I usually run a team of three with Squigs in the back, but lately I've been running Squigly [2HP] / Parasoul [Pillar].
Squigly with Pillar behind her is really ripe for abuse, I tell you. Here're a few of the things I do with it:
- Start a match, call Pillar, and immediately hop backwards in either stance.
- Mid-combo you can end in 5HP~HP/2HP/6HP, and call Pillar. The untechable launch of Pillar lasts so long that you can cancel into Stance, hop forward until your charge is full, stancel, and still pick up with 2LK/2MK.
- End a combo with 5HP~HP/6HP/2HP~stancel, Pillar, 5MP(1)~stancel for an incredibly confusing reset. The first hit of 5MP draws them back towards you. 5MP(1) as a reset is usually seen as a corner crossunder, so having it happen midscreen is a huge surprise.
- A stunt double into Pillar is a great defensive tool that anyone can use. Parasoul often cancels it into Motor Brigade (236KK) to make it safer, but many characters can jump in response and punish her for it. So if you have the meter to burn, you can Sequel back into Squigly Battle Opera or Daisy Pusher to punish the punish.
Squigly is pretty atypical--her movement is weird, her specials are weird, and her gameplan is weird. You can't play her like any of the other girls. I almost always save her meter for defense: the fastest way to lose with Squigly is by burning all your meter and getting locked down. A mid-combo Daisy Pusher or Battle Opera is only worth about 700-ish damage, whereas a pushblock Battle Opera, anti-air Daisy Pusher, or Stunt Double Pillar will save your life. Of course, if a Blockbuster Sequel combo is going to kill a character, then by all means FINISH HER.
Squigly is pretty popular for her charge / stancel mechanics and the subsequent mixup shenanigans it brings, but try not to fall into the trap of over-emphasizing the importance of keeping a charge. It's okay to do when you have free time, and having a Center Stage or Silver Chord Seria in your pocket will keep your opponent from going nuts on you, but it's also going to draw in all manner of Blockbuster punish attempts if you're always trying to run and charge, and Squigly still has bucketloads of mixups and shenanigans without it. Seria Cancel mixups get pushblocked consistently, and you can get by without them if you don't mind losing out on some combo damage optimization. It's more important to figure out how to confirm her good neutral zone pokes (2LP, 2LK, 2MK, j.LK, and EXTREMELY RARELY j.HP) into full combos, because that's what you're going to be hitting people with most of the time.
Finally, as for Squigly's assist, I go Cremation (2HP) all the way forever. It's a long-lasting low-hitting lockdown assist, which is marvelous enough on its own (lockdown mixups, punishing jump-out attempts, ambiguous two-character high-low resets), but the cream of the cake is that Squigly has an extremely low and pulled-back profile when she does it. You can call assist with Parasoul and dash / jump forward aggressively, and even if your opponent wins the exchange, they'll likely fall into Squigly's 2HP for a full combo. That means you can do all kinds of seemingly reckless stuff that would normally get beaten by chicken-block assist mashing, such as going for anti-air j.Throw against a player who is holding up-back and calling Hornet Bomber or Updo or something. Either you grab them, they out-poke you and fall into the assist, or their assist falls into your assist and you get a few seconds to chase them around without their assist. Drag 'n Bite (236HP) and Arpeggio (236LK) can't even compare to the safety and utility of this thing.
Alright, sorry for the wall of text. Hope there's something useful in there for you guys.