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Squigly Tech Thread: Small/Big Tips & Strategy YOU Notice? (NEW THREAD)

You can't car lvl 2 sing into SBO, that's for sure haha.

When you said you were hesitant to go in, that's what I mean. You have to see how a player plays their character. Until they show you they will HP luger you, assume they don't know how strong it is in the matchup.

I'm guilty of making decisions based on what I think a character will do too, instead of making a decision based on what the player will do.
 
Why isn't there a squigly match up thread? You think it would be different enough from a general tech/tip/strategy thread
 
If you use J.HP a lot you can bait out the luger with a divekick to retract your hurtbox. Still not the best but you can get a confirm at some distances with battle opera. Just a thing that you can do. She can do straight shot and blow you up though.
 
Squigly match up thread: They all suck. Except PW and kinda Big Band.

I kid. But yeah we should have one.
 
Squigly match up thread: They all suck. Except PW and kinda Big Band.

I kid. But yeah we should have one.

how so painwheel? i feel this is one of her worst matches.
 
how so painwheel? i feel this is one of her worst matches.

Really? Maybe I just need to play more PWs. Though the most recent one was Taluda but he makes PW look amazing.

Anyways. I can still break her armor with jHP. I can still keep her in check with lvl2 CS>SBO. I can get around and above her for the most part. I just don't find her that scary. Maybe I'm missing something, though.
 
PW shouldn't be flying around against squigly, grounded H buer beats j.hp, armor can beat the dp if the PW is aware, daisy is completely useless and you can do very little against charged H stinger.

The only tool she has in the matchup is lv2 sing > SBO, but only one time she gets in PW is gonna have a really hard time defending.

i'd say it's in PW's favor, it's one of those "first hit wins" matchups imo, but I think PW has an edge in neutral against squigly.
 
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On that last one, wouldn't PW just fly to avoid daisy pusher? Or does the flash stop of Center Stage prevent that?
There is no meaning in his post, all very old stuff. The last one is an 1F unavoidable throw, if the opponent is already on the ground(he/she can not jump). Actually this is posted by nuuance on the first page.
 
It works on filia/fukua. I've no idea about other characters, maybe it should work too.

I can confirm it works on: Filia, Fukua, Peacock, Painwheel, Valentine and Fortune. Fortune is really finicky though, on the others I was able to get it fairly consistently but on Fortune I could only get it twice out of like 30 tries.

Sadly this losses to upbacks.
 
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Good find. That reminds me to experiment more with j.hk fastfallling. You can use it to universally cross under (I think) by doing j.lp>j.lk>j.mk(1)>j.hk but it's pretty easy to block.
 
i'd say it's in PW's favor, it's one of those "first hit wins" matchups imo, but I think PW has an edge in neutral against squigly.

I'm not sure how I feel about it.

Squig beats a flying PW hands down, no question. SBO is unbelievably good, and Squig owns the air relative to a flying PW. On the ground, once Squig gets a charge, I think it swings into her favor, and it is tough for PW to prevent a charge imo. Charge effectively shuts down nails and fly completely. SBO can lock down a PW who has a hard time once she's in blockstun.

That said, you're right... if either of them get a touch, it is scary (though that is fairly true for all of the cast).
 

This is looks crazy good, i dont know how practical though.
Works with every dhc, especially if the have invincible startup. Best dhcs are Monster, Hatred Install, Dynamo (in the corner), Cerebella's Rock, Lonesome Lenny, gregor, BFF (This one is dumb lol). Pretty much if they burst you get free CH damage. On the hatred install dhc, you have time for a cr.mk CH, so dumb.
 
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Jeez that's stupid. If I played squaggles I would use that all day on mashers.
 
Suddenly my team is even better, yay.

"Oh look at that fool that don't even know how to space c.HP to make a burst bait properly... oh wait."
 
hehehehe that's going to be fun.

As for practicality, here's what i'm finding to plug this into normal things she does (used Eliza since Lady of slaughter is more vulnerable)

(LP or LK used up and after air chains)
... M Divekick > sLP (or LK) (red burst) xx Daisy xx DHC

(one chain left after H divekick)
... sLK x2 > cMK > cHP xx 236LK xx 214LM (step forward) > cMK(green burst) xx Daisy xx DHC

... HK (crouching or standing is ok) Red burst xx Daisy xx DHC

(no chains left after H divekick, as in charged stancel BNbs)

... s or cHP (green burst) xx Daisy xx DHC

... cMP (green) xx Daisy xx DHX

sMP works in the last one too, but its timing is much more strict because physics
 
so jLK can combo into itself, but it's got a strict timing. still, when ued in the middle of a combo it triggers IPS so does it have any purpose/use other than an odd air-air poke?
 
so jLK can combo into itself, but it's got a strict timing. still, when ued in the middle of a combo it triggers IPS so does it have any purpose/use other than an odd air-air poke?
light kick x2 pick a side jab? I feel like that would frame trap. I remember messing around with this some in training mode.
 
so which squigly snap builds the most meter ?

The pre-snap combo for all is CH 2LK > 2MK > 5HPx2 xx snap for consistency.

All are universal, but you'll have to take into account if you have charge stored (vid is P and K chargeless) and the different timing on various weights. Generally Double is the tightest to do them on, so if you get them on her you'll have an easier time on the rest.

5LP > 5HK sx /\ j.LP > j.LK > j.MK >j.HK builds the most meter for you, and only gives a slight amount more to your opponent than the standard 5MP(1) > 5HK.

Both LP > 5HK etc. and 5MP(1) > 5HK are midscreen universal as well; LP > 5HK etc. giving you corner carry and 5MP(1) > 5HK keeping midscreen.

Here's the image at the end:
aXuirLm.png
 
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If you have less than one bar (as is the case in your comparison) you can deliberately whiff normals for extra meter

Edit: Actually, I guess you can never get meter from doublesnaps if you have more than one bar. So this should be the best way.

Double edit: Or rather, the only way to get meter past one bar is with special moves. I guess that warrants further investigation
 
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@zeknife
Both your whiff loop and 5LP > 5HK etc. build the bar with the same starter, but 5LP > 5HK etc. kills faster and gives them less meter.
So I'm not sure if it's worth doing that, but it might be worth more investigation to see what's really there.

@CaioLugon
Ask and you shall receive:
Haven't tested on everyone, but works on Double as well, so yeah.
 
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One last vid due to a conversation on #SG, this time focusing more on speed:
1 = 5LP > 5HK sx /\ j.LP > j.LK > j.MK > j.HK
2 = 5LP > 5HK sx tk.236MK
3 = 5HK sx
4 = 5MP(1) > 5HK sx
 
This may be common knowledge but you can get a meterless conversion off of throw using lvl 2 Silver Chord. It works on everyone except Valentine.

While following up throw with lvl 2 sing is probably better, this is still an option. I generally use the punch charge for stanceling so I try not to go for the sing conversion.
 
I suppose this would go here. Me and Neon made a video showing a bunch of ways characters escape Daisy Pusher.

 
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So... everytime I landed that as a reversal is because my opponent didn't knew that's possible to escape?
 
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Whoops. Accidentally omitted Fortune. She can HK Fiber or Level 3 you. Though you can block the level 3 in time.
 
Curious....was thinking about squigs c.lp normal. Does it stop incoming rush-at-you supers like val, Beowulf, & such? I think it stops filias Gregor Samson...but wondering to what extent.

Wondering cuz I've not used that normal in like a year lol