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Upstaged! OFFICIAL NEW Squigly 240 Undizzy Combo Thread

c.MK doesn't pull them in, rather it pushes you closer to them. The first hit of s.MP pulls them in closer though.
 
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.

Ah yeah, maybe I can user st.lp first then and then use cr.lk to make it work on everyone, but I do agree I dont think it will end up the most damaging combo path, I just think it looks cool, midscreen arpeggio links look swag imo, since it just barely hits.
 
c.MK doesn't pull them in, rather it pushes you closer to them. The first hit of s.MP pulls them in closer though.
Gotcha. And yeah, first but of s.mp has worked out to be a real charm in certain situations :) but yeah I was actually gonna say I'm putting together a reel with fully optimized/universal squigly combos since the first vid I made that got featured on SRK is GROSSLY unoptimized. It really makes me sick & I'm starting to hate the video despite putting all that effort into finding the combos. Anyways...-_-" it'll be coming soon. It'll also have some assist combos from other characters so I look forward to that, along with the fun DHCs & such.

I've been so lame lately & it's a combo video I don't just wanna do for everyone else, but honestly myself too lol...I'm losing track of all these different variations so one video source would be nice.
 
Edit: Do you have notation for the seria w/meter one?


You can't just walk up to the screen...? And you're doing 2v2 right. Oh and....notation??



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 :)


You know what, I didn't even consider using HK divekick for some reason, my meterless combos were practically identical to yours.

For the seria one, it was just this:

2LK 2MK 5HP HP xx 236PP
5HP HP xx 236PP
2MK 5HP HP xx 236MK
(optional daisy pusher)
5HK
j.MK(2) j.HP
j.LP j.MK xx 236MK (should be 236HK I guess)
5LP LP 2MK 5HP HP xx 236LK
 
Found a one-meter, 8157 damage combo with seria charge that should work on everyone. Problem is, it probably uses the hardest link possible with her.

Cr.lk, Cr.mk, S.FPx2, lv.2 stancel
S.FPx2, lv.2 stancel
S.MK, S.FPx2, lv.2 stancel
S.MPx2, S.FPx2, lv.2 stancel
S.LKx2, S.MPx2, S.FPx2 xx lv.2 Drag'n'bite
(one frame link) S.LP, S.MPx2, Cr.FPx4 xx silver chord, daisy pusher, Cr.HK.

Could probably do more damage too, I'm at 215 undizzy before the last part so there's 20 undizzy you can fit in there and I'm not going to pretend I've optimized this. Does 7517 if you just omit the daisy pusher.
 
You know what, I didn't even consider using HK divekick for some reason, my meterless combos were practically identical to yours.

For the seria one, it was just this:

2LK 2MK 5HP HP xx 236PP
5HP HP xx 236PP
2MK 5HP HP xx 236MK
(optional daisy pusher)
5HK
j.MK(2) j.HP
j.LP j.MK xx 236MK (should be 236HK I guess)
5LP LP 2MK 5HP HP xx 236LK
Yeah as much as I want to do a combo with s.hp~s.hp chaining into itself, it's just not completely feasible online. Not necessarily hard, but timing might screw you with random lags :/ but still I like the style of what you came up with :)
Found a one-meter, 8157 damage combo with seria charge that should work on everyone. Problem is, it probably uses the hardest link possible with her.

Cr.lk, Cr.mk, S.FPx2, lv.2 stancel
S.FPx2, lv.2 stancel
S.MK, S.FPx2, lv.2 stancel
S.MPx2, S.FPx2, lv.2 stancel
S.LKx2, S.MPx2, S.FPx2 xx lv.2 Drag'n'bite
(one frame link) S.LP, S.MPx2, Cr.FPx4 xx silver chord, daisy pusher, Cr.HK.

Could probably do more damage too, I'm at 215 undizzy before the last part so there's 20 undizzy you can fit in there and I'm not going to pretend I've optimized this. Does 7517 if you just omit the daisy pusher.
I see :) nice. The only thing I'm scratching my head about is drag'n'bite > s.lp. I don't think that's possible....you mean arpeggio > s.lp? DnB is only +2 or +3 on hit & I forget about s.lp is...is it 4 or 5 frame startup? To make the combo more accessible, I could imagine possible doing Charged Draugen punch > mk+hk battle opera > s.lk~s.lk (OTG) & use s.lp~s.lp in the beginning of the previous chain.

I'm sure it's still break 8k that way :) especially since you'll most likely be around/past 13 hits already, scaling shouldn't be too bad. But anyways, verify if it's DnB & arpeggio, cuz I'm curious

P.S. I'm not an expert in game data and haven't memorized it so sorry if I'm mistaken.
 
verify if it's DnB & arpeggio, cuz I'm curious

Yep, Level 2 Drag'n'Bite is +7 on hit, S.LP has 6 frames of startup. One frame link. I am going to record it later and post it, but right now I just cannot do that. I figured it out just today thanks to Mike Z's "advanced" settings. Fucking hell Mike Z, you gave me everything I wanted in a training mode.
 
Yeah I was just about to say you can combo off lvl 2 drag'n'bite. That and the links off hp.hp xx 236+pp, cr.lp are super hard links (both 1 frame I believe) Nice combo though Zevak, love that Drag'n'Bite link!
 
Ok with the obvious change I "borrowed" from nuuance.


NO seria

2LK 2MK 5HP HP xx 236PP
2LK 5HP HP xx 236MK (I don't agree with using 5LP here, 2LK not only does more damage, but it works from max range, unlike 5LP)
(optional daisy pusher)
5HK
j.MK(2) j.HP
j.LP j.MK j.HK xx 236HK
dash
2[LP] 2MK 5HP HP xx 236LK

Merless : 6788
1 meter : 7732


WITH seria (could probably do with some serious optimisation, its just a version of my normal BnB with seria links instead)

2LK 2MK 5HP HP xx 236PP
5HP HP xx 236PP (It is a 3 frame link I believe? Either way it is the safe as the MP link in Parasoul combos, not prohibitive at all in my opinion)
2MK 5HP HP xx 236MK
(optional daisy pusher)
5HK
j.MK(2) j.HP
j.LP j.MK xx 236HK
dash
2[LP] 2MK 5HP HP xx 236LK

Merless : 7270
1 meter : 8031




EDIT:
Drag n Bite lvl 2 > 5LP should be a 2 frame link. Feels like one as well
 
Yep, Level 2 Drag'n'Bite is +7 on hit, S.LP has 6 frames of startup. One frame link. I am going to record it later and post it, but right now I just cannot do that. I figured it out just today thanks to Mike Z's "advanced" settings. Fucking hell Mike Z, you gave me everything I wanted in a training mode.
Ohhhhh!!!! Forgot...charged drag'n'bite has different numbers. DUH LOL. I see. Hmmm, does seem quite risky lol

@Tomo009 I understand the s.lp isn't the most attractive option, but for the sake of practicality I use it. It's the easiest anyone can really do. Cuz to be honest, I've NEVER been able to do c.lk from normal seria cancel. Apparently it's possible, but online, I'll say no thank you. I can do arpeggio > c.lk links about 6/10 online & can't do normal seria > c.lk offline at all. I understand the whole thing about optimization and my combo was around 6.9k, but very finicky. I hit 6.722 I believe so -50 damage about...? I'm perfectly content with that.
 
Ohhhhh!!!! Forgot...charged drag'n'bite has different numbers. DUH LOL. I see. Hmmm, does seem quite risky lol

@Tomo009 I understand the s.lp isn't the most attractive option, but for the sake of practicality I use it. It's the easiest anyone can really do. Cuz to be honest, I've NEVER been able to do c.lk from normal seria cancel. Apparently it's possible, but online, I'll say no thank you. I can do arpeggio > c.lk links about 6/10 online & can't do normal seria > c.lk offline at all. I understand the whole thing about optimization and my combo was around 6.9k, but very finicky. I hit 6.722 I believe so -50 damage about...? I'm perfectly content with that.
The 5HP HP xx 236PP > 2LK link is actually easier because it is 1 frame more at advantage and leaves you closer, so it hits earlier. It is 3-5 frames, not sure specifically which. Whereas I think after 236LK, it is a 2-3 frame link.


I should figure out exactly how startup display in Skullgirls work haha. I assume it is active on the NEXT frame, which would make 5HP HP xx 236PP > 2LK a 4 frame link and 236LK > 2LK a 3 frame link I believe. 2LK seems to not go active until its maximum range, so I think that is correct.
 
The advanced option in training mode gives you everything in that little chart that shows up at the top of the screen. Green squares are the amount of frames total the move takes, red are active frames. Cr.LK starts up in 8 frames shown by those green squares and then is active on the 9th-11th frame. As you thought, the moves are active on the very next frame.

The downside is that you have to count those tiny little green squares
 

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Idk what it is, but I can do normal seria > c.lk. Mountlover seemed to have a really hard time w/it too in his guide & I think he was on stick. I'm on controller :p but anyways if you can pull it off by all means I'm curious to see with "show stick" function on like in my vid. Not all the bull crap on the bottom of the screen but just the stick movement/s.
 

I found out how to fit in those 20 points of undizzy I was missing. Result was 8.4k with one bar. Need both charges though.
 
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You can probably squeeze some more damage out of it if you do the daisy pusher earlier in the combo, at around 7-10 hits I think is optimal.

Looks great although its probably using up a few too many resources at that point haha.
 
You can probably squeeze some more damage out of it if you do the daisy pusher earlier in the combo, at around 7-10 hits I think is optimal.

Looks great although its probably using up a few too many resources at that point haha.

If I do the daisy pusher earlier, I can't do the stancel after the Drag'n'Bite. It had to be at the end. I suppose I could omit it entirely and just do a meterless combo. If you really want to know how that would have turned out, just omit 650 damage.
 
very nicely done man! super cool. lol definitely a local play combo to learn lol. i doubt i could pull it off and wont even act like i can lol. at least not till i get a stick. just fiddling on a 360 controller right now.
 
very nicely done man! super cool. lol definitely a local play combo to learn lol. i doubt i could pull it off and wont even act like i can lol. at least not till i get a stick. just fiddling on a 360 controller right now.

I actually play on a 360 controller myself.
 
I've been playing mostly with the Cerecopter assist lately and it can really boost your damage.

The first combo lets you push them towards the closest corner every time, because you can choose which side the gravedigger hits them on.
Last combo does 8751 for 1 meter and punch stance charged.
I still feel as though I can squeeze out more damage though. Maybe if I try to use it with the combo Zevak posted above.
 
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Nice Combo @Zevak. Also cool way to fit in assists @PandaGirlBingo

Now for a bunch of random notes from combo exploration last night

For slightly less damage but an extra mixup opportunity you can do this combo
cr.lk,cr.mk,st.hp,hp xx 236+pp, st.lp, st.hp xx 236+mk st.hk, j.mp, j.hp, j.lk,j.mp.j.hk (opponent grounds) j.lp xx 236+hk (at this point you could do stuff like j.lp delay 236+hk for a crossup, or j.lp, j.mp, 236+lk for an uncrossup, blah blah) Sadly I believe you are at stun at this point so you then just have to dash back cr.hp or cr.hk.

From what I can tell there is no way to squeeze extra damage for 1 meter out of a combo that starts no charge.... The only think I can think of that might work is to do cr.lk.cr.mk,hk, j.hk xx 236+hk, battleopera with mk+hk, charge, Silver Chord, st.hp,hp xx 236+pp, cr.mp,st.hp,hp xx drag'n'bite lvl 2 (finisher) I haven't been able to get the finisher yet though (not enough time) but the stun at that point is still pretty low, so you might be able to finish with something like st.lp,hp,hp xx arpeggio, cr.lk, cr.mk,hp,hp xx arpeggio that would be pretty sick if possible.

Random midscreen combo note:
after 236+hk midscreen, if you are really close, you can get dash up cr.mk, what after that Im not sure as its hard as fuck to get dash up cr.mk, maybe other people can find something though.
 
Yeah, assists help her out alot in terms of damage. You can probably find a way to make yours do more damage than mine because you use daisy pusher real early. My combo does 8977 with cerebella thrown in there.
 
Actually it seems that Tomo009's combo from the previous page does over 9k with cerecopter.
 
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Btw It honestly doesn't matter since you hit 9k :D (NICE), but j.lp does 50 or 100 more than j.lk (base damage that is), but j.lk reaches MUCH better so if just keep that anyways. Nice job :) I'll have to work on mine nowwwww...hmm then again..mmm I guess we'll see if I post something later. I need to bar myself from the lab at this point lol
 

Sorry for uploading basically the same thing, but that Cerebella attachment ended up being too pretty to not show.

Also, 390 undizzy combo. Squigly doesn't care about patches.
 
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/snip

Sorry for uploading basically the same thing, but that Cerebella attachment ended up being too pretty to not show.

Also, 390 undizzy combo. Squigly doesn't care about patches.

THE SWAG...MAKE IT STOP!!!!
 
I've been messing around with finding a combo from F. HP's first hit xx stancel, cr.lk as a starter since I like the idea of a combo that starts with an overhead to low, would prolly work best with a good lockdown assist for super cheapness.

Here's what I got: F. hp xx stancel, cr.lk, s. hp (x2) xx silver cord, s.hk
jump mk (2 hits), jump hp
jump lk, jump mk, jump hk xx mk divekick
s.lp, s.hp (x2) xx qcf+lk xx SBO lk+mk variant

does 5.4k for a bar, works on everyone (on parasoul, you need to do a second jab to space her properly for stabs xx SBO) but Squigly. I could be wrong about that, but the entire combo works on her EXCEPT for the stabs xx SBO cancel, since Squigly has a lulzy hurtbox. You could probably get more damage by letting all of the hits from F.hp connect, but whatever, mix-ups, overhead to low, etc.
 
using silver chord on your 4th hit is going to scale your combo pretty hard
 
You know what I think i'll play this guy. I hear mixed feelings I hear she is bad I hear she's broken. I'm not really sure which it is. What are the present bnb's? I'm going to run her with Parasoul. Is there a guide that can direct me to her play style? What I need to know? I am researching a bunch of characters to make a well informed choice.
 
You know what I think i'll play this guy. I hear mixed feelings I hear she is bad I hear she's broken. I'm not really sure which it is. What are the present bnb's? I'm going to run her with Parasoul. Is there a guide that can direct me to her play style? What I need to know? I am researching a bunch of characters to make a well informed choice.
The truth is that she is very ok. She is not on either extreme really.

Her playstyle can be quite dynamic, it depends a lot on your situation and what you value most as a Squigly player, however Squigly has terrible defense so you don't want to be playing from disadvantage.

Another thing of note, for your team, it could probably work in either order. I would suggest 2HP assist on Squigly, as Parasoul would absolutely love both the low and lockdown properties of the assist. 2HP is also an incredibly easy assist to protect as it has a low and far back hurtbox.

Some of your most important tools:

Stance charging, I would suggest going for this pretty much whenever you can behind a Napalm Pillar assist. Some players like to turn their offense into a charge, however I don't like that tactic, I prefer to get my charges when I don't already have hard momentum like that. Calling an invincible assist and charging tends to be pretty effective. Just be careful against Double, she can car from the back of the screen to catch you. Be careful of charging against Double in general, she is a bit of a counter to that style of Squigly play, between her lugers, car and j.HP.

j.LK is your main air to air. Unless you are trying to keep space with j.HP or get tricky with j.MP, you will almost always want to press j.LK as jumping to give yourself some breathing room and set up divekick pressure.

Divekick, particularly the 236MK divekick. It is a divekick, albeit with a kinda bad hitbox. It is a divekick.

236PP / 236KK Your stance cancel, use it on block, use it in combos, use it to bait pushblock, use it to gain mixup opportunities. you will use this a lot.


Some important combo paths, before spoonfeeding a full BnB:

5HP HP xx 236PP (this is a stance cancel/stancel)
2LK/2LP/other things if you have a seria charge

This is the typical ground string into stancel into ground string you see Squigly do often. It is PARTICULARLY useful as a hitconfirm because you can turn it into all kinds of things, a pushblock bait, a mixup, a throw, a block.



j.MK(2) j.HP
j.LP j.MK j.HK xx 236MK

This is the BnB air series that Squigly players tend to use.

You could instead do divekick loops if you wish:

(whatever) j.MK(2) Optional j.HK xx 236MK x however many normal/ however much stun you have



string into 236LK xx 214LK+MK
236[HK]
]HK[

Even though the hard knockdown + burst thing has been removed, this move remains pretty great to end a combo after maximum stun.




Here is what I get when I put stuff together:

2LK 2MK 5HP HP xx 236PP
2LK 5HP HP xx 236MK
5HK
j.MK(2) j.HP
j.LP j.MK j.HK xx 236MK
5LP LP 2MK 2HP xx 236LK xx 214LK + MK
236[HK]
]HK[

So that could be the BnB you requested haha
 
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what does the song assist do.
 
Makes the screen focus on her for a short while. Can make a mid-screen corner with it and do some silly stuff.

 
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Makes the screen focus on her for a short while. Can make a mid-screen corner with it and do some silly stuff.


seems kind of dangerous.
 
0_0 squiggly its so complicated. I have no idea how to start learning. I dont think I am familiar with all the lingo either. looking through the threads I'm not sure how current all the information is. How does one get in with squiggly. Who is the best squiggly why is there no videos on the internet lol. Her combos dont even seem like they link lol. I am really intrigued by this character. I guess I want to learn her lingos assit options even though c.hp is to good :). Thanks Tom I am not even sure her main hit confirms. Lastly are her combos universal?
 
Not many people play Squigly. So that's why there's not much match play footage. She is also newish, obviously.

How do you get in... usually you don't try to get in, you try to keep them at about 1/2 to 3/4 screen. Close up you have no defense, far away you have basically nothing.

You want to get the dragon stance charged and then do lvl 2 sing (236MP) xx Battle Opera, to force hard momentum in your favour. Run your mixups, apply pressure if you can and assure that at the end of it, if you didn't land a hit, you can get back into your 1/2 - 3/4 screen sweet spot on a good position on the stage.



Your main hitconfirm should be a groudn string into stancel and that combo I showed is universal.

She has some other assist options, but I really prefer 2HP over most.

Drag n Bite (236HP) is an ok lockdown. It last a long time but 2HP is easier to protect, is a LOW (which is huge) and has a lot more utility due to its hitboxes in my opinion.

Sing is an odd assist. it is really hard to use and is very matchup specific. Mike Z mentioned some good uses for Parasoul, but I haven't had much luck using this assist with most characters.

Silver Chord (236MK) is a pretty good assist which I sometimes use. It's a half screen fireball that is the easiest confirm into combo ever. Just be aware that it is kind of hard to protect and comes out quite slow.
 
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Really? I like getting stuck in and keeping the pressure constant, especially if I have a charge. The mixup options you get are simply overwhelming, especially with a lockdown assist like Hornet Bomber or Cerecopter. If I get put on the defensive I just look for an opportunity to alpha counter.

As for assists, I pretty much stick to Drag n Bite, Sing, or c.HP, depending on matchups. Which one you use kinda depends on the needs of the team too. I generally like Sing against players that push lots of buttons. You're just able to train them to not do that when you have assist available. This is especially useful vs Painwheels, as they tend to go into flight when full screen. Drag n' Bite is sort of a poverty version of hairball, bomber, or 'copter. It's a lockdown assist with no invincibility. Still, it has a ton of active frames and is useful if you're trying to get position as it moves pretty far, but slowly enough that anyone can use it to confirm a combo. C.HP is a good "go to" assist if you're not sure what your team needs.

As for universality of combos... it depends. The combos I use are basically universal, with small changes for certain characters. Because a lot of max damage and max reset option combos take full advantage of stance cancels, the different characters don't really make a difference. The biggest thing to be aware of is that some characters duck underneath s.LP and s.MP and that Big Band and Double can have weird stuff happen in the corner if you're doing j.HP loops
 
Your mixups are great, yeah and you can bait pushblock, but you will tend to lose to other characters normals and divekick pressure is easily pushblocked and whiff punished if you are predictable.

That's why I mntioned staying at your comfortable range until you get a chance to begin your mixups, Squigly is a momentum character and I think it shows in her lack of good normals but abundance of mixup/pressure options.
 
0_0 squiggly its so complicated. I have no idea how to start learning. I dont think I am familiar with all the lingo either. looking through the threads I'm not sure how current all the information is. How does one get in with squiggly. Who is the best squiggly why is there no videos on the internet lol. Her combos dont even seem like they link lol. I am really intrigued by this character. I guess I want to learn her lingos assit options even though c.hp is to good :). Thanks Tom I am not even sure her main hit confirms. Lastly are her combos universal?
Squigly with one 'g' lol. Anyways, squigly is a very style-oriented character & often different squigs do different things. Fuzzy loves using his double bomber invincible assist as a huge part of his game, mount likes his baiting at the end of combos...Like the notable squigs players atm seem to be fuzzy-snugs, yaya, guitalex, Heartnuns, mountlover & me (not in that order). I've yet to play them again, but last time I have played them it was literally like half/half on squigly mirrors...so I really don't think there's a "best" right now...or best player of any other character for that matter either. There are a couple others that come to mind, but they're deciding if they wanna keep playing her or not EDIT: the person in question who isn't sure is retro station...last time we chatted anyways.

But to be honest there are a lot of videos on her. Important videos will be posted on the forums so you'll have to dig. I can't really say it any other way. I personally try to make things as organized as I can and plan to update the tech/combo posts, but it's not too hard to look. And combos not linking....? Huh? If you're talking about seria canceling, then that does take a little getting used to, but squigly is in my opinion, one of the easiest characters to create combos with. If you wanna learn IPS, then squigly is great with that. And hit confirms? j.hp/j.hk/c.lk/c.mk/c.hp/sf.hp...etc. As long as you have a charge, Cancelling a confirm into something else is possible. Oh and lastly...her combos are universal and I've not had a problem with anyone. Only one to really annoy is double...you GOTTA make sure to keep combos tight with her.
 
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Squigly with one 'g' lol. Anyways, squigly is a very style-oriented character & often different squigs do different things. Fuzzy loves using his double bomber invincible assist as a huge part of his game, mount likes his baiting at the end of combos...Like the notable squigs players atm seem to be fuzzy-snugs, yaya, guitalex, Heartnuns, mountlover & me (not in that order). I've yet to play them again, but last time I have played them it was literally like half/half on squigly mirrors...so I really don't think there's a "best" right now...or best player of any other character for that matter either. There are a couple others that come to mind, but they're deciding if they wanna keep playing her or not.

But to be honest there are a lot of videos on her. Important videos will be posted on the forums so you'll have to dig. I can't really say it any other way. I personally try to make things as organized as I can and plan to update the tech/combo posts, but it's not too hard to look. And combos not linking....? Huh? If you're talking about seria canceling, then that does take a little getting used to, but squigly is in my opinion, one of the easiest characters to create combos with. If you wanna learn IPS, then squigly is great with that. And hit confirms? j.hp/j.hk/c.lk/c.mk/c.hp/sf.hp...etc. As long as you have a charge, Cancelling a confirm into something else is possible. Oh and lastly...her combos are universal and I've not had a problem with anyone. Only one to really annoy is double...you GOTTA make sure to keep combos tight with her.

Now that I have the names of people I'll start digging up on the internet. It just makes me cringe that parasoul and Squigly have mf issues. However the control is there. Squigly seems like he has so many things. To say get out of my face and the lack of a good DP he has parasoul right there I got ya buddy!. that c.hp assit For Squigly straight Godly. He has a lot of moves that I need to learn. When to use what charges ect..

Not many people play Squigly. So that's why there's not much match play footage. She is also newish, obviously.

How do you get in... usually you don't try to get in, you try to keep them at about 1/2 to 3/4 screen. Close up you have no defense, far away you have basically nothing.

You want to get the dragon stance charged and then do lvl 2 sing (236MP) xx Battle Opera, to force hard momentum in your favour. Run your mixups, apply pressure if you can and assure that at the end of it, if you didn't land a hit, you can get back into your 1/2 - 3/4 screen sweet spot on a good position on the stage.



Your main hitconfirm should be a groudn string into stancel and that combo I showed is universal.

She has some other assist options, but I really prefer 2HP over most.

Drag n Bite (236HP) is an ok lockdown. It last a long time but 2HP is easier to protect, is a LOW (which is huge) and has a lot more utility due to its hitboxes in my opinion.

Sing is an odd assist. it is really hard to use and is very matchup specific. Mike Z mentioned some good uses for Parasoul, but I haven't had much luck using this assist with most characters.

Silver Chord (236MK) is a pretty good assist which I sometimes use. It's a half screen fireball that is the easiest confirm into combo ever. Just be aware that it is kind of hard to protect and comes out quite slow.

I have to test this all out. To the lab. I have the combo you told me a notebook. Damn squig was keeping me up all night just thinking of how I am going to play this character. He clearly does not have a defined style with apparently no shenanigans till he has charges. I'm trying to pick out safe things for me to learn to not get punished. I guess with time I can determine his fastest normals to be able to punish mistakes like I can with parasoul's cr.l.


I'm sorry I died watching this. I'm just a scrub trying to make a mark on the skullgirl scene. I almost ran to fillia but something keeps drawing me in to this guy.
 
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