From what I understand, "tech" are things that aren't explicitly portrayed through movelists and things you don't really find out until really REALLY messing around with the character. I wanted to get a thread going where people give things/tips they notice and do to really help squigly go far. I'll try to update this post when I can with a nice & neat list. I plan to make a FULL video guide complete w/combos, matchups, strategy, etc, so ANY and ALL help would very much be appreciated :D Any tips, matchup tips, setups, and other stuff would be appreciated! For now, here's what I know off the top of my head (not in order): 1. Charged center stage > Battle Opera can be wonderful for getting close to opponents and even starting a new combo from sheer surprise. 2. L Gravedigger/Divekick isn't really good for combos as the opponent recovers almost immediately after hit, so with this said, it's EXCELLENT for immediate grabs and switching up when the opponent doesnt expect it to use as a throw reset. Beware though, all people have to do is hold up-back to escape. And if you're not fast enough, some characters will out-grab you. Also, depending on how much meter an opponent has, it might not be the wisest thing to do. Use it sparingly. 3. Throw > charged center stage creates a wall bounce 4. Battle Opera proves to be one of the best anti-airs in the game since it can literally appear from thin air. Connect with Silver Chord for start of a new combo 5. Not advised, but sometimes using Squig's level 3 is great to alleviate pressure and get in close when from afar....although center stage > battle opera probably is better. 6. You CAN REGULAR seria cancel s.hp/c.hp into s.lp IF you're fast enough. So no, you honestly do NOT need charge with squigs to put on a little pressure...but stance charge makes things MUCH MUCH easier. 7. Using H Gravedigger a second time is really funny because it does that soundeffect and many think they'll be flipped again even when they internally know that's not supposed to happen. They just go with it and you'll find if you wait at the right time, a semi-tick throw REALLY throws people off. 8. j.lp is an instant overhead for most characters. Some it'll completely go over. If so, doing j.lp > (slightly delayed after crossup) M Gravedigger throws off people so bad. Just don't let people get too familiar with it because tagging/supers can completely mess it up. Anyways, it's great after L Gravedigger to continue pressure. If they block, throw after the second divekick (which should be M Divekick...though L Divekick works too). 9. I often like to throw out stray assists because many players get sucked into wanting to combo them, and literally the moment they do i throw out silver chord for a free combo. Cake. K, that's all I got for now, include stuff if you think you have anything!