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Team Synergy Thread

Hey guys, I'm fresh to skullgirls and I was just wondering. Are squigly/BB, squigly/parasoul (or all three) synergistic with each other? Which assists are good for them?
Squigly/BB is a very popular team. definitely the squigs/xx team i've seen the most by far. BB & Squigs both have solid assists for each other so you can't really go wrong. I don't really see many squigs/para teams but the synergy is actually pretty great & i put up a couple vids on some old combos a while back. When it comes to all 3 as a trio, I honestly wouldn't know but typically people usually have squigs as the middle character if not maybe front (her tag-in is tear-inducing)...and of course you want a strong anchor (Big Band). So yeah i'd say parasol/squigs/bb sounds like a pretty solid team mate.

You should ask @Dawn111 about squigs/para...he definitely is pretty good with that.
 
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Hey guys, I'm fresh to skullgirls and I was just wondering. Are squigly/BB, squigly/parasoul (or all three) synergistic with each other? Which assists are good for them?


@Dreamepitaph advice is spot on for trio. But there are alternative assist. Things you could try:

Squigly cremation (cr.hp) instead of dnb. Squiglys cr.hp hits low and still locks down so it's a very good assist for parasoul especially with stomp setups. And synergizes with parasouls overheads very well.

If you run BB as anchor then you may want to try using parasouls pillar assist to help out band should he get snapped in. Snapping in band is in IMHO something that is paramount to do if he is anchor since he he gets overheaded so easily and early snaps limit his meter abuse and early snaps, assuming he dies, eliminate having to deal with beat extend. So smart players may seek to abuse this inherent weakness he has and in so doing you may want to have a good gtfo assist should you survive the snap in mixup. You can always raw tag of course but that can be a game losing mistake.

Just food for thought.
 
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Napalm pillar and Beat Extend are always good assists. though i don't have much experience with Napalm shot assist, in theory it could be good for a defensive squigly who wants to limit the opp's approach. Para's overheads could do well as a mix-up assist too, probably. would rather have Pillar, though

as for squigly assists, cHP is good for lockdown and mixups, which are good for both Para and BB. DnB is also good for lockdown but it spends a charge (duh) so just be careful. I so desparately want to use Silver Chord assist well but people don't get caught with it often enough because people seem to block in this game??? (seriously who does this??????????????)

otherwise, while squigly and Para are of course different, I feel like their playstyles are somewhat similar, so however you play squigly should translate well enough to playing parasoul if you get snapped or something. can't say much about BB since i don't play him
 
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@Mr. Marowak oh i also forgot to say welcome! it might be a bit challenging or hard starting out but keep with it. You'll level up in no time. Like i replied to another player...if i really liked big characters I'd pick bb....but not really a fan, but even so he's very good....ive still been considering. His taunt is probably one of the most effective taunts in the game and doing so before the next opposing character comes out is so money. Definitely try bb.

I mean taunting and getting a level 3-damage super????? psh sign me up dude. Beowulf's hype system is still pretty dang cool but bb is more simple and seemingly more effective/efficient
 
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Hey guys, I'm fresh to skullgirls and I was just wondering. Are squigly/BB, squigly/parasoul (or all three) synergistic with each other? Which assists are good for them?

Yes this team, even all three are pretty good in any order

squigly's good assists are drag n bite, c.hp and if you are feeling fancy, center stage
parasoul's good assists are napalm pillar and napalm shot,
big band's good assists are beat extend(any strength you want, experiment with it) brass knuckles, or even that overhead move.

squigly benefits a lot from beat extend or pillar a lot. With all three you could use beat extend to protect squigly and napalm shot to help get in.
 
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Had some free time on my hands and decided made this.


I wasn't shooting for power when I made these but rather the one that looked the best
(Making combos for the sake of combo really n_n) but still, it might be able to help.
 
http://www.twitch.tv/kpblive/v/33496849

159Man does some really cool stuff with Big Band's Take the A-Train in his set against McPeanuts. It starts around 1:36:00. Take the A-Train allows Squigly to gain her charge back mid-combo, which is pretty big for Squigly. He also does some other cool stuff with it, so I'd highly recommend studying this set. It's what I'm doing right now :P
 
http://www.twitch.tv/kpblive/v/33496849

159Man does some really cool stuff with Big Band's Take the A-Train in his set against McPeanuts. It starts around 1:36:00. Take the A-Train allows Squigly to gain her charge back mid-combo, which is pretty big for Squigly. He also does some other cool stuff with it, so I'd highly recommend studying this set. It's what I'm doing right now :P
You can do the same thing with Beat Extend assist, which also has the advantages of letting you counter call and being able to hit people who are on the ground. There's a lot of other assists that also let Squigly charge mid combo, I made a list in the team building thread.
 
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basically what peanuts said, 159man is an excellent player without question but it's not because of a-train assist. To be fair, 159man uses a-train to keep his opponents on the ground so beat extend wouldn't do EVERYTHING for him that a-train does, but most things a-train assist accomplishes beat extend does as well, in addition to providing the benefits of a DP assist
 
Imagine if 159man took the limiters off and unleashed his full power
 
basically what peanuts said, 159man is an excellent player without question but it's not because of a-train assist. To be fair, 159man uses a-train to keep his opponents on the ground so beat extend wouldn't do EVERYTHING for him that a-train does, but most things a-train assist accomplishes beat extend does as well, in addition to providing the benefits of a DP assist

I pretty much agree with this.
What I think he really needs to do is pick a third character with a horizontal lock down assist like Fukua or Double , and then he will have something like Sages team , with A train acting like Excellabella.
 
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I pretty much agree with this.
What I think he really needs to do is pick a third character with a horizontal lock down assist like Fukua or Double , and then he will have something like Sages team , with A train acting like Excellabella.
I was thinking something similar actually. If you have an assist that's useful for neutral and counter calls, having your other assist be A-Train is more defensible. Actually I was thinking the third character on that team would be Beowulf. H Chair is a great assist and I know from watching Taluda play his alt team that Beowulf gets some cool stuff from A-Train assist.

idk if I'd say 159man "needs" to do anything until someone can beat his current team though, lol
 
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OT: FWIW, if you want to run an assist specifically for getting charges with Squigly (As in, that is the primary purpose aside from other benefits) then Excellabella or Diamond Drop (via stagger to combo into it) is the way to go, as it nets both charges. But mcpeanuts, as he said, did list a PLETHORA of ways to net at least 1 charge with many assists, as it's not very hard.

On her own she gets a charge back for 1 meter as well, via either daisy pusher (if she still has otg) or specific SBO juggles. But choosing to do daisy pusher for charge/damage means losing knockdown since it uses up OTG. Assists just let her keep the meter and sometimes the otg as well, letting her score a sliding knockdown from Charged Arpeggio or Silver Chord > Uncharged Liver Mortis, which will let her get back the expended kick charge (or net a punch charge) while approaching during the knockdown period.

Excellabella just lets you get meter, both charges, and sliding into re-charge. I'm not sure a-train does this as it does not last as long.

A-Train has armor though! Something Excellabella does not have. It also moves forward. And Big Band is big and that always does things.

So many things.
 
@Sylnic

I found the post I was talking about of all the ways I found to charge stance mid combo by using an assist. I really should have posted it in this thread in the first place, dunno why I didn't think of it. Anyways the first one I made a video on:

https://t.co/9jleHntixZ

The rest of them were in this post:

I found a few other ways that Squigly can use an assist to get a charge mid combo, in addition to the one using Dive of Horus assist that I posted above. I feel like this is pretty relevant to people trying to make Squigly teams so I wanted to share what I found.

Worth noting: if you move forward or backwards while in stance, you start building undizzy, even if you're in the first chain. Most of these conversions need to do that so it's worth mentioning.

c.LK c.MK s.HK + call Updo xx stance, walk forward, OTG c.LKx2 s.HK etc
-needs OTG
-requires you to walk forward in stance so you build undizzy earlier as described above

c.LK c.MK s.HK + call Napalm Pillar xx stance, walk forward, OTG c.LKx2 s.HK etc
-needs OTG
-requires you to walk forward in stance

c.LK c.MK s.HPx2 + call Platonic Drillationship xx stance, walk forward, s.LP s.HK etc
-saves OTG
-easier to hit confirm
-requires you to walk forward in stance
-scales pretty bad cause the assist has so many hits

c.LK c.MK s.HPx2 + call H Beam xx stance, walk forward, s.LP s.HK etc
-saves OTG
-easier to hit confirm
-requires you to walk forward in stance
-scales pretty bad cause the assist has so many hits
-does not work if it hits a crouching character; if that happens you can combo into Silver Chord to force them to stand up

c.LK c.MK s.HK + call H chair toss xx stance, walk forward, c.MK c.HP xx Silver Chord, etc
-uses OTG
-requires you to walk forward in stance
-scales bad cause of the c.HP xx Silver Chord
-uses up your kick stance

c.LK c.MK s.HPx2 + call L Beat Extend xx stance, s.LP s.HK etc
-saves OTG
-you don't have to walk forward while charging! only one I could find midscreen

That's all I found before I realized "wait I don't play this character why am I putting so much work into this". I'm sure there's others, or more optimized conversions off the ones I found, but hopefully this is useful to people trying to work Squigly into their teams.
 
OT: FWIW, if you want to run an assist specifically for getting charges with Squigly (As in, that is the primary purpose aside from other benefits) then Excellabella or Diamond Drop (via stagger to combo into it) is the way to go, as it nets both charges.
Never thought of using Diamond Drop assist, that's OD. fwiw you can't quite get 2 stances off A-Train but you can get 1 and a half if you walk forward during the first charge. As I describe above though that screws with undizzy and you get a smaller combo, so you have to decide between max damage and not quite max damage but part of another charge. I'd always pick the former personally but it's worth mentioning.

A-Train has armor though! Something Excellabella does not have. It also moves forward. And Big Band is big and that always does things.
Something I've noticed 159man doing is calling Big Band in situations where he's obviously not going to hit and just hide Squigly inside Big Band's massive hurtbox to safely get a charge. That's at least one thing you couldn't do with Bella.
 
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Never thought of using Diamond Drop assist, that's OD.

When it had strike invuln, I ran Squig-Drop all day on QM. Filia gregoring, Bella standing there and smiling and then grabbing her and slamming her.

Good lord. Also rejump into LDive+DDrop assist was gimmicky and I loved it.

Goodbye, overpowered command grab assist.
 
When it had strike invuln, I ran Squig-Drop all day on QM. Filia gregoring, Bella standing there and smiling and then grabbing her and slamming her.

Good lord. Also rejump into LDive+DDrop assist was gimmicky and I loved it.

Goodbye, overpowered command grab assist.
Still sounds hilarious, I bet I could have fun with that team on quick match
 
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You can also build charge mid comb with cerecopter from st.hpx2 then call copter then charge and you can continue the combo with s.lp
 
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You can also build charge mid comb with cerecopter from st.hpx2 then call copter then charge and you can continue the combo with s.lp

You can actually continue the combo with like any button if you're quick enough. Even s.Hpx2 (call copter) (charge stance) , s.hpx2 works
 
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I'm still learning a lot about this game, so this was the first time I've seen an assist that seemed to help Squigly in so many ways. Charge mid combo, anti-airs, eats projectiles, pressures them to staying on the ground, resets out of it... It was cool to see. I'm still only a solo Squigs, but I'm trying to scout out what I want my future team to be. And so far Big Band seems to be the next character I want to learn. So thanks for all the input!
 
I personally run Butcher's Blade. good horizontl spacing to help with neutral and gives you plenty of time to charge AND choose to retreat or go ham. Plus, cHP is godlike for Eliza
 
Hey guys, Gals and that technicolor rainbow in-between!
Finished this video on some Beta/Official combos you can do with Squigly and Fukua a few days ago.
I found out some really cool strats while making this video.
Like using the delay on Fukua's shadow H assist you can make some pretty hard to block stuff like:
Attack->Call Assist->Stance Cancel->Jump over->Auto Corrected M Dive Kick at the same time as Shadow H making contact.

The dive kick doesn't hit at the same time as the shadow H so the player has to block both back and forward in about 2 frames. (Even if The push block the H Shadow =)
This trick would be pretty darn hard to block or to even predict if the Divekick will put squigly back where she was or on the other side of you. (High Level shenanigans here =)

The weakness here is of course the counter abillity if the other player has someone like BB with Beat Extend (I really hate Beat Extend) and they would be able to air grab squigly out of it if they know it's coming.

But what's a strat without a few ways out for the other player,
Besides that it seems like a pretty solid strat imo n_n


 
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How's the synergy with Robo/Squig? I'm really interested in making my pocket Robo into point but Idk how well she works with Squigly.....
Also should I anchor Squigly or Robo and what assists is ideal for a more patient, read-based playstyle?
 
Squigly with H beam is silly. Then again, anyone with H beam is silly
 
I really like Squigly's c.HP as an assist for Robo and SBO as a DHC is also helpful.
 
You can get the st.mp>seria cancel crossunder you do in the corner anywhere with mine assist and Hdanger covers your charges and it's nice pressure.
 
Squigly/Band with brass assist! Damage for days? With a corner combo like that I sure hope so. Here are some optimal combos I've ground out.
(Corner combos can be started without charge as long as Squigly is close to the wall. Use brass's airtime to charge a stance, then mortis and continue as normal.)

No charge combo - 7913 dmg
c.lk c.mk s.hp brass chord
s.hp c.lk s.hk
j.hk h.divekick
j.mk j.hk
s.mp s.hp
s.lp s.mp c.hp drag'n'bite
No charge 1 meter combo - 9236 dmg
c.lk c.mk s.hp brass chord
Pseria daisypusher Pseria c.mk s.hp drag'n'bite s.lk s.mp s.hk
j.hk h.divekick
j.mk j.hk
s.lp s.mp c.hp drag'n'bite
No charge optimal combo [UNCHARGED HP X HP LINK] - 8132 dmg
c.lk c.mk s.hp brass s.hp chord
c.mk s.hp
c.lk s.mp s.hk
j.hk h.divekick
s.lp s.mp c.hp drag'n'bite
No charge 1 meter optimal combo [UNCHARGED HP X HP LINK] - 9427 dmg
c.lk c.mk s.hp brass s.hp chord
Pseria daisypusher Pseria c.mk s.hp drag'n'bite s.lk s.hk
j.hk h.divekick
s.lp s.mp c.hp drag'n'bite
Punch charge combo - 8497 dmg
c.lk c.mk s.hp brass s.hp chord
c.mk drag'n'bite s.lk s.hk
j.hk h.divekick
s.lp s.mp c.hp drag'n'bite
Punch charge 1 meter combo - 9674 dmg
c.lk c.mk s.hp brass s.hp chord
Tseria daisypusher Tseria c.mk s.hp drag'n'bite s.lk s.hk
j.hk h.divekick
s.lp s.mp c.hp arpeggio
Punch charge 1 meter midscreen corner combo - 9985 dmg
(This corner carries from a mile away, effective distance is almost midscreen on lights.)
c.lk c.mk s.hp brass mortis (run) s.hp chord (run) daisypusher
draugenpunchseria(forward) s.mp s.hk
j.mk j.hp
j.lp j.mk j.hk
s.lp s.mp c.hp drag'n'bite
Punch charge 1 meter optimal midscreen corner combo - 10153 dmg
c.lk c.mk s.hp brass mortis s.hp chord
Pseria daisypusher Pseria c.mk s.hp drag'n'bite
s.lk s.mp s.hk
j.hk h.divekick
s.lp s.mp c.hp drag'n'bite
Adding a dash after s.hp + brass can make charged combos more reliable. This is especially true for heavies. Dashing Is more difficult to time without charge.
 
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