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

Post-sliding knockdown safejumps are really flexible too I guess. You can for example make Filia's Updo whiff if you jump late and make j.MK hit crossup. And you can easily set up a sliding knockdown at the end of your BnBs if you want that, so...
 
Can I have some Squigly tech against that damn jumping HP-HK cross up pressure? Does anyone has some tips?
 
Can I have some Squigly tech against that damn jumping HP-HK cross up pressure? Does anyone has some tips?
Someone can correct me with i'm wrong, but I think you can punish Filia's j.hk with squiglys s.lp. That said, my only other real piece of advice is to block high and if you know they're going to air dash, daisy pusher (unless they have the meter for a level 1).

One bad habit I think people have against filia is always push blocking her failed crossups attempts, and that isn't always a bad option but it can definitely be punished.
 
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Squigly's s.MP can punish Filia's IADs.
What do you use to convert off an anti air s.MP?
 
What do you use to convert off an anti air s.MP?
If you get them with the first hit you could convert with s.HP, and from there either Chord or continue with a scancel combo. You could also stancel into s.LP, s.LK, or c.LK and continue from there. You could also, with the right height and spacing, stancel and get the s.MP crossunder midscreen.

If you get them with the second hit you can get them with a lvl2 Chord or an Opera. Nothing else really besides lvl3.
 
So I think one of these days I'm just gonna go solo squigs so I can get back to the purity of that which is squigly. Been messing with Val & overall my game has went way down with so much stuff to remember.

Anyways, nothing gamechanging, but some stuff I wanted to address regarding getting charges & what I often do to get them

1. Battle opera: You CAN do battle opera at the start of a round & sometimes it'll work on even the best of players but after a while, they'll expect it and it'll just be a wasted attempt. If you're good and can muscle pushblocks, you can try to go for some high/low mixups just barely after or like some like instead, getting 2 charges off it.

And also, this should be obvious, but battle opera mid-battle works too. And also makes a lot of raw tag-ins safe.

2. J.HP > Charge: One of my favorite things to do is approach and use j.hp & charge IMMEDIATELY when you hit the ground. Whether they're blocking or are hit, the stun gives you more than enough time to get a charge. It's never failed me.

3. Finish Combos w/J.MP > J.HP: Instead of trying to get space off the bat for a charge, you could proceed normally and finish with j.mp > j.hp in a combo to put you both on opposite ends of the screen. I find this works nicely, but I haven't really done it much because there are other more efficient ways.

4. Finish Combos With Chord: Instead of using chord in the middle of a combo (if the bnb you use uses it), save it for the end & do c.hk > charge. Don't expect it to incur burst since it's so painfully obvious, but whether they burst or not, you'll get a free charge. If they do burst, you probably should follow up & do something to get free for charge after getting more damage. I'm sure a quick j.hp after chord as a bait would be nice too.

Another option that'd work REALLY well assuming you didn't use OTG is one-inch punch. Making them slide gives you 2 charges guaranteed. Even if you did use OTG, you'll have a lot of breathing room

5. Daisy Pusher: If you're able to get daisy pusher off, the IMMEDIATE MOMENT the coffin makes contact, charge! If don't correctly, you'll have done it in time to do c.lk > c.hk. It takes some practice and you really have to be confident with it online, but it's indeed possible. If you go for it, to for it.

6. Draugen punch > battle opera: If you have a charged DP then you can get two charges just letting the opponent juggle, but since we're assuming you don't have any...duh lol, then use DP + mk+hk version mid combo for a free charge and OTG.

ALSO, you could just Draugen punch and completely forget about battle opera. It'll send them completely across the screen & if they try to get back to you (from the air), then charge the dp again and send them flying for real this time lol. Be careful for baiting if they have the balls to come back though.

7. Assists: most of you probably know by now, but squigly is the best team player even ahead of Bella & parasol. Assists are amazing, DHCs into frickin anything, but she needs help herself sometimes. A lot actually. Use your assist to shield you & charge serpents tail when you do. If they attack your assist whichhhh some might who aren't paying attention, chord their ass. Lol, trust me, they'll get the picture.

8. Throws: Throws simy put give you at least 1 charge free. I usually get 2 & can't remember when I've just gotten one to be honest.

9. "Charge-under:" So some of you know that after s.hk you can begin charging and cross-under to the other side and cancel it for a throw or attack or whatever. About two hops is a full charge & literally as soon as you begin to charge next time you'll get it. Just be careful though as this is a very risky....but rewarding way to get it.

10. Just do it: Lol honestly, it might seem weird, but just charge when you can. If you're out of range, then charge. The only person you should really be wary of charging when out of range are peacocks & other squiglys (sometime Valentine figures in too).

P.S. Chording air dashing filias works like a charm too.
 
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So new Squigly main looking for a few tips on things, I play her on point.

If I get the corner, what should I opt to end combos with and how should I keep the pressure on them?

I use the combo into daisy pusher with c.hk burst bait ender, any other enders I should try for? Most people don't take the bait so I've used Liver Mortis at the end instead, but I lose pressure either way.

I try to blockstring with c.lk ->c.mk or c.lk -> f.hp, I usually get blown up by an assist though, very unsafe on block, what other approaches on the ground should I look into?
 
One of the better ways to maintain corner pressure is to do a standing lp or lk into f.hp. You can either stancel or arpeggio to make it safe if they block. Other tricks (if you carry with j.hp combos) is to do a lk dive. You recover super fast and catch lots of people with their pants down. Personally, I don't care much about maintaining corner, but that's because everyone's neutral is so bad.
 
Skullgirls Beta Patch Notes 2-18
Beta Experiments List

General
- Can't burst during invincibility in hitstun, fixes trip-tech burst OS and Sound Stun burst OS's.

Well hopefully this doesn't stay , otherwise we can wave goodbye to all Squigly's burst bait / pseudo hard knockdown setups.
 
Well hopefully this doesn't stay , otherwise we can wave goodbye to all Squigly's burst bait / pseudo hard knockdown setups.

I was playing with Stuff` last night and all my c.hp and c.rh burst baits still worked.
 
Try now in training mode in Beta.
 
With this change they can now tech roll after the cr.rh. In the current non beta build if you try and tech the cr.rh you get a burst , hence why the setup works as a sort of pseudo hard knockdown.
 
I actually found a burst bait the other day that I didn't think was all that useful what with all these other baits this character has, but with the change to tech rolling it perhaps has become relevant. Once you've already used a j.HP in your combo, you can end with s.HK, j.HP (1 hit) xx divekick.
 
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I actually found a burst bait the other day that I didn't think was all that useful what with all these other baits this character has, but with the change to tech rolling it perhaps has become relevant. Once you've already used a j.HP in your combo, you can end with s.HK, j.HP (1 hit) xx divekick.
Piggybacking on this a bit: It's jb.HP. Since the burst didn't connect, they are open til they land, meaning you can nail them with Counterhit MKHK Super and proceed from there.
 
Well hopefully this doesn't stay , otherwise we can wave goodbye to all Squigly's burst bait / pseudo hard knockdown setups.
It's not "all", just the ones off cr.HK.
cr.HP still works because it doesn't make you invincible after you're hit by it.
 
The c.hp bait is hittable late in the animation unless they back up I think. I managed to do it twice accidentally against Gfarmer.
 
The c.hp bait is hittable late in the animation unless they back up I think. I managed to do it twice accidentally against Gfarmer.
It's a small step back; just enough to be out of max range burst.
 
Well hopefully this doesn't stay , otherwise we can wave goodbye to all Squigly's burst bait / pseudo hard knockdown setups.
Wait huh? I'm confused. Can someone break this down in lamens terms. Invincibility during hitstop? Pseudo hard knockdown? Never heard of that before. What's "real" hard knockdown setups then? What are "soft" knockdown setups?

If you still have OTG you can bait right? And trip tech burst OS? Please someone explain this
 
Wait huh? I'm confused. Can someone break this down in lamens terms. Invincibility during hitstop? Pseudo hard knockdown? Never heard of that before. What's "real" hard knockdown setups then? What are "soft" knockdown setups?

If you still have OTG you can bait right? And trip tech burst OS? Please someone explain this
Burst baits with her sweep don't work no mo. They can just tech normally without automatically setting off the burst.
 
Well, the long and short of it is that if your opponent is invincible during one of his 'hurt' animations, like after getting hit by a cr.HK, then burst is disabled, so mashing buttons yields a ground tech instead of a burst. If you burst bait with something that isn't a sweep then nothing's changed, since I don't think there's much else on Squigly's kit that makes the hit opponent invincible. At least nothing you feasibly want to burstbait with.

...but thank you for ninjaing me, yes.
 
I'm gonna miss trip tech OS; it's like one of her only decent burst baits.
 
Oh I see :/ hmmm, well I guess that's....idk. But anyways, guess I'll have to use c.hp...which is ok, but in that center stage burst combo idk if it'll still work :/ I suppose we'll see. @RetroStation idk :p I guess we gotta make it work if it happens :( although I don't want it to.
 
How gimmicky is puttind down oprea from full screen then raw tagging?
 
I'm gonna miss trip tech OS; it's like one of her only decent burst baits.
Don't forget about s.mp, c.hp, c.mp, c.hp. It's a midscreen...but doesn't work at the end of combos :(
How gimmicky is puttind down oprea from full screen then raw tagging?
It's something fuzzy liked doing (not sure if he still does) with double & it works with most other characters too. It's cool if you just have to raw tag safely with bar
 
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It depends on the raw tag. With Double its useful for a one time thing cause people will try to punish the tag and then get hit by the opera.

You can also do stupid stuff like this and almost everyone gets hit by it the first time.

 
It depends on the raw tag. With Double its useful for a one time thing cause people will try to punish the tag and then get hit by the opera.

You can also do stupid stuff like this and almost everyone gets hit by it the first time.

/snip
also posting this in the team synergy thread
 
I've actually been doing this since super early beta access, just never got around to showing it.
 
I've actually been doing this since super early beta access, just never got around to showing it.
The scary thing is, I was just about to post something like that; kept accidentally doing it on Double lol
 
I've actually been doing this since super early beta access, just never got around to showing it.
I accidentally do that sooooo much. Can't believe I didn't think of the vaccuum on j.MK. Corner crossup time. Thank you for posting this.
 
does anyone know that video where bigband does that dropkick into sqiugly raw tag in the corner? been trying to find it on the forums, but my youtube doesnt want to work.
 
does anyone know that video where bigband does that dropkick into sqiugly raw tag in the corner? been trying to find it on the forums, but my youtube doesnt want to work.
This one?
 
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so recently, a squigly player did this to me and it really confused me, but i tried it out recently and it's pretty tricky.

you do your normal combo, then you chord....but then you chord again and do lk+mk opera > DHC. And 9/10 DHC is safe, and if they block often they get caught by opera. Now thats only if youre not fast enough. you CAN cancel a second chord into a clean combo'd dhc if you're fast enough. But anyways you guys should try it, definitely a dirty thing to do.

EDIT: DHC'ing cleanly after second chord isnt hard, i tried it and it's fairly flexible. If you wait a couple frames, you can try to go for a resetted DHC.
 
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So, wait... Chord followed by a second Chord? Brb, trying this out.
 
So, wait... Chord followed by a second Chord? Brb, trying this out.
Yeah so basically when you plan to DHC, use a second chord & just make sure to nail the timing for an extra bit of damage
 
Just as a heads up, DnB does more damage as an ender than double chord.
 
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I like the part when he didn't burst