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

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.
im a bit confused...do you finish the fenrir...also HOW do you get someone to unidzzy with filia....it's honestly next to impossible even with all the resets...theyre usually dead. youre being vague
 
My mid screen corner carry and corner combo both get to undizzy with Filia. The bait Im talking about is after the Fenrir Drive right before the last hit/right before you hit the ground for the last little hit, you DHC to battle opera using lk and mk and while the super is hitting you as Squigly charge a DP and hits your opponent with the last hit of that DP triggering undizzy and launching them very high up before they come back down for a hard nock down. I think, but this is the untested part, that if they push a button at anytime before they recover they will trigger a burst.

is this specific enough for you? :p
 
My mid screen corner carry and corner combo both get to undizzy with Filia. The bait Im talking about is after the Fenrir Drive right before the last hit/right before you hit the ground for the last little hit, you DHC to battle opera using lk and mk and while the super is hitting you as Squigly charge a DP and hits your opponent with the last hit of that DP triggering undizzy and launching them very high up before they come back down for a hard nock down. I think, but this is the untested part, that if they push a button at anytime before they recover they will trigger a burst.

is this specific enough for you? :p
oh hey yeah definitely much better idea. But my thing is...filia needs to literally be on an opponents face so hard to get undizzy. like harass them through the screen. That's not just something you can readily do...however....with squigly she has so many undizzy-reaching combos & baits it's not even funny. I think it's a cool idea, but i suppose not really my style since it uses 2 meter, doesnt have a set combo for filia, and can be done with no-one meter on squigs :/ But i like the thought though. perhaps ill play with it. the dp thing sounds promising for sure, but the timing of the dp would definitely be important. ill mess with it and report back :D
 
Thx much appreciated
 
I tried it, doesn't work. Undizzy kicks in for a moment and then goes away during the long knockdown time*, and it also seems like the DP should always be immediately burstable unless there is something I don't get. It's multi-hit (so if you trigger undizzy on the first hit, obviously they can burst during the later ones) and if you time it so only the last hit can touch the opponent she has exposed burst-vulnerable hitbox. I don't play Squigly normally so I might be missing something.

Edit - *Actually I assumed she'd glow green the whole falling time, it may still let you undizzy burst. I have to record the combo and play it back on myself to try that I guess.
 
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If you time it right you can follow up with a c.hp and if you space it right that can also be a burst bait.
 
Bah my undizzy combo with filia runs out of recording time right after squigly DHCs in, you on your own dawg
 
I don't have the pc build so someone else can try this for me but what if you use painwheels assist buer reaper L (qcf lk) to create a reset situation for a high/low/throw or left/right. I remember someone in this thread came up with a left right reset using the j.lp and updo assist but someone else said it doesn't work on every character. But I was thinking because buer reaper L will restand the opponent and would take away the need for the j.lp because of the low hitstun and the fact it doesn't knock the opponent too far. This works well with other characters (especially peacock) so figured it would be great to use with Squigly plus it adds to painwheel's and Squigly's awesome synergy.
 
So I found some interesting things the past week. A couple are things i got from other players. Anyways i'm really tired so ill let the video to the talking

Dude your Finallyanime? You critiqued that Painwheel video I made. You still working on creating that Filia guide? Also nice Squig vid you literally just confirmed every reset I thought of for Squigly works.
 
So I found some interesting things the past week. A couple are things i got from other players. Anyways i'm really tired so ill let the video to the talking

I love you, man. ALL HOMO.
 
You're confusing me a a lot. You say they'll fly after the second hk..? I thought you can only h dive kick once? Also you mean battle opera in the air? Or ground? And if it's the ground, what if you h dive kicked really close? Some people's hitbox is just skinny enough. I just need more specifics.
I may be severely late to reply to this, and if I am I apologize.

He means that once the HK divekick has been used in the combo, a second HK Divekick done very very low canceled into Opera will leave you with enough advantage to link a light attack. VERY difficult, but possible.

Also hai, I finally put up the Squigly guide. And I missed that HK divekick thing so I will likely edit it in.
 
EDIT: Before we get to my replies, I wanted to talk about Silver Chording...which I'll just simply call "chording" for now. Silver chord from what I understand works the same as a throw in regards to damage thereafter. It's something you want to avoid using in your combos if you can figure out a way to get more damage without it, but it's great at extending combos and also safe raw tags...and EVEN combos FROM raw tags in the corner.

Simply put, chording is an art and it really requires a bit of practice, good eye (kind of ironic in squigs' case lol), and intuition. As a note I don't claim to be an expert of squigly but I feel personally I'm notable enough for people to pay attention to me...and plus I like squigs more than filia lol. But anyways here are some tips and strategy regarding chording that I think people might find useful, along with some opinions/thoughts/etc.

(All chording will assume you have it charged @ level 2)

1. Chording with no stance charge works easiest via combo on 2nd hit of c.hp, also the last of course, and last hit of s.hp.
2. Level 2 chord goes through any and everything straight to the opponent, so if you notice them constantly trying to "shield" themselves with an assist to do something unsafe, chord their ass. I don't know any squigly's personally who even bother with it, but level 2 reaches almost full screen, so if you're in range, i suggest doing it.
3. If you have silver chord as an assist, if you tag out with a charge, the charge translates to the next assist. It'll go back to level 1 after that, but it's really useful & wise to save it for when people do unsafe things your active character can't punish.
4. It's much more wise to charge up serpent's breath first in my opinion because of the DP & Battle opera (hugely underrated btw), but charging chord is something you should try to do also.
5. For some reason I don't do it so much anymore, but throwing out a stray assist and tricking the opponent into punishing is sooSOOOOO money...it's ridiculous. And some people never seem to catch on lol. But chording when your teammate is being attacked works so well. If you chord promptly you don't even have to worry about damage to your other character/s.
6. Provided you have a charge you can usually seria cancel into safety, but ending a combo with chord catches a lot of people off guard. It can catch ANYONE off guard, good players included, so every now and then throw that in there to foil people's plans. works with level 1 too.

Character Specifics:

Bella: Honestly, bella is probably the one I chord the most. When you charge up chord and youre holding the stance down, for some reason, a good amount of bellas like to just charge you...lol idk why...but you can straight up chord them. If they're REALLY smart they can do that cross-up move, but it's hard to time and they have to guess right. Plus there's no guarantee it'll lead to a punish, so 99% of the time, if a bella is backing up...especially to the other side of the screen, get ready to chord. Her "dash" is easily chorded too if you time it jussstttttt right. I believe you can block right after dashing, but many dont, and even if they do, paying attention can allow you to chord right as they put their knuckles to the ground. Oh and also, I've chorded plenty of level 3's so paying attention can really save you a lot of stress...and look epic.

Peacock: I frickin hate peacock....i really do. You're still liable to be hit when finished with chord so if projectiles are fired right you might not get it off, but chording can work sometimes. I usually just try to close in personally, but if you feel the time's right, then proceed with caution.

Fortune: Fortune jumps around a lot and a lot of her moves are really fast so to be honest, I don't raw chord her too much.

Filia: Filia's a weird one indeed. Did you know you can straight up chord gregor provided you get it before it touches you? Yup. Pretty cool. For the overly aggresive filia's that like to Instant air dash (IAD), Chord the hell out of them. It works quite well. Also, chording filia's that like to run to you works good too. I definitely chord filia's a lot.

Double: Usually I don't raw chord double, but throwing it in at the end of combos seems to catch her more than others. Idk if it's just me, but that's what I notice.

Painwheel: Like double, throwing in chord at the end of combos works well for painwheel. if youre clever enough to see through hatred guard...then by all means, but it could be really risky.

Valentine: The one I chord probably 3rd most after filia and bella. Reason why? VIALS. Even at the far end of the screen, Vals are NOT safe. And I can bet money that if a val loads up a vial once...another will be getting loaded VERY soon. It happens to me without fail and many think they're safe getting far and throwing an assist down. mmmmnoooo. It REALLY perks my ears when i see a vial load because now I'm looking for that second one especially. I've literally chorded people from across screen a number of times because they thought they were safe. Get the hang if this and it could really get you some free combos.

Parasol: Para's tears can come in really fast and depending on how far you are, it can be difficult to catch it just off reaction purely. But if they're habitually tearing and you get a rhythm for when they're doing it, you can chord safely. I usually don't bother, but it can work for sure.

Squigly: Can't forget about squigly herself lol. Hmmmm, well when it comes to our mirror matches, I actually don't chord squigs raw at all much. reason being she can chord you on block. So in turn, the only time is bother is if a squigly decides to chord me, then I block. Majority of the time you'll catch them. But in general, don't chord from afar if you can avoid it.

so anyways....with that said, chording is an art, and if you can master or at least get good at it, it can really serve you well. And to be fair, the ONNNNNLLLYYYY reason I even started with Squigs was because of chord. I didn't care about anything else lol. I don't use chord as an assist anymore, but chording itself is probably one of my favorite moves. Hopefully it'll be one of yours too :)

Dude your Finallyanime? You critiqued that Painwheel video I made. You still working on creating that Filia guide? Also nice Squig vid you literally just confirmed every reset I thought of for Squigly works.
for sure! I am still working on it. I have all the data, just need to structure and write the script for it. I have audio done for my video "10 steps to being a better fighter" (name most likely will change) but im doing stuff....just slloowwwwlllyyy lol.

@RetroStation the feelings mutual. ALL HOMO loll, no but for real thanks :) when I feel like I have some decent combos down i'll start trying to compile for the guide. I already have a lot of data (obviously lol), but like the filia guide...structuring and writing is key :/ some people do very good just doing a guide impromptu and just saying things as it comes to them, but i'm so terrible at it so it has to be scripted :/ and writing non-essay-like is still something I'm trying to get down.

@guitalex2007 oh yeah it's been answered and that was what I thought was happening initially, but was just confused :( But yeah i've done the combo maybe like.....3 times EVER and i think even that's being generous. It's definitely really hard. more hard than linking Arpeggio (qcf+lk) into c.lk or s.lp...it's a challenge. And to be honest there's not really a point is there? Aside from swag. The battle opera goes first and combo after instead of the other way around. It is cool-looking thoughhhhh. Bro we should play a couple rounds sometime :)

Oh btw, i wanted to point out jailhouse's tech he noted a page or two ago on combo...s.hk > Stance Charge > cross (or "hop") under > DP (or Arpeggio in my case). It's VERY effective when people get wise to your grab resets.
 
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Chord scales damage to 50% if scaling was higher than that, and does nothing else - like all grabs. 7th hit in a combo is 59% scaling, 8th hit 51%, 9th hit 44%.
Meaning: If you use chord as the 8th+ hit, it doesn't affect scaling at all; if you use it as the 7th, the effect is minimal. Avoid using it before that.
 
Chord scales damage to 50% if scaling was higher than that, and does nothing else - like all grabs. 7th hit in a combo is 59% scaling, 8th hit 51%, 9th hit 44%.
Meaning: If you use chord as the 8th+ hit, it doesn't affect scaling at all; if you use it as the 7th, the effect is minimal. Avoid using it before that.
ahh :) gotchu. So then what about DHCs? The scaling resets on DHC right? And starts free again at the 2nd super?
 
What's a good followup to a raw(ish) Gravedigger? The max damage I've been able to consistently land is around 5k since you jump straight to level 5. Should I just plan on going straight for a reset/burst bait or are there ways to wring out some better damage?
 
What's a good followup to a raw(ish) Gravedigger? The max damage I've been able to consistently land is around 5k since you jump straight to level 5. Should I just plan on going straight for a reset/burst bait or are there ways to wring out some better damage?

If you have a Seria Charge, you can do upwards of 7k using Stancels.

Starting from raw QCF+HK-

OTG c.MK, HPx2 xx QCF+MK
c.MK, HPx2 sx
c.MP, HPx2 xx QCF+LK xx QCB+LKMK, dash HK
j.MK (2-3hits), j.HP
j.LK, j.MK, j.HK
LPx2, c.MK, HPx2 sx
LKx2, c.MK, HPx2

You have a few possible enders for this combo, with approximate damage values in parentheses.

- QCF+HK (~8.5k)
- QCF+HK xx QBC+LKMK (~8.9k)
- DP+HP [2 hits] xx QCB +2P (~10.1k)


If there's any damage being left on the table, let me know.


EDIT: Tested on Ms. Fortune, Peacock, Parasoul, and Squigly so far. With Squigly, you have to use MK and both hits of MP in the stancel right after Silver Chord. So, instead of:


c.MK, HPx2 sx
c.MP, HPx2 xx QCF+LK xx QCB+LKMK

it would be:

MK, HPx2 sx
MP (2 hits), HPx2 xx QCF+LK xx QCB+LKMK, dash HK


The crouching normals in the original stancel don't push her back enough for Battle Opera to fully connect. You lose a little bit of damage as a result, but the values are still roughly the same.
 
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London player Woofly recorded this. I don't play Squigly but I hope it's useful!

I see people are definitely keeping Squigs alive :D Soo cool. Yeah the crossunders are cool. I didn't do the s.lk/s.hp after, but maybe i might to throw people off. I guess i just did s.lp because its so high and comes out very quickly.

Btw, I found a couple more burst/"resets" in the last couple days in addition to some I left out the video because my computer was acting stupid -_-'' so I might make a second squigs reset video soon provided there's enough to put in there.

btw...i noticed someone disliked my resets video...? I mean these days I don't really care because usually i get 90% or better likes, but since it's unlisted (skullheart forums only), of course it sticks out...I'm just thinking...who could possibly dislike a video with squigly mixups and resets....like wow. Got some haters round here. Like I said, it doesn't matter any, but just something I was asking myself earlier today...
 


Some Squigly tech that I've found but never got around to recording it. Both of the video involve DHC's with the Squigly Battle Opera super in some way.

I don't know if I would call the first video practical but it is really cool looking and I would be mad if I get hit by that crossup. You can do something similar with a hard tag instead of a DHC to the car super but it's not as reliable. Invincible moves are the only things that are going to be able to punish Double during this. I only tested Squigly's charged qcf+lp and charged dp. The qcf+lp will be able to hit Double but Squigly will get hit by one hit of note super. Then the charged dp will be able to launch Double but then you'll get hit out of it once the invincibility wears off. I would also assume that Cerabella 360 would work just like Daisy Pusher.

The second video shows off how useful a DHC that puts them into the corner and the Squigly Battle Opera Super can be. The OTG follow pretty much works at any time you car super them into the corner.
 
I haven't really voiced it until now, but... you CANNOT let a Solo Squigly you're playing against -EVER- complete a Seria Charge, because once she gets in... It's over. The fact that I experimented with @alexpi 's question about raw Grave Diggers converting into combos for huge damage (something I initially thought was impossible) blew my mind. Granted, not the most meter-efficient, but the damage is still there.

All these values are dangerous 1v1, and you can ToD 1v3. I had someone ragequit because I managed to ToD his Filia, and went to town on HIS Squigly.
 
With all these burst bait setups have you guys tested them in the case that your opponent does an alpha counter ? I was playing a fellow who would alpha counter from the burst and it was beating the usual burst bait that I use in matches.
 
Wow
With all these burst bait setups have you guys tested them in the case that your opponent does an alpha counter ? I was playing a fellow who would alpha counter from the burst and it was beating the usual burst bait that I use in matches.
interesting. And I'd say no initially. Alpha counters are supposed to be a semi-get-out-of-jail card. Depending on the assist and what you're doing when they do...maybe...?? But I doubt it.

Usually if people aren't taking the bait ill fake a move instead like jump and act like I'm about to divekick and don't or j.hp & divekick after first hit or cancel it altogether
 
Oh btw, guitalex gets all the credit for this one: combo... > s.hk > jump straight up > L Divekick As SOON as you can > jump straight back up for j.grab.

It's DEEEEEVIOUS!!! (oh its a reset btw)
 
Nuuance i figured that one myself as well and showed it to you some weeks ago D: dont you remember?
 
Nuuance i figured that one myself as well and showed it to you some weeks ago D: dont you remember?
oh yeah but it was a little differently done. but yeah you definitely did. guitalex just jumps straight up though, no other stuff. makes it way easier
 
what i do is a slow TK input to buffer the motion to have the divekick as soon as i can (not instantly because you cant instant TK divekick)
 
what i do is a slow TK input to buffer the motion to have the divekick as soon as i can (not instantly because you cant instant TK divekick)
honestly it just comes down to timing :/ it doesn't make any sense to Tiger Knee because technically it's not even possible. Tiger kneeing anything in this game is a joke...but i guess it's one less thing to worry about. But yeah i dont use it much...maybe once evrery 50 games or so. I might try it more.
 
It's been a while since anybody has posted in this thread raw tag stuff so I might as well post some little notes and I might make a video tomorrow. I wouldn't say this stuff is the most practical because you usually get a shitty combo off of it due to IPS but it is easily doable, it looks cool, and it's a way to get a low health Squigly out with only one bar.

Note: All of this stuff is with Squigly on point in the corner stuff because you don't get anything after a raw tag in the vast majority of cases and that's boring.

Note: Ms. Fortune and Valentine eat up the hits from the SBO super a lot faster than other characters making impossible for most characters to follow up after a raw tag. Cerabella and Peacock are exceptions to the above statement depending on the setup but they may need to use an OTG when they wouldn't need to against other characters.

Note: Character weight and the bounces off the super can also make a difference whether or not an OTG will be needed

Note: Setups that put the character airborne will probably not work with Double, but comboing into the SBO super and then raw tagging with Double works.

Setup: LK MK HK j.MK j.HP (land) qcf+KK Raw Tag

The super will juggle and give you enough time to raw tag, recover, and continue the combo.

Characters that require an OTG to followup: Parasoul, Ms. Fortune, Painwheel
Characters that don't need an OTG to followup: Cerabella, Peacock, Fillia, Valentine
Characters this setup doesn't work with: Double

Setup: LK MK HPx2 qcf+HK (three hits) qcf+KK Raw Tag

An even easier way to get them bounce them off of a super.

Characters that require an OTG to followup: Parasoul, Ms. Fortune, Painwheel
Characters that don't need an OTG to followup: Cerabella, Peacock, Fillia, Valentine
Characters this setup doesn't work with: Double








 
You can do raw tag combos after Silver Cord too though they probably won't be as good as the ones after SBO. Sometimes I end a combo with Silver Cord - > raw tag to Bella, if I need to get Squigly out. Bella's raw tag causes a hard knockdown too so it lets you get a free mixup afterwards.

Ironically Squigly can't really do raw tag combos herself , because of the damn tombstone. If you want to raw tag her in during a combo you have to make sure the opponent is standing right on top of the tombstone.
 
I know that Raw Tag from Silver Cord works, it's just that you usually don't get a followup after it, so that's a little boring but it doesn't cost a meter so that's a good thing. But it works pretty well with Double in the corner because you can juggle lightweight characters afterwards or you can do titan knuckle xx luger shot and burst bait them.
 
In very related news, Opera DHC Bella LV3 -> tag in Squigly, continue combo at your discretion is the best weight-specific positioning-specific thing to ever exist.
 
Speaking of SquigBella, hitboxes are still a thing during Diamond Drop assist, so you don't have to wait for OTG to continue combo. Also, the time between the character's back being broken before being dropped to the ground is enough time for a free Lv3 on Squigly's part.
 
I'm sure i'm not the only one who knows about this, but if you set up battle opera behind your opponent you can pushblock them into it. There's some fun stuff you can do with this.

Also as I fond out the hard way , Painwheel can grab leviathans head in j.HP with beur reaper. Watch out for that.

When you use j.MP, you can sometimes double jump and do a second one in the middle of your jump arc(since using it gets rid of Squigly's vertical momentum). It's a pretty neat trick, and if you need to stay in the air for a long time.
 
I think push block setups might be too gimmicky since they can just go for a throw instead.
 
Btw squigly's overhead (sf.hp) had like a 1 or 2 frame reset after c.lp/lk. The start-up has been improved & I think it's not as sorely obvious now. C.lk > sf.hp = winning mixup :)
 
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Btw squigly's overhead (sf.hp) had like a 1 or 2 frame reset after c.lp/lk. The start-up has been improved & I think it's not as sorely obvious now. C.lk > sf.hp = winning mixup :)
This. Also, c.MK negates ANY knockdown properties for assists (I think). I used BRASS today during the aerial BnB, and c.MK negated BRASS's knockdown without using up OTG. I'd have to do some testing, and I may have remembered that wrong. Give me about a day, and I'll get back to you.
 
This. Also, c.MK negates ANY knockdown properties for assists (I think). I used BRASS today during the aerial BnB, and c.MK negated BRASS's knockdown without using up OTG. I'd have to do some testing, and I may have remembered that wrong. Give me about a day, and I'll get back to you.
I'm confused...you mean doing c.mk like at the same time when the impact of an assist would knock them down? Or you mean a good move to catch people before they hit the ground (or rather get close to it) for OTG? I'm assuming brass is the huge charge punch for BigBand? Some others may not know what you're referring to (including myself lol).

Oh and btw if you haven't seen it yet, check out the new combo thread for some new current combos. Hopefully they'll give some inspiration
 
I'm confused...you mean doing c.mk like at the same time when the impact of an assist would knock them down? Or you mean a good move to catch people before they hit the ground (or rather get close to it) for OTG? I'm assuming brass is the huge charge punch for BigBand? Some others may not know what you're referring to (including myself lol).

Oh and btw if you haven't seen it yet, check out the new combo thread for some new current combos. Hopefully they'll give some inspiration
It happened completely by accident, so I don't know if I can replicate it. My theory is if you connect with c.MK at the same time an assist would knock them down, the c.MK would negate knockdown and keep them in standing hitstun.