• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

Team Synergy Thread

Nuuance

Level 51 Pastrymancer
Joined
Sep 4, 2013
Messages
909
Reaction score
468
Points
63
Location
Toronto
Website
youtube.com
Steam
Nuuance
Squigly Eliza
I know I already made the 240 undizzy combo thread & tech thread (thanks for keeping them lively btw), but there's something involving both, but in my opinion deserves its own thread & that's team synergy.

It shouldn't be a secrete how squigly has one of the WORST neutral/defense games in the game...but is one of the BEST team players in the game. She has a number of great assists & her DHC potential is very cool. I only know 2-3 solo squigly players if that gives you an idea of how bad squigly needs help. At the moment, I'm trying to re-think my game and level up, but changing the way I think & all this lab time's been making my game suffer (as learning/remembering new things often does)...so while I'm doing this, it'd be best to post (and keep posting) everything we know about cool raw tag, DHC, & assist combo stuff.

TL;DR: As long as squigly is involved, post team/tech/combo finds here! Even if squigly isn't the point character & is just the assist.
 
Squigly/xx combos/tech

Squigly/Parasol Napalm pillar combos/tech


Squigly/xx DHC examples & Ideas


Squigly/double raw tag corner burst bait (pre-encore)


Squigly/double raw car DHC trap

 
Last edited:
  • Like
Reactions: IknowReal
Other/miscellaneous

Squigly/Val Combo/Tech visual notebook:

 
Last edited:
  • Like
Reactions: iLoli
So.... I'm stealing that Parasoul tech.
 
So.... I'm stealing that Parasoul tech.

Steal away :) I might try to make a video with others later. Oh and for the combo w/charge mid combo using meter, do DP & mk+hk battle opera instead. Much more nice and neat & works whether you have charge or not.
 
Team: :SQG:/:VAL:(H Bypass)

c.LK, c.MK, HP, MK+HP (calls assist and performs second hit), C.MK, HPx2 xx Silver Chord, HK, j.MK (2 hits), j.HP, j.LP, j.MK, j.HK xx H Divekick, LP/LKx2, MP, c.HP xx Arpeggio xx LKMK SBO into DHC'd EKG Super.

No charge. ~10k for 2 meter, no OTG used if first c.MK and last LP/LKx2 are timed properly.


EDIT: Tested on light characters; more notes on this combo pending.
 
Last edited:
@Nuuance, your synergy video showed a DHC into Fortune's Lvl 3, but why no DHC into Cat Scratch Fever? Is it difficult to combo after that? The Squigly/Double DHCs looked very cool though.
 
@Nuuance, your synergy video showed a DHC into Fortune's Lvl 3, but why no DHC into Cat Scratch Fever? Is it difficult to combo after that? The Squigly/Double DHCs looked very cool though.
That's the one like wolverines barrage super right? With the really pesky sliding property? Oh well actually I think I do have it, I just cut it out because showing all DHCs would've been too long. But anyways I wouldn't think it's be too hard. But most likely you'll want to level 2 sing > opera > DHC. So you can combo off it midscreen. Not sure if opera would stay far away enough to just pick it up at the end.

Team: :SQG:/:VAL:(H Bypass)

:D::LK:, :D::MK:, :HP:, :MK::HP: (calls assist and performs second hit), :D::MK:, :HP:x2:Arrow: :QCF::MK:, :HK:, :UF::MK: (2 hits), :UF::HP:, :UF::LP:, :UF::MK:, :UF::HK: :Arrow: :QCF::HK:, :LK:x2, :MP:, :D::HP: :Arrow: :QCF::LK: :Arrow: :QCB::LK::MK: DHC :QCF::KK:

No charge. ~10k for 2 meter, no OTG used if first :D::MK: and last :LK:x2 are timed properly. Also, sorry in advance about the notation; been wanting to write at least one combo using the emote back lol


EDIT: Tested on light characters; more notes on this combo pending.

Regular notation is surprisingly easier to read (for myself at least). Why do you have the --> after the s.hpx2? This is confusing to me :( and c.mk definitely is a no go with double. The timing is quite specific for all characters :/ which is why I used s.mp (1 hit) in my combo. Universal & vacuum effect. Could you write with normal notation?
 
Last edited:

Hello I made a video. Obviously one could do more damage using HK divekick but then we lose the corner and we don't want that.
 
My god, it can work with any of the assists I use

gonna have to steal that corner combo
 
My god, it can work with any of the assists I use

gonna have to steal that corner combo

It can work with a lot of other assists, too.

If you don't see the assist you use in this video, don't be discouraged! Hit up training mode and see what you can do.
 
It can work with a lot of other assists, too.

If you don't see the assist you use in this video, don't be discouraged! Hit up training mode and see what you can do.
Yeah definitely bro, at 1:11 in my squigly/parasol napalm pillar assist mini combo/tech vid I used your exact same combo in the corner (no super or charge though). Only reason it wasn't optimized on the last chain was because for some reason there's an IPS bug I'm gonna have to remind like about. It triggers for me a lot.
 
I'm gonna see if I can post a video of the ~10k DHC combo; I just realized why EKG was getting blocked after DHC'ing from Opera.

EDIT: Here it is.

 
Last edited:
I'm gonna see if I can post a video of the ~10k DHC combo; I just realized why EKG was getting blocked after DHC'ing from Opera.

EDIT: Here it is.

/snip
But it's 9.9k....


Sorry, I just had to lol. I like it :) but the only thing I hate it trying to get OTG off c.mk :( so finicky depending on who you do. And last I guess is H divekick. Idk which characters you'd be able to get away with on that last chain.

But very nice, I like it
 
Last edited:
Wow, 34 dmg away from 10k.... CLOSE ENOUGH! :P

Also, I should probably start doing notes more often.

  • The "OTG" c.MK doesn't use OTG if you hit them before they bounce. Time it too early, however, and you'll end up whiffing, with them either bouncing in front of or behind you.
  • For Double, use s.MP (1hit) instead of c.MK after Assist, so you don't trigger OTG.
  • You have a very small window to dash s.LP after H Divekick. It's been tested on Painwheel and Parasoul, and both can be hit with that last chain.
  • VERY IMPORTANT: If you DHC too early, EKG will hit before SBO, and SBO will cancel EKG's hitstun, allowing them to block Val's second swipe. However, this situation grants you a mixup, since they're now sandwiched between you and SBO, and any attempt to counter blocked EKG may land you a counterhit, depending on position.

    The timing for SBO > EKG is visual: Once the note fully appears (very end of startup), but before it hits, DHC. SBO will hit once, a split-second before EKG, and the other four hits of SBO will land throughout EKG.
 
Alright gotta ask: how many characters safely DHC from SBO on block? I'm been thinking about this ever since I tried to find good synergy in my team.

Right now my team is Peacock/Squigly/Bella (soon to replace Bella with BB). Peacock and Squigly can obviously DHC in and out using Lennie. I tried SBO into Ultimate Showstopper, and it seems like it's safe on block if they don't pushblock and/or they're in the right position in the corner, but I didn't try if they pushblocked. And I have no idea if Big Band can do anything at all to DHC from it.
 
Alright gotta ask: how many characters safely DHC from SBO on block? I'm been thinking about this ever since I tried to find good synergy in my team.

Right now my team is Peacock/Squigly/Bella (soon to replace Bella with BB). Peacock and Squigly can obviously DHC in and out using Lennie. I tried SBO into Ultimate Showstopper, and it seems like it's safe on block if they don't pushblock and/or they're in the right position in the corner, but I didn't try if they pushblocked. And I have no idea if Big Band can do anything at all to DHC from it.
There's no safe DHC from Squigly to Big Band. However, the other way around, Horncrush xx Opera is safe on block, although it is negative. However, if they try to pressure you after the DHC, you can block and pushblock them into the Opera, which gets you a full combo. I think throw techs will push them into the Opera too although I haven't tested that one.

So it ends up being this really dumb guessing game of like "I don't want to push anything because I'll get pushblocked into the Opera" versus "he's probably not going to push anything because he doesn't want to get pushblocked into the Opera so I'll push buttons even though I'm at minus frames" versus "he's probably going to push buttons even though he's at minus frames so I'll push buttons" versus etc etc.
 
  • Like
Reactions: blufang
Videos re-uploaded
 
Last edited:
Can you do 2v2 so we can see actual damage values? 2v1 gives the 2 a 30% damage boost, so values are skewed.
 
Can you do 2v2 so we can see actual damage values? 2v1 gives the 2 a 30% damage boost, so values are skewed.

ahh I'll remake it with a 2v2 scale. I never thought about that.
 
Squigly / Parasoul Synergy Combo Meterless

Squigly Parasoul Synergy Combo 1 bar
 
Raw Napalm Pillar Catch Squigly/Parasoul

here we go I realized a mistake in the last video you get more damage here. So I deleted it.
 
Last edited:
@IknowReal I like your combos & they're a nice start, but definitely quite far from optimized. The 2nd video although the structure isn't one I prefer, is nice, good job :) 7.7k is respectable! If you can, go for 8k! However...the first video needs some changing. If you can help it, save chord for the 8th or after 8th hit. I believe that's when scaling goes to 50% on its own. You're prematurely knocking scaling down. Also, you're doing jump loops back to back and I've never seen any combo with those do too well. Save the jump loops for last. Whether they're last last or near the end, just save them.

Also with squigs, at the end of a combo if you can manage it universally, end with c.hp. The s.hp was something I had to unlearn at the end, but if it doesn't knock the opponent too far, use it. The same with s.mp. Much better...but does have a tendency to mess things up if you're not really close. Off of something like H divekick, s.mp usually doesn't do it for me so I'd say just focus on c.hp > arpeggio. I believe arpeggio uncharged does the most damage period. The charged one too I thinkkkkk

If you get a powerful 1k-ish assist on your side, you need to be doing at least...at LEAST 7.2k+ damage no bar, no charge. Squigly on her own w/no charge can do 6.7(7)k. And 6.85k optimized. I know you're getting the hang of things so I'm not criticizing you at all, but instead just giving you pointers from what I've noticed.

I still think I could maybe make a better squigs/parasol assist combo, but check out the one I posted with the mid-combo charge combos. You'll see a little bit of what I mean. The ultimate goal is to fit AS MANY hp/hk and such before the 9th hit :) watch @0:40 mark and youll see kind of what I'm talking about. I use the napalm pillar to extend the combo without canceling or chording. Also, it avoids IPS & scales better. I'm sure there are other combinations that might be better and if you find them please post them lol, but I think that combo's pretty by-the-book
 
Last edited:
@IknowReal I like your combos & they're a nice start, but definitely quite far from optimized. The 2nd video although the structure isn't one I prefer, is nice, good job :) 7.7k is respectable! If you can, go for 8k! However...the first video needs some changing. If you can help it, save chord for the 8th or after 8th hit. I believe that's when scaling goes to 50% on its own. You're prematurely knocking scaling down. Also, you're doing jump loops back to back and I've never seen any combo with those do too well. Save the jump loops for last. Whether they're last last or near the end, just save them.

Also with squigs, at the end of a combo if you can manage it universally, end with c.hp. The s.hp was something I had to unlearn at the end, but if it doesn't knock the opponent too far, use it. The same with s.mp. Much better...but does have a tendency to mess things up if you're not really close. Off of something like H divekick, s.mp usually doesn't do it for me so I'd say just focus on c.hp > arpeggio. I believe arpeggio uncharged does the most damage period. The charged one too I thinkkkkk

If you get a powerful 1k-ish assist on your side, you need to be doing at least...at LEAST 7.2k+ damage no bar, no charge. Squigly on her own w/no charge can do 6.7(7)k. And 6.85k optimized. I know you're getting the hang of things so I'm not criticizing you at all, but instead just giving you pointers from what I've noticed.

I still think I could maybe make a better squigs/parasol assist combo, but check out the one I posted with the mid-combo charge combos. You'll see a little bit of what I mean. The ultimate goal is to fit AS MANY hp/hk and such before the 9th hit :)


Thanks man I know my combos are not optimized yet since i can't stancel reliably for starters so stancel mid combos into mutliple stancel combos I can't do. Squigly has this thing where its like if you can't stancel you do no damage. However that is why I am show casing these combos more so as a proof of concept so that more advanced squigly players that can use the tech well can can take my little 7k bnb's and turn it into 8k and and 10k with fancy stancel combos. I also feel like Squigly is not easy to pickup its like you have only advanced players or semi-intermediate there is no middle ground for people that want to play her that can't really stancel or do her her technical stuff. Now you can besides this game is really about resets anyway so now you have a foot in the door.
 
@IknowReal no probs man lol. Btw I added some stuff to my response above. We're all still learning including meeee, trust me. I just can't wait till I can get back to the point where I can play it more than a few hours a week -_- but anyways, yeah with squigly when you're able to get an assist, I think it's universally agreed among most squigly team players that stancels...er, or rather charges aren't needed. Typically I see the assist being used in place of it as a link between chains (just like many other non-squigs use them as well).

Unfortunately, learning to stancel is something you'll just have to learn :/ but until then I'd say do what you can. But just know most-likely, you're gonna need them to do optimal damage. For the most part I think people have already dissected squigly's combo structure, with @Yaya probably understanding it the most, then me somewhere down the line. but of course, your contributions are always appreciated too broski :)
 
@IknowReal no probs man lol. Btw I added some stuff to my response above. We're all still learning including meeee, trust me. I just can't wait till I can get back to the point where I can play it more than a few hours a week -_- but anyways, yeah with squigly when you're able to get an assist, I think it's universally agreed among most squigly team players that stancels...er, or rather charges aren't needed. Typically I see the assist being used in place of it as a link between chains (just like many other non-squigs use them as well).

Unfortunately, learning to stancel is something you'll just have to learn :/ but until then I'd say do what you can. But just know most-likely, you're gonna need them to do optimal damage. For the most part I think people have already dissected squigly's combo structure, with @Yaya probably understanding it the most, then me somewhere down the line. but of course, your contributions are always appreciated too broski :)

you know when i can stancel like a champ i'm marching right on here my fellow squigly i'm now officially ready for the real shit more optimized combos ;D.
 
Skullgirls Encore Squigly / Parasoul Bait Burst

 
Skullgirls Encore Squigly / Parasoul Bait Burst /snip
You didn't listen to anything I saiddddd...-_-

And also the bait is one I've been using since people assume backing up means safe bait off the bat, but c.mk isn't burst-safe. So be careful against mashers.

Before posting any other vids I'd say try to work on what I mentioned, then maybe submit one for critique. Refer to the vid above too!
 
Last edited:
Wait, why are you Chording so early?
 
  • Like
Reactions: Nuuance
Wait, why are you Chording so early?
Yeah I mentioned this also. What's scaling again? 8th hit 50%? Then 13th hit max scaling? I don't remember
 
I don't even know, but you could easily squeeze in c.MK, s.HPx2 before that Chord. Any assist that either pulls them toward you, or launches them enough to let you reposition yourself, should be followed with c.MK (s.MP if Double, depending), HPx2, Chord.
 
I don't even know, but you could easily squeeze in c.MK, s.HPx2 before that Chord. Any assist that either pulls them toward you, or launches them enough to let you reposition yourself, should be followed with c.MK (s.MP if Double, depending), HPx2, Chord.
Exactly. Kind of like my bnb I put together in one morning I first posted on squigs/para :)
 
Here's my DHC combo with Squigly / Bella.
If you have trouble doing the HP HP link you can skip it and the combo still does 10k

 
  • Like
Reactions: NeonNightRider
@PandaGirlBingo not another s.hp > s.hp lolll yeah I'd drop that online for sure :(

Although that's a veryyyy cool combo though :) I like the OTG use at the end especially. So it still does 10k w/out that s.hp link? How? Does scaling just take care of it or do you take out/insert something?
 
  • Like
Reactions: Compa
@PandaGirlBingo not another s.hp > s.hp lolll yeah I'd drop that online for sure :(

Although that's a veryyyy cool combo though :) I like the OTG use at the end especially. So it still does 10k w/out that s.hp link? How? Does scaling just take care of it or do you take out/insert something?

You have to alter the combo slightly if you don't use the s.Hp link. You can either insert another full ground chain before the silver cord , or just use a full chain after the silver cord.
But really you're right. Scaling makes the s.Hp link kind of unnecessary as you're only really gaining like 300 damage.
 
  • Like
Reactions: Compa
i guess i should put this here


Of course you have to be careful because you will be very open to happy birthdays especially in the corner.
Luckily mike took out the midscreen doublesnaps.