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.