Discussion in 'Squigly' started by WaterMystic277, Sep 3, 2013.
Squigs general, get postin'
... That avatar. Something is telling me that she's doing more than enjoying a really good lollipop.
I goof around with Squigly too much, I patented corner Drag N' Bite > Sing loop.
You would be correct.
Ohhh I need to fucking know this, what's the input?
It's mostly a silly thing I do and I end up wasting all my meter but...
starts off Arpeggio > Squigly Battle Opera > Drag N' Bite > Squigly Battle Opera > cHP > Drag N' Bite > Squigly Battle Opera > cMK > cHP > Drag N' Bite > Squigly Battle Opera > cLK > cMK > chP > Drag N' Bite > Squigly Battle Opera > whatever because you just spent freakin' 5 meters on about 8k worth of damage.
If you're looking for something that does around the same damage but 1 meter, here's this:
and the easier version
Not sure if ThwompBlock is on Skullheart, but he wrote a Squigly guide, which is also available on the Steam Community page - http://steamcommunity.com/sharedfiles/filedetails/?id=172077233
Owner of the patented Squigly Burst Bait Loop reporting in
Has anyone else used her HK into an air combo followed by a HK falling woman? When I pull it off, I can lead into her crouching HP, then to a silver cord and daisy pusher.
If anyone can tell me how to improve the combo, I would appreciate it.
you can also do a j.mk j.hk mk falling woman as an alternative after hk falling woman, but it doesn't work on double.
also, you don't have to follow up with cr. hp. you can do cr. lp or lk follow ups too into silver cords, or if you're feeling fancy, do either qcf hp, qcflk, or qcf hk after the hp into opera for longer combos. you can do a lot of things.
So I'm pretty sure I want to play Squigly now, along with Filia, and the rest of the characters I'm torn between are Fortune, Parasoul and Cerebella. What are some good compositions out of these, as well as assists, etc? I'm sort of a beginner (been playing Umvc3, don't know how much that really means to this game) and Filia/Parasoul is the team I have most "experience" with. *not much lol*
For Squigs assists. If you want to lock down:
- Drag 'n' Bite
- QCF MP (Sing) for approach
One of the great things about this game is that you have the flexibility of choosing the size of your team. This is good for beginners as they could spend time learning individual characters without having to burden themselves with extra characters they aren't ready to run yet.
That said, I personally would recommend going solo with Squigly and Filia a few times in order to learn their individual quirks. Once you feel comfortable playing with them you could run them as a duo. No need to worry about playing a trio while you're still learning.
As for assists, Squigly has quite the assortment:
Drag n Bite (236HP)
Silver Chord (236MK)
Sing/Center Stage (236MP)
2HP (first hit hits low)
6HP (standing overhead)
Of course you would have to experiment with each of them to learn which ones suit your needs best.
For Filia you have the eternal H Updo and the lesser used Hairball.
Thanks! I've already played Filia/Parasoul in a duo and I've run Filia solo a bit when I was just a day in. Maybe I'll try the Squig solo and Squig/Filia for a while. Then probably some anchor soul-searching, since I'm still more comfortable with trios and having assists to work with due to coming from Marvel 3.
i want to learn her. is she has low tier as everyone thinks? i want to play a third and its between her and filia but filia is a little meh to me. Squigly reminds me of Oro (favorite sf charcater) mixed with some guilty gear style stuff which i love
You're probably asking the Squigly players, but obviously you're going to get a bit of sampling bias asking that here, so I'd like to chime in as well.
I think Squigly is probably the 9th best character in this game, but the way I kind of look at that, if you were the 9th best character in Marvel 3, you'd be really good. You'd be like Dante or something. I def think it's possible to play Squigly and win with her if you have her in the right team. She has some good assists and Squigly Battle Opera is a very abuseable super with the right team.
:( blah i really want a charcater that has a safe dhc for the second spot for a para/?/double team but if she sucks...i havent actually even tried her once just seen some cool stuff in matches.
For what it's worth, if you want to play Parasoul/X/Double and you want a character with a safe DHC, Squigly is the best option. There's only five characters with safe supers. You're already playing two of them. Peacock doesn't work well with the version of Hornet Bomber you use. I don't think Painwheel would work because if you did Sniper/Bikes DHC to Hatred Install, I think they can grab before the Parasoul super hits.
yep thats what i thought. I'll try to make it work
if it doesn't, back to 2 char team lol
wwayyyyy back (like first month or so of the game) i played valentine in that spot but stopped because my execution was shit and she didnt have a safe dhc. i dont really like her play style either tbh
You could put double in the middle and filia on anchor. Thats what i do because i really like the cat head dhc. And updo.
My opinion for what it's worth:
The only good positions for squigly is point or second... I doubt you'd want her point in front of your parasoul so that leaves second only. Double isnt the greatest anchor anymore with cats being 2 meters and having no assist which puts more emphasis on squigly having to be very good on your team... She will have to carry her weight.
As far as how she plays its kinda like a double jumping flightless painwheel, Her neutral tools are primarily going to be double jumping alot while using random jhp for spacing and looking for an in. But her range is quite terrible.
The good news is that she's a good user of lk bomber if you can get in, though mk bomber is better for her cause of the range.
As far as safe dhc is concerned, those almost all have to be setup or done as blockstrings against good opponents so they aren't worth QUITE as much as in mvc2 and stuff, but are good in a pinch and definitely worth having. Sbo needs good setting up cause if you dhc to it to close... It will wiff and give the opponent a free punish.
You could also try the painwheel strategy that I use, only with squigly:
Trio team, painwheel at anchor, double in the middle:
The strategy here is to use car to dhc into painwheels install, making double the true anchor. In practice it isnt bad. And may work with squigly sbo in the same way though the dividends seem to be way less since squigly doesn't get an install... BUT, double is hella good with squiglys drag n bite assist. The only problem is the short range... But if they start out ranging you it's just car into squigly...which is why I like this strat so much with painwheel and dubs.
thanks for the input.
im actually liking this team comp, im using the qcf mp assist with squigly right now. this assist is CLEARLY the choice against peacock. its so good against her lol
i like her pressure game and the cancelling is enticing. shes really fun. her overhead is fucking slow as shit lol
Okay, we all know that you can be hit out of Squig's j.hp but GRABBED OUT OF IT?
I was playing one of my friend's friends and they were Painwheel, Buer Reaper grabbed my Dragon Strike and the attack proceeded as normal.
I will fully accept being able to be hit out of J. HP but HOLY SHIT that makes me so fucking angry that Buer Reaper and Dragon Strike don't cancel each other out.
How to not play Squigs:
Seria cancels don't use up the charge. My mind is blown.
Been playing Squigs ever since she went up and I love her to death. Here's the one combo that I do all day:
s.LP~LP > s.MP > s.HP~HP > Silver Chord > Daisy Pusher > c.MK > s.HK > j.MK > j.HP > j.LK > j.MK > j.HK > MK Fallen Woman > s.LK~LK > s.MK > s.HK > j.LP > j.MK > j.HK > HK Fallen Woman > c.HP > Arpeggio > LPMP Battle Opera > s.LP~LP > s.MP > s.HP~HP > Tremolo
Technically it takes two meters, but you build so much meter between Daisy Pusher and Battle Opera that you can start the combo at like 1.2 or something.
Does anyone know a big dmg corner-only combo?
Well, it's all about the starter. Try incorporating Lv2 One Inch Punch into your confirm string, if you have the charge.
Aside from that, the main corner-only stuff for Squigly revolves around her DP. Lv2 DP allows for a combo afterwards (try picking up with rapid stabs after that), Lv1 DP can be canceled into Opera for a charge setup. Of course, there's also the basic rules of combo crafting to consider - namely, watching your scaling. Don't use multi-hit moves like cr.HP or basically everything in her air combos until the scaling is already maxed out. Do try to use as many high-damage low-hit moves early on, though, like s.HP or One Inch Punch.
Which divekick is the best to use: L or M ?
It really depends on the situation really.
Medium's good for combo use and starting them. (Pressure too I think?)
Light's good for resets into grabs because of it's small hitstun and recovery, play around and see what's good for your style of play.
You can't combo off LK unless it hits ridiculously deep, but it starts up faster. The lesser hitstun on LK makes it good for tick throws also.
Owner of the patented "Mash-buttons-and-hope-for-the-best" technique reporting in.
Although, I do try to chain off moves as Squigly. I also like using the Note attack to damage swap-ins, since my macro for bringing it out places it on top of the screen (around where characters jump in).
Ok I got a question does Squigly have any 1 frame start up special moves?
All of Squigly's ground specials have at least the stance startup, which is 12 frames or so. Divekick isn't any faster either.
Quick question about doing a DHC into Daisy Pusher. If the point characters super has a lot of hitstop does that mean that the Daisy Pusher will be unjumpable ?
Why don't you try that out in training mode yourself? It's not hard. Every non-grab super has the same hitstop iirc, so just record the dummy to do a DHC into Daisy and see if you can upback out of it.
Y'all might want to take a look at this, because Mike is too lazy to post here himself. :^P
Yeah.. abuse it while you can haha. It's pretty dumb and makes the matchup completely not fun for Big Band, but it should be fixed in a way that doesn't nerf Squigs at all, in an unfounded way.
I'll ask this here cause I have no clue where else I would, but i've finally had a chance to spend a good amount of time with squigly (couldn't play the pc version because apple products) and while in training mode the biggest thing that struck me was that Squigly's hitboxes are different from everyone elses.
Anyone else noticed how Squigly's hitboxes don't conform to her body like all the other characters do and are instead more standard looking large boxes that only sort of conform to her. I'm kinda sad that she didn't or wasn't able to get the same treatment as the original 8. I guess it wasn't practical to spend so much time drawing the hitboxes again, but I really would like to see her get the "close to actual" boxes the other fighters have some time in the future.
squigly's hurt boxes are more disjointed because leviathan counts towards hitting her. On the flip side, she has some of the most punishing burst baits because she has funky hit boxes.
day 1 of encore and i found something pretty cool with squigs im not sure has been posted yet. will try and make a vid tomorrow.
needs more testing to see if its semi practical or not.
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