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Upstaged! OFFICIAL NEW Squigly 240 Undizzy Combo Thread

one thing I can say is this forum has love =)
 
Lol no respect in response tooooo? Lollll. Anyways, I just came of with some new reset stuff for Val off H Bypass & it's quite glorious :) I'll upload what I got a bit later.

Oh & squigly's a she lol @IknowReal & also para/squigly has an incredible synergy so I wouldn't worry about that too much.
 
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List of notable Squigly players
I love how Nuns is on that list, but not me. You're a buttface, @Nuuance:PUN:

Squigly's synergy tends to be hit/miss, depending on your team setup. Val/Squig is terrible at first glance, but there's ways to make it work; you just have to work a lot harder than, say, Val/Filia.
 
I love how Nuns is on that list, but not me. You're a buttface, @Nuuance:PUN:

Squigly's synergy tends to be hit/miss, depending on your team setup. Val/Squig is terrible at first glance, but there's ways to make it work; you just have to work a lot harder than, say, Val/Filia.
You were the person I was referring to actually lol. Who wasn't sure if you wanted to stick with squigly.
 
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You were the person I was referring to actually lol. Who wasn't sure if you wanted to stick with squigly.
I figured since I put this much time into her, it's too late to turn back lol

So, Val/Squig is still a thing. I've managed to make it work by getting better at neutral with Val, along with using her more as a battery. Might tack on a third later on, but that's if I decide to learn anyone else.
 
Anyone have any good counterhit combos ?
If you have charge you can do like s.HPx2 stancel s.HPx2 stancel c.MP s.HPx2 stancel c.MK s.HK then do like an air series and a ground series and then kill them. But I don't really fuck with that cause s.HPx2 stancel s.HPx2 is 3hard5me. To be honest, in a punish situation where I know I'm going to get a counter hit, I just do s.HK and do the same shit I do anyways but with more undizzy to work with to do more resets.
 
ok, so since i lost like a little bitch right before top 8 (so sad right now), i decided to put up my visual notebook. Was gonna keep it for myself, but fuck it, it's not like I'm doing much with it, so here you go. It's unedited, no music, barely any sound, but these are all the interesting things i've found with squigs and val.

 
If you have charge you can do like s.HPx2 stancel s.HPx2 stancel c.MP s.HPx2 stancel c.MK s.HK then do like an air series and a ground series and then kill them. But I don't really fuck with that cause s.HPx2 stancel s.HPx2 is 3hard5me. To be honest, in a punish situation where I know I'm going to get a counter hit, I just do s.HK and do the same shit I do anyways but with more undizzy to work with to do more resets.
don't worry peanuts, one day you'll be awesome enough to handle hp stancel hp links and drag n' bite lp links
 
how in the world do you time the cancel's I'm trying to practice s.hp, s.hp qcf+PP , s.lp, lp. I am doing the inputs right but the jab is not coming out or coming out to slow. Then sometimes it connects exactly right but I did it so slow I was confused as to why it hit.
 
are you doing chargeless or charged? If you're going for a chargeless stance cancel, the timing is much tighter. I find that it helps my timing if I plink (I know plinking's not in SG, but the term is useful) the stancel command
 
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are you doing chargeless or charged? If you're going for a chargeless stance cancel, the timing is much tighter. I find that it helps my timing if I plink (I know plinking's not in SG, but the term is useful) the stancel command
Thanks for the kind words up there btw lol. @IknowReal And as for seria canceling, you should practice with it fully charged to get a better grasp. You hold the attack button you're canceling from (usually s.hp) & you start doing the rolling quarter circle right RIGHT After you make contact with the opponent (do it FAST) & finish by you canceling with the corresponding stance button (since you're holding hp, you'll maybe want to use lp as your canceling button. Just keep it the same for muscle memory). Typically it's best to practice dragons breath first, then practice serpents tail.
 
how in the world do you time the cancel's I'm trying to practice s.hp, s.hp qcf+PP , s.lp, lp. I am doing the inputs right but the jab is not coming out or coming out to slow. Then sometimes it connects exactly right but I did it so slow I was confused as to why it hit.
You don't need to do anything fancy. 236PP works fine. No need for pianoing or holding a button down or anything.

It is just a link, so it is a timing you need to practice. What you describe is exactly right. if nothing comes out, you are pressing it too early, if it comes out late, you pressed too late.

If you do this as your stancel every single time. It is all you need, nothing else. Ever. You don't need to remember what button you are holding down or which way to piano or anything of that sort. Works on block or on hit.

The difficulty with stancel is that the animation kind of blends into idle so seamlessly that it is really difficult to tell when exactly it has finished. Sometimes I swear I got it right but nothing comes out, it is basically something you need to hammer into muscle memory. You should be able to do it with no sound, not looking at the screen, consistently. That is when the muscle memory is locked in.

EDIT: Oh, and in actual game situations, too haha
 
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ah shit i forgot you can stancel with the same kind of button. ive been doing it by plinking lp-lk all the time.
 
You don't need to do anything fancy. 236PP works fine. No need for pianoing or holding a button down or anything.

It is just a link, so it is a timing you need to practice. What you describe is exactly right. if nothing comes out, you are pressing it too early, if it comes out late, you pressed too late.

If you do this as your stancel every single time. It is all you need, nothing else. Ever. You don't need to remember what button you are holding down or which way to piano or anything of that sort. Works on block or on hit.

The difficulty with stancel is that the animation kind of blends into idle so seamlessly that it is really difficult to tell when exactly it has finished. Sometimes I swear I got it right but nothing comes out, it is basically something you need to hammer into muscle memory. You should be able to do it with no sound, not looking at the screen, consistently. That is when the muscle memory is locked in.

EDIT: Oh, and in actual game situations, too haha

....well scuse me >_>
 
....well scuse me >_>
? Not quite sure what you mean?

I originally did stancels through pianoing the inputs because 2 inputs didn't work back then, then just be holding the original button because it seemed easier, but it led to incorrect inputs enough that it became a problem.

If it works then do it, but I felt that I had to practice each situation as if it was different whereas 236PP (or 236KK if you feel more comfortable with that) now that they work is the exact same no matter when you are doing it.
 
? Not quite sure what you mean?

I originally did stancels through pianoing the inputs because 2 inputs didn't work back then, then just be holding the original button because it seemed easier, but it led to incorrect inputs enough that it became a problem.

If it works then do it, but I felt that I had to practice each situation as if it was different whereas 236PP (or 236KK if you feel more comfortable with that) now that they work is the exact same no matter when you are doing it.
ohhh nvm, i see. yeah i tried it this morning. so thats what the patch notes were about. Ive always done the piano'ing thingy while holding the button. But yeah now you can cancel like painwheel. instead its the opposite direction and just requires one more button. i see now
 
glad I found this thread. Hello fellow Squiggs players! Now while I been playing her since beta, the most damage I can do with two meter is around 7.1k. Though thanks to some new tech, I be practicing those new combos with that 8.4k :). There is one thing that I always struggled with my team is Squiggs neutral game. What do you guys throw out there to get a hit into a big combo?
 
j.HP for spacing, or j.LKs close to the ground; it's a surprisingly good jump in and it's not too shabby for an air-to-air.

For neutral, I don't stop moving. I'm either empty jumping, or throwing out pressure to keep them on their toes.
 
Squigly's crouching normals are god, seriously, c.MK and c.HK for DAT RANGE, and c.LP because hooray for disjointed hitboxes, c.HP fits in both those groups, and works as a braindead hit-confirm too. Also, people have said it a jillion times already as well, but be careful throwing out her s.LP, and s.MP, they whiff some crouchers and you'll probably get blown up (or drop a combo and THEN get blown up) because of it

And you can confirm almost anything into a combo thanks to Silver Chord and stancels really, just gotta know how far you can push the combo based off what you started it with.
 
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glad I found this thread. Hello fellow Squiggs players! Now while I been playing her since beta, the most damage I can do with two meter is around 7.1k. Though thanks to some new tech, I be practicing those new combos with that 8.4k :). There is one thing that I always struggled with my team is Squiggs neutral game. What do you guys throw out there to get a hit into a big combo?
This is da combo thread :) for tech stuff, I highly suggest the tech thread, a bunch of the neutral game tips/tricks are there :D I've posted practically everything I know there so it'd be better to head over instead of me repeat it. http://skullgirls.com/forums/index....hread-small-big-tips-strategy-you-notice.154/
 

You don't need a charge to start, as Knuckles gives enough time for you to charge Mortis, I just had it for convenience's sake. Might be Parasoul specific, I don't know, not gonna check to find out.
 
how tight is the arpeggio s.jab link?
 
how tight is the arpeggio s.jab link?

The trick with arpeggio -> 5lp is setting it up. You need to do 5lk~lk 5hp~hp arpeggio as fast as you can so the amount of push back Parasoul suffers is minimized, otherwise she'll be too far away. You can see in the video those jabs look like they have no reason to be hitting her, any further away and they whiff.
 
how tight is the arpeggio s.jab link?
I'll check but I think 2LK was a 2 frame link so 5LP will be a little easier than that. Report back in a minute

EDIT: It is a 4 frame link.
 
Yeah I as gonna say the cr.lk link is kinda hard, but the st.lp seems easy, just usually doesn't come up in many squiggly solo combos. I tried to get a combo with triple arpeggio but you have to lose so much damage to do that : / Maybe some version of a corner combo can.

@Yaya nice combo, squigs big band looks super strong really highlighting damage with that team.
 

So guys :D this is my bnb since I can't searal cancel no way as consistent as needs to be. If anyone has another chargless serial cancel less combo. let me know starting from the bottom.

shoutouts to @alexpi for helping me alot
 
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Try to go for crouching normals whenever you can. c.MK travels forward, so it's really useful.

Your current combo is:
c.LK, c.MK, HK, j.LK, j.MK, j.HK, M Divekick, LK, MK, HK, j.LP, j.MK, j.HK, M Divekick, LP, MP (1 hit), HPx2, Arpeggio

If you want slightly more damage and meterless knockdown for the same amount of inputs, try the following [changed inputs will be in italics]:
c.LK, c.MK, HK, j.LK, j.MK, j.HK, M Divekick, c.LK, c.MK, HK, j.LP, j.MK, j.HK, M Divekick, LPx2, MP (2 hits), c.HP, Tremolo
 
okay Squigly Players all the pro elitest squigly's can disregard this post. For the low level Squigly trying to get a foot in the door that probably can not land all the cancels 100%. I have hope for you :D

Meterless

With Meter

This is all I got maybe some other more experienced Squigly players can help me optimize it more. These combos focus on damage/reset potential without any cancels. Thank everyone who has been giving me suggestions to improve each one.

shoutouts to @alexpi for helping me alot
and RetroStation combo wise
,Tomo009 you gave really nice long explinations
lol lastly Nuuance for giving me hope for Parasoul/Squigs

pretty much I like everyone on this forum.
 
You're starting to get there. Keep it up!

I'm actually starting to think that H Divekick should be a thing in everyone's BnB.
 
heavy divekick should be in all repertoires, but it ends up adding a boatload to IPS so it's not something you want early
 
S'why you save it til the end, where you can do weird juggles and stuff :P

It's also nice to convert from it raw.
 
I always just fit it in at the very end of my combos if I can help it. Will post my combo and damage later. Gotta go to class.
 
@IknowReal

I don't recommend ending your combos with Tremolo because your opponent could (and in my experience likely would) tech towards you, leaving them right in front of you in your combo. Of course you may want this, but either way it depends on your opponent's choice.

If you want to ensure they'll be at fullscreen, I recommend using DP instead.
If you want them right next to you, you could do another Chord and go for a mixup since you'll be +3.
 
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@IknowReal

I don't recommend ending your combos with Tremolo because your opponent could (and in my experience likely would) tech towards you, leaving them right in front of you in your combo. Of course you may want this, but either way it depends on your opponent's choice.

If you want to ensure they'll be at fullscreen, I recommend using DP instead.
If you want them right next to you, you could do another Chord and go for a mixup since you'll be +3.

how about I do c.hp into arpeggio
 
I think DP's a better idea. If it's charged, it's a knockdown. If not, they're still at fullscreen when they land.
 
how about I do c.hp into arpeggio
It's decent, but I wouldn't use it over the other two options.

It puts them slightly farther than Chord would but still close range, and is +10. But you don't really get the same options off of it as Chord due to the extra distance, and it's could still be too close for comfort compared to DP.
 
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It's decent, but I wouldn't use it over the other two options.

It puts them slightly farther than Chord would but still close range, and is +10. But you don't really get the same options off of it as Chord due to the extra distance, and it's could still be too close for comfort compared to DP.

I need to end the combo better to land the DP. So st.lk,st.lk into what?
 
Follow with 1 hit of s.MP; it has a vacuum effect. HPx2? c.HP? Your call, based on the distance.