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Upstaged! OFFICIAL NEW Squigly 240 Undizzy Combo Thread

like, reversal Daisy Pusher? When I get that, I usually just go for a corner carry or side swap combo

Carry:
Launch
j.mk (x2), j.hp (x4)
rejump j.lk, j.mk (x2), j.hp (x4)
rejump j.lp, j.mk(x2), j.hk (to the ground)
s.lp, s.mp (x2), c.hp (x4) xx drag n bite

swap:
s.hp (x2) xx chord
tk HK dive
j.mk (hits varies on weight), j.hk
resets
 
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What's a good combo right after Daisy pusher?
You can do basically anything after a Daisy Pusher. You're in range for c.MK or s.HK (dash-s.HK for Bella), you can combo into Chord and then j.Fallen Maiden for the side switch, and you have enough time to charge Dragon's Breath and hit with Draugen Punch Seria into MH Battle Opera for pointless styling. I'm not at home right now, but I'll look into this later today.
like, reversal Daisy Pusher?
Don't forget about incoming Center Stage Seria xx Daisy Pusher.
 
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can't you still jump out of that setup?
 
can't you still jump out of that setup?
Center Stage Seria induces a super-freeze that skips the 1f post-flash startup on Daisy Pusher, so if you visually confirm during Center Stage that their feet are on the ground and they're not in the middle of pre-jump, you're guaranteed a Daisy.

I like to Center Stage Seria on their incoming landing from the tip of Daisy Pusher range, and then either Daisy or SBO depending on what they're up to.
 
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I discovered this today, dunno if it's been posted before. Having 2 charges is always nice.

c.lk, c.mk, s.hp~s.hp, stance cancel,
s.lk, s.hp~s.hp, (623 + P) Draugen Punch xx
(qcb+lk+mk) Battle Opera, Charge Dragon's Breath,
Charge Serpent's Tail, c.mk***, s.hk,
j.mk (2 hits), j.hp, land, j.lp, j.mk (2~3 hits), j.hp, s.lp~lp, s.mk, cr.hp
 
Does that work on all weights? I've had trouble on some SBO stuff with BB before
 
I noticed that most of my combos doesn't work on Robo Fortune, because she's very heavy. So far I'm using this as BnB against her:


Any tips? I'm not searching for a character specific combo, just something that I can use against her (midscreen).
 
I noticed that most of my combos doesn't work on Robo Fortune, because she's very heavy. So far I'm using this as BnB against her:

Any tips? I'm not searching for a character specific combo, just something that I can use against her (midscreen).

yeah i feel you...i might be able to confure up something some other time. At the moment my computer is super full with porn i need to delete ;) loll kidding, but seriously i need to re-install and my fps even for SG is horrid, which is saying a lot.
 
@Raging_Zoroark
You can squeeze out an extra 200 damage with these two modifications (both 7284):


No Charge:
2LK > 2MK > 5HPx2 sx
2LK > 5HPx2 xx 236MK xx 214LPLK,
2MK > 5HK /\
j.LP > j.MP(3) > j.HK(4) xx j.236MK
5LPx2 > 5MP(2) > 2HP(4) xx 236LK

OR

No Charge:
2LK > 2MK > 5HPx2 sx
2LK > 2MK > 5HPx2 xx 236MK xx 214LPLK,
(Dash) 2MP > 5HK /\
j.LP > j.MP(3) > j.HK(4) xx j.236MK
5LPx2 > 5MP(2) > 2HP(4) xx 236LK

Here's one with punch charge. 7814 damage. Probably not the most optimized, but w/e:


w/ Punch Charge:
2LK > 2MK > 5HPx2 sx
2MK > 2HPx2 xx 236MK xx 214LPLK,
(Dash) 2MP > 5HPx2 sx
2LK > 5HK /\
j.LP > j.MP(4) > j.HK(4) \/
5LPx2 > 2MK > 2HPx2 > 236LK
 
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Thanks for the help. That first combo you showed can be 7312 damage if you finish with drag' n bite instead Arpeggio.
 
Wanted to make a new thread but I figured I'd put it here. I want to make a video about
SQUIGLY'S ESSENTIAL CONFIRMS!

Basically essential combo things that all Squigly players should know to convert any stray hits and press their advantage. Here let me give you some of mine to show you what I mean.

=================================================
max range c.mk>c.hp x silver chord.
any height j.lk >j.hk x Hdive kick (confirm off any height)
falling j.hp (land) sbo

grab x sbo
grab>mash cerecopter assist x lv1 sing, jump forward j.lk>j.mk>j.hk
preemptive call h osiris spiral>grab jump forward j.lk>j.mk>j.hk

after daisy pusher dragon stance charge (two hops forward) s.lk>s.hk

against instant air dash filia: s.lp(x2)>s.hp x silver chord

lv2/1 dragon punch x(mk+hk) sbo
cross up j.mk x m dive kick (quarter circle in the way squigly is facing)

j.mp>j.hp call beat extend, land jump forward j.lk>j.mk>j.hk

lv2 tremolo > lv2 sing x sbo (only in beta)
mk dive kick follow up

f.hp(overhead) siera cancel >s.lp >combo (especially with happy birthdays)
====================================================

If you have any others I'd love to know them. I have most of the clips recorded but I don't want to miss any I don't know.
 
After level 2 DP you can sing SBO. Also 6HP seria Lp isn't universal. So there's that to remember.
 
I prefer buffering j.mk after a random j.lk instead but that's just preference.

Also if you think it's worth including Squigly can convert off of HK fiber by doing j.lk > hk divekick

Also sweep+chord is kinda neat. I was using that today vs a big band player. It's pretty cool although I guess they can tech out of it (unless chord and sweep have a weird interaction I don't know about)

With a charge you can convert off of grab meterlessly by just doing throw > lv2 center stage.

You should also demonstrate converting off of J.hp at certain ranges with opera. I think this one is important to know for the peacock match-up especially.
 
I'm going to make this post in as many combo threads as I can. Please record combos with 3-4Bar, so people can see the meter gain for both parties.
 
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Corner+ 1 bar + punch charge = 8+k damage

Works with multiple assists either at the start or end of the combo. For single hit assists its better to have it at the front while multi hit assists are better at the end.

Anyone have any optimal midscreen squigly combos? I've mostly been using @Nuuance 's combo posted at the start of the thread, not sure if anyone's found anything better since then.
 
Anyone have any optimal midscreen squigly combos? I've mostly been using @Nuuance 's combo posted at the start of the thread, not sure if anyone's found anything better since then.

I'm getting 8615 ending in sliding knockdown from this (1 Bar + punch charge with copter assist) :

c.lk , c.mk , s.hpx2 , (stancel) s.hpx2, (stancel) cr.mk,s.hpx2xxqcf+hp
cr.lk ,s.hpx2xqcf+mk , qcb+lk.lp.
j.qcf+hk , j.mkxxqcf+mk
s.lp,s.lp, s.mp (2hits) , cr.hp (call copter)xx qcf+lp

Could do more if you get a charge in the middle I think.
 
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I'm at work and can't post a video, but I've got a 9k corner if you have punch charge that's universal.

c.lk, c.mk, s.hpx2 xx liver mortis
s.hpx2 xx chord xx daisy pusher
charge DP release after getting charge
s.mp x2, s.hk
j.mk x2/3 (depends on height you hit them at with s.hk), j.hpx4
j.lp (lk on double), j.mkx2/3, j.hkx4
s.lpx2, s.mpx2, c.hpx4 xx drag n bite

Mid screen chargeless I use Nuance's for damage. with charge I do
starting chain xx stancel
s.hpx2 stancel
c.mk, s.hpx2 stancel
c.mp/s.mpx2, s.hpx2 xx chord
s.hk
j.mkx2, j.hpx4
j.lk, j.mkx2/3, j.hkx3/4 xx hk dive
green burst

If you want to spend meter, use daisy pusher after the chord.
 
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Oh yeah, forgot, you have to micro dash after the chord, then daisy pusher, then move forward when charging. That's what let's you hit both hits of s.mp.
 
Oh yeah, forgot, you have to micro dash after the chord, then daisy pusher, then move forward when charging. That's what let's you hit both hits of s.mp.
more or less,it is closed to 9k.
but dash is very important,otherwise people cant hit s.hk
 
If you land it perfectly and get max hits on j.mk, it's 9025, if i'm remembering right
 
how do you get the s.hpx2 stancel s.hpx2 link consistently? Guess i just have to practice it.
 
lots and lots of time in the lab
 
I'm getting 8615 ending in sliding knockdown from this (1 Bar + punch charge with copter assist) :

c.lk , c.mk , s.hpx2 , (stancel) s.hpx2xxqcf+hp
cr.lk ,s.hpx2xqcf+mk , qcb+lk.lp.
j.qcf+hk , j.mkxxqcf+mk
s.lp,s.lp, s.mp (2hits) , cr.hp (call copter)xx qcf+lp

Could do more if you get a charge in the middle I think.

How? Im in beta and im getting 7903 with the sliding knockdown, 8210 if you charge arpeggio which also gives you a sliding knock down. hk dive kick kinda messes up your positioning
 

I'm smart. I recorded and uploaded this hours ago, and forgot to post.

If you look carefully, you can see that I hit fierce about 60 times per mid-screen combo. Oh, and if you steal my mid-screen, use one of the other divekicks if you are trying to hold a specific position. Light for gimmicks, medium for advantage.

EDIT: For future reference, corner combo is 9025 damage for 1 meter and spending punch charge. Mid screen is 7.3ish meterless and doesn't spend the charge. Would probably be 8.3 or 4. I forget.
 
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Now that you guys have reached 9k+ assistless corner combos I feel like I don't have to keep my own facemelters for myself anymore:


>>> Universal corner / 1bar / DRAGON'S BREATH (twice) (spent) -> ~9100 (depends on j.mk hits)
c.lk s.hp LIVER MORTIS (seria)
c.mk(OTG) s.hp THE SILVER CHORD > M DRAGON'S BREATH (pre-charge) xx DAISY PUSHER
M DP DRAGON'S BREATH (charge) > release
j.mk (# hits depend on height & character) j.hk H FALLEN WOMAN
(timing may vary depending on character) j.lp j.mk j.hk(restand)
s.lp s.mp c.hp DRAG 'N BITE


My big midscreen facial surgery (there already might be similar ones out there, guess I'm too much of a lazy bum to check 'em out):

>>> Universal midscreen / 1bar / Dragon's Breath (spent) -> 8420 OR unspent arpeggio ender: 8132
c.lk c.mk s.hp xx s.hp xx c.mk s.hp THE SILVER CHORD xx DAISY PUSHER
s.mp (c.mp against smalls) s.hk
j.lp (slight delay) j.mk (all hits, except 3 vs squigly) j.hk H FALLEN WOMAN
dash forward s.lp s.mp(or c.mk) c.hp DRAG N' BITE/ARPEGGIO


Guess I'm kind of a huge nerd, as I seem to take great pleasure in optimizing combos.
Stopped playing for a while, but I'm going to get back to SG pretty soon. When that time comes I'll try pushing these even further.
 
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I'm smart. I recorded and uploaded this hours ago, and forgot to post.

If you look carefully, you can see that I hit fierce about 60 times per mid-screen combo. Oh, and if you steal my mid-screen, use one of the other divekicks if you are trying to hold a specific position. Light for gimmicks, medium for advantage.

With cerecopter assist i get 9750 and you keep the corner too, you can keep them standing and do an sbo,mix up or burst bait afterwards

cool cool think I'll be using this from now on easier than the one i found too.
 
How? Im in beta and im getting 7903 with the sliding knockdown, 8210 if you charge arpeggio which also gives you a sliding knock down. hk dive kick kinda messes up your positioning

Sorry I left out a string , fixed now
 
This is the combo i do when i'm sure the cr.mk is going to hit. i finally nailed that 9k, i'm feeling very proud of it.
 
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It's aight. It whiffs on a lot of the heavies though. I could nail it on eliza, but Para, Bell, BB, and Double all fall out of the final chain. I doubt I'll ever use it, the damage difference between it and my main combo aren't significant enough that i want to forget my muscle memory.

On the funny side, you inspired me to make a more irritating version of that combo. I might try and take it up another notch and figure out a way to incorporate both the drag n bite and arpeggio links too.