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Upstaged! OFFICIAL NEW Squigly 240 Undizzy Combo Thread

Throwing from stagger is always techable. If they got thrown, they just didn't tech.

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There's a few different options to replace throw in the combo:

Replace the last chain with s.LP, s.MP(2), s.HPx2 xx Tremolo xx Opera for 7k and the same situation.

Just Daisy after the Chord for 7.2K.

s.LP, s.MP(2), s.HPx2 xx Arpeggio xx Opera, c.HP works as a burst bait. Does 5 shy of 7K before the bait. Pretty easy to get s.HP afterward for -100 Undizzy.
That definitely works, but since you already have oodles of damage I'd probably just wanna save my meter for later lol.

But anyways, I've been messing around with Val & the lab quite a bit this past week and to be honest my squigly game has suffered A LOT, but since I'm in the lab I might as well do some stuff in there...bleahhh lol, here's a squigly/val assist mini-combo video. Maybe it'll give you guys some ideas if you have an assist that brings people forward at all....which arent many i guess, but still, check it out.

Squigly / Val Assist Easy 7k+ Combos (Mostly Stanceless)

 
The exact setup from the video I got the combo from was a jump back jMP (burst bait) > LK divekick. You can also substitute sHP-HP instead of cHP, go into exDraugnPunch, and do level3 if you REALLY want a fuckton of damage. Obviously doesn't work on the shorter characters.
 
The exact setup from the video I got the combo from was a jump back jMP (burst bait) > LK divekick. You can also substitute sHP-HP instead of cHP, go into exDraugnPunch, and do level3 if you REALLY want a fuckton of damage. Obviously doesn't work on the shorter characters.
I'm incredibly confused...which combo are you talking about...? Need more specifics. And also curious why you'd follow up a burst bait w/L Divekick since the hitstun is so low, unless you're diving barely in front of them & missing the burst? Yeah I'm just a little lost here
 
The combos are originally from here:
 
This is mostly a Big Band combo but Squigly is in here as well. This probably works with any tag cancellable wall bounce move, although other than Big Band s.HK I don't know of any and I refuse to spend any amount of time thinking about it.

 
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This is mostly a Big Band combo but Squigly is in here as well. This probably works with any tag cancellable wall bounce move, although other than Big Band s.HK I don't know of any and I refuse to spend any amount of time thinking about it.

/snip
Wow that's pretty cool not gonna lie. Fedora ninja did the same thing actually but with Val :) but I wish I knew some good attacks that could do the same thing :( I DO want to try to learn a tag-in squigly combo that places the tombstone just right with other players. Even cooler if it was midstream :)
 
i need to figure out some 5 meter swag combos
 
i need to figure out some 5 meter swag combos
I got a corner reset 1 charge 1 bar combo that COULD be more swag with more meter use!:) maybe I'll post that along with some 1-reset combos
 
I made another combo, this one is perhaps even dumber and less practical than the last one

wait you ccan do that....? they're not in hitstun when that happens? and if they're not, can they hold up-back? Or is that hitstop kinda like center stage sing?
 
wait you ccan do that....? they're not in hitstun when that happens? and if they're not, can they hold up-back? Or is that hitstop kinda like center stage sing?
I don't know which move you're talking about, but they're in hitstun during the whole thing.

e: Oh now that I think about it you're probably talking about the Daisy Pusher. Well you can grab people who are staggered, that's why you can combo into Daisy Pusher from Silver Chord. I used a move that causes a stagger as Peacock, then cancelled into a super that doesn't hit them (so they continue to be staggered), then did a DHC to Daisy Pusher.
 
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well, this is starting to give me ideas.

Can you DHC Daisy Pusher after the initial hit so a non-hitting move (like Lenny or Install) can get full access to the crumple?
 
well, this is starting to give me ideas.

Can you DHC Daisy Pusher after the initial hit so a non-hitting move (like Lenny or Install) can get full access to the crumple?
I don't believe you can. You could do like Daisy Pusher, Opera DHC Install/Lenny/whatever tho if you wanna spend all the meter in the world. Some raw tags might work too.
 
Peanuts, that's the best meter waste combo ever. So glad I'm thinking about using this team. Maybe with a third.

This does make me think about Lenny into opera. Does Squigly have any ranged moves that could get help get Lenny to explode. I know c.HP has good range and no hurt box. Or just canceling right before it explodes.
 
Peanuts, that's the best meter waste combo ever. So glad I'm thinking about using this team. Maybe with a third.

This does make me think about Lenny into opera. Does Squigly have any ranged moves that could get help get Lenny to explode. I know c.HP has good range and no hurt box. Or just canceling right before it explodes.
I tried a few different things and what I do in the video I think is the best way to get the bomb to explode, just a string into c.HP. I tried to do some sick shit where I would H dive kick and kick them backwards into the explosion but I could never get the bomb to go off at the right time.
 
Yo I am trying to get into SG again on console. Can you guys spoon-feed me a practical, universal BnB that preferably doesn't use otg?
 
[whatever]->s.HK /\ j.MK(2)->j.HP, land j.LK->MK(1)->j.HP, land j.LP->j.MK(2-3)->j.HK xx MK divekick, s.LP->s.MP->s.HPx2 xx Silver Chord, Daisy Pusher.
The last j.MK restands on Double but it works with the same timing on everyone. :^P
 
[whatever]->s.HK /\ j.MK(2)->j.HP, land j.LK->MK(1)->j.HP, land j.LP->j.MK(2-3)->j.HK xx MK divekick, s.LP->s.MP->s.HPx2 xx Silver Chord, Daisy Pusher.
The last j.MK restands on Double but it works with the same timing on everyone. :^P

Thanks for the combo!

Also, I was at the Japan amusement expo earlier and I saw that SG was being featured. Looks like things are coming along fine on this side of the world. I actually was not sure if that was still happening, what with all the setbacks the game has been going through.
 
Yo I am trying to get into SG again on console. Can you guys spoon-feed me a practical, universal BnB that preferably doesn't use otg?
A nice one with a few different types of reset point:

2LK 2MK 5HP HP xx 236PP
2LK 5HP HP xx 236MK
(optional daisy pusher)
5HK
j.MK(2) j.HP
j.LK j.MK(2) j.HK xx 236MK
5LP LP 2MK 5HP HP xx 236LK/HK, you should never really do this string in its entirey, though. reset.
 
This new 240 stun is pretty crazy.. I haven't play squiggly since then. Looks like combo routes are mostly the same just shorter, if you have Seria you can hit big damage, if not you will have a hard time.... for now here is the combo I am doing I'll probably get a video of it later, Im still exploring if its possible to get more damage and still get a seria charge in another way but have't gotten there yet, I found some cool stuff but you guys have found most of it already so I won't bore you with that... but here is the combo

Cr.lk,cr.mk,st.hp,hp xx 236+pp, st.lp(or cr.lp but harder, though works even on crouchers), st.hp,hp xx 236+pp, st.lk, st.mk, st.hk, j.mp, j.hp (land), j.lp,j.mp,j.hk xx 236+hk ~ mp+hp squiggly battle opera. qcf+p(hold) -> walk forward, press another p to cancel, Silver chord (option daisy pusher) dash back cr.hp (burst point)
 
is it really worth spending a meter just to get a charge? Eyeballing it, the combo looks to do around 6 to 6.5k with a very very obvious burst bait.
 
is it really worth spending a meter just to get a charge? Eyeballing it, the combo looks to do around 6 to 6.5k with a very very obvious burst bait.

Yeah it does 6.5 with no charge. Im not sure if its 100% worth it or not. There are multiple points in the combo where you could reset, or if you don't do the super you can actually just do otg chord into burst bait. If they decide not to burst you can seria cancel the hp and go for mixups, or if they burst they end up taking more damage, or you could just use the chord pull and let the stagger end and the go for a high low mixup of some sort or a cross up mixup, there are obviously alot of options. On the other hand Im actually not sure what 1 meter damage with no charge looks like now a days.

In general though this is a decent and safe way to get a charge and keep it and leave yourself in a decent position at the end of the combo.
 
is it really worth spending a meter just to get a charge? Eyeballing it, the combo looks to do around 6 to 6.5k with a very very obvious burst bait.
If you're not planning on finishing the combo I think it could be worth it. Having charge gives you access to resets you don't otherwise have, like f.HP (1 hit) stancel c.LK, or Sing xx Daisy Pusher.
 
I think just having Sing alone is really useful because it gives you midscreen conversions from your throw and ways to do midscreen double snap.
 
I think just having Sing alone is really useful because it gives you midscreen conversions from your throw and ways to do midscreen double snap.
Yeah....but you never NEED to spend meter to get charges. I mean you COULD make an argument for solo, but even so I've never had issues getting a charge. Sometimes I've gotten so into the battle I never really bothered, but it's not necessary.

Now this isn't to say its not a valid play style...not at all, but obviously it's one I kind of disagree with. And at the moment I can think of one combo stanceless that might be 7k w/daisy pusher & c.hk at the end off the top of my head.
If you're not planning on finishing the combo I think it could be worth it. Having charge gives you access to resets you don't otherwise have, like f.HP (1 hit) stancel c.LK, or Sing xx Daisy Pusher.
Also, you honestly could use chord to get a full charge. And if you wanted to put in some mixup, it'd be more than viable. But using a bar for it seems to be a bit off (in my opinion).
This new 240 stun is pretty crazy.. I haven't play squiggly since then. Looks like combo routes are mostly the same just shorter, if you have Seria you can hit big damage, if not you will have a hard time.... for now here is the combo I am doing I'll probably get a video of it later, Im still exploring if its possible to get more damage and still get a seria charge in another way but have't gotten there yet, I found some cool stuff but you guys have found most of it already so I won't bore you with that... but here is the combo

Cr.lk,cr.mk,st.hp,hp xx 236+pp, st.lp(or cr.lp but harder, though works even on crouchers), st.hp,hp xx 236+pp, st.lk, st.mk, st.hk, j.mp, j.hp (land), j.lp,j.mp,j.hk xx 236+hk ~ mp+hp squiggly battle opera. qcf+p(hold) -> walk forward, press another p to cancel, Silver chord (option daisy pusher) dash back cr.hp (burst point)
Have you even looked at any of the videos in this thread....just asking
 
the videos i saw all used seria charge. Obv with charge its pretty easy to crank damage.
 
Is the damage between seria and non seria combos really that great? It seems more that Seria combos are front-loaded, so you can get a good chunk of damge out with low stun and go for a very effective reset.

Due to the way damage scaling effects her combos, I think you really end up with pretty similar damage with a full normal combo as you do with a full seria combo, just it is more evenly distributed, requiring you to do more of the combo and rack up more stun to get to the same damage.
 
the videos i saw all used seria charge. Obv with charge its pretty easy to crank damage.
Right :p that's the point :( now IF you can seria cancel into j.lp > H divekick, I think a 7k stanceless is possible, but it uses a bar...although at the end with the c.hk, I think it'd give you leeway to get one full charge assuming the opponent isn't impatient/haven't seen it & doesn't burst. Here's the combo that I think will do the most damage IF that link works from normal seria cancel. Try to see if this works. It's off the top of my head but check it out.

Theorycraft stancessless w/1 bar, room to charge after:

c.lk, c.mk, s.hk,
j.mk (2hits), j.hp,
(jump delay, very slight) j.lk, j.mk, j.hk,
s.lp~s.lp, c.mk, s.hp~s.hp, (part I'm not sure works) normal seria cancel >
j.lp (straight up for Bella), H Divekick,
(restand) s.lk~s.lk, c.mk, c.hp, silver chord, daisy pusher, c.hk "burst bait" & charge after

I predict this if possible will hit 7k or so. j.lp is lightning fast so I feel it might be...but idk. The moral of the story is you wanna get a charge. Or either use an assist well enough to get a combo figured out that doesn't use any charge. For example I made one with Val that's 7.6k no stancel :) But I get the feeling you're running solo :p both mine and mountlovers bnb give you room to charge in the end. Mine Moreso though usually gives two since arpeggio flings the opponent across screen essentially, but his is nice because it does have a bait at the end although people seem to be wising up to squigly burst baits lol
 
Is the damage between seria and non seria combos really that great? It seems more that Seria combos are front-loaded, so you can get a good chunk of damge out with low stun and go for a very effective reset.

Due to the way damage scaling effects her combos, I think you really end up with pretty similar damage with a full normal combo as you do with a full seria combo, just it is more evenly distributed, requiring you to do more of the combo and rack up more stun to get to the same damage.


The difference for 1 meter seems to be about 1k ~ 1.5k from what Ive seen. The old ways of extending combos with no seria charge crank the stun meter too much so its not possible to get anything really impressive damage wise now with no charge.


As to how im playing squiggly, I am not playing her solo just her with Parasol with Napalm pillar, I just haven't gotten around to looking into napalm pillar extensions, though I have some ideas how to use it to easily crank damage, I just haven't had time to look into it. The only thing I really want to do is push her solo damage from cr.lk has high as possible. J.lp after regular seria might work but I doubt it, as it seems like it would be too slow. If it does work then it opens up alot more possibilities damage wise and reset wise as j.lp into any delayed mixup will be very strong, but I'll have to test it and se efi it works. And yeah saying thats why you need charge seems pretty obvious, there just always isn't time to charge, so you can either find a combo that gives you a charge or you can have assist that makes up for the difference it all just depends.

confirmed from irc its not possible to link jump lp from regular seria 1 frame to slow.
 
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Is the damage between seria and non seria combos really that great? It seems more that Seria combos are front-loaded, so you can get a good chunk of damge out with low stun and go for a very effective reset.

Due to the way damage scaling effects her combos, I think you really end up with pretty similar damage with a full normal combo as you do with a full seria combo, just it is more evenly distributed, requiring you to do more of the combo and rack up more stun to get to the same damage.
Unfortunately it really is a great disparity. And even in the corner it's still a big disadvantage. the HIGHEST Id bet you get stanceless is 5.8-5.9k I bet. 6k if a miracle happens. But I promise without using bar or an assist you'll be forced to do a lot of resets. Just remember if you're gonna reset on purpose in a combo premeditated, do it in the beginning or middle. It takes 35 drama with some left JUST to get to her hard/fierce attacks :/ unlike Vals or Filia who can start tacking on x.hp attacks from the get-go.

P.S. if you have napalm pillar there's absolutely no excuse not to get a charge lol...just saying. And napalm tear would be just as helpful too. Use her as a shield and charge up serpents tail first. If they attack, chord & repeat. Soon they will never attack your assist when you throw it out because they're too scared of getting chorded
 
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I can cross 6k stanceless without meter, but just barely
 
I can cross 6k stanceless without meter, but just barely
Gotcha, yeah I figured. Many of the combos in the original combo vid aren't optimized, but I'm putting together one where things are optimized/practical since I understand the system a little better
 
So after playing around with the idea of DHC from Lenny into Daisy Pusher after the stagger from Peacock's QCF.LP I just landed my normal Peacock bnb into this for 107??(I'm playing on CRT and can't read all the numbers). Anyone else do anything with this? Peanuts gave me all sort of ideas for this.
 
My non-seria and seria combos both do about 7.3-7.6k from a 2LK, if I remember it correctly. Will check.

No Seria
meterless: 6383
1 meter: 7396

Seria
meterless: 7098
1 meter: 7858

Ok, the meterless damage difference was actually more than I remembered.
 
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My non-seria and seria combos both do about 7.3-7.6k from a 2LK, if I remember it correctly. Will check.

No Seria
meterless: 6383
1 meter: 7396

Seria
meterless: 7098
1 meter: 7858

Ok, the meterless damage difference was actually more than I remembered.
Edit: Do you have notation for the seria w/meter one?

So after playing around with the idea of DHC from Lenny into Daisy Pusher after the stagger from Peacock's QCF.LP I just landed my normal Peacock bnb into this for 107??(I'm playing on CRT and can't read all the numbers). Anyone else do anything with this? Peanuts gave me all sort of ideas for this.
You can't just walk up to the screen...? And you're doing 2v2 right. Oh and....notation??

Unfortunately it really is a great disparity. And even in the corner it's still a big disadvantage. the HIGHEST Id bet you get stanceless is 5.8-5.9k I bet. 6k if a miracle happens.

Miracles Do Happen

P.S. I'm an idiot lol I messed with a couple things this morning and i got 6.7k no bar & 7.4k w/bar -- only 300 damage less than the 7.7k w/seria charge...I'd say that's pretty good. It COULD be optimized a tiny bit more for 6.85k no bar, but the neutral after is HORRIBLE for only +2 frame advantage vs. +10 (or +8?) from argpeggio. Also, the optimized version won't work on everyone and doing a super after will take practice as timing is important.

And for the person earlier asking about not wanting otg, trust me, this is incredibly easy and the restand is the easiest you can get as it does everything for you. It does use chord though so those who have chorded, just remember to reset before hooking this up.

P.P.S. The j.lp from regular stance cancel doesn't work :( but it's ok because i found something more damaging, but we now have another reset/mixup :)
 
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Yeah, I was working with that combo route last night and that does seem to be the most damage, nice job on the video. I think that the fact that you can get close to 7k for no charge is pretty great!

I did find this combo that doesn't work on everyone, but does on parasol double and probably cerebella(didn't test), I need to optimize damage cause I keep forgetting after the first rep getting more hits is going to be the most damage (I think in the end though it'll still turn out to be less damage, probably but it looks cool)

cr.lk,cr.mk,st.hp,hp, st.lk,lk,st.mk,st.hp,hp xx 236+lk, st.lp,cr.mk,st.hp,hp xx 236+mk, instant j.lp,j.hk xx 236+hk, cr.mp,cr.hp xx finisher

Before it was optomized it did 6.4 to double I think in that form which should be optomized it'll be like 6.6? maybe a bit more, the link from the 236+lk looks like it shouldn't work but it does, pretty cool.
 
Yeah, I wasi working with that combo route last night and that does seem to be the most damage, nice job on the video. I think that the fact that you can get close to 7k for no charge is pretty great!

I did find this combo that doesn't work on everyone, but does on parasol double and probably cerebella(didn't test), I need to optimize damage cause I keep forgetting after the first rep getting more hits is going to be the most damage (I think in the end though it'll still turn out to be less damage, probably but it looks cool)

cr.lk,cr.mk,st.hp,hp, st.lk,lk,st.mk,st.hp,hp xx 236+lk, st.lp,cr.mk,st.hp,hp xx 236+mk, instant j.lp,j.hk xx 236+hk, cr.mp,cr.hp xx finisher

Before it was optomized it did 6.4 to double I think in that form which should be optomized it'll be like 6.6? maybe a bit more, the link from the 236+lk looks like it shouldn't work but it does, pretty cool.
oh right, arpeggio > c.lk, yeah it is pretty cool and it actually works on everyone if you shorten the hits prior to it. youre using both lp/lks when you should just use one since it kinda pushes them away more. also try not to use s.mk. it pushes people away whereas c.mk actually pulls you/them in. What ive learned in optimized is a simple rule: if the next couple hits will do more damage than what youre doing, then 9/10 don't do it. So for example, s.lk > s.lk > c.mk. your hits will scale each hit, and you'll get to the hp faster, so it only makes sense to cut the extra lk out :)

P.S. In the video i dont do c.hp with that draugen punch combo because ips is setting off when i let hit 4 of c.hp happen. It's an ips bug and i need to ask mike about it sometime. Theres an example in the last combo with is actually a seria one (to only illustrate the bug). Also, idk if you could notice, but in the draugen punch combo, i was charging while they were caught in battle opera. It's entirely doable to charge one charge and keep it and use another seria move to end with. might do a bit less damage, like 7k, but it might be worth it to keep a charge and get them in the corner.
 
I didn't realize cr.mk actually pulled them closer. I tried though and midscreen I couldn't do even st.hp,hp arpeggio st.lp Im pretty sure..... It works in the corner, but midscreen off a hp i think its to far at least against painwheel.
 
I didn't realize cr.mk actually pulled them closer. I tried though and midscreen I couldn't do even st.hp,hp arpeggio st.lp Im pretty sure..... It works in the corner, but midscreen off a hp i think its to far at least against painwheel.
Well yeah c.lk has incredible range even after getting push blocked at the right time & is the best. However s.lp is short midscreen. You gotta use c.lk. But anyways I in fact started playing with arpeggio mid-combo but the ones I came up with seemed to be the highest :/ arpeggio just throws off scaling so much.