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

It happened completely by accident, so I don't know if I can replicate it. My theory is if you connect with c.MK at the same time an assist would knock them down, the c.MK would negate knockdown and keep them in standing hitstun.
Ohhh I see what you're saying. Yeah to be honest you can "negate" knockdown with any move that doesn't knock them down itself. As long as you hit them in that hitstop-moment when the move connects and before they start flying, you'll stop them. It doesn't just apply to lockdown moves.
 
I don't know if I should be posting this to the Double or Squigly section, but DHCing to Squigly's SBO can do a lot of cool things and I think people need to explore it more.

 
I don't know if I should be posting this to the Double or Squigly section, but DHCing to Squigly's SBO can do a lot of cool things and I think people need to explore it more.

yeah ive been trying to tell people that forever...lol it's great for picking up supers from other characters of even dhc'ing into other characters and still pick it up when you wouldnt be able to otherwise. But eyah...it's very fun. And double probably has the most fun options. I'll upload what I got soon. By the end of today.

P.s. How can you respond to forum messages but not steam chat....I don't get that
 
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In the corner, using st.MP xx jump-rope towards the corner as a crossunder reset is super fast. Even when I know it's coming, I'm still amazed at how fast it is.

Btw squigly's overhead (sf.hp) had like a 1 or 2 frame reset after c.lp/lk. The start-up has been improved & I think it's not as sorely obvious now. C.lk > sf.hp = winning mixup :)

I'm not sure why this makes me rage as much as it does, but it does.
 
Btw squigly's overhead (sf.hp) had like a 1 or 2 frame reset after c.lp/lk. The start-up has been improved & I think it's not as sorely obvious now. C.lk > sf.hp = winning mixup :)
Also it will still be an overhead after a blocked c.MK, but will combo if unblocked. You can fit either f.HP or c.HP into your combo startup for an early high/low game.

But then I guess people will just push block c.MK if you do that.
 
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In the corner, using st.MP xx jump-rope towards the corner as a crossunder reset is super fast. Even when I know it's coming, I'm still amazed at how fast it is.
Stance cancelling the first hit of standing mp does the same thing without walking forward.
 
Btw here's a vid I made of how squigly's a DHC & tag specialist like Fuzzy was saying. I've been meaning to do it for a whole but I need to gather footage for my squigs guide anyways, so here's the vid:


music by ichegekikai aka killing spree. higurashi no naku mix.
 
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okay guys I was lurking for a bit but I've been seeing some squig tech and need to know if it is going anywhere. You know the set up where she sings into daisy pusher. I never feel good about that. I think it may be an exploit of the super freeze function.
 
Well, yeah. That's the point. It turns a mediocre command grab super into a very good one. It's only particularly strong if you have a punch stance charge built up
 
I haven't found it to be mediocre at all though. In most matches i see its not that hard to gather a punch charge. If they are being offensive enough that you can't then there are usually other gaps. The exception of course being peacock.
 
This is off memory, so I could be wrong on the exact frame numbers, but Daisy Pusher has 1 frame of post hit-stop startup. This may not seem much, but it means you can react to the super during the super flash. By using a charged Center Stage into a Daisy Pusher, Squigly gets a reversal. Draugn Punch doesn't count. It's terrible.
 
A full combo command grab reversal!? not to mention you can just use with sing if you think they are grounded and poke with it as well. I'm not saying she didn't need something to cope with the reversal situation but i don't think this is the appropriate answer. That first vulnerable frame kills draugen punch for me personally but i have relative success with it in predictive and reactive scenarios. Where are you getting beaten out?
 
Draugn punch has only ever been useful as a predictive. Without charge, the windup is too much to reliably get out and with a charge it just doesn't have enough invulnerable frames to just mash out.

You can also full combo off the other command grab super, though it's harder to get a worthwhile combo off of Show-Stopper.
 
The difference is that you get a command throw that you can setup whenever you use the sing and you get a command throw that will only be useful for mashing.
 
How is Showstopper only good when mashed out? there are set ups out there for Showstopper
 
I'm talking about Daisy pusher with and without sing
 
I've used raw daisy pusher for whiff punishing and ya dp can be beaten out but id rather see draugen punch get more invincible frames and a wall bounce follow up than the sing into daisy pusher. It just doesn't feel right, it feels too dirty. Not to mention you get that freeze frame to decide if you should even daisy pusher at all or do nothing dhc etc. This game is gives off that sense to me that evasion > blocking most times so don't ever really try to reversal.
 
I've used raw daisy pusher for whiff punishing and ya dp can be beaten out but id rather see draugen punch get more invincible frames and a wall bounce follow up than the sing into daisy pusher. It just doesn't feel right, it feels too dirty. Not to mention you get that freeze frame to decide if you should even daisy pusher at all or do nothing dhc etc. This game is gives off that sense to me that evasion > blocking most times so don't ever really try to reversal.

i mean yeah i guess it might feel cheap if you want to argue it, but i mean squigly when you get down to it is incredibly 1-dimensional in regards to getting in. Basically grabbing and mixing up divekick/timing is the only real way along with assist pressure. To be honest, i feel thats the only real way a squigly really gets me. i even find myself at odds when just playing squigs solo.

The opponent if smart will pushblock. everytime. Simple. That literally can stop 90% of squigly pressure. No joke. i honestly dont know why more people dont do it....and also with the centerstage > daisy pusher, squigs has to get a charge off first. Closing in, in the air might be a challenge from far a way but at mid-range it's not hard to charge squigly. In general, it's not hard to get pressure on & keep her from charging properly.

So really If i get centerstage pushed i probably wont even trip. when squigs charges her dragon's breath, you gotta watch your shiz. I mean if a squigly is charging DB all the way across screen...what is PROBABLY about to happen.............centerstage > Battle opera...I mean this is rudimentary stuff decent players should be aware of. If their guard is down, that's their fault.

But in short, like you, I usually use other means to get in, but it is very nice to use as a mix-up. When you're playing squigly it actually pays to up-back, soooo Idk what else to say lol :P

But i see what youre saying
 
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Evasion is always the optimal defense. There's no chip, no mixups, and no knowledge of frame data needed.
 
Evasion is always the optimal defense. There's no chip, no mixups, and no knowledge of frame data needed.
Best defense, no be there.

also MH Battle Opera DHC to Ultimate Showstopper in the corner is the most fun waste of 2 meters ever.

edit: It's especially good after a LK Divekick. It's basically a free 2 meter reset kind of.
 
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i mean yeah i guess it might feel cheap if you want to argue it, but i mean squigly when you get down to it is incredibly 1-dimensional in regards to getting in. Basically grabbing and mixing up divekick/timing is the only real way along with assist pressure. To be honest, i feel thats the only real way a squigly really gets me. i even find myself at odds when just playing squigs solo.

The opponent if smart will pushblock. everytime. Simple. That literally can stop 90% of squigly pressure. No joke. i honestly dont know why more people dont do it....and also with the centerstage > daisy pusher, squigs has to get a charge off first. Closing in, in the air might be a challenge from far a way but at mid-range it's not hard to charge squigly. In general, it's not hard to get pressure on & keep her from charging properly.

So really If i get centerstage pushed i probably wont even trip. when squigs charges her dragon's breath, you gotta watch your shiz. I mean if a squigly is charging DB all the way across screen...what is PROBABLY about to happen.............centerstage > Battle opera...I mean this is rudimentary stuff decent players should be aware of. If their guard is down, that's their fault.

But in short, like you, I usually use other means to get in, but it is very nice to use as a mix-up. When you're playing squigly it actually pays to up-back, soooo Idk what else to say lol :P

But i see what youre saying


I think that's what it is because it just does not feel right ya know. When I land sing into daisy pusher I feel like some old lady just carrying a baby just dropped 20$ on the ground. It's like I can't just refuse to take the combo now its right there.
 
I think that's what it is because it just does not feel right ya know. When I land sing into daisy pusher I feel like some old lady just carrying a baby just dropped 20$ on the ground. It's like I can't just refuse to take the combo now its right there.
Mike Z knows about this and showed this combo off a couple times and the 99% invincible version was nerfed, so I mean if you feel it's dirty...I see what you're saying...but all's fair in war.

As long as people don't incessantly mash, I can respect whatever.

I mean if people don't wanna get hit by it....pushblock. Simple.

Edit: NERFED NOT BEEFED STUPID IPHONE
 
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An interesting thing about Silver Chord: You can midscreen throw into a LV2. Not sure if this can be practical in any way, but I thought it could come in handy to you guys. However, because of how they fall/bounce, this will not work on either Val or Fortune, and Parasoul requires tighter timing than everyone else.
 
An interesting thing about Silver Chord: You can midscreen throw into a LV2. Not sure if this can be practical in any way, but I thought it could come in handy to you guys. However, because of how they fall/bounce, this will not work on either Val or Fortune, and Parasoul requires tighter timing than everyone else.
Thanks for the tip :) I actually already mentioned this a few pages ago, but it's helpful :) oh! Reminds me, in the corner you seria cancel the throw animation and SAVE OTG! Super cool :)
 
Seria Cancel Throw? So gdlk
 
Not exactly new to myself, but perhaps this may help you all.

1. J.mk is one of the best anti-pushblock measures you can use if you're getting pushblocked instead of divekicking all the time. Just raw j.mk does the trick.
2. Off block or hit, after j.mk you can grab when you hit the ground. Might have to wait 1-2 frames in some situations but it's pretty good.
3. s.hk, j.lk/j.lp, delay, j.mk on other side as a nice mixup/reset
4. Was covered a bit ago, but launcher > j.lk/j.lp > j.mp > divekicking is great for confusing people and not get on the other side.
 
Don't know if its really that useful but if I get hit by a burst I like to do this :


Lets you instantly get back in and continue pressuring. Also if they press a button you get a free combo.
 
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Don't know if its really that useful but if I get hit by a burst I like to do this :

/snip media

Lets you instantly get back in and continue pressuring. Also if they press a button you get a free combo.
Oh yeah definitely :) I often do it on whim too when there's a peacock or someone who's almost dead I don't want to get away.

P.S. I don't hardly ever play you...like maybe a couple times ever but it seems when I do I have this mental thing that happens -_-" anyways, I added you so I can murder you later :D lol jk, no but really...I want them runbacks O_O
P.P.S. Oh & my Val's super free lol
 
Don't know if its really that useful but if I get hit by a burst I like to do this :


Lets you instantly get back in and continue pressuring. Also if they press a button you get a free combo.

It there were a time to do it when someone's likely pushing buttons, it'd be then.
 
Got a question on Squigly, and this is more for people who play her second or third, but any small/big tips that YOU notice would be helpful: how do you get out of the corner? I've been playing Squigly second on a 3 character team lately, and I'm finding that when my first character dies, Squigly usually dies shortly after. Having a little success with double jumping and dive kicking on incoming, but it doesn't always work and having some other options would be nice.
 
I up-back and pray really hard. If I land, I hope to either PBGC a daisy pusher or PBGC into jump.
 
So with the new change to the Seria cancels what does that mean?
They can cancel faster on block while doing the motion?
 
So with the new change to the Seria cancels what does that mean?
They can cancel faster on block while doing the motion?
i think it just means you can assign them as a shortcut to another button/combination of buttons
 
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So with the new change to the Seria cancels what does that mean?
They can cancel faster on block while doing the motion?
i think it just means you can assign them as a shortcut to another button/combination of buttons
The stancel change is only on the input side of things
Previously, if you tried to input one with the full qcf+pp or qcf+kk motion and you did it too fast, you'd get one of the specials instead
This just makes the stancel happen more consistently in those cases
 
The stancel change is only on the input side of things
Previously, if you tried to input one with the full qcf+pp or qcf+kk motion and you did it too fast, you'd get one of the specials instead
This just makes the stancel happen more consistently in those cases

Suddenly... clarity!

Thanks a lot!
 
The stancel change is only on the input side of things
Previously, if you tried to input one with the full qcf+pp or qcf+kk motion and you did it too fast, you'd get one of the specials instead
This just makes the stancel happen more consistently in those cases
I was wondering about this... I just started playing the character and would get really confused when I'd sometimes get Liver Mortis when the input display clearly says I hit 236+LP+MP. Seems to work a lot better after this change so if I get accidental Liver Mortis now I got no one to blame but myself.
 
All that input practice gone to waste `>`
 
I still plink the stancel. I can't help it anymore.
 
Found out an easy option select against Parasoul's Pillar after an lv1 One Inch Punch ender. You literally get free pressure as far as I can see.

Basically, chase the sliding knockdown with a dash and dash jump onto Parasoul as she wakes up. Press j.MK qcb.LPLK as you come down. Now, three things can happen:

* Parasoul presses a button or something and gets hit. Cool, you get a four-hit confirm. That's free. Convert that into a combo.
* Parasoul blocks high. You're in. Get some pressure going. You can even cancel into a divekick.
* Parasoul tries to reversal out with Napalm Pillar. That's where the option select kicks in and the Daisy Pusher input - normally lost in j.MKs hitstop and thus not leading to anything - comes out. Pillar gets swallowed by Daisy Pusher. Unless the dummy messed up, she can't cancel into bikes either. Free combo.

I have not tested how it interacts with a reversal assist (backdash, raw tag...), though, and don't really have the time for more messing around in training mode today. Maybe it gets hit by the j.MK? It should hit on the first frame, so...

Anyway, do something with this tech. I'm just a training mode monster at best. Back to figuring out how to replicate that one time of Egret Charge assist grabbing Filia out of reversal Updos.

/e: May lose to (some) raw tags. Further testing required. It seems to win against Filia raw-tagging in, for example.

In the end it appears that this loses to most raw tags. Meh. Wins against raw tags that come in from the front, like Painwheel's, against others most often both Pusher and raw tag whiff, and sometimes the tag beats it clean (Peacock)
If both whiff, maybe you can empty DHC? In any case, I'm done for now.

/e2 I guess I was a bit too negative after discovering tag beats it. You still get a 50/50 out of that at the very least.
 
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