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

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

Hello,

First time touching Skullgirls so yes, I'm player her solo. What I've started to do (mostly as a desperation tactic come up mid-fight) is to Silver Chord into Daisy Pusher, and continue with an air launcher from there. Haven't given Dive Kicks much thought, guess I'll try to incorporate them more.

I did watch your video, and it did spark some ideas that I'll look into. For the time being I think I'll practice Squig combos a bit more, then in a few days (heh) I'll pick up a 2nd character for assist. So many options to choose from though: I like Filia for the Samson/Lev co-op, but I sort of like Valentine... And Cerebella, and Fortune, and... They sure made a lot of interesting characters, haha.

Kind regards,
Kodain
 
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.
I apologize. I spent most of my day dealing with dickheads IRL, so i interpreted a lot of sarcasm in your post. Naturally it irked me and i responded how i normally would to unwarranted hostility. In hind sight sarcasm through text is 50/50. The way some of it was worded couldve gone either way, but given my bad mood and the customers i was dealing with today i just assumed the worst.
Im also normally not as abrupt or blunt with my confrontations/insults either but i just didnt really care.

Also, I dont know you. I dont have that assumption to go off of.

TL;DR: Sorry.
 
Hello,

First time touching Skullgirls so yes, I'm player her solo. What I've started to do (mostly as a desperation tactic come up mid-fight) is to Silver Chord into Daisy Pusher, and continue with an air launcher from there. Haven't given Dive Kicks much thought, guess I'll try to incorporate them more.

I did watch your video, and it did spark some ideas that I'll look into. For the time being I think I'll practice Squig combos a bit more, then in a few days (heh) I'll pick up a 2nd character for assist. So many options to choose from though: I like Filia for the Samson/Lev co-op, but I sort of like Valentine... And Cerebella, and Fortune, and... They sure made a lot of interesting characters, haha.

Kind regards,
Kodain
yeah definitely man :) and dude....you NEEEEEEEED TO DIVEKICK!!!! LOL i think it's so funny squigly and divekick both released so close to each other but you honestly need to the be successful with squigs. not doing so will only make things harder :/

Also try to practice silver chording. it can really help when you grab someone who isn't blocking and such and silver chording when people decide to run at you can be very VERY rewarding. Silver chord anyone who has an instant air dash too. it will work.

I apologize. I spent most of my day dealing with dickheads IRL, so i interpreted a lot of sarcasm in your post. Naturally it irked me and i responded how i normally would to unwarranted hostility. In hind sight sarcasm through text is 50/50. The way some of it was worded couldve gone either way, but given my bad mood and the customers i was dealing with today i just assumed the worst.
Im also normally not as abrupt with my confrontations either but i just didnt really care.

Also, I dont know you. I dont have that assumption to go off of.

TL;DR: Sorry.
It's all good man, im sorry about your day :( i sympathize. I tried to make the question be as neutral and as lightharded as i could but i can see how it could be misinterpreted but noooo, I was just very very curious about what knowing the difference would do if it gave any new strategy, etc. But no hard feelings, it's all cool beans :D
 
Yeah though basically how many hits it does can effect all kinds of things like increased damage scaling, and.......other stuff. I actually have yet to see something where Squigly can follow up post tag in. Maybe if she is really close to the corner and can catch a wall bounce somehow? Excuse me while i google-fu this lol
 
Yeah though basically how many hits it does can effect all kinds of things like increased damage scaling, and.......other stuff. I actually have yet to see something where Squigly can follow up post tag in. Maybe if she is really close to the corner and can catch a wall bounce somehow? Excuse me while i google-fu this lol

she can follow it up, i have a couple times, but the timing's weird.
 
I literally just started playing squiggly today so I apologize if this is common knowledge.

Her j.mk is great for cross ups and can grant a free combo (j.mk, mk dive kick).

A really easy and effective reset to do is: st.HK, j.lp/lk, j.mk (delay slightly and it will cross up), mk dive kick...
 
I literally just started playing squiggly today so I apologize if this is common knowledge.

Her j.mk is great for cross ups and can grant a free combo (j.mk, mk dive kick).

A really easy and effective reset to do is: st.HK, j.lp/lk, j.mk (delay slightly and it will cross up), mk dive kick...
no not at alllll :) thanks for the information :) it hasnt been included, but at the same time i think i know what youre talking about. I honestly feel it's much too slow and not really a point to doing it vs other mixups because it's not particularly dependable and it's pretty slow too :/ unless im doing it wrong, but i dont think i am. The thing is...when you grab someone as squigly there isn't really a need to do resets because her damage is so huge. I'm still trying to find resets/mixups that are fast and dependable whether blocked and of course not blocked.
 
Only reason im doing a new post despite no new replies yet is because i found something kind of cool: you can level 2 silver chord after a grab on everyone except Valentine & Fortune, so this is something that'd REALLY help me out because many times i find i want to use a dragon's breath stance move, but can't because i already used it for center stage to combo off a throw mid-screen...so basically it goes like this:

TL;DR:

- You can use level 2 center stage after a throw (away from corner) to combo off it
- You can also use level 2 silver chord on everyone except Fortune & Valentine to combo off it
- if you want to save your dragon's breath move for later, use silver chord or vice-versa.

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?
 
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How strict is the timing from Grab to lvl2 silver chord?
 
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 tend to charge up Dragon's Breath first for three reasons:
- You can combo Arpeggio without the charge into c.lk fairly easy especially in a corner
- Sing Seria is really helpful for a number of reasons. Helping you get close, perform daisy pusher or Squigly Battle Opera and catch the opponent off guard, creating a corner for throw combos, etc.
- My own muscle memory for stance cancel combos is set to the two punch button short cut, which I have a macro for. I also have a macro for lk and mk for make supers and stance cancels a bit easier on pad but if I want to use it for stancels, I'll need to learn more muscle memory.

As for breathing room to charge, a good way is to use Daisy Pusher. Instead of immediately doing a combo, charge up a stance instead.
 
How strict is the timing from Grab to lvl2 silver chord?
It's not too bad, just make sure you finish the input right on impact and you'll be fine :) just try to remember it doesn't work on valentine & fortune. Today i've probably thrown out like 20 that've inevitably whiffed because i was being an idiot not thinking -_-''
I tend to charge up Dragon's Breath first for three reasons:
- You can combo Arpeggio without the charge into c.lk fairly easy especially in a corner
- Sing Seria is really helpful for a number of reasons. Helping you get close, perform daisy pusher or Squigly Battle Opera and catch the opponent off guard, creating a corner for throw combos, etc.
- My own muscle memory for stance cancel combos is set to the two punch button short cut, which I have a macro for. I also have a macro for lk and mk for make supers and stance cancels a bit easier on pad but if I want to use it for stancels, I'll need to learn more muscle memory.

As for breathing room to charge, a good way is to use Daisy Pusher. Instead of immediately doing a combo, charge up a stance instead.
thats pretty cool, i didn't really understand the 3rd reason but ill take your word for it. I just use the "long" way of canceling so im used to it for block strings and plus i just like it better. But when i said getting room, i mean a dependable way. daisy pusher is probably the least dependable move and it also uses meter...and using a bar just to charge is kind of cray cray lol. I mean what do you do to charge up otherwise when people seem to be trying to get on you?

P.S. Daisy pusher is an interesting way, but you cannnnn end your combo w/...s.hk, j.mp, j.hp to give you a wide gap to charge. That's typically what i do if i get an oppurtunity to combo and i feel like i NEED to charge.

MOOAAARRRRRR TIPSSS!!!!

1. I found something REALLLY helpful today. So i've been messing with canceling w/squigs and we all know after you practice it a bit it's PRETTY straightforward...but one of the things i found was you can do your seria combo and when you do your last sequence that has s.lp~s.lp or s.lk~s.lk, you cancel directly after and at that moment you can throw. It's REALLY hard to guess and it's safer than trying a throw off lk divekick (although i guess you have to get "in" in the first place). But yeah it's really cool! This is the string i like to do...oh and i dont put in any c.mp or c.mk because i dont want to get Undizzy started too soon despite the reset. The coolest part is you DON'T NEED ANY CHARGE!!! so you got some almost guaranteed reset power off the bat!

s.lp~s.lp, c.mk, s.hp~s.hp, seria cancel,
s.lp~s.lp, c.mk, s.hp~s.hp, seria cancel,
s.lk~s.lp, c.lk, seria cancel, grab

2. Play around with center stage & DHCs. you can make some really cool stuff happen. like for example ending a combo (with filia as other part of duo) with s.hk, center stage (level 2), mk+hk battle opera, DHC > Fenrir, pick up combo OTG (Off the ground). It's really frickin stylish looking and using battle opera in DHCs can give a lot of other characters oppurtunity to pick up a new combo off supers that'd otherwise be finished. Play around with it!
 
It's not too bad, just make sure you finish the input right on impact and you'll be fine :) just try to remember it doesn't work on valentine & fortune. Today i've probably thrown out like 20 that've inevitably whiffed because i was being an idiot not thinking -_-''
I've actually already went in and tried it before you replied lol. I didnt try it against a Valentine or a Fortune though, so ill get back to you on that one. I spent a decent amount of time working out changes to a burst bait trap with @Luweewu for awhile today so that absorbed my training mode. We both have different versions but im gonna fine tune mine a bit before I actually post it. It involves stancels, and does 5k damage before launching for the first time in a 2v2 damage ratio. it also has rejumps.

Luweewu i tagged you in the off chance you hadnt discovered this thread yet.
 
Apologies in advance if I reiterate anything already posted, as I skimmed through a lot of the thread.

  • c.HK, c.HP, and Tremolo are your best burst baits if your opponent doesn't know any better.
  • Barring changes since the last time I checked patch notes, Center Stage Seria into SBO is unblockable on reaction; they need to block pre-Seria superflash to block SBO.
  • HK, j.LP, *pause* is a good way to throw your opponent off. After the pause, you can use j.MP, j.MK, or j.HK into LK Dive to mount pressure.
  • Daisy Pusher is now active long enough for airborne opponents to fall INTO it if timed properly.
  • Successful air throws can be followed up with instant Dive into a combo of your choice.
  • Silver Chord, F+HP, and c.HP can be kara-canceled into Daisy.
Squigs is so fun :3
 
Luweewu i tagged you in the off chance you hadnt discovered this thread yet.
Thanks @XthAtGAm3RGuYX.

I've gotten my newer burst bait loop to deal a little over 7K with Stancels at 1.0 damage ratio and is mashproof. I've also been working on a followup combo that takes it to "You Burst, You Die" status (PW ain't the only one with the goods). I gotten it there, but I still want to fine-tune it so it's more reliable. Doesn't help that my execution is pretty bad....
 
But when i said getting room, i mean a dependable way. daisy pusher is probably the least dependable move and it also uses meter...and using a bar just to charge is kind of cray cray lol. I mean what do you do to charge up otherwise when people seem to be trying to get on you?

P.S. Daisy pusher is an interesting way, but you cannnnn end your combo w/...s.hk, j.mp, j.hp to give you a wide gap to charge. That's typically what i do if i get an oppurtunity to combo and i feel like i NEED to charge.

I've been working on a combo that builds meter and ends with Daisy Pusher for me to charge. The combo doesn't use any stancels at all so it works well when you just start the match.

c.lp > c.mk > hk > j.mk > j.hp > j. lp > j. mk > j.hp > lk > mk > hk > j.lk > j.mk > mk Fallen woman > lp > mp > hp x 2 > silver chord > daisy pusher > Dragon Breath Charge.

Another way to give a wide gap is to Dragen Punch without a charge when ending your combo if you want to do something different than j.mp, j.hp.

Random tip

You can use j.lp > j.lk in one air combo. EX: lk > mk > hk > j.lp > j.lk > j.mk > j.hk > hk Fallen woman > hp x 2 > silver chord > whatever. It gets you one extra hit during simple air combos.
 
Hello not sure if this is the best place to ask (matchup thread?) but does anyone have any tips dealing with Filia's iad j.hp? So far I can only think to j.mp, which doesn't always work, or pushblock.
 
Hello not sure if this is the best place to ask (matchup thread?) but does anyone have any tips dealing with Filia's iad j.hp? So far I can only think to j.mp, which doesn't always work, or pushblock.
Block and pushblock it.

If you have meter and can predict it, you can Daisy Pusher.

If you don't have meter and can predict it, you can [uncharged] Liver Mortis or [charged] Draugen Punch.

Or just jab. Jabs beat Filia's j.HP, given how her hurtboxes on that normal are laid out.
 
Thanks @XthAtGAm3RGuYX.

I've gotten my newer burst bait loop to deal a little over 7K with Stancels at 1.0 damage ratio and is mashproof. I've also been working on a followup combo that takes it to "You Burst, You Die" status (PW ain't the only one with the goods). I gotten it there, but I still want to fine-tune it so it's more reliable. Doesn't help that my execution is pretty bad....
Send me your version of it. I'll toy around with it a bit
 
Send me your version of it. I'll toy around with it a bit
What he said. I wanna toy with Squigly swag.
 
Block and pushblock it.

If you have meter and can predict it, you can Daisy Pusher.

If you don't have meter and can predict it, you can [uncharged] Liver Mortis or [charged] Draugen Punch.

Or just jab. Jabs beat Filia's j.HP, given how her hurtboxes on that normal are laid out.
Thanks! This helped a lot.
 
Hello not sure if this is the best place to ask (matchup thread?) but does anyone have any tips dealing with Filia's iad j.hp? So far I can only think to j.mp, which doesn't always work, or pushblock.
Thanks! This helped a lot.

MOARRR TIPSSSS (Yet again)

1. actually silver chord works AMAZINGLY for IAD'ers. as long as they're not 1 IAD attack away from you and you sense it's coming or you see it, throw out silver chord and you'll get a free combo. Filia's are suckers for chord because they often like stay close to the ground with air mobility and at the very least they come down fast off the jump so get in the habit of practicing when you should silver chord and you'll have way more fun.

2. Also, in case you all didn't know, you CAN silver chord filia right out of gregor samson provided you have enough distance or you have a level 2 silver chord. Just be careful you judge timing/distance properly.

3. @dama624 is so right. One thing that happened to me the other day while playing a squigly with filia really was mindblowing...that should have been incredibly obvious to me was something with daisy pusher (this also helps with the IAD'ers). I was going for a IAD j.hp as filia and i'd often get screwed because people would Daisy push me right when i did it. i thought nothing of it, but then yesterday i did a normal jump-in attack, squigly blocked and RIGHT BEFORE i hit the ground she did daisy pusher...and you know what? There was no way to escape. I had no choice but to hit the ground, and fall into the daisy pusher! I was like....WHY DIDN'T I THINK OF THAT????? So lately I've been "trapping" people who want to put on pressure with daisy pusher (if i can remember lol) and it's been very satisfying to do so since we now have more invincibility on startup.

4. Also, after an M divekick, if you IMMEDIATELY do level 2 center stage and the opponent is still on the ground, you can daisy push them. Some might try to get off a super, but the hit stop will prevent them from getting the hit off on you just barely and thus giving you time to clinch your chance to daisy push while they just wasted meter. Something i like to do at the end of combos when people get desparate. It might seem inescapable, but honestly all you gotta do is just jump...lol. But a lot of people try to do other stuff while mashing so 90% of the time it works out.
I've been working on a combo that builds meter and ends with Daisy Pusher for me to charge. The combo doesn't use any stancels at all so it works well when you just start the match.

c.lp > c.mk > hk > j.mk > j.hp > j. lp > j. mk > j.hp > lk > mk > hk > j.lk > j.mk > mk Fallen woman > lp > mp > hp x 2 > silver chord > daisy pusher > Dragon Breath Charge.

Another way to give a wide gap is to Dragen Punch without a charge when ending your combo if you want to do something different than j.mp, j.hp.

Random tip

You can use j.lp > j.lk in one air combo. EX: lk > mk > hk > j.lp > j.lk > j.mk > j.hk > hk Fallen woman > hp x 2 > silver chord > whatever. It gets you one extra hit during simple air combos.

I think using daisy pusher in a combo is stylish...but to be honest i feel it's a complete waste espcially since the damage is scaled SO hard. Why not save that for an emergency anti-air battle opera or a daisy pusher countering constant jump-ins? you know you'd be better off doing silver chord > liver mortis? Cuz then you'd make them slide across the screen and they'd take a bit to get up. Just saying :p
Apologies in advance if I reiterate anything already posted, as I skimmed through a lot of the thread.

  • c.HK, c.HP, and Tremolo are your best burst baits if your opponent doesn't know any better.
  • Barring changes since the last time I checked patch notes, Center Stage Seria into SBO is unblockable on reaction; they need to block pre-Seria superflash to block SBO.
  • HK, j.LP, *pause* is a good way to throw your opponent off. After the pause, you can use j.MP, j.MK, or j.HK into LK Dive to mount pressure.
  • Daisy Pusher is now active long enough for airborne opponents to fall INTO it if timed properly.
  • Successful air throws can be followed up with instant Dive into a combo of your choice.
  • Silver Chord, F+HP, and c.HP can be kara-canceled into Daisy.
Squigs is so fun :3
No problem :) I'm gonna try to update the OP with an organized list so everything is much more apparent. But the throw > divekick is a good point. I tried doing that earlier and i've only connected with it once in a real battle. Just seems hard to me :((( but i'll definitely try it again sometime. I'm thinking theoretically maybe it'd be good just h divekick after the throw and catch them before the second otg w/j.mk w/lighter characters, and c.mp, c.hp (2-3 hits) > silver chord > combo. and i believe i know what kara canceling is...but what do you mean? i've never understood it. I know it has to do with quick pressing a button so if an attack misses another attack goes off instead..but since both hp flame attacks are so slow how would this work? You mean just doing a seria cancel after it hits then daisy pushing? Just a bit confused :p
I've actually already went in and tried it before you replied lol. I didnt try it against a Valentine or a Fortune though, so ill get back to you on that one. I spent a decent amount of time working out changes to a burst bait trap with @Luweewu for awhile today so that absorbed my training mode. We both have different versions but im gonna fine tune mine a bit before I actually post it. It involves stancels, and does 5k damage before launching for the first time in a 2v2 damage ratio. it also has rejumps.

Luweewu i tagged you in the off chance you hadnt discovered this thread yet.
Be sure to report your findings when you do!! lol.
 
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godlike reset i started doing:

do the whole bnb but dont end in silver chord or whatever. end in a string into st hk. cancel the st hk into dragon punch charge, walk underneath, cross up dragon punch cancel into qcb mkhk


squig also has a good air 50/50 game similar to parasoul. do as much of a bnb as you can and end in a launcher into lp/lk, mk, hp. delay rejump 5050 between grab and jab for a recombo. you can also do this easily after a st hk. delay throw or jump hk cancelled into gravedigger hk
 
godlike reset i started doing:

do the whole bnb but dont end in silver chord or whatever. end in a string into st hk. cancel the st hk into dragon punch charge, walk underneath, cross up dragon punch cancel into qcb mkhk
I'm sorry jailhouse, i'm a bit confused. how can you "walk underneath" if you employ a charged dragon punch....they're gonna go across the screen. Unless you mean a normal dp then charge immediately and hop underneath...? which still seems really unlikely....please be more specific.
 
im thinking one of her main problems is getting pushblocked out because her dash is so shite. its hard to get to the point where you can do saria cancel pressure becuase you get pushed out too quickly. gotta start opening my pressure up with cr lk, cr hp immediately in order to stop getting pushed away or something. idk
 
I'm sorry jailhouse, i'm a bit confused. how can you "walk underneath" if you employ a charged dragon punch....they're gonna go across the screen. Unless you mean a normal dp then charge immediately and hop underneath...? which still seems really unlikely....please be more specific.

youre not hitting them with the dragon punch yet.

you hit them with the st hk so they go flying up. while theyre in the air you cancel that into dragon punch + P. HOLD the P to charge. while youre charging, walk underneath to cross them up, let go of the dragon punch on the other side and then cancel that into qcb mkhk
 
I think he means you do the dragon punch motion, hold the button, and when you release the dragon punch will come out.

I also question the practicality of this reset. Its not rocket science to block a DP while in the air.

EDIT: Ninjad again
 
its good and hits a lot lol. and if its blcoked the situation is almost as good for you because you get the pressure off the super and dont have to deal with the inevitability of greenburst as soon
 
im thinking one of her main problems is getting pushblocked out because her dash is so shite. its hard to get to the point where you can do saria cancel pressure becuase you get pushed out too quickly. gotta start opening my pressure up with cr lk, cr hp immediately in order to stop getting pushed away or something. idk



yeah that's also what I think, pushblock is hard for her to deal with and she doesn't really have a high/low game that's safe, her low/throw game requires an assist to lockdown... so my thinking is that shes another val type of character:

grab updo or pillar turtle up behind them and try to pick up otg confirms.
 
yeah that's also what I think, pushblock is hard for her to deal with and she doesn't really have a high/low game that's safe, her low/throw game requires an assist to lockdown... so my thinking is that shes another val type of character:

grab updo or pillar turtle up behind them and try to pick up otg confirms.

yup. need that assist. cant really say shes like val because val has all those multihitting retardo moves that make it so you can never pushblock her away ever. Poor squigs only has cr hp (really slow startup, extremely punishable on whiff) and st mp (shit)
 
yeah that's also what I think, pushblock is hard for her to deal with and she doesn't really have a high/low game that's safe, her low/throw game requires an assist to lockdown... so my thinking is that shes another val type of character:

grab updo or pillar turtle up behind them and try to pick up otg confirms.
honestly if youre having issues getting pushed back there's a number of things you can do. Remember, multi-hit attacks are your friend. So c.hp & s-forward.hp for mixup/pushblock works REALLY nice. And if you know they're going to block you, then dont bother with the c./s. mk/mp and just go from the light attack straight to the crouching flame attack or the overhead. If youre low enough to the ground from divekick you can actually start with c.mk which reaches very far, has great block/hit-stun and only gives like a couple frames to do anything before an incoming overhead. To be honest, i havent had ANYONE intercept c.mk > s-forward.hp yet...so it's very safe. of course im guessing people can mash it, but to be honest it hasnt happened to me yet...lol. So remember...multi-hit attacks for pushblocking. Also if you dont want to bother with that, you can end your combo early and go for j.lp divekick to keep pressure on. So keep that in mind :)

TL;DR:
If you keep getting pushblocked:
1) use squigly's most notable multi-hit attacks c.hp/s-forward.hp instead of s.hp~s.hp.
2) seria cancel the combo early and do j.lp for an overhead & divekick for throw or to continue the combo
3) throw in an overhead on the 2nd or 3rd attack to throw them off since everyone tends to pushblock near the end of most strings.
 
I think he means you do the dragon punch motion, hold the button, and when you release the dragon punch will come out.

I also question the practicality of this reset. Its not rocket science to block a DP while in the air.

EDIT: Ninjad again
And yeah...i was thinking the same thing actually :p idk ill check it out in training mode i guess. i actually think it's kind of interesting and has potential if you can figure a fairly foolproof way to get in after people guard. Oh you know....if you come down before them while they're blocking in the air from the dp...you think it'd be possible to catch them with daisy pusher on the way down since they wont be able to go anywhere? idk the frame data so idk if that'd even work since dp on the way down is kind of slow....but doing that or either grabbing them on the way down might work.

Or maybe calling an assist as soon as you s.hk and maybe you can cross them up that way and potentially be on both sides of the opponent. I'd have to play around w/it.

EDIT: I tried it..and honestly if blocked youre effed w/heavier players :/
 
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@Nuuance, kara-canceling is when you cancel normals/specials into Supers before the 1st active frame. A perfect example is Street Fighter's Akuma canceling his f+MP into Raging Demon right before the overhead connects.

So what you would do is input the command then quickly buffer Daisy so that the move cancels into Daisy right before the move connects. You'll know you did it wrong if the opponent blocks and then Daisy comes out. f+HP is probably the best one to kara-cancel because it forces them to remain grounded, and if they try to counter, Daisy on reaction gives you enough invincibility to net you a combo of your choice (Unless it's Double car; gotta test current invul on that).
 
EDIT: I tried it..and honestly if blocked youre effed w/heavier players :/

how are you effed if youre cancelling your dp into a super that instantly puts them in blockstun if they block it? youre not just walk under dping, youre dping cancelled into mkhk opera super. free pressure if they block
 
how are you effed if youre cancelling your dp into a super that instantly puts them in blockstun if they block it? youre not just walk under dping, youre dping cancelled into mkhk opera super. free pressure if they block
Because you're in the air. And like I was saying, heavier characters fall to fast or are too close for an mk+lk/hk battle opera. I'd like to see this in a battle :) I really like the charge, hop-under technique though :) I might try lk serpents tail charge instead. They might have enough space to use battle opera if blocked too.
@Nuuance, kara-canceling is when you cancel normals/specials into Supers before the 1st active frame. A perfect example is Street Fighter's Akuma canceling his f+MP into Raging Demon right before the overhead connects.

So what you would do is input the command then quickly buffer Daisy so that the move cancels into Daisy right before the move connects. You'll know you did it wrong if the opponent blocks and then Daisy comes out. f+HP is probably the best one to kara-cancel because it forces them to remain grounded, and if they try to counter, Daisy on reaction gives you enough invincibility to net you a combo of your choice (Unless it's Double car; gotta test current invul on that).
I see...I guess my question is wouldn't they just punish this...? I mean by the time they catch on to you not hitting you wouldn't they hit you before the cancel even goes through? It seems like they'd jump or get the awareness since nothing happening. Of like to see this done in battle though so I see the application :)
 
Because you're in the air. And like I was saying, heavier characters fall to fast or are too close for an mk+lk/hk battle opera. I'd like to see this in a battle :) I really like the charge, hop-under technique though :) I might try lk serpents tail charge instead. They might have enough space to use battle opera if blocked too.

I see...I guess my question is wouldn't they just punish this...? I mean by the time they catch on to you not hitting you wouldn't they hit you before the cancel even goes through? It seems like they'd jump or get the awareness since nothing happening. Of like to see this done in battle though so I see the application :)
But remember, her command HP's have audio cues, so they could either chicken block or attempt a punish. That's where reaction Daisy shines; it has enough invincibility so that's it's actually viable as a reaction counter.
 
il just upload a video to show the degree of safeness

youre not cancelling the dp in the air, youre cancelling the first hit while you are grounded into the AA super
 
il just upload a video to show the degree of safeness

youre not cancelling the dp in the air, youre cancelling the first hit while you are grounded into the AA super
I see that but I've been trying and even if you cancel they're too close if they block & characters like double would probably be really hard
But remember, her command HP's have audio cues, so they could either chicken block or attempt a punish. That's where reaction Daisy shines; it has enough invincibility so that's it's actually viable as a reaction counter.
But they can always jump though in that time period easily. And a lot of people immediately start jumping once they think I'm up to no good. But that sounds like a fun strategy though. Maybe just not for me. I'd rather just do center stage.
 
Ok that little reset happens faster than I had visualized it. Might give it a shot in casuals
 
Ok that little reset happens faster than I had visualized it. Might give it a shot in casuals

:)


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)
 
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