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

Nuuance

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Nuuance
Squigly Eliza
June 1st 2021 update: plan on doing a gigantic update soon as forums come back as the main source of discussion &/or i finally get to making the ultimate scripted squigly guide. Dont be afraid to include any new or rediscovered tech if you think it relevant.

From what I understand, "tech" are things that aren't explicitly portrayed through movelists and things you don't really find out until really REALLY messing around with the character. I wanted to get a thread going where people give things/tips they notice and do to really help squigly go far. I'll try to update this post when I can with a nice & neat list. I plan to make a FULL video guide complete w/combos, matchups, strategy, etc, so ANY and ALL help would very much be appreciated :D

Any tips, matchup tips, setups, and other stuff would be appreciated!

For now, here's what I know off the top of my head (not in order):

  • 1. Charged center stage > Battle Opera can be wonderful for getting close to opponents and even starting a new combo from sheer surprise.
  • 2. L Gravedigger/Divekick isn't really good for combos as the opponent recovers almost immediately after hit, so with this said, it's EXCELLENT for immediate grabs and switching up when the opponent doesnt expect it to use as a throw reset. Beware though, all people have to do is hold up-back to escape. And if you're not fast enough, some characters will out-grab you. Also, depending on how much meter an opponent has, it might not be the wisest thing to do. Use it sparingly.
  • 3. Throw > charged center stage creates a wall bounce
  • 4. Battle Opera proves to be one of the best anti-airs in the game since it can literally appear from thin air. Connect with Silver Chord for start of a new combo
  • 5. Not advised, but sometimes using Squig's level 3 is great to alleviate pressure and get in close when from afar....although center stage > battle opera probably is better.
  • 6. You CAN REGULAR seria cancel s.hp/c.hp into s.lp IF you're fast enough. So no, you honestly do NOT need charge with squigs to put on a little pressure...but stance charge makes things MUCH MUCH easier.
  • 7. Using H Gravedigger a second time is really funny because it does that soundeffect and many think they'll be flipped again even when they internally know that's not supposed to happen. They just go with it and you'll find if you wait at the right time, a semi-tick throw REALLY throws people off.
  • 8. j.lp is an instant overhead for most characters. Some it'll completely go over. If so, doing j.lp > (slightly delayed after crossup) M Gravedigger throws off people so bad. Just don't let people get too familiar with it because tagging/supers can completely mess it up. Anyways, it's great after L Gravedigger to continue pressure. If they block, throw after the second divekick (which should be M Divekick...though L Divekick works too).
  • 9. I often like to throw out stray assists because many players get sucked into wanting to combo them, and literally the moment they do i throw out silver chord for a free combo. Cake.

K, that's all I got for now, include stuff if you think you have anything!
 
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you can opera super out of second hk divekick, so you're out of the animation while the enemy is still in hitstun. nice if you want to extend your combo a bit, just do qcf hk and they'll fly right into it.

the easiest way to raw tag COMBO is to do a charged dp into opera lkmk. this thing juggles the enemy for around 5 seconds, which is long enough for you to basically raw tag anyone in and continue a combo when they come down.

lk and mk divekick are not overheads.

apparently charged center stage makes it so you can't jump for a bit. you can daisy pusher cancel out of charged center stage for a guaranteed hit if you see that he didn't jump during the center stage. (they obviously have to be close enough, a full screen wont work. doesn't work if you normal cancel into the center stage)

best way to charge is to throw out assists and sit in the back. napalm pillar pls

center stage assist is gdlk

invuln frames on daisy pusher start up means that you can use it as a good reversal option. pls don't randomly throw it out though, otherwise people will just jump it

can't think of anything else atm
 
you can opera super out of second hk divekick, so you're out of the animation while the enemy is still in hitstun. nice if you want to extend your combo a bit, just do qcf hk and they'll fly right into it.

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.

the easiest way to raw tag COMBO is to do a charged dp into opera lkmk. this thing juggles the enemy for around 5 seconds, which is long enough for you to basically raw tag anyone in and continue a combo when they come down.

Nice! I hadn't thought of that...but then again wouldn't charged DP be good enough? It does knockdown and sends people literally flying for a while. And also, it's a sacrifice in a new combo mid screen (for some), but sliver chord into tag works great too.

lk and mk divekick are not overheads.

apparently charged center stage makes it so you can't jump for a bit. you can daisy pusher cancel out of charged center stage for a guaranteed hit if you see that he didn't jump during the center stage. (they obviously have to be close enough, a full screen wont work. doesn't work if you normal cancel into the center stage)

You mean doing center stage when you're close right? Cuz you can do raw charged center stage from afar and daisy push anymore. But if you mean like doing it up close, then that a something that's actually a really good idea :)

best way to charge is to throw out assists and sit in the back. napalm pillar pls

Oh yeah and if you can't throw or don't want to get close, sacrificing a battle opera works fairly well too :) or even a level 3 if you REALLY need it. Or if you can get them in the first place I have a combo designed for working without a charge, but putting you on opposite sides of the screen. Ill give the ender: ...s.hk, j.mp, j.hp & there you go :) time to charge.

center stage assist is gdlk

invuln frames on daisy pusher start up means that you can use it as a good reversal option. pls don't randomly throw it out though, otherwise people will just jump it

True. So irritating when playing filia, then getting daisy pushed when trying an instant air dash > j.hp...then falling into that stupid super lol

can't think of anything else atm

Btw I think I've played you a couple times :) but when I wasn't playing w/squigs
 
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When you pushblock or get pushblocked, it can be an excellent time to do a dash-jump j.HK because the spacing is pretty much ideal for that at pushblock range. Of course, you have to consider the frame advantage/disadvantage at the time but Pushblocking something that's safe but minus on block like most Medium normals can lead into instant pressure.

HK Divekick is great for switching sides on your opponent in the middle of a combo to keep them in the corner. Pretty much a must for dealing with Peacock once you've gotten her into the corner in the first place.

j.LP doesn't actually instant overhead anybody because they're too short for it to hit while crouching (would probably work on Big Band though). It does work as a Fuzzy Guard if you can pull off the correct timing.

With good timing, Squigly's j.HP can squeeze though the gap in peacock's George chains. Just make sure you hit her before George at the Air Show is on its way down. Same with Peacock (or Double) spamming Avery (j.HK), you can hit them after the j.HK is over but before Avery is on his way back down. Hitting them out of it causes Avery to go poof. It can also trade-hits with her normal s.HP or BANG projectiles or beat her j.HP startup if she's doing it recklessly giving you a bit of room to move in.

j.HP has a giant hurtbox so its easy to get yourself into trouble against players with DP assists by over using it. To counteract this somewhat, you can cancel j.HP with LK or MK divekick on hit, block or whiff, which instantly retracts Leviathan's head as you go into the divekick animation.

Squigly Battle Opera is a great pressure and zoning tool but the recovery time means that most character's can simply do a Super on reaction and hit you out of it. Valentine, Parasoul, Peacock, Double can all punish an SBO at full screen easily if they have meter. If you want to put SBO on the screen during the neutral game to apply pressure, wait until they're in the air where they can't use those supers. Likewise, never do SBO when Valentine is above your head at an angle where she can hit you with her projectile Super.
 
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When you pushblock or get pushblocked, it can be an excellent time to do a dash-jump j.HK because the spacing is pretty much ideal for that at pushblock range. Of course, you have to consider the frame advantage/disadvantage at the time but Pushblocking something that's safe but minus on block like most Medium normals can lead into instant pressure.

By dash jump...you mean super jump? Like down, up? Or forward, forward, up?

And oh yeah I'm gonna have to research more on j.lp. It does really do fun mixup though :)
 
By dash jump...you mean super jump? Like down, up? Or forward, forward, up?

And oh yeah I'm gonna have to research more on j.lp. It does really do fun mixup though :)
forward, forward, up.

Dash jumps let you go much farther than normal jumps, so if you get pushblocked, you can cover the distance with a dash jump-in.
 
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.

when you hk divekick the second time, there's still that pause where the guy gets stuck in the ground. however, they don't get launched up backwards afterwards. the reason that it's not that great ordinarily is that when the guy is stuck in the ground, you can't do anything because you're still in that animation. you can cancel out of that animation by instantly lkmk opera when your hk divekick ... digs them into the ground basically. you can then do something like lk mk hp into qcf hk, which will launch the opponent into the lkmk opera that you had already placed from the hk divekick. if that doesn't make sense, tell me and i'll try to find a video for it.

Not rly sure how to use the quotes here, so i'll just answer the rest. charged dp by itself can be raw tag combo'd with some other ppl like double, but only in the corner. the thing with charged dp into lkmk opera can be done full screen. just do it, and then raw tag and make them dash all across the stage. i think just about anyone in the roster can follow up afterwards. most notably i can think of cerebella, who literally cannot do ANYTHING off of a raw tag. she flies down from the sky and onto the enemy, which creates a non otg-able situation which sucks. in this case, you can just chase with cerebella. if you try to silver chord to cerebella raw tag, you can't continue the combo.

and yeah, basically if you're in range to daisy pusher, you can just center stage first and then daisy pusher. it makes a situation where jumping out isn't an option. invuln frames on daisy pusher should make it safe too, unless you screwed up and daisy pushered when they had jumped BEFORE the center stage even went off. basically, you cna use the charged center stage as a hit confirm for daisy pusher. also i just thought i should mention, silver chord is treated as a grab, where if you do it in a combo, it auto scales the next hit by 50%. sucks :(

i've been kinda hesitant to use stuff like lvl 3 or anything with squigly :O so many dhc possibilities, i always wanna have meter for stuff.

lastly, i doubt we've ever played before. i've literally only played vs people in asia for the last month, since i was stuck in taiwan for a trip. never played vs americans barring like twice or three times, which were accidents :( am back in the us though, so maybe sometime in the future :P
 
j.HP has a giant hurtbox so its easy to get yourself into trouble against players with DP assists by over using it. To counteract this somewhat, you can cancel j.HP with LK or MK divekick on hit, block or whiff, which instantly retracts Leviathan's head as you go into the divekick animation.

that's great advice. i guess it's also worth noting that if you're low enough and the full j.hp connects, you can land and instantly lkhk opera to follow up as a combo
 
when you hk divekick the second time, there's still that pause where the guy gets stuck in the ground. however, they don't get launched up backwards afterwards. the reason that it's not that great ordinarily is that when the guy is stuck in the ground, you can't do anything because you're still in that animation. you can cancel out of that animation by instantly lkmk opera when your hk divekick ... digs them into the ground basically. you can then do something like lk mk hp into qcf hk, which will launch the opponent into the lkmk opera that you had already placed from the hk divekick. if that doesn't make sense, tell me and i'll try to find a video for it.

you do [quote-][/quote-] (without the dashes) and put what you wanna quote inside the tags. Anyways, i understood the h divekick animation already, so you're saying you battle opera...then start combo-ing because they'll stick be in animation and use tremolo? and the tremolo knocks them up into battle opera? That makes sense.

1. Oh also, ive been doing a lot of new stuff and i already mentioned it, but putting your assist out and grabbing anyone who's foolish enough to attack with silver chord is REALLLLY useful. It's pretty damn cool.
2. Oh also, using the assist as a human shield to charge works too. if they try to combo off of it, just silver chord. and if not, then you're free! Nice. I've been winning things so much easier from it. I don't recommend it for everyone or using it all the time, but it's pretty sweet.

P.S. And I've definitely played you. Idk if it was this month, but I played someone named Kaoculus because I distinctly remember the name. Definitely have.
 
Random tips:

In the Squigly mirror DP beats Divekick. The grounded Squigly generally has the advantage as they have access to nearly all of Squig's tools. Block high, punish Divekicks and j.HPs, bait Silver Chords, etc.

Do not use SBO versus an air Val or Fortune, or a grounded Double with meter. You will lose unless they weren't paying attention.

Squigly has flexibility in playstyles that could throw off your opponent if they weren't expecting it. Switch between them or selectively omit tools in your gameplan to catch your opponent with later.

If you know a Peacock is going to teleport next to you, a well-timed 2LK covers both sides.

Learn to TK(2369) Divekicks. They come out much faster that way and you could use it to create mixup situations easier (e.g. tk.236LK for tick throws/Daisy; tk.236HK for high-low mixups.)

j.MP is quite a wonderful move. It alters your trajectory in the air (pushes you back), keeps you in the air longer, and is great for beating jumping characters out of startup. Use it to keep pressure on those jumping pixies (Val/Filia) and cancel into j.HP to push them away (and if low enough to connect, cancel into Opera and follow up. You could do 236LK between j.HP and Opera if you are too high to land in time for Opera to connect.)

I'm sure by now you know the wonders of j.MP; the secret ingredient in Divekick loops, locks down on block, on hit can combo into 2/5MP and 2/5MK, modest hurtbox compared to j.HP and j.HK, can hit very late into the jump and would often catch opponents off guard.

In case you haven't noticed already, Bella is the only character you can't 5HK right after Daisy Pusher. Remember to do 2MK first. But even if you do forget and whiff 5HK, you still have enough time to do a 2MK anyway.

Simply holding charge is often a mixup in and of itself since there's no way for them to tell what you are holding. Depending on your opponent's character and playstyle, holding either P or K charge could pressure them into making bad decisions.
 
You can cancel a whiffed silver chord into SBO right? I say this because the smart players will begin beating on the assist with their launchers, which will make them safe from silver chord. In that case, you probably want to punish them with a properly placed SBO.


I've figured out 2 corner cross-ups, one being relatively easy to do while the other one seems to have some strict timing, but almost impossible to see coming.

The first one being using s.MP(1) xx Stance cancel on an airborn opponent. An example would be something like:

HK,
j.MK(2), j.HP,
j.LP, j.MK(1), j.HP,
MP(1), stance cancel

Since the first hit of MP pulls the opponent toward you, it'll send the opponent over you for a cross-up reset.

This second one is done almost the same way, but uses j.MK instead.

HK,
j.MK(2), j.HP,
j.LP, j.MK(?), j.HK, MK divekick

It's hard to explain how to do this one. You want to do the j.LP pretty late and sort of be right ontop of the opponent when j.MK starts to hit. j.MK has a few hitboxes that pull in the opponent, and you want to chain into j.HK on the hits that do that. The j.HK will whiff, but will put you on the other side of the opponent to do the divekick cross-up.


Another reset you can do is after you restand an opponent, do forward jumping j.LP, MK divekick. If you jumped forward, then the divekick will auto correct and cross-up. You can fake the cross-up by doing j.LP, j.MP, MK divekick. Alternatively, you can use an assist call in place of the divekick, which would be much safer for Squigly.
 
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@Luweewu 5 is neutral isnt? what does 2/5 even mean? I'm sure you would do much better to type in qcf qcb etc. notation, because half of your stuff was not really understandeable at all.

@Nuuance if i played you, i'll apologize right now. it was probably a huge lagging mess, lol. Also, the thing I was talking about is demonstrated in this vid in the first 10 seconds. Not mine, btw:
 
The first one being using s.MP(1) xx Stance cancel on an airborn opponent. An example would be something like:

HK,
j.MK(2), j.HP,
j.LP, j.MK(1), j.HP,
MP(1), stance cancel

Since the first hit of MP pulls the opponent toward you, it'll send the opponent over you for a cross-up reset.
Just something to add, if you do it low enough you can stand after the MP stancel and not crossup, or you can crouch and crossup.

j.LP is an instant overhead on Cerebella IIRC.
I like using j.LK for air-to-airs, since it's faster and has better horizontal range than j.MK.

I've been ending my combos with MK divekick, land, j.LP & assist call. This will crossup, but if they're catching on, you can use j.MP to stay on the same side.

Some anti-Squigly stuff that I labbed out:
- Peacock's Argus Agony trades with Squigly's lv2 Center Stage > SBO if she does it after SBO's super flash.
- If Peacock hasn't committed to anything, she can just beat it out with 236MP.

EDIT: also, pushblocking people into SBO is fun fun fun
 
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I love burst baiting with c.HP or Tremolo. I have it at the end of my combo so it goes over the undizzy limit, and if they burst then you can be far enough away for the burst to whiff, but close enough to zoom on in for a free reset.

My current combo: j.HK, Fallen Woman (M), s.LKx2, s.MKx2, s.HK, jump forward, j.LK, j.MK, j.HK, Fallen Woman (M), s.LKx2, s.MKx2, s.HK, jump forward, j.LP, j.LK, j.MK, j.HK, Fallen Woman (M), s.LPx2, s.MPx2, [...]

If they are in a corner by now, continue below, otherwise s.HPx2, Silver Chord, Daisy Pusher, and charge a Seria for your next combo.

[...] s.HK, jump forward, j.MP, Fallen Woman (H) (tricky to get the timing on that), cancel immediately as the final hit connects into Squigly Battle Opera (LK+MK), charge Arpeggio Seria as they are bouncing, unleash Arpeggio Seria once Squigly Battle Opera fades but before they hit the ground, c.HP, cancel into Silver Chord after last (4th) hit, Daisy Pusher, charge Drag 'n' Bite Seria immediately, unleash immediately upon finishing charging (if you are quick you can nab the Drag 'n' Bite Seria off of the Daisy Pusher), cancel after last (7th) hit into Squigly Battle Opera (LK+MK), scoot on back a bit and use c.HP when they come down. This should trigger the undizzy limit and allow them to burst, but if you are positioned correctly then the burst will whiff and you can go in for a free reset. If they do not burst within the 4 hits of c.HP, begin charging a Seria for your next combo.

SUPER difficult to pull off though. I practiced it for 2 hours and I still can't pull the whole combo off consistently. The j.MP into Fallen Woman (H) is the part that usually trips me up. There's gotta be less than a 5 frame window on that part.
 
I understand the number notation, hence how I knew 5 is neutral. Just that when you say 2/5 mp, it sounds absolutely ridiculous

@neiluj95 : what's the significance of lvl 2 center stage?
Just a preference in what I use in the matchup :P
But more importantly, if Peacock does her Argus Agony during Squigly's lv2 Center Stage super flash (and not SBO), Peacock actually gets beaten.
 
I understand the number notation, hence how I knew 5 is neutral. Just that when you say 2/5 mp, it sounds absolutely ridiculous
Welp. Can't do anything about that if you don't like it.
 
I'll try to update the OP later on today.
Random tips:

Squigly has flexibility in playstyles that could throw off your opponent if they weren't expecting it. Switch between them or selectively omit tools in your gameplan to catch your opponent with later.

Learn to TK(2369) Divekicks. They come out much faster that way and you could use it to create mixup situations easier (e.g. tk.236LK for tick throws/Daisy; tk.236HK for high-low mixups.)

j.MP is quite a wonderful move. It alters your trajectory in the air (pushes you back), keeps you in the air longer, and is great for beating jumping characters out of startup. Use it to keep pressure on those jumping pixies (Val/Filia) and cancel into j.HP to push them away (and if low enough to connect, cancel into Opera and follow up. You could do 236LK between j.HP and Opera if you are too high to land in time for Opera to connect.)

I understand the number notation, hence how I knew 5 is neutral. Just that when you say 2/5 mp, it sounds absolutely ridiculous
Welp. Can't do anything about that if you don't like it.

Thanks for the tips :) Some really good ones! only thing i'd ask is to not abbreviate the first new term you throw out there. Not everyone might know what a tiger's knee is (aka TK, a move you stop at the diagonal-up direction instead of the regular fireball direction to trick the game into getting you in the air, but really being close to the ground while still doing the move)

& change notation to skullgirl notation &/or special move names like L Divekick instead of "236LK." I get it since i've played BB, but it just helps everyone especially newer players who just learned it :p I'm not criticizing, but just saying so because I know it's easier for everyone. Thanks :D
The first one being using s.MP(1) xx Stance cancel on an airborn opponent. An example would be something like:

HK,
j.MK(2), j.HP,
j.LP, j.MK(1), j.HP,
MP(1), stance cancel

Since the first hit of MP pulls the opponent toward you, it'll send the opponent over you for a cross-up reset.

This second one is done almost the same way, but uses j.MK instead.

HK,
j.MK(2), j.HP,
j.LP, j.MK(?), j.HK, MK divekick

Do these work for all opponents...? Would it be too hard to make a video by chance?:D

@Kaoculus that gave me an interesting idea actually....I'll return w/what i found if it's good.

Just something to add, if you do it low enough you can stand after the MP stancel and not crossup, or you can crouch and crossup.

j.LP is an instant overhead on Cerebella IIRC.
I like using j.LK for air-to-airs, since it's faster and has better horizontal range than j.MK.

I've been ending my combos with MK divekick, land, j.LP & assist call. This will crossup, but if they're catching on, you can use j.MP to stay on the same side.

Great HD vid...but the buttons on the stick on screen arent registering :( are you using l divekick or m divekick? assuming medium strength version...? Oh and the j.lp doesn't work on everyone :p so keep that in mind. the crossup itself probably will but the actual hit on the head wont work for cerebella, painwheel (i think), and peacock :p

I've actually been doing the same thing :) i cant remember if i talked about the divekick after j.lp, but someone noted that it wasn't(?) an instant overhead when i was under the impression it was(?)...i'm confused. Anyways, it's great to do to mixup. I wouldn't call it a great reset per se...because depending on timing/character, you have to do different things and it's confusing sometimes, but here's a casual between me & NightFyre where I use it. I fucked up REALLY bad a various times, but it was still a fun match. Crossup stuff starts @ 1:35 mark. I'm still getting the hang of it since it happens so fast and gets hectic especially with assists all over the place but i guess ill get it eventually..

 
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Great HD vid...but the buttons on the stick on screen arent registering :( are you using l divekick or m divekick? assuming medium strength version...? Oh and the j.lp doesn't work on everyone :p so keep that in mind. the crossup itself probably will but the actual hit on the head wont work for cerebella, painwheel (i think), and peacock :p

The stick display is showing my inputs for Fortune, trying to block the mixup on reaction. The Squigly stuff is a recording that randomly chooses between the crossup and non-crossup.
I'm using MK divekick since that has enough hitstun for the j.LP to connect as a combo. It should work on everyone since j.LP hits them standing, not crouching, as long as you do it quickly enough.
 
The stick display is showing my inputs for Fortune, trying to block the mixup on reaction. The Squigly stuff is a recording that randomly chooses between the crossup and non-crossup.
I'm using MK divekick since that has enough hitstun for the j.LP to connect as a combo. It should work on everyone since j.LP hits them standing, not crouching, as long as you do it quickly enough.

Ahhh, gotchu...wow i feel dumb lol. But last time i tried j.lp on cerebella....didn't work.
 
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Ahhh, gotchu...wow i feel dumb lol. But last time i tried j.lp on cerebella....didn't work.

I tried it again and it didn't work since her hitbox leans forward. Instead of doing forward jump j.LP + assist, you can instant overhead with neutral jump j.LP. Hits crouching and stand blocking, but whiffs on standing :/
 
I tried it again and it didn't work since her hitbox leans forward. Instead of doing forward jump j.LP + assist, you can instant overhead with neutral jump j.LP. Hits crouching and stand blocking, but whiffs on standing :/

i see. ill have to do some research to see what exactly j.lp hits later on.
 
Thanks for the tips :) Some really good ones! only thing i'd ask is to not abbreviate the first new term you throw out there. Not everyone might know what a tiger's knee is (aka TK, a move you stop at the diagonal-up direction instead of the regular fireball direction to trick the game into getting you in the air, but really being close to the ground while still doing the move)

& change notation to skullgirl notation &/or special move names like L Divekick instead of "236LK." I get it since i've played BB, but it just helps everyone especially newer players who just learned it :p I'm not criticizing, but just saying so because I know it's easier for everyone. Thanks :D
Using TK instead of Tiger Knee was an oversight on my part. Thank you for pointing that out and I'll keep in mind the use of abbreviations in the future.

Since SG uses arrows for stick movement I intend to use numpad over US Capcom notation (QCF, DP, HCB, etc.) I believe that once learned, numpad notation gives you the info you need to do a move or combo even if you've never used that character before. But that's enough of that as I and others have argued about this far too many times on the IRC already.

I understand your concerns and will write further tips/guides in a more newbie-friendly fashion such as integrating common move names with numpad notation and explaining common abbreviations and conventions in a more understandable way.
 
Using TK instead of Tiger Knee was an oversight on my part. Thank you for pointing that out and I'll keep in mind the use of abbreviations in the future.

Since SG uses arrows for stick movement I intend to use numpad over US Capcom notation (QCF, DP, HCB, etc.) I believe that once learned, numpad notation gives you the info you need to do a move or combo even if you've never used that character before. But that's enough of that as I and others have argued about this far too many times on the IRC already.

I understand your concerns and will write further tips/guides in a more newbie-friendly fashion such as integrating common move names with numpad notation and explaining common abbreviations and conventions in a more understandable way.
yeah it's all good, im not a mod, dont wanna be one either lol, just saying it helps others. But anyways, it's whatever, MOAR TIPS!!!! lol

  • 1. You can actually silver chord THROUGH assists when it's charged/level 2, so people who like to "hide," don't worry about it.
  • 2. Cerebella, although ignoring projectiles when running can NOT ignore silver chord and if you hold your serpent's tail (qcb+k) stance, many will try to foolishly charge you. Idk HOW MANY times this has happened to me...maybe others throw it out too slow...idk, but it's funny when it does happen.
  • 3. Silver Chording out of a Knockdown (KD) DP works pretty well if timed right & at the moment i use filia's L Updo. Might switch to H version if i feel it's not too bad...since i like to bait people to combo on my assist with Filia i honestly just might try it.
  • 4. L or M gravedigger are great for setting up daisy pushers. Lk you can do it IMMEDIATELY after special move, M version wait literally like a couple frames, no more and you're good. Doing this in the first rep of the launcher > air segment really throws people off.
  • 5. j.lp, delayed assist, delayed j.mk crosses up and attacks on both sides of opponent. Can really confuse some and at the very least keep pressure on.
  • 6. Can silver chord THROUGH center stage. Might seem obvious but many get testy when you put one up inbetween you and when they try a dash jump or whatever, it can surprise people sometimes.
  • 7. Seria canceling with a stance charge can lead to basically infinite pressure if they don't have a DP or bar. use forward s.hp to eff w/people if they block really well. You can then seria cancel out of that if it doesnt work either.
  • 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!
  • 9. Throwing out drag n bite assist right before a tag in after you defeat one person on their team proves to be a REALLY dependable lock down tactic off the bat while keeping your other character safe.
  • 10. On SOME opponents, you can c.hp > silver chord. I've normal chorded too....but advise a charged version of course. I'll have to check this for more concrete info, but i've done it for sure on Double & Cerebella.
  • 11. 2nd silver chord doesnt stagger, BUT it cant throw people off if theyre not paying attention and have them just "go with it." doing second silver chord into grab or daisy pusher DOES work and it's funny as hell....but i dont advise it as a dependable tactic.
 
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Hilarious gimmick that I had fun doing today. Intentionally do a very easy to block hk fallen woman. Assuming they blocked, immediately proceed to cancel it into lkmk opera. By this time they should be out of block stun. Grab them, and they'll fly into it. If they tech grabbed, they'll tech right into the opera.

@Nuuance : I really want to see frame data for squigly, would you know where to get it? Things like lk divekick into daisy pusher could be potential frame traps, but I have no idea of telling without doing a lot of work in training mode :( Things like second silver chord into daisy pusher can't possibly get a button push from the enemy, but giving them enough time to get out of hitstun and start a new move while you daisy pusher them would be amazing
 
I apologize if this was already posted but I lack the sleep to want to read through this whole thread right now.

But i remember discovering the other day that Squiglys crouching roundhouse reaches just far enough to burst bait without being hit by the burst. The distancing is a bitch and I do not remember how i set it up.
 
I apologize if this was already posted but I lack the sleep to want to read through this whole thread right now.

But i remember discovering the other day that Squiglys crouching roundhouse reaches just far enough to burst bait without being hit by the burst. The distancing is a bitch and I do not remember how i set it up.
It's all good I'm gonna group everything later. But yeah that's true. Also c.hp is really good for burst baiting too especially since you can cancel out of it too.

1. Oh also, if you're REALLY FAST, you can do silver chord > center stage level 2 > raw tag > combo. Depends on character. ive only tested filia. It's really cool when you can but its HARD. I still haven't mastered the visual cues yet so I don't have to depend on pure timing/muscle memory.
2. Also doing battle opera (mk+hk) on tag works sometimes. Use center stage to really make it work
 
On burst baits:
2HK works but depending on your setup you'll need to still have your groundbounce.
2MK also works but is more unreliable.
2MP works nicely.
2HP is magic.
 
A fun way to mess with people from time to time is using J. QCF+LK where you would normally use the medium dive kick in your combo in conjunction with a throw and a QCB+LK MK. If they get fooled by it, you get a reset and can rush in with LK LK c.MK HK to relaunch them for another combo. Risky but really fun when I fool someone with it... Makes me feel smart even if I suck at the game... =w=;;
 
A fun way to mess with people from time to time is using J. QCF+LK where you would normally use the medium dive kick in your combo in conjunction with a throw and a QCB+LK MK. If they get fooled by it, you get a reset and can rush in with LK LK c.MK HK to relaunch them for another combo. Risky but really fun when I fool someone with it... Makes me feel smart even if I suck at the game... =w=;;

Thanks for the tip but already as included on first post I believe.....
 
This probably could go under combo/general, but its not quite either so ill put it here since its something squigly players will wanna know.

So yesterday I started integrating 2 things into my play style: level 2 center stage & forward s.hp. Through just implementation of these two things my game jumped up a whole level.

Center stage level 2 essentially halts the screen in a mini-flash w/hit-stop. So basically even if someone were to technically hit you, if you get this move off some time before, you have a number of options. The one I like most is Daisy pusher. We allll know how incredibly hard it is to catch good players off guard with this move & I honestly never used it or squigly's other supers either...but I remembered seeing the video someone did on how they could literally center stage from far screen into Daisy pusher. That's since then been Nerfed and the bew "focus of the screen" has more room so the opponents out of reach.

So basically since then people've stopped using it for that....and just stop using it period. But I've found if the opponent isn't jumping or in the process of jumping by the time the mini-freeze from center stage happens, if you did daisy pusher during it, they can not jump out. And it's that simple! Just get in range & you're good to go!

Forward s.hp is one of the best mixup overheads I've used in game

EDIT: Alssoooooo center stage is honestly AMAZING for DHCs!!! because it gives you reealllly weird and stylish combinations youd never see otherwise. with great damage too :)
 
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Squigly's tag in tombstone is only supposed to do 2 hits correct?

Because I just made it do 3, and i dont want to upload a clip of this happening if its a normal occurrence. Ive only ever seen 2 hits
 
Hello,

This may seem like a stupid question but: How does one engage with Squigly? When watching most combo videos they start with LK in some form, be it into a launcher air BNB, or into a stance cancel. This works fine in training, but when fighting against my friends I notice that Squigly got really short range on her normals, and I end up getting outpoked (They mainly play Fortune, Cerebella, and Parasoul).

The feeling of losing to someone who has no clue what he's doing with Cerebella or Parasoul, and is more or less just smashing buttons, while I'm actually trying to combo is very frustrating, and I hope you can hint me towards something that can remedy this... Aggravation.

Kind regards,
Kodain
 
Hello,

This may seem like a stupid question but: How does one engage with Squigly? When watching most combo videos they start with LK in some form, be it into a launcher air BNB, or into a stance cancel. This works fine in training, but when fighting against my friends I notice that Squigly got really short range on her normals, and I end up getting outpoked (They mainly play Fortune, Cerebella, and Parasoul).

The feeling of losing to someone who has no clue what he's doing with Cerebella or Parasoul, and is more or less just smashing buttons, while I'm actually trying to combo is very frustrating, and I hope you can hint me towards something that can remedy this... Aggravation.

Kind regards,
Kodain

It's not a stupid question at all bro! Since you're learning her first I'm assuming you're solo right? Well it's gonna be significantly harder. In fact, squiggly is horrible with pressure and often needs to rely on assists or daisy pusher for people who won't go away. Since I learned filia and had solo strength I just got squibs for the assist and took care of people without touching squigly.....until I started getting best by good players lol.

But anyways, I'd say check this out the video I posted earlier in the thread on my match with night Phyre. I made a lot of mistakes and it's not my absolute best but still they're some good matches I recommend watching. There's a mix of me using my assist and me just opening myself.

But to answer you question, there are a number of ways:

1. Hop around. No seriously. Squigs can get higher than anyone in the game and with her super and double jump being able to j.hp/j.hk from that onto an unsuspecting player works.

2. Silver chord. This is the reason I played squigly. Not because she was new or I even liked her design....(which of course I love now), but it was silver chord. A lot of people have bad habits and punishing people from moderate to even far range with essentially a free combo is epic. If you throw silver chord out from afar make sure it's charged. Also works great as an ended to a block string that catches many, even REALLY good players if you occasionally use it. Also goes THROUGH assists at level 2 (charged) and many times people are fiddling around behind them not blocking. Additionally throwing out a fake assist enticing people to combo it is great because you can silver chord immediately after they attack. It works too well for me. And even if they don't, you get free charge!

3. dive kickin. Her Divekick is lethal. You're gonna have to practice and use her a lot to get a feel for the projectory but when you do crossing over people then dive kicking works great. Hk is an overhead so if they're blocking low a lot, then use the hk version. Divekicking with ok strength won't let you combo unless SUPER DUPER close to the ground BUT you can literally do an instant grab the moment you touch the ground. Perform center stage level 2 right after and you'll have them literally at your feet to start up a new combo!

TL;DR so in case you forget all the above just remember to jump higher than the opponent & Divekick. Use j.hp to zone if they wanna get fresh with you & use j.hk as a hit confirm for hk Divekick. Silver chord idiots who do nothing but charge at you all day & only do it very close if they're vulnerable or you have it charged. Hope that helps!

P.S. I'll repost that link in a bit
 
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Squigly's tag in tombstone is only supposed to do 2 hits correct?

Because I just made it do 3, and i dont want to upload a clip of this happening if its a normal occurrence. Ive only ever seen 2 hits

Hmm idk, maybe 1 hit emerging, 2nd fully emerged, then 3rd opening the casket? I haven't paid attention but why does it matter, just curious

P.s. sorry for extra post won't let me edit last one :/
 
She does 1 emerging, and then a second when opening the casket. The third was the dummy getting hit by the other side of the casket which i though was really odd, and normally doesnt even happen. I think its a slightly weird positioning quirk
 
She does 1 emerging, and then a second when opening the casket. The third was the dummy getting hit by the other side of the casket which i though was really odd, and normally doesnt even happen. I think its a slightly weird positioning quirk
...huh? "dummy?" what do you mean by "dummy?" and also what significance does this have to the game again....like why would it matter? lol there a combo youre making??
 
...huh? "dummy?" what do you mean by "dummy?" and also what significance does this have to the game again....like why would it matter? lol there a combo youre making??
"Dummy" As in the character I was practicing it on in in training mode. Im asking because if its supposed to be 2 hits, and i got 3, it could be a bug. A bug could fuck up raw tag stuff.

Why are you being such a fucking asshole? Seriously that entire post came off as hostile to me
 
"Dummy" As in the character I was practicing it on in in training mode. Im asking because if its supposed to be 2 hits, and i got 3, it could be a bug. A bug could fuck up raw tag stuff.

Why are you being such a fucking asshole? Seriously that entire post came off as hostile to me
wow bro....just calm down O_O If i was hostile there'd have been no lols or question marks. i'd have just said "dude, why the heck does this matter...1 hit, 2 hits or 3....what's the point..." BUT I didn't say that, and i wasn't thinking that.

I was sincerely thinking WHY does this matter? No one ever asks that. And if an opponent is blocking they're gonna block for all 2 or 3 most likely. Idk why it's important other than a bug and even so im finding it hard to imagine what this would apply to. Which is why im asking. Don't get all bent because you can't read what I was saying properly, no offense...but I don't care for being called an asshole when everyone who knows me knows im not one on or off the forums.