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Squigly Tech Thread: Small/Big Tips & Strategy YOU Notice? (NEW THREAD)

So I found two really stupid things.


First off, this one you can do with any character that runs, but Squigly is so darn good at setting it up. Cancel a run into a tag, and the assist always comes behind behind where the running character is facing. Squigly has cross under setups, so people are going to try to block it or hit Squigly, who is going to enjoy that tag-out invincibility as her partner comes out from behind her for a crossup.

On to the dumbest one, It's Squigly/Double only, and it only works well on Filia for some reason.


Because who doesn't just put down their controller/stick during Double's level 3?
 
:)


this is kinda obvious but just showing if you end your combo in the air with light, mk, hp you get the same air 50/50 (throw vs. jump lp) parasoul gets by ending her combos with j lp, j lk, j mp

it also works the same after a st hk

this sort of reset is useful in that they have less defensive options than if you reset on the ground (no raw tag, no mash ground super, no mash ground invincible move)

this was REALLY useful. I tried doing the j.grab off of s.hk but i guess i just kept getting the timing wrong :p
 
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this was REALLY useful. I tried doing the j.grab off of s.hk but i guess i just kept getting the timing wrong :p
The timing for air throw after HK is strict. And the throwbox is slightly above her, if that helps with timing.
 
8. Oh lol this one is so damn funny...you can actually DHCINTO daisy pusher if you havent hit an opponent and are close enough. Many times when i accidently do something unsafe, i do gregor samson and right after that little "flip" I bring in Squigs and there you go! Free combo & BAM!

There's definitely a whole lot I should take away from this thread, but this one is going to probably be the most useful. That's so awesome.

P.S. Which stance do you all like to charge up first? How do you get breathing room...? and more importantly why that one over the other first?

I always get Silver Chord ready first 'cause my training buddy is is a Cerebella player; and we've played so many hundreds of matches in a row that it's just muscle memory to go for that stance first now.
 
always get silver chord first, but try to have both stances charged as often as you can. if you land a random silver chord into combo, having the other stance charged means youl have access to seria after you reset them
 
havent seen anyone do this yet

burst bait after daisy pusher at the end of a combo, cr hp - cancel into a stance and then quickly cancel out, youl be out of range so you can punish
most times i see people do this they just do the crhp and sometimes will get hit by the burst. with the cancel you should always be out of range
 
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Send me your version of it. I'll toy around with it a bit
What he said. I wanna toy with Squigly swag.
Sorry for the wait, guys, but here is the current version of it (sorry for the bad quality):

Requires level 2 charge but doesn't need any meter at the start and works anywhere on screen.
It doesn't matter if they burst or not on the second burst bait; they'll die either way.
 
Sorry for the wait, guys, but here is the current version of it (sorry for the bad quality):

Requires level 2 charge but doesn't need any meter at the start and works anywhere on screen.
It doesn't matter if they burst or not on the second burst bait; they'll die either way.
Thank you so much. Totally gonna practice this when I get home.
 
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Here are some squigly resets
 
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So the notation for @Luweewu 's YBYD Combo (SX = Stance Cancel):

c.LK, c.MK, HPx2 sx
MK, HK
j.MK, j.HK, MK Dive
c.LK, c.MK, HPx2 sx
MP (1 hit), HK
j.LK, j.MK, j.HK, MK Dive
LP, MK, HK,
j.LP, j.MK, j.HK, HK Dive
(walk back a step) c.MP, c.HP xx LKMK Opera
(Dash) j.MK, j.HK, MK Dive
MK, HPx2 sx
MP (1 hit), HPx2 sx
LP, MK, HK
j.LP, j.MK, j.HK, MK Dive
LK, MK, HK
j.LK, j.MK, j.HK, HK Dive
(Backstep) c.MP, c.HP xx LKMK Opera

MK and c.MK do the same damage, but for some reason MK comes out easier for me in stancels. Either way, this combo also gives you plenty of opportunities to reset into a 50/50 air hit or throw.
 
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Thanks for posting the notation @RetroStation.

For more damage you could replace all s.MP with c.MP and s.LP with c.LP, but it's all the same in the end.

You don't always need to step back to make c.MP miss the burst, but it depends on the character weight and how far HK Divekick throws them. I still recommend doing so if you still have your groundbounce. You want to hit them at the peak of the second bounce to make sure the burst whiffs.

Be careful with how you time your j.MK, j.HK, MK Divekick loops; the divekick can whiff if done badly.

Also watch how far you dash and when you jump for the j.MK after the LKMK Opera. When to jump depends on the weight of the character and you may cross up and lose the combo if timed incorrectly (it's also possible to continue after the crossup but I've had less success with that.)
 
I've managed to get the first burst bait down. I also realized that if you managed to do at least 7150 before the burst into Opera, you can reel them in and repeat the combo for the (possible) kill. Opera puts you into OS, which some people online aren't always prepared for.

YBYD is deadly solo v2, and just steamrolls v3.
 
this greenburst setup is pretty much the truth
 
I still need to work on my version. Los Santos is a hard place to escape.
 
So the notation for @Luweewu 's YBYD Combo (SX = Stance Cancel):

c.LK, c.MK, HPx2 sx
MK, HK
j.MK, j.HK, MK Dive
c.LK, c.MK, HPx2 sx
MP (1 hit), HK
j.LK, j.MK, j.HK, MK Dive
LP, MK, HK,
j.LP, j.MK, j.HK, HK Dive
(walk back a step) c.MP, c.HP xx LKMK Opera
(Dash) j.MK, j.HK, MK Dive
MK, HPx2 sx
MP (1 hit), HPx2 sx
LP, MK, HK
j.LP, j.MK, j.HK, MK Dive
LK, MK, HK
j.LK, j.MK, j.HK, HK Dive
(Backstep) c.MP, c.HP xx LKMK Opera

MK and c.MK do the same damage, but for some reason MK comes out easier for me in stancels. Either way, this combo also gives you plenty of opportunities to reset into a 50/50 air hit or throw.

Your combo-fu is weak! With these starting ressources you could ToD without even using any meter (on anything that isn't named Double ;_;) Try:

cr.LK cr.MK s.HPx2 sx
cr.MK s.HPx2 sx
cr.MP s.HP xx Silver Chord
s.HK
(delay) j.MK j.HP
(instant) j.LK j.MK j.HK
s.LP cr.MK s.HP sx
s.LK s.MP s.HK
(instant) j.LP j.MK j.HK xx HK Divekick
(burst bait)

Then, dash up s.HP into literally any combo should kill without you having to resort to using meter.
 
Your combo-fu is weak! With these starting ressources you could ToD without even using any meter (on anything that isn't named Double ;_;)
Thanks for the combo! The extra 1000 damage done helps make the post-burst bait combo easier.

It does work on Double (first character I tested it on). Don't delay the jump and do 2 hits of j.MK and it's fine.
 
Well, you're supposed to delay the MK, not the jump. How long is character-specific, but generally, do it earlier for the heavyweights.
 
Ah. I've never noticed any character specific things about j.HP loops outside of Double, so I didn't know which you meant. Maybe just a difference in our methods.
 
If you're trying to optimize them by trying to get as many hits out of the j.MKs as possible, you get some minor timing differences.
 
Your combo-fu is weak! With these starting ressources you could ToD without even using any meter (on anything that isn't named Double ;_;)
Y'all keep making my Squigly dirtier than it already is lol

Also, would LKMK Opera allow you to rinse and repeat for ToD?
 
Yep. Like I said, I -think- you can just dash up and s.HP her in the face, but Opera is certainly safer. (But costs one bar.) In any case, they're probably done before you get to finish the second iteration.

Also, to clarify, the ToD is in an you-burst-you-die situation, just like Luweewu's.
 
Absolutely disgusting.

RIP everyone Squigly gets a hit on.
 
Absolutely disgusting.

RIP everyone Squigly gets a hit on.
All she needs is a Seria Charge and someone desperate enough to burst.
 
@Luweewu and @VIVIT_rv00 , behold!

I hate to see damage getting left on the table, so--

Delay the first j.MK until you're close to the apex of the jump! You'll get full hits out of it.
Try letting the other j.MKs also hit fully! I think the second one can only hit three times, as it's a light character thing, but you can definitely try and let the last one rip.
Hit s.LP and s.LK twice! The combo is already fully scaled, and you get no extra undizzy for it, so no reason not to.
Also, use cr.MK and cr.MP instead of their standing versions, except for the last s.MP. Reason for this is that s.MK has pushback, but cr.MK advances your position if you cancel out of it -> better position to continue combo. Meanwhile, cr.MP does more damage than a single-hit s.MP. Later in the combo, you may want to use s.MP because it's more damage overall, but in the initial stancel segment cr.MP is superior. Also, s.MK and s.MP whiff on crouchers. Just buckle down and learn how to stancel into crouching moves!
 
@Luweewu and @VIVIT_rv00 , behold!
Now I have your technology. Our next matches shall be different.

As soon as i translate this video into notation -.-

But now that I think about it, do you have a failsafe option in the event they dont burst from crouching strong? Its one hit, and you are very close so they might think it will hit and do it anyway, but once you seria cancel you got nothing if they dont burst. The thing about luweewu's is that it has a crouch fierce after the crouch strong, and does multiple hits, so if they arent fast on the draw for bursting off of one hit, it tricks them into doing it regardless. I know its called "you burst you die" and is reliant upon them bursting in the first place, but the reliance on a single hit burst seems more risky.
 
As soon as i translate this video into notation -.-

http://skullgirls.com/forums/index....ips-strategy-you-notice.154/page-4#post-10649, buddy :) Right on this page.

But now that I think about it, do you have a failsafe option in the event they dont burst from crouching strong? Its one hit, and you are very close so they might think it will hit and do it anyway, but once you seria cancel you got nothing if they dont burst. The thing about luweewu's is that it has a crouch fierce after the crouch strong, and does multiple hits, so if they arent fast on the draw for bursting off of one hit, it tricks them into doing it regardless. I know its called "you burst you die" and is reliant upon them bursting in the first place, but the reliance on a single hit burst seems more risky.

The whole idea behind these sorts of burst baits is that they're supposed to be some sort of option select. Burst, and you get baited into a combo. Don't burst, and you put yourself into a hard knockdown, since bursting takes precedence over teching.
That's why I like using raw cr.HP. If you OTG with raw cr.HP, the enemy gets knocked down right after the fourth hit. And any time they burst, you can run in and punish for the kill.

Obviously, only cr.MP can just be not bursted and your opponent's back to neutral again, so don't burst bait with cr.MP only.
 
Oh, of course not. That video was pretty much my visual interpretation of your ToD, @VIVIT_rv00

c.HK is a forced tech burst, and c.HP is my preferred bait.
 
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I feel the c.mp is better than raw c.hp, because it pushes them farther away so the burst doesnt hit you.
 
You can space cr.HP correctly and achieve the same effect. Massively disjointed hitbox.
 
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You can space cr.HP correctly and achieve the same effect. Massively disjointed hitbox.
^
 
^
yeah i've found that if people mash hard enough it seems at least, like they wont get pushed in time. But i love me some c.hp! been using it a lot lately. Also find that if you have a dp-type attack and use it at the end of a c.hp while the opponent is just out of your reach to seria cancel on...if you dash in while they're still under blockstun going low again (at least for me) seems to work a LOT. And also literally waiting till the last hit when you do perform c.hp helps too and catches a lot of people off guard, even pretty good players. idk what it is about that 4th hit, but it really helps.

P.S. Not to derail the thread, but can we PLEEEEAAAAASSEEEEEE get morrigan-squigs back???? (dont pay attention to the combo...it's when i just started learning squigs and was super excited to start learning seria cancels.

 
Yeah the light blue/pink color was really awesome in the beta. I dont know why they got rid of it. It was the only color I used until the Zone-tan palette became available
 
That's why I like using raw cr.HP. If you OTG with raw cr.HP, the enemy gets knocked down right after the fourth hit.

Depending on when c.HP hits the forth hit can knockdown or restand and they instantly recover. No different than c.MP xx c.HP in that regard, but raw c.HP does give you more hits while c.MP will come out faster so it's easier to time with the harder burst baits.
 
Can some one plz test this burst bait I found with Filia > Squigly. I can't do it myself because I don't have MDE yet.

All you have to do is get them to undizzy with Filia then DHC using Fenrir Dive into qcb + (lk,mk) then Fully charge a DP and hit them with it. I know it works on lights but I have not tested it on heavies and it might not work if they burst intently. If it works like I think it dose they should burst far above the ground and be unable to block as they fall giving you a free combo.