Evilweevle
Of course i meant to do that!
i think meterless then charged ground worm thing does more than drag and bite. i could be mistaken though ive just turned off ps3 and cant be bothered to check now.
stancel after impact
There's no true unblockables in skullgirls. The moment you hit block stun, you block all heights for that frame. Also, absolute guarding grants more frames of blocking at all height levels. The closest thing to an unblockable is to have Excellabella assist and call it as you perform a Daisy Pusher. A few characters can get out of it, and anyone can mash tag out of it, but other than that it's unavoidable.
Don't be discouraged from trying 2HP assist though, it is fantastic. You can't set up unblockable but you can set up reallllly difficult 50/50 that noone could realistically block on reaction.
Don't be discouraged from trying 2HP assist though, it is fantastic. You can't set up unblockable but you can set up reallllly difficult 50/50 that noone could realistically block on reaction.
It also has a fantastic hitbox and squigly hides herself behind you, so it is MUCH easier to call in more situations than other similar lockdown assists.
....huh???? What do you mean squigly second lol. You mean c.hp? Or her on anchor? Definitely not anchor I hope
I mean 2nd on a 3 character team haha
Ohh...yeah I guess so for the most part
To be clear I'm only liking this post for the first half of it (drag 'n bite master race)
Only in level 2. The uncharged version is still vulnerable on startup even if you use the H version. So, good on point, still not good as an assist.
As Peacock if you do a teleport crossup with it and they block it crouching, you can instant air dash j.MP, which whiffs and the Drag n Bite pushes them under you so you end up on the original side. It's hard to block. There's other mixups like that I do with dnb that I can't do with c.HP.
It moves forward across 3/4 of the screen unlike Cerecopter, and it does that slowly unlike Hairball. It is exceptionally good at Spacecontrol.
yeah it's been known for a long time actually. But thanks anyways and welcome. I would say use this VERY sparingly for light characters. Definitely more viable for heavies though. I always catch doubles when i do it though. for other instances just do the M Divekick crossunderHey all, new here. Don't know if this is known, but was messing around in training mode and found something (maybe).
s.HK > stancel, but instead of letting go, hold the stance and use the hops as a potential cross-under/fake cross-under. From a "normal" distance, one hop forward causes squigs to look the other way as if she crossed under, but the opponent lands on the original side. 1 1/2 hops-2 hops is a real cross under, and when close, 1 full hop crosses under. From far away it varies, but more times than not 2 hops will actually cross under.
Hope I'm not just giving already known info, let me know what you think
EDIT: After some testing, at a "normal" distance 1 1/2 hops makes for a really dirty cross under, I can't even tell what side I'm going to land on sometimes. Also forgot to mention the cross under follow-ups (if they aren't obvious enough) are a low, squig's standing overhead, grab, and air grab if your opponent is just holding up/up-back
A generally better version of this, especially on lights is either: