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Upstaged! OFFICIAL NEW Squigly 240 Undizzy Combo Thread

set macro to mp+hk
doing pillar with macro button will do pillar and call assist at the same time
drag n bite gives you enough time to dash up and combo afterwards plus they are still grounded so you keep your otg
...
profit!!!!

I have been doing some experimentation with it. Off a dash you can only get like a dash st.lp, st.mp, st.hpx2 shot and after that they are just to far for anything to connect. you can even do a c.mk for those werid ranges. The damage seems extremely low and somewhat situational the real benefits come because it has auto-correct. So when people like MF sing I belive i can fly airdashing right rough Napalm pilliar they get caught.
 
The Last & Only Squigly combo video you'll ever need to see for encore (at least for solo squigs) is finally up. I decided to stop being lazy and just do it, so here it is: OPTICS! Squigly Optimized BnB Swag v2.0 - Be sure to read the info below in the video too. Thanks!

Edit: Notation now up for my final solo squigs combo video. Notes & fun stuff later
 
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I have been doing some experimentation with it. Off a dash you can only get like a dash st.lp, st.mp, st.hpx2 shot and after that they are just to far for anything to connect. you can even do a c.mk for those werid ranges. The damage seems extremely low and somewhat situational the real benefits come because it has auto-correct. So when people like MF sing I belive i can fly airdashing right rough Napalm pilliar they get caught.

Here a made a video thing i dono how useful it is

 

really super easy combo that doesnt require any charge and you can get about 7K after super with it. i forget the exact damage now.

the vid shows a version with charge but if you want to do it without then swap the last st.MP with stand/crouch LK.
 
Look

This thread is totally my favorite thread now.

I am in tears of how good it is. Help
 
Btw ive noticed that after a while people understandable stop falling for burst baits and refuse to burst. Lets use it to our advantage since they're scared and think we're instantly safe when we back up!

 
wow, i didn't realize charge liver mortis reached that far. I'm gonna have to steal that
 
Here a made a video thing i dono how useful it is

that dash are you dashing with two punches or ff
 
that dash are you dashing with two punches or ff

I use both but its mostly likly ff for combo follow ups. pp has a tendency for me to come out with a standing light instead of a dash if you press it too quick and you are in some kind of recovery state like after a pillar, grab, back heavy kick etc.[/quote]
 
Here a made a video thing i dono how useful it is

/snip
for anything involving team tech, etc, it'd probably be good to put that in the team synergy thread :/ just saying. Not trying to backseat or anything. Just sayin :p
 
for anything involving team tech, etc, it'd probably be good to put that in the team synergy thread :/ just saying. Not trying to backseat or anything. Just sayin :p

that how i do?
i new to internet

really though where is that?
hmm let me look I'll keep that in mind next time
 
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Here's a counter hit combo. So close to 100% :(


Also this one kills for 2 meters in 2 vs 3:

 
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Squigly Solo 8.6k corner combo only 1 charge & obviously 1 bar. Very easy to be honest

 
OK, I have a question for everyone. Is it worth using a charge for extra damage outside of kill combos? I use almost solely combos that don't actually use a charge move (even if the combo requires a charged stancel) so I can always maintain the threat of charged center stage or chord. What's ya'll's opinion?
 
OK, I have a question for everyone. Is it worth using a charge for extra damage outside of kill combos? I use almost solely combos that don't actually use a charge move (even if the combo requires a charged stancel) so I can always maintain the threat of charged center stage or chord. What's ya'll's opinion?
Which charge, kick or punch? I try to hold on to punch stance as much as I can since level 2 sing and level 2 DP are so good, but I don't feel as strongly about kick stance (although level 2 silver chord is good sometimes).
 
In general, i'm more concerned about punch charges, but certain matchups make me want to keep kick charge
 
OK, I have a question for everyone. Is it worth using a charge for extra damage outside of kill combos? I use almost solely combos that don't actually use a charge move (even if the combo requires a charged stancel) so I can always maintain the threat of charged center stage or chord. What's ya'll's opinion?
Well to be honest, all the most damaging seria BnBs (no bar) DONT use seria moves...so it shouldn't really be a thing :p The one I recommended in my "optics" vid I honestly don't use anymore. I just use the same version of the 8k anywhere bnb...but without the daisy pusher. Gets 7.3k & mountlovers does too, so pick whichever.

However, I'd say outside of them...maybe DP. I use dp a lot actually. Even before this patch (although it did save me a couple times). But besides that, use the charge up if you think you can get it back.
 
You can't really use kick charges in combos aside from LV2 rapidstab, which is a great combo ender because of sliding knockdown and can be used as an extension in the corner if needed. You have enough time to safely charge a stance and, if you have a forward moving assist, apply pressure even after that. Or get a safejump setup in exchange for not getting to recharge. Or break off and get two stance charges.

Punch charges are similarish - LV2 one inch punch adds a lot of damage to corner confirms, LV2 DP also is a great ender that gives you decent positioning and a stance recharge after the combo anywhere on the screen, or works as a corner extender.

So, essentially, you can exchange stance charges for better enders that can give you pressure or another charge. If you have no charge, ending in Chord -> One Inch is going to give you sliding knockdown pressure too, in exchange for a chunk of combo damage because you have no real last chain and use chord later than optimal. There isn't much of a downside to ending with a charged special if you have something like Butt or Knuckles backing you up, tho.
 
New Squigly UN-Charged Corner BnB that also keeps the opponent in the corner while breaking 7.3k (w/s.lp~s.lp instead of s.lk~s.lk). Also at the end of the video some tech. Did you know you can go into s.hk directly after j.hk if you're fast enough?


Btw I got another idea with this one instead putting opera in the middle either after H divekick or the first jump loop (heavier characters), getting a charge while they're bouncing and then finishing the combo with a charged move...or perhaps inserting one inch punch and using OTG for c.mk or c.mp, c.hp, arpeggio. I'll play around with it later. I'm hopinnnnng it'll break 8k but idk...7.9k I'm sure's doable. At least 7.8 at the worst. But I think there's some room for some interesting stuff .
 
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Was stagger recovery on? It kinda looks like they'd be able to recover behind you hit them again.
 
Was stagger recovery on? It kinda looks like they'd be able to recover behind you hit them again.

I just tested it and it's actually pretty lenient. You have plenty of time to HK divekick after jumping before they recover from silver chord.
 
Oh btw I looked at the vid. Use s.lp with that corner combo I made. I forgot I could.
 
I don't use her much, but here is my combo video for Squigly
Honestly...I'm not laughing. I feel kind of violated even. So much so id go out my way to get the post deleted.

So Please...never again.
 
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what are people getting from ground/airthrow without charge? ( i can never remember if i have charge or not to be honest.)

ive got little over 4.2K without meter from air midscreen and ground corner (or with charge) and wondered what else people have come up with?

(air)throwxx MK divekick, st.LK-HK , J.MK-HP, J.LK-MKxxMK Divekick, st.LP-LP-MK-HP-HPxxsilver chord, st.MP ,cr.HPxxsnake in the ground move

also anyone else notice how friggin hard it is to combo bigband after an airthrow? man thats a tight link. also midscreen throw into level 2 sing does not work at all on him since he is too low to the ground.
 
what are people getting from ground/airthrow without charge? ( i can never remember if i have charge or not to be honest.)

ive got little over 4.2K without meter from air midscreen and ground corner (or with charge) and wondered what else people have come up with?

(air)throwxx MK divekick, st.LK-HK , J.MK-HP, J.LK-MKxxMK Divekick, st.LP-LP-MK-HP-HPxxsilver chord, st.MP ,cr.HPxxsnake in the ground move

also anyone else notice how friggin hard it is to combo bigband after an airthrow? man thats a tight link. also midscreen throw into level 2 sing does not work at all on him since he is too low to the ground.
well simply put one of your (any almost every other squigly's) problem is you go straight into jump loops. i believe with no bar 5-5.9k is a really good figure. I had mine recorded but deleted them earlier. Anyways, fit in as many seria cancels on the ground as you can before hit 8 or 10. i think hit 13 is when scaling completely goes out the window. Hit 8 is when silver cord is ok.
 
yea thats why my regular ground combo i dont go for jump loops until a little later in the combo, off of a throw though after the first seria cancelled st.HP you seem to be always too far away from them to carry on so jump loops were the only way to go unless thheres something im missing.

is it actually possible to hit 5.9K without meter from a throw all the time?

edit : man i cant believe i didnt think of just using silverchord to pull them in after the 1st HP, i was still in the mindset of using it as late as i could in the combo. just got about 5K chargeless now.
 
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Just to say a huge thank you to everyone who's contributed to this thread.

I'm gonna start (trying) to learn and use this stuff Asap.
 
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really super easy combo that doesnt require any charge and you can get about 7K after super with it. i forget the exact damage now.

the vid shows a version with charge but if you want to do it without then swap the last st.MP with stand/crouch LK.

Btw this gives me another idea for a combo...I'll test
 
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Btw this gives me another idea for a combo...I'll test

ive got a better version of this combo now actually ill just recheck it.

so cr.LK-MK,st.HK, j.LP xxHK divekick, st.HP-HPxxsilverchord, st.HK, j.MK-HP, j.LK-MKxxMK divekick, st.LP-LP-MP-HP-HPxxtremolo.

no charge, no seria cancels, easy as fuck to do 6.6K without super. yhou can change tremelo if you want, i just like to do it to space the super correctly.
 
ive got a better version of this combo now actually ill just recheck it.

so cr.LK-MK,st.HK, j.LP xxHK divekick, st.HP-HPxxsilverchord, st.HK, j.MK-HP, j.LK-MKxxMK divekick, st.LP-LP-MP-HP-HPxxtremolo.

no charge, no seria cancels, easy as fuck to do 6.6K without super. yhou can change tremelo if you want, i just like to do it to space the super correctly.
Lol close. I just came up with one an hour ago & it's 6.7(8)k. I drop the dive kick at the end and also do arpeggio instead of tremolo. Scaling is much better. And yup no stancels :) just chord (and Can save OTG for most characters)


P.S. Oh also, when you do your super with it, do daisy after chord. You'll get more damage. 100-200 so.
 
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Lol close. I just came up with one an hour ago & it's 6.7(8)k. I drop the dive kick at the end and also do arpeggio instead of tremolo. Scaling is much better. And yup no stancels :) just chord (and Can save OTG for most characters)


yea i actually dabbled a bit using the j.HK ender but actually found it kinda inconsistent. sometimes the opp gets pushed outside of st.LP range when you hit the floor so i just went with the divekick so it wouldnt drop as often.
 
yea i actually dabbled a bit using the j.HK ender but actually found it kinda inconsistent. sometimes the opp gets pushed outside of st.LP range when you hit the floor so i just went with the divekick so it wouldnt drop as often.

Nope it's very consistent :) I suppose you might have to practice it, but I've never had any issues on anyone.
 
Nope it's very consistent :) I suppose you might have to practice it, but I've never had any issues on anyone.

are you delaying the j.HK there? i noticed on that vid that peacock was fully grounded before the HK connects, which i had trouble getting off right when i practiced (vs valentine). ill have another bash at it later. i know peacock has a wider hitbox than other characters.
 
are you delaying the j.HK there? i noticed on that vid that peacock was fully grounded before the HK connects, which i had trouble getting off right when i practiced (vs valentine). ill have another bash at it later. i know peacock has a wider hitbox than other characters.
Well if you just did j.lk/lp, j.mk, if you ride it till the last hit you have a neutral reset where you can tick throw so yes & no...they'll get grounded when you do the j.hk but they're not grounded until that part. But yeah you really gotta stress each multi-hit. I guess I'm used to it because the first bnb (from the optics squigly combo video) really requires all multihits & small delays to be universal.

But yeah I'd say definitely practice this because a Lott of assist setups and other optimized combos require leaving out the M divekick. Anyways, have fun w/it & thanks a bunch for the idea :) I was just looking back at some of the old posts for no reason and I'm like.... ah divekick early...? s.hp back to back...? Another s.hk....? Hmmm this has the makings of amazingness lol.

I was just hoping id break 7k for once uncharged :( who knows maybe we still can...(would be great if you could skip j.lp)...but seems we're stuck for now. But at least we don't have to worry about any pesky uncharged stancels. That's something to be celebrated for sure :)
 
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