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How do you deal with advanced ranging with squigly?

Notkastar

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Unknown Squigly Fukua
As of late, I've realized a glaring issue I'm having with my Squigly gameplay.
I don't really know what to do agents rangers with her. (peacock & big band teams to be exact.)

I usually use Fukua (In my main team of Fukua and Squigly) to cover my back in situations like that but, more than I care to say I've been put in situations where Fukua is down and I'm stuck in a corner with Squigly, not able to get out a single successful center stage, flame whip or Fallen women without getting brassed knuckled or other ranged move out of it quick then you could say "I saw that coming."
I've also tried simple maneuvering through the attacks but, to no avail do to the push back from all the incoming attacks.

I'm good enough with her to the point that getting the first hit could make or break the battle when fighting me but, when I'm fighting a ranger I just can't seem to get the first hit, or any hits that could lead to a big combo.

Is there a way to get through ranging walls with her?
 
for simplicity's sake you should refer to them as "zoners" its a bit hard to understand what you were talking about at least for me

also Squigly can double jump over most of the stuff Peacock throws out, instead of trying to counter any of those moves you should try to double jump around that stuff and look for weak spots in the pattern then go in for a strike

EDIT: My limited Squigly knowledge is probably outdated and bad so take it with a grain of salt
 
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With all due respect her double jump (useful as it is) just can't get the distance needed to land one of her more far reaching attacks in a spot like that or able to get out of the way of peacocks shadow of impending doom quick enough for it not to hit/push you back in place. The double jump has an even less of a chance of succeeding with the brass knuckle assist being used whenever you get too close to push you back into the battlefield peacock is making. Thank you very much for the suggestion but, I going to a real tide turner for squigs if I'm ever going to overcome this problem. :(
(once again, no hard feelings n_n)
 
No one said anything about double jump allowing you to instantly beat zoning, nor should you expect a tide turner in any way. Fullscreen is an advantage for Peacock and you just gotta deal with being in a worse spot.

Double jumping is useful for inching closer till she's in the corner or you find the hit. So is super jumping and using divekick to fit through weird gaps. If SoID is bothering you, jump while blocking and use gaps on the floor to dash. also airblock close to the ground. Jump into bombs while blocking or jump slightly before getting hit and block [chicken blocking]. Landing cancels blockstun. Sometimes you just gotta sit, block for a bit and wait for an opening. Don't forget that she might teleport behind you. Be ready for that

Keep up your charges. While the match is going in your favour, charge your stances for a bad situation if you're not confident you can press your advantage until Peacock is dead. Charge tremolo is ok (pretty great in beta) and charge sing -> SBO hits peacock 100% of the time she's pressing a button. (Just be sure to avoid/block bombs or your SBO dissapears.)

Also use sing -> SBO, even without a charge. Putting that ball there is annoying.

Charge during gaps. Partial charges are accumulative.

If Big Band is molesting you, sweep him (sweeps break armour), snap him out (snaps break armour and lock them out for 5 secs) or snap him in and kill him once you touch Peacock.

Combine these things! And combine them with your knowledge of the opponent. If they're prone to jump back and call Big Band at round start, dash and sweep/snap at round start.

Again, there is no tide turner. Peacock has the advantage at a distance. She has options to deal with your approach. She can't deal with everything at once. You gotta do what she can't deal with right now ("oh she jumped, time to snap band since i can't get argus'd" or "no bomb on the floor and no big band on screen, time to sing -> SBO") or have a guess at what she's going to do and do whatever counters that.

Letting her get to fullscreen is a mistake on your part that deserves to be punished. Sometimes that punishment is advancing a little only to be pushed back till you die

Also: Things should be better in beta since chicken blocking is better and so is tremolo.
 
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Zoners are the ultimate scrub killers. You need to accept that you're going to take damage to be able to gain the position you need to attack effectively. Not, Skullgirls, but if you need an example, watch Snake Eyez vs Dieminion at EVO this year. Your entire gameplan is walk forward, block. Jump forward, block. Buttons are your enemy. Pushing buttons leads to death. If you legit want to practice and git gud, grab a peacock playing friend and just try to walk them into the corner then move in ways to keep them getting out. I've legit played matches where I never attacked, just defended trying to time out so improve my blocking. Even with a charge, I'm not a fan of center stage xx SBO. SoID and HK george both beat SBO meterless.

As a final aside, I really thought the issue was with these guys

mighty-morphin-power-rangers.jpg
 
Wow Izzmo,
those are some pretty solid strategies to facing zoning, thanks alot for posting them!
Also sorry if It seemed I was expecting some huge tide turner like Big bands horn crush in a situation like that. I was more along the lines looking for a way out of the zoning corner I'm pushed into time to time. The strategies suggested was exactly what I was looking for when I started the thread.(That and an example and alexpi has me covered there, thanks alex) So the question I initially had when I started this thread has be answered with:
It is possible to get out of zoning with Squigly and even shut it down before it happens but, It's going to take a lot of well timed attacks and moves.
Right?
 
It's certainly possible. FWIW, I think Squigly has some of the worst tools for dealing with Peacock and to a lesser extent Fukua (not Parasoul bad, but not good). That said, you always have a shot. The "trick" is patience. Once you get in, you can Squigly them. Seriously, she has the most bullshit resets in the game.
 
Haha I guess is does just come down to being patience and waiting for an opening for Squigly to get through. About the resets Squigly can do, I 100% agree with you. I mean really, have you seen Poccola's video where she fights a solo Squigly?! It's terrifying!

 
Also, if you get knocked down by say lvl 3 shadow of impending doom, tech forward. I feel like I see people getting zoned by peacock who tech backwards often, essentially putting them back into an unfavorable position.
 
Also, if you get knocked down by say lvl 3 shadow of impending doom, tech forward. I feel like I see people getting zoned by peacock who tech backwards often, essentially putting them back into an unfavorable position.
Ah, that's a good one. I do "do" to get some distance and to be out of the way (sorta) of the next shadow of doom but, that about the time the brass knuckle pushes me back into place of it again quicker than I could realize it's coming and can only block.
 
Simple way to beat zoning as squigly is to have an assist to help deter or counter the zoning altogether. You could choose lockdown such as Cerebella Cerecopter, or have a point character with Squigly Center stage. If playing solo Squigly, the hard thing to admit is that you have to practice getting used to Peacock patterns as begineer, intermediate, and Peacock character specialists have differing patterns, with the final having differing patterns if you figure one out. My best advice is to either practice against Peacock mains or practice her yourself and get good character knowledge and learn what's unsafe and what are her typical throw/full screen resets.

EDIT: If I may ask, how experienced are you with Squigly? I have rougly 150 hours with her myself, so I'm not the greatest tactician, but I do try to put in my time.
 
If I may ask, how experienced are you with Squigly? I have rougly 150 hours with her myself, so I'm not the greatest tactician, but I do try to put in my time.

I've spent more than my fair share of time learning how to use her but sadly, I devoted all that time to improving my offensive skill and not really anytime went into my defensive skill. (I guess I want by akuma rules in a way, Being able to deal devastating combos but,can not take a hit) I'll try your advice and see if I can pester one of my peacock playing friends to see if I could traning against them for a while so I can learn peacocks pattern or I might just record some commands , thanks n_n
 
I've spent more than my fair share of time learning how to use her but sadly, I devoted all that time to improving my offensive skill and not really anytime went into my defensive skill. (I guess I want by akuma rules in a way, Being able to deal devastating combos but,can not take a hit) I'll try your advice and see if I can pester one of my peacock playing friends to see if I could training against them for a while so I can learn peacocks pattern or I might just record some commands , thanks n_n
No. 1 way of understanding zoners (coming from a Street Fighter player, mind you) is to analyze how you normally approach them to close the gap, seeing they do to escape, and see how YOU respond to it, whatever it might be(e.g. Peacock teleport behind, followed by dp assist and peacock backdashing to the opposite side of the screen). If you can find a pattern in what they do and how you're failing or not finding a way to punish it, then you can probably make very fast improvements