after arpeggio (qct+lk). Luckily the visual cues for these links are pretty easy. RIGHT when the flame disappears, then hookitup. I'll provide a video later in the week.

c.lk, c.mk, s.hp~s.hp, seria cancel,
s.lp, s.hp, silver chord,
walk up, s.mp, s.hp~s.hp, seria cancel,
c.lk, c.mk, s.hk,
slighttt delay j.mk, j.hp,
sllighttt delay j.lp, j.mk, j.hk, H Gravedigger,
back up a bit, c.hp burst bait

I practiced it a couple times and honestly the s.hp~s.hp > c.lk link isn't that hard! :D
 
This must be like me doing the s.hp link. I've done it so much that it doesn't seem hard anymore.
 
http://skullgirls.com/forums/index.php?threads/squigly-and-stancels-question.3191/#post-161291
Chargeless HP stancels have an 11 frame window, so:
  • 5LP (6f startup) has 5f
  • 2LP (10f startup) has 1f
  • 5LK and 2LK (8f startup) have 3f
In order of tightness:
  1. 2LP(1f)
  2. 5LK/2LK(3f)
  3. 5LP(5f)

Charged HP stancels have an 18 frame window, so:
  • 5LP (6f startup) has 12f
  • 2LP (10f startup) has 8f
  • 5LK and 2LK (8f startup) have 10f
  • 5MP (13f startup) has 5f
  • 2MP (12f startup) has 6f
  • 5MK (13f startup) has 5f
  • 2MK (14f startup) has 4f
  • 5HP (16f startup) has 2f

  • j.LP (7f startup + 4f jump) has 7f
  • j.LK (8f startup + 4f jump) has 6f
  • j.MP (10f startup + 4f jump) has 4f
  • j.MK (12f startup + 4f jump) has 2f
In order of tightness:
  1. 5HP/j.MK(2f)
  2. 2MK/j.MP(4f)
  3. 5MP/5MK(5f)
  4. 2MP/j.LK(6f)
  5. j.LP(7f)
  6. 2LP(8f)
  7. 5LK/2LK(10f)
  8. 5LP(12f)
 
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