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Upstaged! OFFICIAL NEW Squigly 240 Undizzy Combo Thread

Nuuance

Level 51 Pastrymancer
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Nuuance
Squigly Eliza
june 1st, 2021 EDIT: Theres been a lot of new developments & I'll be scrubbing through things soon including wiki/etc for updates.
If anyone sees any combos worth including/etc please feel free to post & ill be sure to include them in the OP

This is the Only & Last Solo Squigly Combo
Video You Need To See For Encore. Period.



Nowwww there's no reason that even your new squigs
shouldn't technically be as good as mine.​

Changelog:
1.0 (i forget): Made the thingy & video
1.1 (3-5-2014): Inserted video (spoiler) regarding people who refuse to burst
1.2 (3-6-2014): Added 7.3k non-seria mid-combo charge combo w/video (spoiler
1.3 (3-14-2014): shoryuken feature! Thanks! Link soon - http://shoryuken.com/2014/03/14/che...ized-combos-for-squigly-in-skullgirls-encore/

----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----
1.4 (5-27-2014): New BnB Additions You Should See & Learn:
Corner keep combo no charge/no stancel only 1 bar @8k
Corner keep Combo no charge/no stancel @7.2k
New no charge/no stancel BnB @6.8k SUPER EASY
----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----
1.5 (5-3-2015): Wowww...been a while! New bnb & corner optimizations:
Here's My 9k corner keep bnb- fully universal ;)
Midscreen anywhere 8.4k w/meter, 7.5k w/out bnb
Stanceless/Chargeless 7.1k/8.1k w/meter bnb for med/heavies
Chargeless Universal* 7.1k/8k w/meter bnb
switch the s.lp w/c.lk on crouching val & fukua/filia. I personally just lightly mash the s.lp link & from there its pretty easy. I probably mess up the c.lk link maybe 1/20 times so no prob there.

c.lk, c.mk, s.hp~s.hp, seria cancel,
s.lp, s.hp~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

@0:13 Nuuance's non-seria BnB: 6.7k - no bar, no charge
c.lk, c.mk, s.hp~s.hp, stance cancel,
s.lp, s.hp~s.hp, chord (qcf+mk), s.hk,
j.mk (2), j.hp, (land),
(slight delay) j.lp, j.mk (3), j.hk, H Divekick,
dash OTG s.lk~s.lk, c.mk, c.hp (4), arpeggio (qcf+lk)

Notes: I found this combo a month ago I think? Anyways I'm super proud of this because no one else (including myself) thought it was even possible to surpass 6k without a charge. At 6.7k it's an incredible solid combo and if you need to dispatch someone, you can always toss in battle opera at the end for a bait or daisy pusher after chord for a criminal 7.7k. For the longest time I could barely get 7.7k WITH charge, so this is effing amazing. Probably one of my proudest accomplishments. It's universal like all these combos & goes to show you don't NEED charge :) Oh and another thing, you can link into c.mk after arpeggio for a tricky-icky little damage extension since most wont block low after because they assume you can't do anything or are too far. Idk what the frames are, but it's a convenient little link.

@0:30 Non-seria BnB Bait: 7.5k - 1 bar, no charge
c.lk, c.mk, s.hp~s.hp, stance cancel,
s.lp, s.hp~s.hp, chord (qcf+mk), s.hk,
j.mk (2), j.hp, (land),
(slight delay) j.lp, j.mk (3), j.hk, H Divekick,
dash OTG s.lk~s.lk, c.mk, c.hp, arpeggio (qcf+lk), battle opera (qcb+lk+mk), backdash c.hp (4)

Notes: so this is the damage extension with a bait. To be honest, the only ONLY reason to do this is if you know the opponent is antsy &/or not paying attention. Orrrr...if you plan to DHC. Other than that, I'd just do daisy pusher earlier

@0:47 Nuuance's non-seria max-damage BnB: 7.7k - 1 bar, no charge
c.lk, c.mk, s.hp~s.hp, stance cancel,
s.lp, s.hp~s.hp, chord (qcf+mk), daisy pusher (qcb+lk+lp), s.hk,
j.mk (2), j.hp, (land),
(slight delay) j.lp, j.mk (3), j.hk, H Divekick (qcf+hk),
dash OTG s.lk~s.lk, c.mk, c.hp, arpeggio (qcf+lk)

Notes: okay, so all there really is to say about this is that we're only 300 away from 8k with this on no charge...ummm check please?

@NotInVideo Non-seria Mid-Combo Charge BnB: 7.3k - 1 bar, no charge
c.lk, c.mk, s.hp~s.hp, stance cancel
s.lp, s.hp~s.hp, silver chord (qcf+mk), daisy pusher (qcb+lk+lp), charge immediately after coffin makes contact,
c.lk, s.hk,
j.mk (2), j.hp, (land),
(slight delay) j.lp, j.mk (3), j.hk,
s.mp, c.hp (4), arpeggio

Notes: This is a combo I found today and I'm actually starting to use this more because obviously it's max damage, but i have time to decide what the heck i wanna do if im doing a normal combo string. So if im gonna dispatch a foe, i can do this and save the rest of that time positioning instead of finishing up a second charge. Obviously it has max damage for a non-seria-charge combo & I like it :) Oh...also doesn't use H Divekick, so you can keep driving someone to the corner.

@1:09 Non-seria Mid-Combo Charge CornerPush BnB: 7k - 1 bar, no charge
c.lk, c.mk, s.hp~s.hp, Draugen Punch (DP+P) > battle opera (qcb+mk+hk), start charging dragons breath (P-charge),
c.mk, s.hk,
j.mk (2), j.hp, (land),
(slight delay) j.lp, j.mk (3), j.hk, M Divekick (qcf+mk),
s.mp, s.hp~s.hp, seria cancel,
s.lp~s.lp, c.mk, c.hp (4), arpeggio (qcf+lk)

Notes: as squigly you don't NEED a charge, but it REALLY does help. I'd say for the most part it's not hard to get a charge, but sometimes people will be on you very hard. In that case, you can use this to get a charge if you manage to convert for the cost of one bar and a combo with it. The main reason to use this over the next combo is because it pushes the opponent to the corner instead of ending with H Divekick. You can thank yaya for that corner push segment.

@1:25 Non-seria Mid-Combo Charge Optimal BnB: 7.2k - 1 bar, no charge
c.lk, c.mk, s.hp~s.hp, Draugen Punch (DP+P) > battle opera (qcb+mk+hk), start charging dragons breath (P-charge),
c.mk, s.hp~s.hp, chord (qcf+mk), s.mp, s.hp~s.hp, seria cancel,
s.lp~s.lp, c.mk, s.hk,
j.mk (2), j.hp, (land),
(slight delay) j.lp, j.mk (3), j.hk, H Divekick (qcf+hk)

Notes: this combo isn't much different, except you get 200 more damage...which in the scheme of things isn't particularly worth it, but if you wanna use chord & have a slightly easier-executed combo then this does exist.

@1:46 Seria Chord-less BnB: 7.2k - no bar, Serpent's Tail
c.lk, c.mk, s.hp~s.hp, seria cancel,
c.mk, s.hp~s.hp, seria cancel,
c.mp, s.hk,
j.mk (2), j.hp, (land),
(slight delay) j.lp, j.mk (3), j.hk, H Divekick (qcf+hk),
dash OTG s.lk~s.lk, c.mk, c.hp (4), arpeggio (qcf+lk)

Notes: I admit mountlovers seria combo is a little easier executed, does 100 more damage AND ends with a bait so I gotta admit, nicely done. However, mine has some nice perks too. After finishing, getting 2 charges is practically guaranteed...a big plus against rush-down like fortune, val, and filia who love being close to you. Also it doesn't use chord & lemme tell you, I raw chord a lot. Honestly, as squigly, learn when to raw chord! In addition it's DHC friendly at the H Divekick and with a light attack, you can continue the combo. But anyways it all depends on what you're feeling.

@2:02 Mountlover's Chorded Seria BnB w/Bait: 7.3k - no bar, any charge
c.lk, c.mk, s.hp~s.hp, seria cancel,
c.mk, s.hp~s.hp, seria cancel,
c.lk, c.mk, s.hp~s.hp, chord (qcf+mk), s.mp, s.hk,
j.mk (2), j.hp, (land),
(slight delay) j.lp, j.mk (3), j.hk, H Divekick (qcf+hk),
backdash c.hp (4)

Notes: mountlovers combo, very nicely done and fairly simple. If you've chorded, you can't do this combo, but at the same time, you might just wanna reset anyways. Also would be a bit harder to figure out a decent DHC combo with this, but overall a nice combo.

@2:22 Nuuance's MaxDamage Anywhere Seria BnB: 8k - 1 bar, any charge
c.lk, c.mk, s.hp~s.hp, seria cancel,
c.mk, s.hp~s.hp, seria cancel,
c.mp, s.hp~s.hp, chord (qcf+mk), daisy pusher (qcb+lk+lp), c.lk, c.mk, s.hk,
j.mk (2), j.hp, (land),
(slight delay) j.lp, j.mk (3), j.hk, H Divekick (qcf+hk),
backdash c.hp (4)

Notes: found this combo in like 5 minutes. I'm kind of surprised it hasn't popped up before...anyways, yaya/guitalex never posted it so I'll just assume either they knew and never posted or were doing other things. Yeah...8k from anywhere with a bait at the end...hell yeah :) I'm so glad daisy pusher doesn't take away OTG off the bat ugh...so glad. Anyways, remember you CAN charge up your other charge if you want after daisy pusher. However, you won't be able to use the bait at the end from OTG, only netting you 7.6k. Finished with a bait at the end, you can even pop in a c.mk before the c.hp if the opponent refuses to burst. I'm not sure if you could do one-inch-punch from a burst-safe distance, but that might be a yummy finisher if they still don't wanna burst.


P.S. You CAN do oneinch punch from a safe distance, but when it makes contact for that short period, a burst will touch you. however after that youre safe.

P.P.S. Idk...looks like even O.I.P. is safe when done far enough away.

@2:44 Corner2corner sing swag BnB: 7.3k - 1 bar, Dragon's Breath
c.lk, c.mk, s.hp~s.hp, seria cancel,
s.lk, s.hp~s.hp, Draugen punch (DP+P) (3) > battle opera (qcb+lk+mk),
sing, charge serpents tail, after 3rd-hit-ish run forward, OTG c.mk, c.hk,
j.mk (2), j.hp, (land),
(slight delay) j.lp, j.mk (3), j.hk,
s.lp~s.lp, s.mp, c.hp (4), arpeggio (qcf+lk)

Notes: the first swag combo I've ever made & I always get compliments on it! So feel free to use it and wow your opponent when you really wanna be disrespectful...AND send your foe to the corner!

@3:02 Divekick-Opera Sing Bait BnB: 7.3k - 1 bar, Dragon's Breath
c.lk, c.mk, s.hp~s.hp, seria cancel,
c.mk, s.hp~s.hp, seria cancel,
c.lk, c.mk, s.hp~s.hp, chord (qcf+mk), s.mp, s.hp~s.hp, seria cancel,
j.mp, H Divekick (qcf+hk) > battle opera (qcb+lk+mk), s.lp~s.lp, c.mk, s.hp~s.hp, one-inch-punch (qcf+lp), sing, c.hp (4)

Notes: this shit is pure icing. Completely unnecessary, but just SOOOO fun to do & even funner to pull off. Even after sing, you'd think the opponent would be out of range...but nope. That's what makes the bait so devious. I feel like this is one of the few nice baits she has. Obviously you can't do it back-to-back-to-back, but always a lovely combo to do if you don't mess it up.

@3:19 Midscreen Not-quite-OTG DP BnB: 7.6k-7.9k - 1 bar, dragons breath
c.lk, c.mk, s.hp~s.hp, seria cancel,
c.mk, s.hp~s.hp, seria cancel,
c.mp, s.hp~s.hp, seria cancel,
c.lk, c.mk, s.hk,
j.mk (2), j.hp, battle opera on landing (qcb+mk+hk),
not-quite-OTG Draugen Punch (DP+P),
j.lk, j.mk (3), j.hk, H Divekick (qcf+hk),
Backdash c.mk (optional), c.hp (4)

Notes: yeah this combo was just something I made to be different. It's really hard to do not necessarily because of the canceling, but because you have to get your DP in, but SAVE OTG. An that's really hard. The DP at optimal damage does 3 hits and if you hit sooner, you'll miss some vital damage unfortunately. On the difficulty scale, I'd give this a 6.7/10

@3:38 YaYa's MaxDamage Simple Seria Corner BnB: 8.1k - 1 bar, dragons breath
c.lk, c.mk, s.hp~s.hp, one-inch-punch (qcf+lp),
c.mk, s.hk,
j.mk (2), j.hp, (land),
(slight delay) j.lp, j.mk (3), j.hk, M Divekick (qcf+mk),
s.mp, s.hp~s.hp, stance cancel,
s.lp~s.lp, c.mk, c.hp (4), silver chord (qcf+mk), daisy pusher (qcb+lk+lp), backdash c.hp (4)

Notes: Yaya told me this combo after I made the combo from earlier. Needless to say, I was sad, but also amazed at how effing simple this was! So straight forward. No fluff. Just the business in the same style from pre-patch. Nicely done.

@3:57 Nuuance's super-dumb-but-cool corner BnB: 7.9k-8k - 1 bar, dragons breath
c.lk, c.mk, s.hp~s.hp, seria cancel,
c.mk, s.hp~s.hp, seria cancel,
c.mp, s.hp~s.hp, Draugen punch (DP+P),
Not-quite-OTG s.lk~s.lk, s.mp, s.hk,
j.mk (2), j.hp, battle opera on landing (qcb+mk+hk),
j.lk, j.mk (3), j.hk, H Divekick (qcf+hk),
backdash c.mk (optional), c.hp (4)

Notes: this is the modified corner version of my midscreen combo, I like this better style-wise, but it'll only get to 7.9k if you don't throw in the c.mk. 9/10 times you'll be able to throw in the c.mk though because good players don't wanna fall for the first bait and are thinking c.mk is safe from burst when it really isn't. Tricky right?:) I'd say use this if you want a classy corner finish.

EDIT: For a long time, I've wanted to optimize the combos we've come up with and aggregate everything we've learned about solo squigs & I finally decided to do that today. I am uploading it right now and will be putting it on the front page. I decided not to put in-video-text up because I feel it looks trashy & I hate it. So instead you'll have to look at the values listed for max damage and such.
 
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Right now I'm doing something pretty basic (requires a stance charge)

cr.LK > cr.MK > s.HPx2 > Stancel
s.MK > s.HPx2 > Silver Cord > Daisy Pusher (Optional)
s.MP/cr.MP* > s.HK
j.MK > j.HP
j.LK > j.MK > j.HK
s.LPx2 > s.MP > s.HPx2 > QCF+HK > SBO (Optional)
cr.HK (burst bait)

Does about 7K meterless or 7.8K for 1 meter or 8.5K for 2 meter

*you have to use cr.MP here if you did Daisy Pusher, otherwise use s.MP
 
With one stance charge, you can do better than that.

cr.LK cr.MK s.HPx2 sx
s.HPx2 sx
cr.MK s.HPx2 xx Chord
s.HK
j.MK j.HP
j.HK xx HK Digger
(dash) s.LP cr.MK s.HP xx DP

does a bit more. Maybe 7.4K. Strongly advising cancelling DP into LKMK Opera, so that you get stance charge and/or burst bait setups. j.HK pickup may be character specific, try varying the height and hits of j.MK...

Different combos are advised if you're close to the corner, you don't want to launch them out of that with HK Digger.
 
My usual combo that still works is:
Doesn't require a stance charged (optional:1 level of super meter).

c.LP> s.MP> s.HPx2> QCFMK> c.LK> s.MK> s.HK
>j.LP >j.MK >j.HP >Up >j.LK >j.MK >j.HK >QCFHK
>sf.HP >HDragon punch/QCB-LKMK....
you can follow up with pretty much whatever you want..

Doable in:
- 230 undizzy from stage 3 -
 
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6400 - 6800 damage combo. 1 meter, no stance charge.

c.LK> c.MK> s.HPx2> The Silver Cord > s.MP> s.HK > Jump
j.MK (2 hits)> j.HP> Jump> j.LP> j.HK xx HK Dive Kick
otg> c.MK (or c.LP)> s.HPx2> Drag 'n' Bite> LK MK Squigly Battle Opera
dash in c.LK> c.MK> Combo Ender

Squigly combo can end in many ways.

Ground mixeups
c.HP xx Arpeggio (+10 Frame Trap)
c.HP xx QCF.KK stance cancel > f.HP (Overhead Reset)
c.HP xx The Silver Cord > Throw (Reset)

Air mixups
s.HK, (delay) Jump, Throw (Reset)
s.HK, (delay) Jump back, j.LK (Burst Bait)
s.HK, quick mk dive kick (whiff), c.LK (Cross Under Reset)
 
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6666 damage combo. 1 meter, no stance charge.

c.LK> c.MK> s.HPx2> QCF.MK> s.MP> s.HK
j.MK (2 hits)> j.HP> Jump> j.LP> j.HK xx QCF.HK
otg> c.MK (or c.LP)> s.HPx2> QCF.HP> QCB.LKMK
dash in c.LK> c.MK> c.HP xx any special (Draugen Punch for distance, Arpeggio follow by assist to keep the pressure going, or The Silver Chord for throw reset)

Okay technically you only get 6666 if you use The Silver Core as ender, but still.

the (or c.LP) part is if you start the combo off a Squigly Battle Opera. For some reason the c.MK will trigger IPS this way but not from the normal jump in/dash in.
This combo becomes burstable after SBO Super.
 
This combo becomes burstable after SBO Super.
It is exactly 235 before the last section. You probably pressed an extra button somewhere.
 
These Combos Are Inferior. Refer to BnBs in OP.

SRK Link: http://shoryuken.com/2014/01/21/pic...encores-squiqly-with-nuuances-combo-tutorial/

New Note: so I finally optimized most of these combos through training room and I'm happy with what I got. I wish I would've waited a small bit to make the combo vid, but luckily the ONLY change is beginning combos with c.lk instead of s.lp. It bumped up my bnb from 6.7k, to 7.1k & I'm happy with that. Plus you get to completely charge up at least 1 charge all over again in peace :) I didn't use chord in my combos primarily because I actually raw chord people a lot & obviously it's a no go to use them twice. PLUS it doesn't really allow you to use one of the serpents tail charged specials. So while mount lovers combo is pretty damn cool, I feel mine is a tad more practical in most situations (that I'm in at least).

EDIT: I actually have some combos & such I think are optimized from raw H Divekick & throws, but I have to mess with them some more to see.

These are all the new BnBs for squigly all nice and annotated w/notes :D I'm not on the computer right now so the damage values might not be spot on but they should be very close if I say I don't remember something exactly

- Nuuance's Regular Universal BnB
@2:40 mark - 1 k-charge, no bar @ 7.1k

c.lk, c.mk, s.hp~s.hp, seria cancel,
c.mp, s.hp~s.hp, seria cancel
c.mk, s.hk,
j.mk (2x), j.hp (you land after), j.lk (jump immediately, but slightly delay hit), j.mk, j.hk, H Divekick, dash, s.lk~s.lk (restands the OTG), c.mk, s.hp~s.hp, Seria move of choice. qcf+lk (Arpeggio) I like best because you recover faster, seems to do most damage, and can charge both charges after.

EDIT! by simply replacing the first move, s.lp~s.lp to c.lp instead it changes the ENTIRE combo from 6.7k to 7.1k. Apparently the scaling REALLY made a difference. By replacing all beginning light punches to kicks it really helps. Just be careful with timing on some characters like squigs or fortune. You might have to H Divekick early. It'll cut 100 damage putting it at 7k instead of 7.1k, but that's a small price to pay.

NOTES: if you don't have a charge, then IF you're fast enough, regular seria cancel into s.lp~s.lp, c.mk, s.hk. You'll probably get 6.3-6.5k that way. But if you think that's too risky, then just forget about seria canceling & just end the first string w/s.hk as the launcher.

- Grounded Burst Bait
@2:55 mark - 1 charge, no bar @ 5.5k (I think)

s.lp~s.lp, c.mk, s.hp~s.hp, seria cancel,
s.lk~s.lk, c.mk, s.hp~s.hp, seria cancel,
s.lp~s.lp, c.mk, s.hp~s.hp, seria cancel,
s.mp, c.hp (4x), seria cancel
c.mp (burst bait), c.hp (long active hitbox to catch various burst points)

EDIT! I think I can optimize this further and lay down some c.lk & c.lp instead...just gotta test and see if it's universal. If it works on parasol, fortune & double then we're good.

NOTES: this works in most situations, but sometimes it won't because the hitbox of s.mp is relatively slow and high at that. So if the opponent is slightly further away than usual, it might barely miss. So I'm thinking if you think that's the case, you might want to cut 1 or 2 of the first three chains out & get straight to the s.mp.

- Universal "Center Stage Burst Bait"
@3:05 mark - 1 charge, 1 bar @ 7k

c.lk, c.mk, s.hp~s.hp, seria cancel,
c.mp, s.hp~s.hp, seria cancel,
c.mk, s.hp~s.hp, seria cancel,
c.lk, c.mk, s.hp~s.hp, seria cancel (ORR Silver Chord if not used already)
j.lp, H Divekick > lk+mk battle opera (complete input right when you hit the ground),
s.lp~s.lp, c.mk, s.hp~s.hp, qcf+lp (liver mortis), center stage, c.hp (burst bait before OTG ends)

NOTES: this is a very very fun, stylish combo, but can easily be messed up. It's not "hard" in the sense inputs are hard or have weird timing, but nonetheless, there's a lot of fast inputs involved & don't allow much room for pause because hitstun is relatively tight. But againnnn it's NOT a hard combo.

- Universal Stylish Corner to Corner Combo -
@3:40 mark - 1 bar, 1 p-charge @7.3k

c.lk, c.mk, s.hp~s.hp, seria cancel,
s.lk, s.hp~s.hp, DP+lp (Charged Draugen Punch, 3hits), lk+mk battle opera,
Center stage, wait till 4th hit & dash forward, c.mk (OTG), s.hk,
j.mk (2x), j.hp (you land),
j.lk/j.lp, j.mk, j.hk (take this to the ground),
s.lp~s.lp, c.mk, s.hp~s.hp, qcf+lk (arpeggio)

NOTES: Okay, so I know the combo in the very first sample video's way more swag (deleted it), but unfortunately the first arpeggio after the SBO+centerstage isn't universal & the timing is very finicky & when you throw different weighted characters in the mix it get crazy. It's only an extra 100 damage if done right so I wouldn't risk it. You might be wondering why the random s.lk on the 2nd seria string. Well it helps scaling & going straight into s.hp AFTER s.hp is something that can be tricky if not hard. Also for some reason it helps centerstage & battle opera bounce characters equally. You'll see what I mean with Val & some other characters that they fall through SBO sometimes. Anyways this ways the easiest and the best way. Alsooo, another big thing is waiting for SBO to end...if you dash forward too early they'll fall to the ground. Anyways, you can get a charge doing this & for heavy characters if you're feeling nervous, just skip battle opera and charge w/that extra time you get.

- Universal Stylish corner combo
@3:55 mark - 1 bar, 1 p-charge (charge the other in combo) @7.4k

Version 1:
c.lk, c.mk, s.hp~s.hp, seria cancel,
c.mp, s.hp~s.hp, seria cancel,
c.mk, s.hp~s.hp, DP+P (Draugen Punch),
Charge K-charge (serpents tail), qcf+lk (arpeggio for OTG), c.lk, s.hk,
j.lk, j.mk, j.hk, H Divekick & if you're REALLY good you can backwards dash JUST A LITTLE & do c.mp, c.hp before they hit the ground for burst bait.

Version 2: 1 bar, 1 p-charge @7.3k
c.lk, c.mk, s.hp~s.hp, seria cancel,
c.mp, s.hp~s.hp, seria cancel,
c.lk, c.mk, s.hp~s.hp, DP+P (Draugen Punch), lk+mk battle opera after 3rd hit,
c.lp (OTG), s.hk, j.lk, j.mk, j.hk, H Divekick
 
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I made some changes to the combos I made a couple days ago & encourage those interested to check out the post one more time for my ites and such.

Luckily for everyone the ONLY actual change to combos is to start with c.lk instead of s.lp~s.lp. THAT'S IT! lol. Anyways, I put up some additional notes & updated damage figures too. So FINALLY my bob is an official 7.1k so I'm cool beans. I challenge anyone to make a 7k+ bnb w/out chord & 1 charge cuz I can't seem to find another, so I'll be sticking with the one I made.

Anyways, props to mountlover for indirectly pointing out the c.lk thing. I hadn't thought about the scaling at all. So hopefully one of these days I'll finish this squigly guide...just haven't felt like it yet because I was waiting for the patch & mountlover beat me to the punch....ugh
 
I made some changes to the combos I made a couple days ago & encourage those interested to check out the post one more time for my ites and such.

Luckily for everyone the ONLY actual change to combos is to start with c.lk instead of s.lp~s.lp. THAT'S IT! lol. Anyways, I put up some additional notes & updated damage figures too. So FINALLY my bob is an official 7.1k so I'm cool beans. I challenge anyone to make a 7k+ bnb w/out chord & 1 charge cuz I can't seem to find another, so I'll be sticking with the one I made.

Anyways, props to mountlover for indirectly pointing out the c.lk thing. I hadn't thought about the scaling at all. So hopefully one of these days I'll finish this squigly guide...just haven't felt like it yet because I was waiting for the patch & mountlover beat me to the punch....ugh

Why would you restrict yourself to not using Silver Cord in the middle of the combo? Its so easy to break 7K if you use it and there's no reason not to unless you want to end the combo with a hard knockdown.
 
Why would you restrict yourself to not using Silver Cord in the middle of the combo? Its so easy to break 7K if you use it and there's no reason not to unless you want to end the combo with a hard knockdown.

....if you'd have read above...you'd see what I said about it. I think they're amazing combos, BUT I myself personally, as in not-everyone-else tend to chord people every chance I get when I catch them slipping across screen (Val loading vial...Bella command running, etc), so the combo I made suits me because I can't use chord twice.

That's all, nothing against the combo at all. I used to only chord in combos pre-patch. I just mention it now because since undizzy changed, damage after chording goes down considerably and this a combo that works with both situations is nice (excluding resets). That's why I worded my post like that.

I mean I reset a LOT, but when you NEED guaranteed damage and are scared of a reset from an air & ground super mashable character, then a combo like this helps you know? When you don't have meter for SBO and can't reach them in time.
 
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No charge BnB's I should have been doing before but wasn't and will do now because they actually have more range and are better confirms than what I was doing:

2LK 2MK 5HP HP xx 236PP
2LK 5HP HP xx 236MK
5HK
j.MK j.HP
j.LK j.MK j.HK xx 236MK
5LP LP 2MK 2HP xx 236LK xx 214LK + MK > Do what you like to do here

Does about 6.8k damage, meter gain isn't fantastic, only makes about half a bar before Opera.

2LK 2MK 5HP HP xx 236PP
2LK 5HK
j.MK j.HP
j.LK j.MK j.HK
5MP (2HP xx 236MK |OR| 5HP HP xx 236PP)
5LP LP 2MK 2HP xx 236LK xx 214LK + MK > Do what you like to do here

Silver Chord version also does 6.8k, in fact slightly more than the previous combo and builds ever so slightly more meter too.

Chordless version does just under 6.6k and builds about half a bar.
 
That's all, nothing against the combo at all. I used to only chord in combos pre-patch. I just mention it now because since undizzy changed, damage after chording goes down considerably and this a combo that works with both situations is nice (excluding resets). That's why I worded my post like that.

Typically I only add a cord into my combos after 9-10 hits and at that point you're already almost at maximum damage scaling.
 
Typically I only add a cord into my combos after 9-10 hits and at that point you're already almost at maximum damage scaling.
To reaffirm this, basically after the 7th hit, you will be at what is basically 50% scaling anyway. Throws scale to 50% so a throw as the 8th hit has a negligible effect and has NO effect after that.

8th hit is 51.3% according to Worldjem's calculator. 9th is 44.9%.
 
To reaffirm this, basically after the 7th hit, you will be at what is basically 50% scaling anyway. Throws scale to 50% so a throw as the 8th hit has a negligible effect and has NO effect after that.

8th hit is 51.3% according to Worldjem's calculator. 9th is 44.9%.
True. Definitely true. Idk I guess I just like the way I did mine cuz I like its style who knows. I think there are some good outright pros to chording and of course cons, but either way I'm glad we all can come up with flexible stuff you know :)

Oh and I can end mine in chord if i want to get off a raw tag like double, painwheel, or any other character to try to burst bait with the tag at the end too. Val unfortunately doesn't pull it off well (the baiting part) but if I wanna get off full damage I have the option to and tag in safety without using meter :D

P.S. I made up this corner combo based off the s.mp seria cancel "cross-over" reset and I really think you guys might like it too. Super stylish and gets the job done damage-wise :) 9.6k I believe w/only 1 reset & 1 charge & 1 bar needed.
 
Hi I'm Commander Sheppard and this is my favorite thread on The SkullCitadel.

Edit: Grats on having your video posted on SRK
Heyy thanks! I appreciate it :D
 
So, I've got a question. Does anyone have a solid corner combo that doesn't use Gravedigger? I'm tired of throwing people out of the corner whenever I'm going for max damage.
 
I could be wrong since I haven't spent any extensive time with Squigly since she isn't on consoles yet but couldn't you replace Gravedigger with a jHK or M Divekick restand to prevent the side swap?
 
you can, but you either lose a good chunk of damage or limit your reset options. Right now, I can land over 6k with a stance charge with a very strong burst bait or just under 6k with a mixup reset. The most I can get while keeping the corner is maybe 5.5k.
 
So, I've got a question. Does anyone have a solid corner combo that doesn't use Gravedigger? I'm tired of throwing people out of the corner whenever I'm going for max damage.
well....I'd say ending on a j.hk is nice since you'll recover slightly faster, giving time for a j.lp or throw. ORRRR if you have bar, you can technically cheat and do H Divekick > lk+mk battle opera > special move.
 
you can, but you either lose a good chunk of damage or limit your reset options. Right now, I can land over 6k with a stance charge with a very strong burst bait or just under 6k with a mixup reset. The most I can get while keeping the corner is maybe 5.5k.

Requires one charge. I'll use xx to indicate a stance cancel.
CrLK, crMK, HP2hits, xx, crMp, Hp2hits, xx, MK, HP2hits, xx, crLK, MK, HK, jlp, jmk, jhk, LP, MP, HP, QCFLK. That right there will net you around 6.6k with no meter used. You can choose to end it in other ways too. You could probably call Parasoul on that last string and then after she hits grab them with Silver Cord. Then if you want hit them with Daisy Pusher. That's probably around 7.5k.
 
Requires one charge. I'll use xx to indicate a stance cancel.
CrLK, crMK, HP2hits, xx, crMp, Hp2hits, xx, MK, HP2hits, xx, crLK, MK, HK, jlp, jmk, jhk, LP, MP, HP, QCFLK. That right there will net you around 6.6k with no meter used. You can choose to end it in other ways too. You could probably call Parasoul on that last string and then after she hits grab them with Silver Cord. Then if you want hit them with Daisy Pusher. That's probably around 7.5k.
Idk why anyone would push daisy pusher in a combo :( unless it's for a stylish finish :p
 
Because I love seeing Daisy Pusher?
I'm assuming you're joking/sarcastic...but if you're not, just saying now daisy pusher that doesn't kill the opponent is one of the worst uses of meter period. I rarely have much certainty about things, but this is something I definitely do have.

Don't use daisy pusher in combos. It's not smart :(

P.S. I've further optimized my combos and made according changes to the notation and notes. The centerstage burst bait combo is now a happy 7k due to an extra chain I obliviously left out. Idk what I was thinking...but yeah lol. Also I changed the stylish corner to corner combo a tiny bit. Use s.lk now instead or c.lk because I think mike changed hitboxes and this is universal off & online this way.
 
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I'm assuming you're joking/sarcastic...but if you're not, just saying now daisy pusher that doesn't kill the opponent is one of the worst uses of meter period. I rarely have much certainty about things, but this is something I definitely do have.

Don't use daisy pusher in combos. It's not smart :(

P.S. I've further optimized my combos and made according changes to the notation and notes. The centerstage burst bait combo is now a happy 7k due to an extra chain I obliviously left out. Idk what I was thinking...but yeah lol. Also I changed the stylish corner to corner combo a tiny bit. Use s.lk now instead or c.lk because I think mike changed hitboxes and this is universal off & online this way.
It tends to do more damage than SBO when used correctly in a combo..... and it still allows you to get a full charge if you decide to do that instead. Don't see why it is a worse decision than SBO honestly.
 
It tends to do more damage than SBO when used correctly in a combo..... and it still allows you to get a full charge if you decide to do that instead. Don't see why it is a worse decision than SBO honestly.
I definitely see where you're coming from, definitely. And also, guitalex (props btw) let me know you can In fact get a full charge and full combo from daisy pusher IF you start charging the instant the coffin makes contact.

However, the thing is doing that isn't too easy :/ it's not super hard, but again, it's something that can easily be messed up. But moving on...if you're on a team, there's literally no need to use bar for a charge. Just use your assist as a shield. And even when solo there really isn't too much of a reason to use bar for a charge. There's always a way to get free ;) throwing's just one of them really. Or sometimes going for j.mp > j.hp for an air finisher instead of the typical fare.

I'm not saying it's worse than battle opera by any means, but in an actual combo it's not the best choice...unless you've got some good oki setups (which I might start practicing soon). Squigly desperately needs bar for anti-air & ground reversal options. Especially on wake up.

I guess it's easiest to say it like this: I'd much rather just go for my 7.1k no bar BnB or reset...with options to open up later like centerstage > battle opera or centerstage > daisy pusher. Or maybe save bar for DHC options since squigs is the best DHC'er. I mean you know how many free combos I get from pushblock guard cancel? A lotttttttttttttt. All cuz I have extra bar. And when I'm really in the zone I'll just use daisy pusher as an anti-air when they're on the way down. So much better to save it :p
 
I pretty much reserve meter for either Center Stage xx <pick a super here>, safe DHC out, or PBGC Daisy Pusher
 
Here's the vid w/the combos. I'll clean it up & re-up later. Also will put in notation later. I know hitting around 7.7k or so isn't new, but it's something I'm just getting around too :p

 
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It tends to do more damage than SBO when used correctly in a combo..... and it still allows you to get a full charge if you decide to do that instead. Don't see why it is a worse decision than SBO honestly.

Oh btw, I retract half of my previous statements. SBO & Daisy pusher another have their uses. If you're trying to extend damage for the sake of extending damage (about 400-500 or so), then it is nice for that, along with SBO for getting into combo positions you usually wouldn't be able to otherwise. In my combo vid I used it just for demonstration purposes, but I will rarely ever use daisy pusher as an ender for the reasons I mentioned earlier: saving meter. You DO get that c.hk which gives a NICE 300 damage or so after, so that's better, but still...I feel better off settling for 7.1k bnb or an 8k-ish combo with wise assist usage :p
 
SO I'm a Squigly n00b and I'm trying to get better but I have a question regarding the video.

IS it really faster to use seria cancels with the full motion instead of pushing 2 buttons?
 
no, it's just a good habit. You only get seria cancels on block if you do the motion, so it's good to be used to it.
 
no, it's just a good habit. You only get seria cancels on block if you do the motion, so it's good to be used to it.
Gotcha! So basically is good to not be wide open when the oponent is blocking everything you throw at him

Gotta practice now thanks.
 
I felt like some of the combos Japanese players I've seen are worth posting here. Noticeably, the combo uses no stancels or divekicks and keeps them in the corner.
 
I felt like some of the combos Japanese players I've seen are worth posting here. Noticeably, the combo uses no stancels or divekicks and keeps them in the corner.
Worth noting that although you can throw the opponent while they're staggered, they are still allowed to tech throws, so this combo wouldn't work on a human opponent.
 
Worth noting that although you can throw the opponent while they're staggered, they are still allowed to tech throws, so this combo wouldn't work on a human opponent.
True, but you could always just liver-mortis instead :p and are you sure people can tech throws while dizzied? Not saying you're wrong but just saying it's never happened to me.
P.s. Is that combo really 9k.....? Or is that just the 3v3 scaling effect? Don't 3v3ers do a bit more damage on each other?

Hmmm it's refreshing to see at any rate. Im planning on making some stance less to hopefully. That 1-frame link from arpeggio shouldn't be asssss bad since it's not c.lk...but still. Anyways, nicely done :) gives me some ideas
 
True, but you could always just liver-mortis instead :p and are you sure people can tech throws while dizzied? Not saying you're wrong but just saying it's never happened to me.
P.s. Is that combo really 9k.....? Or is that just the 3v3 scaling effect? Don't 3v3ers do a bit more damage on each other?

Hmmm it's refreshing to see at any rate. Im planning on making some stance less to hopefully. That 1-frame link from arpeggio shouldn't be asssss bad since it's not c.lk...but still. Anyways, nicely done :) gives me some ideas

You can tech from that. I've done it before. And 3v3 gets a 1.3 damage ratio, I believe.
 
You can tech from that. I've done it before. And 3v3 gets a 1.3 damage ratio, I believe.
Ah I see. Maybe I'll have to try to make an assist combo vid...I never really have used assists in my combos except with filia & I have a habit of not using them when I probably should. Anyone have any fun stuff? I think fuzzy had a video up somewhere but I don't feel like looking atm. I was able to get 7.2k or 7.6k from a Val H Btpass assist though stanceless so that's cool :) it's dumb because it's so effing simple lol idk when the video'll be done since I SINCERELY need to get OUT of the lab so my game stops suffering, but when I feel good ill do it
 
and are you sure people can tech throws while dizzied? Not saying you're wrong but just saying it's never happened to me.
Trust me on this. If it worked like that, I would be ending all my Peacock combos with L gun into throw.
 
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Throwing from stagger is always techable. If they got thrown, they just didn't tech.

-

There's a few different options to replace throw in the combo:

Replace the last chain with s.LP, s.MP(2), s.HPx2 xx Tremolo xx Opera for 7k and the same situation.

Just Daisy after the Chord for 7.2K.

s.LP, s.MP(2), s.HPx2 xx Arpeggio xx Opera, c.HP works as a burst bait. Does 5 shy of 7K before the bait. Pretty easy to get s.HP afterward for -100 Undizzy.