- Joined
- Sep 4, 2013
- Messages
- 909
- Reaction score
- 468
- Points
- 63
- Location
- Toronto
- Website
- youtube.com
- Steam
- Nuuance
For input, PLEASE don't put what's already here. I want disagreements or stuff I've missed
So finally decided to make a fully voiced guide & started gathering/compiling info a couple days ago. So far I'm 1/3 done gathering hard info. Next I'll have to write the script, then record, then of course edit. Hopefully it should be out in time right when final retail drops...whenever that is (any dates?) Hoping to make it only 30 mins if I can. I'll be streamlining the best I can but including tiny & vital info still.
So far I'll be covering:
- general overview of pros/cons
- movement
- ground normals
- air normals
- charging/canceling
- special moves & throws
- supers
- solo vs team
- neutral game
- resets/mixups
- combos
- sample matches w/commentary winning & losing
Any ideas you think I need to know/might miss?
----------------------------------------
Beginning of Squigs Info --- Last Update: 6-9-15
NOT EXACT SCRIPT. Just Vital Info.
----------------------------------------
Pros:
--> Master hit-Confirmer
--> very good point character. Perfect Team character.
--> DHCs allow for impossible pickups from supers (i.e. Filia/Double comboing after Fenrir @0:19/Swag-Wagon @1:58) Even Filia's level 3 from midscreen.
--> bnb damage through the roof charged or uncharged
--> All-around GREAT team player (chord for easy tags, SBO for safety, etc)
--> combo flexibility, very straightforward A,B,C structure
--> can reset bnb ANYWHERE
--> best double-jump in game
--> All throws lethal if prepared
--> virtually ANY move can be safe
Cons:
--> tag-in is ATROCIOUS. YUCK
--> NO. You don't understand...tag-in...is REALLLY BAD. smh
--> bad vs. constant pressure
--> situationally, meter needed often to defend comfortably
--> horrible anti-air game (w/out meter)
--> practically dead if in corner
--> requires much patience
--> charging & canceling not for everyone
--> easy to get caught-up in constantly charging
--> HARD to get in vs. good push/Blockers. Live & die by divekicks
Movement:
--> BackDash: good just for distance. Use other moves instead to create distance or charge (more on that later)
--> Forward dash: good enough for followups though not the best. Slight delay before dashing.
--> Charge-walking: faster than walking, but you much cancel in time to avoid needless damage. Not the safest up-close. But good for some moves. Like Dp & liver-mortis/one-inch-punch. Doesn't matter which charge you use to walk, but typically you want to use P-charge...or dragons breath. (Other is serpents tail).
--> Jumping: great for patient players, minute movement for divekick options. Super jumps go super Damnn high. Don't need to use dash jumps but possible. Using a number of normals like j.hp or j.lk or great for closing in but more on that later. Very blazblue/anime jump-styled type character. However whereas anime fighters have double jump and dash with it. Squigs only has double jump. Mike z essentially made the game so majority of characters exclusively either have an air dash OR extra jump, but not both. The primary & most popular exception to that is Valentine. But perhaps more On her another time.
Ground Normals:
--> s.lp: Squigs fastest normal. 2 hits that chain into each other. USE FOR: Typically want to use this near end of a combo. Primarily used for connecting combos or linking via seria canceling. NOT FOR: (typically) beginning of a combo . Doesn't work against crouch-stunned/crouching characters like double, Val, filia...
--> c.lp: slowest light normal...disjointed hitbox so great situationally. USE FOR: stuffing attacks which hitboxes don't extent past yours. Some supers too...but careful, slow startup. NOT FOR: any combos...no seriously...do not use this at all.
--> s.lk: USE FOR: easy, predictable re-stands. Especially of ground & air throws. Most definitely. IPS leftovers...NOT FOR: neutral or regular combos.
--> c.lk: one of my favorite moved from squigly. You'll notice it goes BOTH ways. So good for those occasionally cheeky peacock side-switches & assist-sandwhich situations. USE FOR: beginning of combos. This is THE standard combo starter. Use it. Also seria canceling if they're crouching. After arpeggio, GREAT for catching people whether blocking or not for followups. Both sides covered for ground-teching foes. NOT FOR: the end of combos, because you're supposed to have used it already.
--> s.mp: fairly slow & not a good neutral move, but wonderful situationally. USE FOR: combo filler. After optimization sin beginning, use this. End of combos. For standing characters. Also first hit pulls towards you. Canceled it makes for good mixups/resets & conversions. NOT FOR: neutral or trying to trade with it on the ground. Beginning of combos.
--> c.mp: another relatively slow move. Damage-wise, inferior to c.mk too. USE FOR: OTG/knockdown people when IPS warrants it or c.mk was already used. After Daisy pusher in some instances. Trying to save OTG after gravedigger, etc. NOT FOR: non-situational combos in general or neutral.
--> s.mk: one of Squigs most normal moves. Nothing too special except one thing: being a pseudo-launcher. USE FOR: launcher when opponent is in the air & you don't want to use s.hk because of various s.mk's hitbox is better. NOT FOR: neutral or combos at all. Most-likely you'll NEVER see this move used. After tricky restands (accidentally re-launch)
--> c.mk: Squigs best poke & wonderful optimized combo fillers. Only 1 frame slower than s.mk, but so much better. Also can catch people from air saving OTG. Also beginning of expected burst baits for damage. USE FOR: beginning of combos and charged seria combos. Also confirming into c.hp for pressure or full combo. NOT FOR: ...honestly...one of the best normals. Use for whatever. Even end of combos.
--> s.hp: part of what allows Squigs to do such great damage in addition to seria cancels. ALWAYS want to do both hits unless the second might out them out of range. In that case, using chord after 1 is fine. Stance cancels into everything except s.hk or s.fhp(?) USE FOR: combo optimization. Squeeze in as many as you can early. Easy counter-hits. Ending chains to non-charge seria cancel into s.lp/c.lk. NOT FOR: don't use for neutral :/ or end of block-strings. Easy to push-block. but otherwise, great for combos.
--> c.hp: amazing command normal. Almost special-move tier. Disjointed hitbox. The range is incredibleee. Actually counts as a low too. Treat this move like a projectile & just "throw it out" to cancel for later. USE FOR: confirming, despite scaling. End of combos. Assists. One of the best assists in the game. Burst baiting too. Also restands, on first kd & is chordable (On 2nd however, character falls back down to ground). Fortune w/head off & catching assists to double-snap :) meaty on wake up, which I rarely use, but is wonderful for when dealing w/DP'ing/invincible moves. NOT FOR: cannnn use in neutral, but don't particularly see it much unless used as a follow-up. Beginning of combos. Scales HEAVILY.
--> s.fhp: squigly's only ground-based overhead. Also has disjointed hitbox, but leviathans head pokes out. Not all characters have this, but Squigs does. Used to come out incredibly slow, but now has been sped up so it chains from all of squigs' mediums. Actually hits farther than you'd think. USE FOR: unorthodox, but fairly solid overhead lockdown Assist. Mixups/resets after light attacks. Use with seria charge -- great for fooling into Daisy pusher last minute NOT FOR: neutral at all. Chain into this only. And again, not beginning of combos.
--> s.hk: long startup & standard launcher. Can not stance cancel into this at all, so don't try. Has very long blockstun so it's quite forgiving & can frame-trap into a number of moves. USE FOR: launching & squeezing in at the end of counter-hit combos to get another air chain. NOT FOR: anti-airs. Might look good but honestly it's far too slow & not incredibly dependable. Also might hit opponents up too high if it does connect...and not allow followups.
--> c.hk: standard sweep. High damage in one-hit for non-OTG KD & used to be used as burst bait in the past because of variety, but mike changed it so sweeps couldn't be used for valid baits. USE FOR: getting space for a charge or in general. Can use at end of combos optionally if you need space bad. NOT FOR: Anything besides end of a combo. Don't use as regular strategy. NOTE: However, it's better to just use c.mk. Much better to get a semi-full combo then lose out on free damage. Just save it for the end.
Air Normals:
--> j.lp: A seemingly innocuous jumping attack with a terrible hitbox, but GREAT for very specific situations. USE FOR: instant overhead. After divekick, use to lock-down opponent to ground & go from there...to other side or divekick > mixup/throws. Optimal damage on combos if able for first jump chains. NOT FOR: air to air. Do NOT use this for that. Otherwise...normal jump-normal.
--> j.lk: one of Squigs best air normals ever & one of the best non-h.normals in the game. Hitbox on this is HUHEEEE. Can pop off at multiple times in air & can chain into each other(?) USE FOR: 90% the time whenever you're jumping. Help jumping away. Best for air-to-air & catches many people because it comes out so fast (like parasol). IPS leftovers. Use to fully confirm/convert NOT FOR: Very little you can't use for. Even good for air to ground. Spam the hell out this thing.
--> j.mp: a very cool-looking move, but one where visuals deceive in relation to actual hitbox. now the effectiveness of this move is upto to you and depends largely on play style. Many squigs will never use this move & understandably so, but there's a special thing this move does that not many others do. USE FOR: cross-ups & "double cross-ups." Me personally, I love using it to stop momentum in the air from an expected path, then execute a divekick to punish. Will catch many off guard. Of course there's the double-cross up mountlover noted originally. Another HUGE thing it's great for is air burst baits. This thing is NEVER expected. Get them honest first, THEN try it the 2nd/3rd time ;) NOT FOR: 99% of combos or out-of-corner-scenarios. Air-to-air. May look cool, but it's not the move you wanna be using.
---> j.mk: a 4 hit multi-hit move connecting if the first hit makes contact. A fairly standard move. USE FOR: Cross-ups if setup right & great for foes constantly push-blocking your divekicks. Your bnb air chain starter & con-joiner. You WILL use this as squigly. NOT FOR: typical jump-in. Scales hits so be careful & only use one hit for cross-ups. Not very good as an air-to-air either...
--> j.hp: one of squigly's best, but also most dangerous moves if used carelessly. Squigs doesn't have many dependable close-in options, so this extreme move foots the bill w/a small tip. That's to say it does fairly well, but has a bad weakness: hurtbox/hitbox completely overlap. Means You can be thrown from across screen. Also doesn't hit crouching enemies aside from bb. Cancel w/divekicks to throw off opponent & punish. USE FOR: pre-emptively closing the gap or punishing via counterhit. Confirming closer to target with SBO or c.mk. Ending certain air combos for tricky resets. NOT FOR: zoning. You can't indiscriminately throw this out. You'll pay for it. End of most combos concerning damage.
--> j.hk: A semi-slow, but incredibly effective poke from mid-air. Lasts long due to many active frames & most importantly gives you time to think about what to do next. I personally like throwing it out & cancelling into divekicks since Majority of characters can't do much after air j.hk. Contratily though, squigs can divekick after, so surprising people with H Gravediggers is always a fun (and viable) thing to do. USE FOR: Restands near the end of combos. Poking grounded targets or foes lower than you. Can always cancel w/divekick. NOT FOR: Typical air-to-anything poke. Jump-in. Scaling can take 500-1k+ damage away from a combo. don't do it if you don't have to.
--> j.hp: A key move necessary to properly learn to master squigs. Only as good as you know how to use it. Incredibly long-reach, but pure-orange hitbox, trading with anything or getting flat-out-beat by it if challenged. When it lands or is blocked, the stun will allow for partial charge via buffering upon landing. USE FOR: Pre-emptively keeping people on the ground or knocking them out the air. Painwheel being just 1 primary example. Best used when enemy is lower than you on screen. Closing distance (when not dealing w/anti-airish attacks). Peacock a good example for that. Sometimes good to use at the end of combos for reset purposes NOT FOR: "zoning" or just throwing out to get people off you.
Throws:
-->Ground Throw: reaches fairly far & seems just right for Squigs. Gives you a bunch of space if you need to, but much better as with c.hk just to use it to get a combo if you can. USE FOR: combos via charged centerstage for wall bounce and good 5k(?) combo. Also charged chord world with all except Val/fortune I think? And of course a great option for in the corner. Can use meter w/SBO but unless special reason, don't use meter for that NOT FOR: constant resets. It will get mashed out and it scales 50% so use it occasionally.
-->Air Throw: from a reasonable height, you can pick this up w/L(?)/M divekick. Use s.lk~s.lk for restand & I think other normals can be used with it too. But since scaling is already in effect, s.lk is fine. USE FOR: anti-air. Squigs options for air-happy players is limited, so you might have to meet them in the air yourself. DEFINITELY use on characters with no air-super. Screw with them & use 50/50s in the air. NOT FOR: resets on characters with air supers. They might mash out. But overall, to be frank, use it when conditions are good. If you can use j.lk or any other normal to predictably catch someone, sure, but this is fairly solid & you can always try to reset later.
Charging:
--> all lights are safe as they are. Mediums benefit from normal canceling for the most part. Heavy hits you'll want to cancel on block no-matter what or seria cancel into another strong if not worried about
Push-blocking, reversal or PBGC.
--> charging takes 60 frames, which is 1 second & all charging is cumulative, meaning you can stop halfway & the next time you charge, you've only half as much to charge.
--> WHILE charging, you're in counter hit so be careful. Need to press a button & hold back to block. There's no "recovery" from canceling but your reaction time might be slower than you expect so it more than makes up for it.
So finally decided to make a fully voiced guide & started gathering/compiling info a couple days ago. So far I'm 1/3 done gathering hard info. Next I'll have to write the script, then record, then of course edit. Hopefully it should be out in time right when final retail drops...whenever that is (any dates?) Hoping to make it only 30 mins if I can. I'll be streamlining the best I can but including tiny & vital info still.
So far I'll be covering:
- general overview of pros/cons
- movement
- ground normals
- air normals
- charging/canceling
- special moves & throws
- supers
- solo vs team
- neutral game
- resets/mixups
- combos
- sample matches w/commentary winning & losing
Any ideas you think I need to know/might miss?
----------------------------------------
Beginning of Squigs Info --- Last Update: 6-9-15
NOT EXACT SCRIPT. Just Vital Info.
----------------------------------------
Pros:
--> Master hit-Confirmer
--> very good point character. Perfect Team character.
--> DHCs allow for impossible pickups from supers (i.e. Filia/Double comboing after Fenrir @0:19/Swag-Wagon @1:58) Even Filia's level 3 from midscreen.
--> All-around GREAT team player (chord for easy tags, SBO for safety, etc)
--> combo flexibility, very straightforward A,B,C structure
--> can reset bnb ANYWHERE
--> best double-jump in game
--> All throws lethal if prepared
--> virtually ANY move can be safe
Cons:
--> tag-in is ATROCIOUS. YUCK
--> NO. You don't understand...tag-in...is REALLLY BAD. smh
--> bad vs. constant pressure
--> situationally, meter needed often to defend comfortably
--> horrible anti-air game (w/out meter)
--> practically dead if in corner
--> requires much patience
--> charging & canceling not for everyone
--> easy to get caught-up in constantly charging
--> HARD to get in vs. good push/Blockers. Live & die by divekicks
Movement:
--> BackDash: good just for distance. Use other moves instead to create distance or charge (more on that later)
--> Forward dash: good enough for followups though not the best. Slight delay before dashing.
--> Charge-walking: faster than walking, but you much cancel in time to avoid needless damage. Not the safest up-close. But good for some moves. Like Dp & liver-mortis/one-inch-punch. Doesn't matter which charge you use to walk, but typically you want to use P-charge...or dragons breath. (Other is serpents tail).
--> Jumping: great for patient players, minute movement for divekick options. Super jumps go super Damnn high. Don't need to use dash jumps but possible. Using a number of normals like j.hp or j.lk or great for closing in but more on that later. Very blazblue/anime jump-styled type character. However whereas anime fighters have double jump and dash with it. Squigs only has double jump. Mike z essentially made the game so majority of characters exclusively either have an air dash OR extra jump, but not both. The primary & most popular exception to that is Valentine. But perhaps more On her another time.
Ground Normals:
--> s.lp: Squigs fastest normal. 2 hits that chain into each other. USE FOR: Typically want to use this near end of a combo. Primarily used for connecting combos or linking via seria canceling. NOT FOR: (typically) beginning of a combo . Doesn't work against crouch-stunned/crouching characters like double, Val, filia...
--> c.lp: slowest light normal...disjointed hitbox so great situationally. USE FOR: stuffing attacks which hitboxes don't extent past yours. Some supers too...but careful, slow startup. NOT FOR: any combos...no seriously...do not use this at all.
--> s.lk: USE FOR: easy, predictable re-stands. Especially of ground & air throws. Most definitely. IPS leftovers...NOT FOR: neutral or regular combos.
--> c.lk: one of my favorite moved from squigly. You'll notice it goes BOTH ways. So good for those occasionally cheeky peacock side-switches & assist-sandwhich situations. USE FOR: beginning of combos. This is THE standard combo starter. Use it. Also seria canceling if they're crouching. After arpeggio, GREAT for catching people whether blocking or not for followups. Both sides covered for ground-teching foes. NOT FOR: the end of combos, because you're supposed to have used it already.
--> s.mp: fairly slow & not a good neutral move, but wonderful situationally. USE FOR: combo filler. After optimization sin beginning, use this. End of combos. For standing characters. Also first hit pulls towards you. Canceled it makes for good mixups/resets & conversions. NOT FOR: neutral or trying to trade with it on the ground. Beginning of combos.
--> c.mp: another relatively slow move. Damage-wise, inferior to c.mk too. USE FOR: OTG/knockdown people when IPS warrants it or c.mk was already used. After Daisy pusher in some instances. Trying to save OTG after gravedigger, etc. NOT FOR: non-situational combos in general or neutral.
--> s.mk: one of Squigs most normal moves. Nothing too special except one thing: being a pseudo-launcher. USE FOR: launcher when opponent is in the air & you don't want to use s.hk because of various s.mk's hitbox is better. NOT FOR: neutral or combos at all. Most-likely you'll NEVER see this move used. After tricky restands (accidentally re-launch)
--> c.mk: Squigs best poke & wonderful optimized combo fillers. Only 1 frame slower than s.mk, but so much better. Also can catch people from air saving OTG. Also beginning of expected burst baits for damage. USE FOR: beginning of combos and charged seria combos. Also confirming into c.hp for pressure or full combo. NOT FOR: ...honestly...one of the best normals. Use for whatever. Even end of combos.
--> s.hp: part of what allows Squigs to do such great damage in addition to seria cancels. ALWAYS want to do both hits unless the second might out them out of range. In that case, using chord after 1 is fine. Stance cancels into everything except s.hk or s.fhp(?) USE FOR: combo optimization. Squeeze in as many as you can early. Easy counter-hits. Ending chains to non-charge seria cancel into s.lp/c.lk. NOT FOR: don't use for neutral :/ or end of block-strings. Easy to push-block. but otherwise, great for combos.
--> c.hp: amazing command normal. Almost special-move tier. Disjointed hitbox. The range is incredibleee. Actually counts as a low too. Treat this move like a projectile & just "throw it out" to cancel for later. USE FOR: confirming, despite scaling. End of combos. Assists. One of the best assists in the game. Burst baiting too. Also restands, on first kd & is chordable (On 2nd however, character falls back down to ground). Fortune w/head off & catching assists to double-snap :) meaty on wake up, which I rarely use, but is wonderful for when dealing w/DP'ing/invincible moves. NOT FOR: cannnn use in neutral, but don't particularly see it much unless used as a follow-up. Beginning of combos. Scales HEAVILY.
--> s.fhp: squigly's only ground-based overhead. Also has disjointed hitbox, but leviathans head pokes out. Not all characters have this, but Squigs does. Used to come out incredibly slow, but now has been sped up so it chains from all of squigs' mediums. Actually hits farther than you'd think. USE FOR: unorthodox, but fairly solid overhead lockdown Assist. Mixups/resets after light attacks. Use with seria charge -- great for fooling into Daisy pusher last minute NOT FOR: neutral at all. Chain into this only. And again, not beginning of combos.
--> s.hk: long startup & standard launcher. Can not stance cancel into this at all, so don't try. Has very long blockstun so it's quite forgiving & can frame-trap into a number of moves. USE FOR: launching & squeezing in at the end of counter-hit combos to get another air chain. NOT FOR: anti-airs. Might look good but honestly it's far too slow & not incredibly dependable. Also might hit opponents up too high if it does connect...and not allow followups.
--> c.hk: standard sweep. High damage in one-hit for non-OTG KD & used to be used as burst bait in the past because of variety, but mike changed it so sweeps couldn't be used for valid baits. USE FOR: getting space for a charge or in general. Can use at end of combos optionally if you need space bad. NOT FOR: Anything besides end of a combo. Don't use as regular strategy. NOTE: However, it's better to just use c.mk. Much better to get a semi-full combo then lose out on free damage. Just save it for the end.
Air Normals:
--> j.lp: A seemingly innocuous jumping attack with a terrible hitbox, but GREAT for very specific situations. USE FOR: instant overhead. After divekick, use to lock-down opponent to ground & go from there...to other side or divekick > mixup/throws. Optimal damage on combos if able for first jump chains. NOT FOR: air to air. Do NOT use this for that. Otherwise...normal jump-normal.
--> j.lk: one of Squigs best air normals ever & one of the best non-h.normals in the game. Hitbox on this is HUHEEEE. Can pop off at multiple times in air & can chain into each other(?) USE FOR: 90% the time whenever you're jumping. Help jumping away. Best for air-to-air & catches many people because it comes out so fast (like parasol). IPS leftovers. Use to fully confirm/convert NOT FOR: Very little you can't use for. Even good for air to ground. Spam the hell out this thing.
--> j.mp: a very cool-looking move, but one where visuals deceive in relation to actual hitbox. now the effectiveness of this move is upto to you and depends largely on play style. Many squigs will never use this move & understandably so, but there's a special thing this move does that not many others do. USE FOR: cross-ups & "double cross-ups." Me personally, I love using it to stop momentum in the air from an expected path, then execute a divekick to punish. Will catch many off guard. Of course there's the double-cross up mountlover noted originally. Another HUGE thing it's great for is air burst baits. This thing is NEVER expected. Get them honest first, THEN try it the 2nd/3rd time ;) NOT FOR: 99% of combos or out-of-corner-scenarios. Air-to-air. May look cool, but it's not the move you wanna be using.
---> j.mk: a 4 hit multi-hit move connecting if the first hit makes contact. A fairly standard move. USE FOR: Cross-ups if setup right & great for foes constantly push-blocking your divekicks. Your bnb air chain starter & con-joiner. You WILL use this as squigly. NOT FOR: typical jump-in. Scales hits so be careful & only use one hit for cross-ups. Not very good as an air-to-air either...
--> j.hp: one of squigly's best, but also most dangerous moves if used carelessly. Squigs doesn't have many dependable close-in options, so this extreme move foots the bill w/a small tip. That's to say it does fairly well, but has a bad weakness: hurtbox/hitbox completely overlap. Means You can be thrown from across screen. Also doesn't hit crouching enemies aside from bb. Cancel w/divekicks to throw off opponent & punish. USE FOR: pre-emptively closing the gap or punishing via counterhit. Confirming closer to target with SBO or c.mk. Ending certain air combos for tricky resets. NOT FOR: zoning. You can't indiscriminately throw this out. You'll pay for it. End of most combos concerning damage.
--> j.hk: A semi-slow, but incredibly effective poke from mid-air. Lasts long due to many active frames & most importantly gives you time to think about what to do next. I personally like throwing it out & cancelling into divekicks since Majority of characters can't do much after air j.hk. Contratily though, squigs can divekick after, so surprising people with H Gravediggers is always a fun (and viable) thing to do. USE FOR: Restands near the end of combos. Poking grounded targets or foes lower than you. Can always cancel w/divekick. NOT FOR: Typical air-to-anything poke. Jump-in. Scaling can take 500-1k+ damage away from a combo. don't do it if you don't have to.
--> j.hp: A key move necessary to properly learn to master squigs. Only as good as you know how to use it. Incredibly long-reach, but pure-orange hitbox, trading with anything or getting flat-out-beat by it if challenged. When it lands or is blocked, the stun will allow for partial charge via buffering upon landing. USE FOR: Pre-emptively keeping people on the ground or knocking them out the air. Painwheel being just 1 primary example. Best used when enemy is lower than you on screen. Closing distance (when not dealing w/anti-airish attacks). Peacock a good example for that. Sometimes good to use at the end of combos for reset purposes NOT FOR: "zoning" or just throwing out to get people off you.
Throws:
-->Ground Throw: reaches fairly far & seems just right for Squigs. Gives you a bunch of space if you need to, but much better as with c.hk just to use it to get a combo if you can. USE FOR: combos via charged centerstage for wall bounce and good 5k(?) combo. Also charged chord world with all except Val/fortune I think? And of course a great option for in the corner. Can use meter w/SBO but unless special reason, don't use meter for that NOT FOR: constant resets. It will get mashed out and it scales 50% so use it occasionally.
-->Air Throw: from a reasonable height, you can pick this up w/L(?)/M divekick. Use s.lk~s.lk for restand & I think other normals can be used with it too. But since scaling is already in effect, s.lk is fine. USE FOR: anti-air. Squigs options for air-happy players is limited, so you might have to meet them in the air yourself. DEFINITELY use on characters with no air-super. Screw with them & use 50/50s in the air. NOT FOR: resets on characters with air supers. They might mash out. But overall, to be frank, use it when conditions are good. If you can use j.lk or any other normal to predictably catch someone, sure, but this is fairly solid & you can always try to reset later.
Charging:
--> all lights are safe as they are. Mediums benefit from normal canceling for the most part. Heavy hits you'll want to cancel on block no-matter what or seria cancel into another strong if not worried about
Push-blocking, reversal or PBGC.
--> charging takes 60 frames, which is 1 second & all charging is cumulative, meaning you can stop halfway & the next time you charge, you've only half as much to charge.
--> WHILE charging, you're in counter hit so be careful. Need to press a button & hold back to block. There's no "recovery" from canceling but your reaction time might be slower than you expect so it more than makes up for it.
Last edited: