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

Too bad Mortis only gives you a usable knockdown in the corner.

Speaking of Mortis, would its invincibility uncharged allow you to beat mashing? everytime i try it, they never mash and actually block

if you use mortis midscreen or charged arpeggio and get the sliding knock down you can get a run up left right mix up with j.mk/j.mp

Also maybe they block mortis on knock down because they see it. Ive only been able to beat mashes with mortis if i use it as a frame trap after a block string
 
if i think big band is mashing ssj in a combo I do jab into uncharged mortis. If he ends up mashing SSJ I just do daisy pusher with the invincibility and punish it. If not, I just cancel into opera to make it safe.

Mortis is an unexplored tool not only for its reversal / knockdown potential. Watch footage of yaya if you can. It's one of the tools that not many NA squiglys use.
 
So i was looking over some Val matches I had before... is it just me or does cLK almost always low-profile an IAD jHP?
 
I find I can even use uncharged liver mortis as an anti air , particularly against big 1 hit jump ins like Parasoul j.Hp. You can beat the move or trade in your favour a lot of the time.
 
So I am looking to get better at the game, but what is often said about my game is that I play too honest of a squiggly. I been trying to get into more of the habit of doing resets, but also been looking up much damaging combos to learn outside of what I have now (@PandaGirlBingo stealing your godlike 9k + combo btw). So here is the thing, should I learn to land the more optimized combos for higher damage, or keep what I have now, and get better in other areas to make up for my lack of damaging combos, and rely on set ups and resets? (hint: planning to go to NEC @Dolfinh more nor cal crew coming :P)
 
Depends. IMO if you're willing to grind out the s.hp x2 stancel c.lk link then there is no reason to not use a good BNB. You really should be learning both things honestly.

Learn charge combos, don't be afraid to reset. You just gotta go in.

Also one thing I DO think you're good at is using the kick charges in neutral. Doing some mortis knockdown setups will let you keep those charges up pretty consistently, so I recommend them.
 
Yo gllt, that jump back > l.divekick bait, absolutely intend to try that.
 
I finally started messing with that s.mk burst. I had some trouble spacing the divekick right to get a s.hp counterhit starter, but found that it was really easy just to do h.divekick. It's only +50 undizzy, but it's a really easy hit. Also, fun fact, turns out that h.divekick doesn't count as a throw. No damage scaling for us.
 
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I finally started messing with that s.mk burst. I had some trouble spacing the divekick right to get a s.hp counterhit starter, but found that it was really easy just to do h.divekick. It's only +50 undizzy, but it's a really easy hit. Also, fun fact, turns out that h.divekick doesn't count as a throw. No damage scaling for us.

As much as I actually believe about optimizing ease over damage in the end, I did forget to mention that H and M divekick both work pretty fine as an MCH punish, yeah. H is definitely more guaranteed since it will auto-combo, for lack of a better term, on hit, compared to MDive link into a light which can be inconsistent depending on height.
 
I've been thinking that I don't really have any good air resets for characters with ground reversals. I tend to do cross up j.mk but that hits people on the ground, I do otg lkx2 into high low but that also leaves them on the ground. Then there's the one in the corner where you catch them with s.lp into high low but they also fall to the ground

the only ones I do that leave them in the air are
I do launch air grab or j.lk or launch

I've seen the one with launch, lv2 siera cancel run behind cross up j.mk and the corner one with s.mp jump behind cross up jmk.

Squigly doesn't really have a way to do left right mix ups like double, fukua, cerebella i don't think. So most of her mixups are grounded high low.

Is there anything else I could be doing?
 
launch xx stancel into stuff is generally really good. vertical hitting assists gives you more options on this too
 
launch xx stancel into stuff is generally really good. vertical hitting assists gives you more options on this too

people can falling jab out of stuff though, but yeah assist does give it more versatility.
 
They can falling jab, but most of the cast will lose if you do c.lk. You low profile almost all falling jabs. Starting with either assist or throw will make them (usually) afraid to mash jab on the way down.
 
So I've been thinking, you guys think c.hp is good to throw out at neutral like fortune's s.hp, filia' c.hp, bigbands' c.hp etc?
The move is fairly disjointed but its kinda slow to come out but you can convert with silver chord and max distance. Maybe you can use it to protect yourself from people running in and trying to low/throw you. I've often been countered throwing out c.mk, even though its range is alright and ok speed the hit box is very vulnerable.
 
It's a little slow against a lot of the cast and the hitbox seems too low to anti air anything. It's ok against more grounded opponents but you're pretty SOL if they jump.
 
I think once cHP becomes active it's less-than-punishable if you stancel it or even DP/Liver/Arpeggio/SBO in reaction to a counter
 
I prefer 2LP over 2HP as an anti-ground approach move as they largely have the same weaknesses vs jumpins and IADs, but 2LP is less risky (has faster startup and recovery, is much more controllable.)

One disadvantage is that it's not a low, but in the current situation that doesn't really matter too much.
 
Speaking of c.lp, I've been having a lot of luck using it to stuff beat extend. I can see BB coming in and c.lp is both fast enough and active enough to just stuff it.
 
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if i think big band is mashing ssj in a combo I do jab into uncharged mortis. If he ends up mashing SSJ I just do daisy pusher with the invincibility and punish it. If not, I just cancel into opera to make it safe.

Mortis is an unexplored tool not only for its reversal / knockdown potential. Watch footage of yaya if you can. It's one of the tools that not many NA squiglys use.

agreed. Mortis is a very great tool that not many Squiggs players use often. I been incorporating into my combos as of late, and its pretty awesome.
 
So i was looking over some Val matches I had before... is it just me or does cLK almost always low-profile an IAD jHP?

does it really? that be sweet if it does :). Also for everyone else for the double postings, I catching up on some tech on this thread
 
c.lk low profiles a ton of IADs it hurts my soul
 
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c.lk low profiles almost everything. Basically, anything other than the good DPs, fortune's j.lp, fukua's j.lp, and other squigly's c.lk. It's why Beowulf should never never never never lose his chair vs Squigly. Chairless Beo is insanely free to Squigly. All you need to do is c.lk and react to the Beo. If he Arms, you low profile and punish. If he High Risk Maneauvers, you do lk+hk SBO. If he c.hp, you react to the armor hit with Daisy.
 
It's why Beowulf should never never never never lose his chair vs Squigly. Chairless Beo is insanely free to Squigly. All you need to do is c.lk and react to the Beo. If he Arms, you low profile and punish. If he High Risk Maneauvers, you do lk+hk SBO. If he c.hp, you react to the armor hit with Daisy.

As a Beowulf player I have to agree here. Though I'm not the typical brass knuckle Beo anymore. It is hard to deal with Squigly when she reacts to everything. Her j.hp can be her worst button against chairless Beowulf. High risk maneuver and chairless j.hp easily gets Beowulf in by grabbing those extended hurtboxes.

Beowulf really doesn't have much to get in. Full screen Squigly with charges is deadly to Beowulf. Despite this I quite like this match up.
 
c.lk low profiles a ton of IADs it hurts my soul

I have to go into the lab and test this out more for spotting it out. Anyways I also found a bit of a reset with BB with A-Train with Squiggs, but not too sure if it was already discovered. I found that if you do A-Train anywhere mid-screen---Squiggs dashes to the other side in front of BB--BB launches the character out---Squiggly does standing MP into serial cancel--will result the character on the other side I.E. like in the corner only mid screen. if this is new, I will show video.
 
I have to go into the lab and test this out more for spotting it out. Anyways I also found a bit of a reset with BB with A-Train with Squiggs, but not too sure if it was already discovered. I found that if you do A-Train anywhere mid-screen---Squiggs dashes to the other side in front of BB--BB launches the character out---Squiggly does standing MP into serial cancel--will result the character on the other side I.E. like in the corner only mid screen. if this is new, I will show video.
i personally wouldn't think it would hurt to show us anyway, people might not be willing to read that far back into this thread.

Also be sure to test the low profile stuff from Pushblock distance since i tend to see a lot of filias IAD out of pushblock (@Pickles can you confirm? when i'm against filia i just focus on not dying) and i think that makes it outrange Squig's sLP.
 
Also be sure to test the low profile stuff from Pushblock distance since i tend to see a lot of filias IAD out of pushblock

ok i have now tested
if you pushblock a multihit (i.e. the opponent doesn't really go anywhere) then c.lk lowprofiles all of Filia's IAD options up close. If you pushblock 1 hit then an IAD j.hp/j.mp will hit squigly doing c.lk but IAD j.lp or IAD j.lk will whiff. Though tbh the shorter range on those moves probably means you'd be OK even not doing c.lk and you'd probably be better off using an antiair tool like s.lp or s.mp after a pushblock vs filia. Up close though just hit c.lk and you'll dodge any IAD overhead (her hurtbox is even slim enough that crossup j.hk won't work)
 
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Just to update you guys on that mid-screen a-train reset, it works on 90% of the characters except for Beo and Eliza. Beo is a bit tol wide and eliza is too tall. Weirdly enough it works on BB, so yea. Also to note some characters are easier to pull off anywhere on screen with this reset:

HOWEVER!

Characters that are normal size or bigger then squiggs you have to position yourself close to BBs fist as well as hitting sMP a bit early to work on other characters I.E. BB.
 
just checked, you can also get this to work with hornet bomber or horace dive

With hornet bomber works fullscreen or just in the corner? Wich version where you using (L, M, H)?
 
With hornet bomber works fullscreen or just in the corner? Wich version where you using (L, M, H)?
you can get it to work both midscreen and in corner, for midscreen it works best if you use hornet bomber during a dashing crossunder, i use medium hornet bomber btw
 
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you can get it to work both midscreen and in corner, for midscreen it works best if you use hornet bomber during a dashing crossunder, i use medium hornet bomber btw
Any chance you could record a video of this? I'm having trouble visualizing it.
 
This also works with Cerecopter! Except a bit different.


Doesn't work on Peacock or Eliza but with Eliza you can use s.mp stancel instead. It's really tight timing on Squigly.
 
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Big Band-specific crossup:

Maybe someone else already found this, but lmao if you think I'm reading 15 pages to find out.

You can jump out of it, but shhhh don't tell anyone.
 
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i wouldn't risk doing that, since most Bands are mashing Beat Extend/H Brass/SSJ, but I enjoy it. Thanks for the knowledge