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

its a good meaty... i usually do c.hp for the same propouse.
Well th only reason I ask is because I'm assuming c.lp startup is faster and if at super flash would it be effective
 
it's useful as a meaty and as a weird frame trap mostly.

Well, and looking cute
 
Curious....was thinking about squigs c.lp normal. Does it stop incoming rush-at-you supers like val, Beowulf, & such? I think it stops filias Gregor Samson...but wondering to what extent.

Wondering cuz I've not used that normal in like a year lol

it won't stop beowulf thats too big, or dynamo. it beats greggor at certain ranges. its an ok multi hit normal. it can beat assist even invincible ones if you space it right. though that leaves you open to what ever air attack the opponent chooses.
 
I broke Brass knuckles armor with it
(though that was an accident since i meant to do Liver.) I mean, it's not a good armor breaker but i guess that's another use?
 
Man, I've broken SSJ armor with Squigly. She's seriously really good against all the characters that do armor stuff
 
If it's a good meaty why can everyone dp on wakeup? Thought meaties were to prevent people from pressing buttons on wakeup. You also have to be on top of them to get the meaty so you will get hit
 
If it's a good meaty why can everyone dp on wakeup? Thought meaties were to prevent people from pressing buttons on wakeup. You also have to be on top of them to get the meaty so you will get hit
DP is invincible on wakeup/startup, and is the counter to meaty attacks. The counter to that is to block and punish.
 
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it won't stop beowulf thats too big, or dynamo. it beats greggor at certain ranges. its an ok multi hit normal. it can beat assist even invincible ones if you space it right. though that leaves you open to what ever air attack the opponent chooses.

I haven't seen c.lp stuff any advancing supers, but here's a useless tidbit about Beo arm super.

You can low profile the hitbox with c.lk/c.mp. Has basically zero practical applications. Any scenario you could even think about doing it, you could just block or Daisy, but hey it's a thing.
 
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I haven't seen c.lp stuff any advancing supers, but here's a useless tidbit about Beo arm super.

You can low profile the hitbox with c.lk/c.mp. Has basically zero practical applications. Any scenario you could even think about doing it, you could just block or Daisy, but hey it's a thing.
What do you mean zero practical applications, you basically get free lows against chairless Beowulf on wakeup unless he has 3 bars
 
I didn't think you'd be low to the ground long enough to fully dodge a mashed out, up close arm super.

If it does, well then yes that's much more useful than I thought. I just noticed ducking it from full screen (or slightly closer than) on reaction.

Also accidentally-ed the same scenario with s.hk last night. Didn't realize just how much your hitboxes change throughout that normal.
 
after gravedigger you can buffer lv5 while hitting with lks... a personal revenge to all the daisies they jumped over me.
 
If it's a good meaty why can everyone dp on wakeup? Thought meaties were to prevent people from pressing buttons on wakeup. You also have to be on top of them to get the meaty so you will get hit
The counter to a dp is a safe jump.

Meaties exist to establish pressure, "DP's" are actually the counter to things like meaties.

@Nuuance from what I remember, cr.lp is one of squigs slowest lights at 10 frames. I think her fastest is either cr.lk or st.lp at like 5/6 frames.
 
st.lp is 6 frames, cr.lk is 8 frames, j.lp is 7 frames. Pretty much all of squiglys lks are 8 frames from what ive seen. And yes cr.lp is 10 frames.
 
Anybody have some advice for fighting Fortune and Valentine players who use their superior air mobility to always get above you in the air-to-air battle? I'm having some real issues in neutral against these characters because Squigly doesn't have any air buttons that hit above her at all and Fortune and Val can pretty much out maneuver you in the air 100% of the time.

Maybe I need to swap from Brass to Beat Extend for this matchup... hmm.
 
Is big band safe jumpable? The way i think its working is that my attack hits the invul frames of the reversal attack so i hit nothing and fall the the floor and can block. Big band's horn crush reversal has armor so I hit the armor frames which locks me in the air attack and i get counter hit. Is this whats going on?
 
Anybody have some advice for fighting Fortune and Valentine players who use their superior air mobility to always get above you in the air-to-air battle? I'm having some real issues in neutral against these characters because Squigly doesn't have any air buttons that hit above her at all and Fortune and Val can pretty much out maneuver you in the air 100% of the time.

Maybe I need to swap from Brass to Beat Extend for this matchup... hmm.

Yeah beat extend would be better. For fortune if she is instant air dashing around you, you can use s.lp or s.mp/c.mp as a getto anti air. But beat extend would help better. Another thing you could try is if they are above you you run away as much as possible. If they super jump they can't call assist so you could run under them so that you are harder to catch. Don't be a sitting duck and wait for them to air dash attack at you. I'm still not sure hot to deal with val's j.hp cross up not cross up shenanigans and her air approaches in general so I'd like some advice too if anyone is lurking around here.
 
So i've been trying to practice ways to deal with Beo's raw arm and airwulf.

  • Thanks to super flash, you can't mash cLK in reaction--it has to be preemptive
  • you can center stage a whiffed airwulf but he'll be able to hit you with something on the way down before you recover.
  • Thus the best option against both is to counter with the appropriate SBO
  • That, or block arm.
 
  • Thanks to super flash, you can't mash cLK in reaction--it has to be preemptive

On a hard/sliding knockdown you can use c.lk sort of as a meaty attack late in beo's wake up frames and if he does arm the low profile gives you enough time to counter super with daisy pusher. If you space c.lk to where it just touches and time it late into beo's arm reversal you can completely duck under it.

Also on hit and block you can bait some mash reversals with it and you will completely duck under it or you can cancel into daisy pusher. Its all preemptive though but still probably a useful tool in this match up.

With instant overheads I'm liking this match up more and more.
 
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Here's another mikez-approved unblockable
Who's gonna go play the new team top tier that hoards meter for this stupid setup that can realistically be done like once

Clarification if needed: Squigly reacts to jumps during the center stage freeze and chooses between daisy pusher or beowulf dhc as appropriate
 
@zeknife what are you talking about...no those aren't. They're just reaction stuff dressed up all cool & swag-like.

1. Jump
2. Don't jump

And we're off in time for dinner how about that
 
I'm too tired for sarcasm and confusing posts. What are you trying to say exactly
 
I get that. What I'm saying is they're not unblokable. That's mind games. Completely different. If you guess wrong then that's your fault
 
It is basically a new version of my old Squigly unblockable from over a year ago, it looked like this

The idea is that center stage lets Squigly act while the opponent is in hitstop, so she can choose what to do based on what defensive option the opponent has already commited to (In this video it's reacting to jump startup frames)
This got stealth fixed with some esoteric tweak that I haven't quite figured out the exact implications of, but it doesn't matter any more since projectiles are blockable from jump startup now

The new Beowulf setup uses the same principle with Squigly reacting to what the opponent is doing during center stage, it's just more expensive with two bars to beat jumps instead of one.
 
Yeah but the thing you're missing is that a character can jump and still look to be crouching before hit stop. It used to happen all the time when I did the same thing. Honestly it's one of the reasons I barely bother anymore. It's not that reliable & again it's not unblockable. It's only as "unblockable" as your mind games. For this same reason is why you can 1-frame reset w/c.lk or whatever to prevent jumping

TL;DR: just because a foe is crouching doesn't mean they haven't already entered jump animation &'ll jump out
 
Ok lol. lvl 2 gives you almost all the time in the world to confirm what the opponent is doing. AT THE VERY LEAST. beowulf is safe in the DHC and can apply pressure on you. so even if you don't get hitgrabed by either super you're still in a shitty situation.
 
Don't worry, I have had a personal discussion with Nuuance and determined that he is indeed delusional
 
Don't worry, I have had a personal discussion with Nuuance and determined that he is indeed delusional
Don't do that. Seriously.

The tech you "discovered..." Which had been found since day 0 is a CONFIRM. Say it with me. But in short I said the same thing mike said. I couldn't find the right words for it, but mike so eloquently stated it here:

@18:25

Being unblockable is something no one can escape or block no matter what when they get in it. And often they're loopable. Not always...but that's often the case. I might have my blonde moments a lot here, but I've been playing this stuff since forever & Know at least a little bit.

THIS however, is something that depends on what your opponent is doing. All centerstage is, is a confirm to give you more time to figure out what you wanna do. That's IT. And furthermore, mind games. I could go on, but I don't really want to. But let's keep the insults to a minimum. I said it was cool. I just disagreed because you were wrong. Thanks anyways though @zeknife.

Next round of business please...
 
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all squigly players are xtremely rude which is why she has the best teabag-dash and that super tbh
 
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Center stage assist. Good enough to be considered or what?
For point fukua i say yus

I was thinking of exploring it for Robo. It would either be that, or high-lows with c.hp assist.
 
I did some more comprehensive investigation into possible counters to the Beowulf dhc setup which cannot be blocked, and was going to make a long neatly organized list but I found so few that I'll just name them along with some things that seem like they might work, but do not.

First off, all raw tags can be reacted to during center stage and then blocked after recovering.
I did not consider level 3's, and I did not consider invincible supers into some good dhc, because while those are relevant I will assume that Squigly > Beowulf can at the worst be completely safe if they use whatever optimal counter they have, as Squigly has the luxury of being able to choose which super she wants to start with. It is also pretty important to keep in mind that the defender has no way of knowing this setup is coming, so it is basically any other reversal situation in that regard.

Here are the ones I found:
Defending Squigly can do level 2 DP, which opens up a whole series of possibilities of supers and counter-supers, but in the end I firmly believe that the defending Squigly can be completely safe at worst, given the assumptions mentioned above. I tested a bunch of stuff and if someone wants more details ask and I'll try to write something up. Defending Squigly can also cancel the DP into SBO on block if the setup was not done, which is pretty much safe, usually.

Finally, Filia can use Fenrir, which has 3f startup and will hit Squigly out of center stage startup since the setup has a 4f gap to accomodate for jump startup. This is obviously not safe unless you have a good dhc.

Since Big Band's SSJ has 2f startup it seemed like it would also be a counter to this, but he is so big that the setup can be adjusted for him to not have the jump startup gap, he will get hit by the anti-air grab regardless.


TL;DR Squigly with charge can avoid it, Filia can counter it. There are no passive or reactive ways to defend against it, and if the definition of unblockable isn't that which cannot be blocked I don't even know man'


Edit: One final thing, you can time a frame-perfect delayed jump so that you will be in jump startup during the center stage flash. If a robot with <=16ms reaction time plays Skullgirls, this might be useful to them.
 
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You get to keep the hitstop from center stage even after a dhc? Because if not you can just counter super in the air if your character can do that
 
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You bet, no air supers. Presumably the SBO hitstop affects them, and then the beowulf dhc takes priority over the projectile (Hits connect before projectiles if they happen simultaneously)
 
During a match i messed up my imputs so bad it turned out in something nice.^^
...Too lazy to find out if it's beo only but heh.