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Squigly Combo Archive

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WaterMystic277

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Squigly Cerebella
Zid Edit: This is a thread filled with combos that used to work. Some of them may still, or they may not, who knows. To make sure you get the latest combos, head to the most recent and active combo thread. I'll merge that thread with this one when the time comes and there'll be a new one after that. You know, the Circle of Life and all that.

Fuck yeah let's discuss combos.

First off, I've gotten a decent bnb going, clocking out about 4k.

lk, mk. hk. j.lk, j.mk, j.hk, QCF+mk, lk, mk, hk, lp, mk, hk, QCF+hk -

Yeah I know, so much kicking but this is literally the only way I can fucking remember combos.
 
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With Level 2 stance.

First Ground chain -> s.HPx2 -> Stancel -> s.MP (1 hit to make it work midscreen) -> s.HPx2 -> Stancel -> s.MK -> s.HPx2 -> Stancel -> s.LP -> s.MK -> s.HPx2 -> s.LKx2 -> s.MK -> s.HK -> j.MK (2 hits) -> j.HP -> land -> j.LP -> j.MK (1 hit) -> j.HP -> land -> j.LK -> j.MK (1 hit) -> QCF+HK in air -> QCB+LK+HK -> c.HK

(If you don't want to waste meter, replace the super with s.MP for burst bait)

The c.HK at the end has enough range to act as burst bait, and since it causes a knockdown it acts as untechable burst bait: they can't tech the knockdown since if they attempt, they'll activate the burst instead. It also triggers undizzy, so if they take the bait, you can just go over and combo all over again without worrying about that.
 
ThwompBlock wrote a Squigly guide where he also included a Youtube video - http://steamcommunity.com/sharedfiles/filedetails/?id=172077233

Video -

Following is copied from the guide:

(damage recorded with 1.0 damage ratio)

~ BNBS WITHOUT SERIA CHARGE ~
(6239 damage, 1 meter)
MK Fallen Woman > s.LPx2 > s.MK > s.HPx2 xx Seria Cancel > s.LPx2 > s.MK > s.HK > j.LK > j.MK > j.HP > j.LP > j.MK > j.HK xx MK Fallen Woman > s.LKx2 > s.MK > s.HPx2 xx Arpeggio xx (LK+MK) Squigly Battle Opera > The Silver Chord > s.MP > s.HPx2 xx Tremolo

(6524 damage, 1 meter)
MK Fallen Woman > s.LPx2 > s.MK > s.HPx2 xx Seria Cancel > s.LPx2 > s.MK > s.HK > j.LK > j.MK > j.HK xx HK Fallen Woman > j.LP > j.MP > j.HK xx MK Fallen Woman > s.LKx2 > s.MK > s.HPx2 xx Arpeggio xx (LK+MK) Squigly Battle Opera > The Silver Chord > s.MP > s.HPx2 xx Tremolo

(6565 damage, 1 meter)
MK Fallen Woman > s.LPx2 > s.MK > s.HPx2 xx Seria Cancel > s.LPx2 > s.MK > s.HPx2 xx Seria Cancel > c.LK > c.MK > s.HPx2 xx Arpeggio xx (LK+MK) Squigly Battle Opera > s.MP > s.HK > j.LK > j.MK > j.HP > j.LP > j.MK > j.HK xx HK Fallen Woman > The Silver Chord > throw

(7056 damage, 1 meter)
MK Fallen Woman > S.LPx2 > s.MK > s.HK > j.HK xx HK Fallen Woman > j.MK > j.HK xx MK Fallen Woman > s.MP > s.HK > j.LK > j.MK > j.HP > j.LP > j.MK > j.HK xx MK Fallen Woman > s.LPx2 > s.MK > s.HPx2 xx Seria Cancel > s.LKx2 > s.MK > s.HPx2 xx Arpeggio xx (LK+MK) Squigly Battle Opera > The Silver Chord > throw
(6415 damage, 1 meter, corner only)
MK Fallen Woman > s.LPx2 > s.MK > s.HPx2 xx Arpeggio > s.LPx2 > s.MK > s.HP xx Arpeggio > c.LK > c.MK > s.HK > j.LK > j.MK > j.HP > j.LP > j.MK > j.HK xx MK Fallen Woman > s.MP > s.HPx2 xx Arpeggio xx (LK+MK) Squigly Battle Opera > The Silver Chord > throw

~ BNBS WITH SERIA CHARGE ~
(7218 damage, 1 meter)
MK Fallen Woman > s.LPx2 > s.MK > s.HPx2 xx Seria Cancel > s.HPx2 xx Seria Cancel > s.MP > s.HPx2 xx Seria Cancel > s.MK > s.HPx2 xx Seria Cancel > s.LPx2 > c.MK > s.HK > j.LK > j.MK > j.HP > j.LP > j.MK > j.HK xx MK Fallen Woman > s.LKx2 > s.MK > s.HPx2 xx Arpeggio xx (LK+HK) Squigly Battle Opera > The Silver Chord > throw

(7133 damage, meterless, corner only)
MK Fallen Woman > s.LPx2 > s.MK > s.HPx2 xx Seria Cancel > s.HPx2 xx Seria Cancel > s.MP > s.HPx2 xx Seria Cancel > s.MK > s.HPx2 xx Seria Cancel > s.LPx2 > c.MK > s.HPx2 xx Arpeggio > s.LKx2 > s.MK > s.HK > j.LK > j.MK > j.HP > j.LP > j.MK > j.HK xx HK Fallen Woman > The Silver Chord > throw

(6615 damage, 1 meter, Double only)
MK Fallen Woman > s.LPx2 > s.MK > s.HPx2 xx Seria Cancel > j.LP > j.MK xx MK Fallen Woman > s.LPx2 > s.MK > s.HPx2 xx Seria Cancel > j.LK > j.MK xx MK Fallen Woman > s.LKx2 > s.MK > s.HPx2 xx Seria Cancel > s.MP > s.HPx2 xx Arpeggio xx (LK+MK) Squigly Battle Opera > s.HK > j.HK xx HK Fallen Woman > The Silver Chord > throw

~ THROW COMBOS ~
(4550 damage, 1 meter)
throw xx (LK+MK) Squigly Battle Opera > The Silver Chord > s.MP > s.HK > j.LK > j.MK > j.HP > j.LP > j.MK > j.HK xx MK Fallen Woman > s.LPx2 > s.MK > s.HPx2 xx Seria Cancel > s.LKx2 > s.MK > s.HPx2 xx Tremolo

(6153 damage, 1 meter, corner only)
throw > c.MK > s.HK > j.HK xx HK Fallen Woman > j.MK > j.HK xx MK Fallen Woman > s.MP > s.HK > j.LK > j.MK > j.HP > j.LP > j.MK > j.HK xx HK Fallen Woman > s.LPx2 > s.MK > s.HPx2 xx Seria Cancel > s.LKx2 > s.MK > s.HPx2 xx Arpeggio xx (LK+MK) Squigly Battle Opera > The Silver Chord > throw

(5042 damage, meterless)
air throw > c.MK > s.HK > j.HK xx HK Fallen Woman > j.MK > j.HK xx MK Fallen Woman > s.MP > s.HK > j.LK > j.MK > j.HP > j.LP > j.MK > j.HK xx MK Fallen Woman > s.LPx2 > s.MK > s.HPx2 xx The Silver Chord > throw
 
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Squigly got a damage buff on 8/23, those numbers might not be up to date.

Also, their confirm isn't optimal at all. (MK Fallen Woman) cr.LK cr.MK s.HP leaves you closer and does more damage.

Anyway, I got a meterless Seria thing. ~8.7k (damage can vary depending on the amount of hits some normals get), ~8.4 if done from a MK divekick. Tested on Filia. I'm rather positive that this combo might need adjustments against the heavyweights. You can tack on an Opera after the last hit to get time to recharge, a bit more damage, and possibly a sweep burst bait setup.

(MK Fallen Woman) cr.LK* cr.MK s.HP[2] xx Seria
s.HP[2] xx Seria
cr.MK s.HP[2] xx Seria
cr.MP s.HP[2] xx Silver Chord
s.HK
j.MK[4]** j.HP
j.LK j.MK j.HK ***
-- non-corner variant --
s.LP[2] cr.HP xx Seria
j.LP xx HK Fallen Woman
s.LK[2] (OTG) cr.MK cr.HP xx something (Liver Mortis, Draugen Punch) (xx LKMK Opera, if you want to spend the meter)
-- corner variant --
s.LK cr.MK cr.HP xx Seria ****
s.LP cr.MK cr.HP xx Draugen Punch (xx LKMK Opera if you want to, does some damage and allows you to recharge)
Backdash, cr.HK burst bait

* Might not work with some higher-hitting divekicks, try s.LP[1] for the decreased startup, but 100 less damage.
** You have to do this at the apex of Squigly's jump and cancel into the j.HP as fast as possible after the last hit.
*** Difficult to get all hits on, the trick is doing j.LK asap and canceling as fast as possible once all hits connected. j.MK should be your normal of choice to cancel early if it isn't looking quite as clean. If you are already close to the corner, you might want to think about j.LP j.LK j.HK and using the freed Undizzy to cancel the s.LK string into an Arpeggio.
**** Omit cr.MK and replace with s.LK cr.HP xx Arpeggio if you're already -in- the corner.
 
Week 1 combos that I came up with after a bit of tomfoolery in training room. I need to test damage values on these, though I'm typically using Ratio 2.

C1: Req Punch charge

Chargeless version:
cr.LK > cr.MK > st.HK > jump
j.MK > j.HK > qcf+HK > land
cr.MK > st.HK > jump
j.LK > j.MK > j.HK > qcf+MK > land
st.LK (x2) > st.MK > st.HK xx qcb+MK&HK
dash > st.LP (x2) > st.MP (x1) > st.HP (x2)
qcf+LP or a DP (set up wakeup mixup or cr.LPx4 cr.HK). Or just follow the Sing super with j.HP xx L Divekick to return to neutral safely

With Charge: after j.LK > j.MK > j.HK > qcf+MK land

st.LK (x2) > st.MK > st.HP (x2)
st.MP (x1) > st.HP (x2) sx
st.LP (x2) > st.MP cr.HP (x4) > xx qcf.MK
qcb.LP&LK, raw tag

or

st.LK (x2) > st.MK > st.HP (x2)
st.LP (x2) > st.MP > st.HK xx qcb+MK&HK
charge DP, follow, release. I don't think this sets off undizzy. If it does, just follow up with j.HP xx LK divekick and return to neutral. Can be air teched out of? Needs more testing.

* Can be started off Cerecopter crossup
* Work in a jump j.LP j.MK j.HK somewhere in there?


C2: Req. Punch charge

st.LP (x2) > st.MP (x1) > st.HP (x2) sx
st.MP (x1) > st.HP (x2) sx
st.LP (x2) > st.MP (x1) > st.HP (x2) sx
st.MK > cr.HP (x4) xx qcf+MK
st.HK > jump
j.MK > j.HK > qcf+MK land
st.LK (x2) > st.MK > st.HK jump
j.LK > j.MK > j.HP > land
jump > j.LP > j.MK > j.HK > qcf+HK > land
qcf+HK xx qcb+LK&MK
* If qcf+HK hits twice, opponent will stand when hit by super. cr.HK > delay > qcf+MK to bait a burst and get a free combo
* If qcf+HK hits once, charge qcf+LK immediately after, follow opponent, then release on last hit of super. I think this works on everyone, though I think Fortune also tended to fall out of it easier.

If this combo was started off a standing overhead, begin with

f.HP (x4) > qcf+MK
st.LP > (x2) st.MP (x1) > st.HP (x2) sx
st.MK > st.HK > jump
etc.

Only bits I have trouble with are sxing into st.MK for whatever reason (input buffer throwing me off?) and j.HP > land > jump > j.LP

I forgot that I have updated versions on my computer back at home; will update later. If anybody has any pointers or suggestions, I'd appreciate them.

Also, does anyone have any snapback combos? I haven't gotten around to messing with those yet.
 
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After a double snap? I think just repeating s.HK works.

Into a snap? Do whatever, then cancel the last normal of the last string into snap. It's got great range.
 
My Squigly B&B - No Stance Charge, No Stancels
6.5K Meterless, 7.4K damage with 1 Meter, 7.9K with 2 meters, 8.2K with 2 meter and triggering undizzy with the last hit

Basic Opener
cr.LK > cr.MK > cr.HP > QCF+MK > QCB+LP+LK (Optional)

Extension
cr.MK > s.HK,
j.MK > j.HP
(Re-jump) j.LK > j.MK > j.HK > QCF+MK (Optional)
(Restand) cr.LK > cr.MK > s.HK,
j.LP > j.MK > j.HK > QCF+MK,
s.LP > s.MP > s.HP > QCF+HK > QCB+LK+MK (Optional)

Optional Corner-Only ender, will trigger Undizzy
QCF+LP Charge to level 2 then release (for max damage, If opponent bursts you will be knocked full screen)
or
cr.HK (Burst Bait)

Note: Timing for the combo is a bit different against Double but otherwise it still works. However you MUST neutral jump during the combo when doing it against Double in the corner. If you jump forward you'll go over her.

Other Possible Openers that can lead into the same combo
QCF+HK, (OTG) cr.MK, s.HK

Throw (Wall Bounce), cr.MK, s.HK

Throw (Mid Screen) > QCB+LK+MK,
QCF+MK (charge while moving forward and release once SBO finishes its juggle)

F+HP > QCF+MK

cr.LK > cr.MK > cr.HP > QCF+LK > QCB+LK+MK
cr.HP > QCF+MK
 
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Week 1 stuff:

~8.2k for no meter, no seria charge. I usually omit the j.HP after Silver Chord though.

~9.4k for 1 meter, seria charge. Does about 8.7k without meter. I can't get j.MK, delayed j.236MK to work on Fortune.
 
Here's a no seria charge/no stancels bnb I made up from the Beta.


Note the character doesn't have to be jumping for it to work. It just makes it easier to do and also works for the first combo of the match since a lot of people like jumping in.

I'll have to check this combo again and see what the new damage scaling is. I also want to tweak it to continue Arpeggio with a LK > MK > HK and play with air combos/OTG more

Here's the same combo on the release build. It does about 700 more damage now:
 
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Vlad your combos don't work on crouching filia and valentine. The lpx2 mp wiff completely.
 
Vlad your combos don't work on crouching filia and valentine. The lpx2 mp wiff completely.
Those aren't my combos. They're by ThwompBlock and there were in the Steam list for guides. I wish I was creative enough to come up with new combos.
 
Those aren't my combos. They're by ThwompBlock and there were in the Steam list for guides. I wish I was creative enough to come up with new combos.
I see that now. Also at the end of the combo 1 instead of MP HPx2 tremor, its more damage to do cMP cHP xx drag n bite. It does about 200 damage more. With my blenderbella assist, I can get like 7.1k damage. Ending in drag n bite will leave you neutral when they recover and you could go for a potential reset. Pretty decent I must say.

But for the short characters I think doing cMP cHP cancel cLP cMK/MK HK would fix the problem with the short stature of Valentine and Filia when they crouch. But the damage seems a little bit less. Not a big deal I suppose.
 
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Well, then do MP cMP xx dragnbite, that should do a slight bit more.

And I don't think you get great resets at all off a Dragnbite. I'd much rather end in stagger, crumple or cr.HK burst bait.
 
I agree. Drag n Bite is a horribly obvious time for a reset and on top of that its something like +0 or -1 on hit. Given that Squigly's fastest normal is 7 frames, most characters could get out just by mashing jab.

QCF+LK is the better option. Not only does your opponent not know if you're going to Reset or Link to extend the combo, its also +8 or better on hit, which means anything they try to poke their way out with is guaranteed to get counterhit or thrown (unless its a DP or whatever).
 
I see where you guys are coming from and I agree now. Thanks for the setup jason it pretty much makes any character opened.
 
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I dunno if anyone here plays Squigly/Filia, but I took a fairly basic Squigly combo and added some DHCs to it for 9.5k damage...
http://www.twitch.tv/kiyobi/c/2885346

With Squigly/Filia, if you can get them anywhere close to the corner (pretty easy to do considering the side switch from HK Fallen Woman), you can DHC s.HP(2) xx LK+MK Opera xx Fenrir Drive and they'll be juggled by the note so you can follow up with a full corner combo. It adds about 5k unoptomized, so 12-13k total, or ToD with 3 bars.

Hopefully I'll be able to make a video or post some more concrete stuff over the next week or so, other stuff has my attention at the moment and I don't like posting combos unless I know they're near-optimal.
 
My Squigly B&B - No Stance Charge, No Stancels
6.5K Meterless, 7.4K damage with 1 Meter, 7.9K with 2 meters, 8.2K with 2 meter and triggering undizzy with the last hit

Basic Opener
cr.LK > cr.MK > cr.HP > QCF+MK > QCB+LP+LK (Optional)

can i change the crouching to standing for basic opener or would that be bad
 
I agree. Drag n Bite is a horribly obvious time for a reset and on top of that its something like +0 or -1 on hit. Given that Squigly's fastest normal is 7 frames, most characters could get out just by mashing jab.
And it is a perfect time for Daisy should they try to counterpoke or throw. Their only option is to counter super, and Daisy beats most of them.
 
can i change the crouching to standing for basic opener or would that be bad
It would still work, but Squigly's crouching attacks are generally better than her standing ones (c.LK a better move than s.LK in pretty much every way.)
 
can i change the crouching to standing for basic opener or would that be bad

Crouching is normally better because you're better off going for a low hit if you're on the ground. Also c.LK has quite some range for a c.LK.
If you do hit with s.LK, you can combo into standing moves.
 
cant think of something good to combo into after daisy pusher any suggestions
 
Most people like to just dash and use s.HK, then go into air combo stuff. I do j.MK -> j.HP -> j.LP -> j.MK -> j.HP -> j.LK -> j.MK -> QCF+HK then burst bait, but that's just me.
 
Most people like to just dash and use s.HK, then go into air combo stuff. I do j.MK -> j.HP -> j.LP -> j.MK -> j.HP -> j.LK -> j.MK -> QCF+HK then burst bait, but that's just me.
im new to fighters this looks kinda hard is it
 
also last question to do inferno blast i know its a level 3 combo will it require some long as hell combo to get the meter and perform the move
 
can i change the crouching to standing for basic opener or would that be bad

It does slightly less damage and s.LK isn't a low, but otherwise it works.
 
It does slightly less damage and s.LK isn't a low, but otherwise it works.
It doesn't hit low but it works on crouchers. Sometimes I do Standing because I don't let go of down quick enough and get a cHK in my combos and I wanna faceroll my keyboard. The less damage isn't much to worry about I'm sure.
 
It doesn't hit low but it works on crouchers. Sometimes I do Standing because I don't let go of down quick enough and get a cHK in my combos and I wanna faceroll my keyboard. The less damage isn't much to worry about I'm sure.
this is why i switched to standing because sometimes i push down to late or i completely forget
 
i think there is delay when you
Most people like to just dash and use s.HK, then go into air combo stuff. I do j.MK -> j.HP -> j.LP -> j.MK -> j.HP -> j.LK -> j.MK -> QCF+HK then burst bait, but that's just me.
i keep dropping it after j,mk i cant get out j,hp for a second time

edit: it drops after i get to the second j.hp i cant get out j,lp j.mk int qcf hk
 
does anyone have a combo i can connect to my combo s.lk s.mk s.hk > j.lk j.mk fallen woman hk then qcf hp >qcf lk and lp
 
j.MK(2) > j.HP, j.LP > j.MK(1) > j.HP, j.LK > j.MK(x)
The numbers in the parentheses are how many hits of the move to connect before canceling it into another move. If a multihit move has no parentheses after it, it's implied that you do the full amount hits.

From this point you have a few options on where to go:

To continue with the combo @Nap1400 posted, let all the hits of the j.MK hit before going for HK divekick(236HK).
j.MK(2) > j.HP, j.LP > j.MK(1) > j.HP, j.LK > j.MK > 236HK
You could also put in j.HK before HK Divekick.

j.MK(2) > j.HP, j.LP > j.MK(1) > j.HP, j.LK > j.MK > j.HK > 236MK
This restands your opponent and allows for you to continue with ground chains.
Watch your stun in training mode though as you'll be approaching the Undizzy stun limit.

j.MK(2) > j.HP, j.LP > j.MK(1) > j.HP, j.LK > j.MK(1) > j.HP, j.MP > j.HP
This one is good for when you want to end with them on the other side of the screen.

j.MK(2) > j.HP, j.LP > j.MK(1) > j.HP, j.LK > j.MK > j.HP
This should also restand the opponent and give you enough hitstun to combo standing and crouching MP and MK into it.
Make sure you nail the j.MK > j.HP cancel timing or it may not work.


*Note that none of these work on Double as she's too heavy and will fall out.
 
so should i get rid of the qcf hk at the end

also thank everyone for all this help
 
I'm just going to exorcise some wrongness from this thread.

For Squigly's normals and crouching versus standing - basically every single one of them has some sort of use in a combo. Usually you should choose carefully, depending on what you're doing in the combo. It should be mentioned that generally, you want to have as much damage in as few hits as possible early on in the combo, before the 15 hits. (This is the rationale for starting with Stancel Loops. All of Squigly's damage after a launcher has so many hits the combo scales to crap if you launch too early.) After that, usually multi-hitting normals have more total damage so you use those.

s.LP vs cr.LP: s.LP has more hitstun, more damage, faster, less hits and hits at chest level, so you can use it in some airborne pickups. cr.LP can be decent as an OTG restand if you need to use your LP for that, but generally s.LK is better at that.
Conclusion: Use s.LP, unless you want the cute factor.

s.LK vs. cr.LK: s.LK is excellent for restanding from an OTG and does more damage altogether, but has almost no range. cr.LK has better range, less hits and is a low.
Conclusion: Use cr.LK in hitconfirms or when the opponent is further away, s.LK later in combos.

s.MP vs. cr.MP: s.MP has the best damage out of Squigly's medium normals and the first hit pulls enemies closer, but it has two hits and whiffs on crouch. cr.MP has less hits and some pushback on it and hits crouchers.
Conclusion: Use cr.MP during your initial stancel loops and s.MP in later LMH chains, if you can afford the pushback.

s.MK vs. cr.MK: s.MK is a launcher against airborne targets, pushes enemies back and whiffs on crouchers. cr.MK moves Squigly forwards, so if she cancels it into another normal or special she is closer to her opponent and hits low. Both have the same damage.
Conclusion: Use cr.MK, unless you somehow found a relaunch that only works with s.MK.

s.HP vs. cr.HP: s.HP works better as an OTG, has less hits and forward movement, similar to cr.MK. cr.HP has more damage, but also greater pushback and more hits.
Conclusion: Use s.HP early in your combo, or if you need the forward movement, cr.HP late in your combo.

(Bonus: f+HP has greater hitstun than the other variations, allowing more stancels, but cannot be comboed into at all, apart from Silver Chord.)

s.HK vs. cr.HK: One's a launcher, the other's a sweep. They don't even play in the same league.
Conclusion: Use s.HK if you need a launcher, cr.HK if you need a sweep.

j.MK(2) > j.HP, j.LP > j.MK(1) > j.HP, j.LK > j.MK(x)

Delayed j.MK[4] j.HP works after initial launch, although I'm not positive on how character specific it is. (/e: It even works on Double. Pickup may be suspect, though.) What I'm doing is (stuff) -> s.HK j.MK j.HP, rejump, j.LK j.MK j.HK xx HK Divekick and all the hits should connect, but I've only been practicing against Filia, and the timing is a problem.
 
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I feel like this deserves its own post. This is the results of me trying to adapt combos against Double.

s.HK -> j.MK[4] j.HP connects, but you can vary timings and either relaunch or restand with the HP. If you delay the MK as long as possible and do not instantly cancel into HP, the HP restands while hitting fully, allowing you to follow up with anything up to s.HP. This also includes some specials, like Rapid Stabs, Lv2 One Inch Punch or DP. Then, you can go into launcher into either j.LP or LK, then MK HP, which, when executed as quickly as possible, restands again while also hitting all of its hits, so that's great.

If the HP instead launches them upwards because you didn't wait quite as long, j.LK j.HK xx HK Divekick, instant j.LP j.MK j.HK connects, with the MK restanding. You can link lights after the HK, dunno about mediums.
 
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I need a consistent launch combo for after:

Cr.lk,cr.mk,st.hpx2 stancel, st.lp,cr.mk,st.hpx2 xx silverchord, cr.lk,cr.mk,st.hk.

The st.lp and everything after it is counted, everything after silverchord is lvl5.
So any suggestions on something good that is as universal as possible?
 
Undizzy accumulated: 65. Unwatched ground normals: Only MP. I'd seriously suggest cutting out some slack with the combo, you could go s.LP s.HP xx Chord cr.MK s.HP Stancel cr.LK cr.MK s.HK, have the same amount of watched normals and some more damage pre-launch at the cost of 50 Undizzy. Which, it should be added, you can spare. The combo doesn't hit limit either way.

Post-launch, here's what works on basically everyone in the cast (sans Double) with only minor timing adjustments:

j.MK j.HP (land)
(rejump) j.LK j.MK j.HK (land)
s/cr.MP s.HK (jump)
(instant) j.LP j.MK j.HK xx HK Divekick
cr.HK burst bait, or Tremolo, or Arpeggio xx LKMK Opera (= stance charge setup)

The combo is designed to get all possible hits from all the normals. Generally, delay the first MK as long as possible against lighter characters, do it sooner against heavier characters. In the LP chain, you may need to let the MK only hit three times against light characters like Fortune, Wheel or Squigly.

It's not really that easy an combo, but it's universal enough. Against Double, you'd do:

(delayed) j.MK j.HP
j.LK j.HK xx HK Divekick
j.LP j.MK j.HK
s.MP cr.HP xx Ender

Without Lv2 stances you've got slightly limited options altogether...
 
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Any applications for Liver Mortis?
I just don't know why I should use it.
 
Lv1 is a valid finisher after a string into Chord.
Lv2 is useful in corner confirms. Stuff like cr.LK cr.MK s.HP xx Liver Mortis, s.HP xx Chord into Squigly corner combos, for example.
 
i thought this thread was about stancels and divekicks loll.

Anyways, i wanted to do some more advanced/stylish stuff after hk divekick with off the ground (OTG) later in the combo, but i couldnt figure out HOW to intercept the opponent before they hit the ground from the hk divekick/gravedigger in the first place!!!....because dashing required some really hard timing, made harder by the camera panning up to the opponent and sometimes barely including squigs' head. But after a couple hours i figured it out: c.mp & j.mk! There are some opponents you can actually catch in the air with a j.mk in mid-air & others you can catch w/c.mp > c.hp(2hits) > silver chord > combo. And doing that allowed me leeway to DHC later down the combo and if i needed that one bounce to pick up i'd have it.

Any applications for Liver Mortis?
I just don't know why I should use it.
you mean that Bruce Lee/One Inch punch that looks cool as hell charged? Well it's GREAT as a finisher. Does a bit less damage than drag'n'bite (both charged up), but at least it doesnt leave you close to the opponent and also you can do battle opera immediately after (lk+mk) and if you REALLY wanna get fancy, do either mk+hk or lk+hk battle opera DHC into another stuper you know will interact with the battle opera you just did.

For example I use filia in my duo with squigs and i actually like doing liver mortis > lk+hk battle opera (yeah the one NO ONE uses lol) > gregor samson > combo off of it with filia.

I wasn't aware but gregor samson actually flings the opponent BACKWARDS in the air, so it comes into contact with any supers that deal with the air like that...something to keep in mind. It wallbounces too and if youre not too close to the corner and have moves left, you CAN combo otg (Off the ground). So it has its uses.

OHHH! Also, many don't know this but it's partially invincible. both versions, although the uncharged has a VERY small window. The charged is a little better...but I've gotten out of double's swag wagon, valentine's knives and some other supers too, so it has some valid uses for sure :)
 
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