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How Do I Squigly?

SqigIs2Hype

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CommanderCanteets
Squigly Ms. Fortune Valentine
Heyo, I'm a newbie to fighting games and if theres any vets who have any good strategies to use with Squig, I'd love to hear them. I want to be able to chain combos together better so I can beat my friend who keeps wiping the floor with me when we play (we have a bit of a rivalry going). Please note I use an Xbox controller, if that makes any difference. Thanks.
 
Squigly can be kinda wonky to use because you have multiple 'sets' of combos that are dependent on if you have a charge. That said, the combos are way less important than the approach. Squigly's greatest strength is her ability to get a fair amount of damage off of almost any stray hit thanks to Squigly Battle Opera and Silver Chord.
Stuff that's good to practice in the training room:
  • getting used to using a j.HP on a grounded opponent and using SBO immediately upon landing. You'll learn what ranges this works on and you can put that into your gameplay
  • make sure you can input Draugn Punch and Center Stage cleanly 100% of the time. A charged Center Stage cancelled into either SBO or Daisy Pusher is a ridiculous threat. You want to be able to do it without thinking. Similarly, while her uppercut isn't the greatest, you still want it in your pocket
  • get used to doing the full motion for a stance cancel. :QCF: :PP: or :KK:. If your opponent blocks, you can only use a stancel if you do the full motion, you can only shortcut it on hit.
  • get used to the ways Squigly can change her air trajectory. She's suuuuuuper slow on the ground, so you have to approach in the air a lot. You need to learn how much you can move with double jumps, how much you move with j.MP, and how to vary the strengths of her dive kicks to get her to the ground at the right times to avoid/bait reversals.
    There's plenty of combos to look up, but I'll give you a super basic one that is universal and doesn't need a charge, though it can be a bit wonky on Double out of the corner.
    cr.LK, cr.MK, st.HP x2 xx Silver Chord
    st.HK
    j.MK (2 hits), j.HP
    jump again, j.LK, j.MK, j.HK, xx MK Fallen Woman
    s.LK, s.MK, s.HP x2 xx Tremelo
 
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Hi there,
  • Don't over use Silver Chord (like me and this puts me in bad situation) use it only when it's safe (during a combo or when you're sure that your opponent can't block) so don't use it "just to see if it hits".
  • Apeggio, even in Level 1, is very effective. Fast startup, can be put in combos, followed by Opera or help to keep your blocking enemy in distance.
  • Don't overuse Daisypusher. It is easier to avoid than you think.
  • Use j.LK or j.LP. j.LK against a character in the air and j.LP for people on the ground.
  • People will expect you to do a lot of divekicks.
  • Use the different Opera and not just LK+MK!
  • Level 2 Center Stage canceled with Opera is top-tier.
  • On a higher level, start learning to use the "stancel" but that's not necessary to be good with her.
 
I'd disagree on the stancel bit. Stance cancels are very important for high damage and resets.

Unrelated, but i've been hit by more random Silver Chords than I care to admit. UOPs kill
 
I have not played squigly but know someone on SH created what is supposed to be an Ultimate Squigly video that covers everything. The combos may no longer be valid since it's an older version but the rest of the information should be good.
 
First off, her important normals.
s.LP is great. Its her fastest normal but it won't hit on Filia or Valentine while' their crouching so becareful of that.
cr.LK is probably her best combo starter because its a low and pretty fast.
cr.MK is her longest range normal on the ground.
cr.HP is great because the flame isn't part of Squigly's body and can't be hit so it stuffs all kinds of moves. It also hits low and has pretty long range. You can combo into Silver Cord for a full combo but you have to wait until all the hits on cr.HP connect.
s.HK is your launcher. You use it to start air combos.
F+HP is Squigly's overhead. If your opponent is blocking low a lot, its super useful. Cancel the last hit into Silver Cord for a full combo afterwards.

j.LK is very fast and has good range for a light attack. Its one of her best air normals
j.MK hits all around squigly's body. It has multiple hits so its easy to start a combo from. Good for air-to-air and jump-in attacks.
j.HP is great for keeping your opponent in check in the air but it shouldn't be over-used since Leviathan's head is vulnerable during the attack so its easy to beat if your opponent sees it coming.

Important Special Moves
Arpeggio QCF+LK - If you happen to do a normal attack that's unsafe on block like s.HK, you can cancel into this move to stay safe and maintain pressure. Its great for when you're not confident with your stance cancels yet.
Silver Cord QCF+MK - Its a great tool for starting a full combo from a stray hit.
Tremolo QCF+HK - Its probably her best combo ender in most cases since it ends in a knockdown and does good damage.
Fallen Woman QCF+K (air) - LK and MK versions of this move are great for air-to-ground pressure and the HK version can be used to start a full combo from an air-to-air hit but be careful. The HK version is very unsafe if blocked.

Super Moves
Daisy Pusher QCB+LP+LK Its a very easy to avoid throw but it has lots of invincibility. Use sparingly.
Squigly Battle Opera QCB+2K - A very powerful super move that is useful for just about everything. It puts a projectile on the screen that stays in a fixed position relative to the camera. You can use it to start combos, to apply pressure to your opponent or to keep them away from you.
Inferno of Leviathan QCB+2P - Costs 3 meters. Shoots a tracking fireball that does less damage the longer it stays on the screen without hitting something. It can be used as a very powerful anti-air attack that can lead into a full combo, or you can throw it onto the screen and force your opponent to avoid it while you move in.


Typically on the ground you'll be using cr.LK > cr.MK a lot to poke to try to get a hit that you can start a combo from. If you're pressuring your opponent up-close use F+HP to keep them guessing about where to block. Her throw is also very good since it has pretty long range, if you're not close enough to the corner for her throw to wall-bounce then cancel it into QCF+LK+MK to juggle them after the throw so you can follow up. When your opponent blocks your attacks, cancel into QCF+LK and QCB+LK+MK to stay safe and maintain pressure.

In the air you'll want to be doing j.LK > j.MK and when it hits you can do QCF+HK to start a combo. From longer ranges, j.HP is useful but sometimes risky. If you're having trouble getting close to your opponent, you can use j.HP to try to force them to come to you instead.
 
You can start by spelling her name right, theres only one G
 
Thanks everybody^ This is really helpful!