- Joined
- Sep 4, 2013
- Messages
- 909
- Reaction score
- 468
- Points
- 63
- Location
- Toronto
- Website
- youtube.com
- Steam
- Nuuance
[[Not entirely sure whats going on with the update process because no word's been given...but I'll just open this up again if anyone wants to comment any remaining suggestions. The worst is things will stay as they are :P so yeah that's all really for now]]
Welcome back any & everyone. It's been such a long time, but Skullgirls & all of you are still here. Couldn't be happier. I'm excited because for once, the process to voice what new things you'd like is starting to open up. I want to hear what you all have to say primarily as Squigly Mains. To be clear it's a thread primarily about additions to Squigly be they QoL, property modifications, charge mechanic ideas -- things to update & refresh Squigly in a way you think is good for the game. Any other discussions counter to this can be saved for other threads.
I will be aggregating primary points from discord/etc as well as updating OP with feedback specifically from here as well so we have a running list of pain points & overall things us Squigly players talk about. She isnt a bad character but for a while it's been clear she needs some love in some gaps. keep in mind regardless of comment length, they're things thought to be sorely lacking or forgotten; nothing extra was included just because. Some will value one thing above another, but we all share this game & want as many people to enjoy so keep viewing from various player's perspectives. All I ask. ThankYou so much :)
So what things would you like? Just give your idea & reasoning.
For any unsubstantiated thoughts (including my own), ill put in a separate spoiler.
Don't be shy & again welcome back!
- charged tremolo: decently faster startup/recovery // thought: rarely used, typically gameplay is a little fast for this...it's not a terrible move, but again, its never been great & converting requires meter. Pushing opponent back/to corner is wonderful seeing that its the only move doing that since squigly needs space, but its not used tactically in that way either since she usually ends up where she started if opponent hasnt already started dashing forward; just being a little faster would cement her only real distanced special outside of chord.
- L Divekick: Fall quicker w/No hitbox or fall backwards // thought: Good point made by Wonderland (and others regularly). her L divekick is not much different from the M version. Less blockstun makes for tighter tick grabs & other things...but M can do most the same things with adjustments. I like L divekick for what it does, but wouldnt mind trying some of those suggestions
- Centerstage Super: 1 meter, Charged Centerstage only. Needs & depletes Both charges. If not blocking (same as now), instead of SBO, time stops for 6secs for custom scaled combo. Opponent stays in place & opponents momentum starts after supers over, same recovery on block // thought: Overall timestop is a very fun concept. But limited in the way of variation way it is now. This gives squigly players expanded use of the mechanic to really feel like we're stopping time without overshadowing the possibilities SBO already has to convert -- goes by the same rules, same tool new flavour. The flexibility & expression many squigly players value truly comes out. Having something significantly new to try each time around would be absolutely great & exciting not only to play, but watch. Video Example & expanded description here https://skullheart.com/threads/upda...ing-squigly-wishlist-thread.11584/post-413977
- Benefit to K-charge: Passive benefit, in recent year/s air dash been brought up for a while now // thought: Theres simply no reason to charge & before dragons breath giving player better choice-based gameplay & expression/creativity. Whether a dash or something else interesting, something to expand playstyle's been desired
- tag-in: slightly faster startup/recovery & tombstone maintains distance in front of player // thought: Squigs tag-in isn't the easiest, thats fine. But when trying to plan purposefully, it's still very hard to get anything in particular to work. Let alone tagging after a vanilla sliding knockdown or incoming usually being dangerous. Regulated behaviour & pathing would help greatly not to mention help for many on incoming. a nightmare for sure. being a glue team character, tag-in shouldnt be so hard. Still not easy, but more reasonable.
- Charged Assist Specials: Uses charged special, charges if not already. // thought: Pretty much other characters like peacock & beo have 2-tiered assist specials. Takes commitment & strategy to use since you cant just throw them out. Longtime ask. in SDE days, people used various specials but now meta makes it hard to justify anything besides dragnbite or h normals. She has 5 entire other specials...theres many other characters with a better selection & annie/umbrella assists are looking really good right now. Lets get back to being that one team character
Welcome back any & everyone. It's been such a long time, but Skullgirls & all of you are still here. Couldn't be happier. I'm excited because for once, the process to voice what new things you'd like is starting to open up. I want to hear what you all have to say primarily as Squigly Mains. To be clear it's a thread primarily about additions to Squigly be they QoL, property modifications, charge mechanic ideas -- things to update & refresh Squigly in a way you think is good for the game. Any other discussions counter to this can be saved for other threads.
I will be aggregating primary points from discord/etc as well as updating OP with feedback specifically from here as well so we have a running list of pain points & overall things us Squigly players talk about. She isnt a bad character but for a while it's been clear she needs some love in some gaps. keep in mind regardless of comment length, they're things thought to be sorely lacking or forgotten; nothing extra was included just because. Some will value one thing above another, but we all share this game & want as many people to enjoy so keep viewing from various player's perspectives. All I ask. ThankYou so much :)
So what things would you like? Just give your idea & reasoning.
For any unsubstantiated thoughts (including my own), ill put in a separate spoiler.
Don't be shy & again welcome back!
Normals
- s.mk: Mini Launcher/give anti-air property // thought: not used in combo filler since release. tonney pointed out a well-received hitbox change. mini launcher gives j.mp use & tmk no one can use s.mp vortex or stancel run under with a small pop up slightly away. not enough time. serves as a smaller s.hk, simple enoughSpecials
- uncharged tremolo: faster useable startup/recovery, tracking // thought: no reason to use over dp to create space or reach nearby opponent (definitely not in neutral). c.hp not being a finicky link would be nice especially. frankly great in corner for s.hp link but outside that, its a whole unused k-special. Tracking would would round out her anti-zone/semi-zone kit without needing to charge (since raw chord is quite unsafe). Squigly's hybrid anti-zoner, but her main tool for that isnt too helpful right now.- charged tremolo: decently faster startup/recovery // thought: rarely used, typically gameplay is a little fast for this...it's not a terrible move, but again, its never been great & converting requires meter. Pushing opponent back/to corner is wonderful seeing that its the only move doing that since squigly needs space, but its not used tactically in that way either since she usually ends up where she started if opponent hasnt already started dashing forward; just being a little faster would cement her only real distanced special outside of chord.
- L Divekick: Fall quicker w/No hitbox or fall backwards // thought: Good point made by Wonderland (and others regularly). her L divekick is not much different from the M version. Less blockstun makes for tighter tick grabs & other things...but M can do most the same things with adjustments. I like L divekick for what it does, but wouldnt mind trying some of those suggestions
Supers
- Daisy: DHC window extended to coffin drop // thought: Everyone can use a DHC normally except squigly...no good reason for not & SBO isn't always compatible or just misses. SBO damage already is lower than normal for a super.- Centerstage Super: 1 meter, Charged Centerstage only. Needs & depletes Both charges. If not blocking (same as now), instead of SBO, time stops for 6secs for custom scaled combo. Opponent stays in place & opponents momentum starts after supers over, same recovery on block // thought: Overall timestop is a very fun concept. But limited in the way of variation way it is now. This gives squigly players expanded use of the mechanic to really feel like we're stopping time without overshadowing the possibilities SBO already has to convert -- goes by the same rules, same tool new flavour. The flexibility & expression many squigly players value truly comes out. Having something significantly new to try each time around would be absolutely great & exciting not only to play, but watch. Video Example & expanded description here https://skullheart.com/threads/upda...ing-squigly-wishlist-thread.11584/post-413977
Charges
- uncharged specials: save charge, use uncharged specials // thought: Playing as squigly right now is a bit 2-dimensional in that most players will not use seria specials unless they have charge & as of right now, you are hard pressed to see squiglys use any specials in neutral outside Centerstage. Even using raw charged chord, theres a minority. It's no different than beowulf choosing to use or not use hype; Squigly is the Original resource character, why cant we choose? She's about using a myriad of tools in various and unique situations hence niche moveset - yet squiglys feel forced to not use or adapt them. if you can chord normally, you should be able to save k charge, as limited as it already is. These specials either significantly scale combos, give opponent their turn back or need meter to convert. noted as on schedule long while ago. Many squigs been asking for this. qcb to use, holding doesnt charge obviously. Moosenheim noted dp shouldnt be reversed; L forces uncharged, M still Holdable, H keeps invuln startup.- Benefit to K-charge: Passive benefit, in recent year/s air dash been brought up for a while now // thought: Theres simply no reason to charge & before dragons breath giving player better choice-based gameplay & expression/creativity. Whether a dash or something else interesting, something to expand playstyle's been desired
Other
- resource indicators: definitely needed. showing partial charge as well- tag-in: slightly faster startup/recovery & tombstone maintains distance in front of player // thought: Squigs tag-in isn't the easiest, thats fine. But when trying to plan purposefully, it's still very hard to get anything in particular to work. Let alone tagging after a vanilla sliding knockdown or incoming usually being dangerous. Regulated behaviour & pathing would help greatly not to mention help for many on incoming. a nightmare for sure. being a glue team character, tag-in shouldnt be so hard. Still not easy, but more reasonable.
- Charged Assist Specials: Uses charged special, charges if not already. // thought: Pretty much other characters like peacock & beo have 2-tiered assist specials. Takes commitment & strategy to use since you cant just throw them out. Longtime ask. in SDE days, people used various specials but now meta makes it hard to justify anything besides dragnbite or h normals. She has 5 entire other specials...theres many other characters with a better selection & annie/umbrella assists are looking really good right now. Lets get back to being that one team character
- level 5: Visual Update // thought: honestly just a visual update matching sfvs raging demon or whatevers feasible would rock. Feel great, look great.
- keep stage 2 on chargeless seria stancels // thought: outside of jump loops (scaling), required for most strings so definitely nice qol tonney noticed.
- Charged Liver Mortis: universal wallbounce/sliding knockdown & Even(ish) on block (not positive) // thought: doesnt have any safe p-charge specials. lowkey but important aspect. Dont think it should be positive, but just not negative. Important to note when used in neutral, only way to convert outside corner use is meter; so use isnt a freebie in any capacity. One or two people mentioned making sliding knockdown but i understand that mightve been relegated to arpeggio for a reason to spread out properties on moves which is more than fair. Safe on block (not positive) at least justifies any use outside of combo material or centerstage because right now she cant use any of her kit *normally* w/no frills.
- SBO: Small damage increase // thought: Mostly used for the utility, but in general for pixel situations it's always short compared to others.
- j.mp: hitbox adjusted to fit visually. more effective & reach further // thoughts: useful for hovering. But for combos it's not used in optimal mostly or air-to-air j.lk or j.lp usually outclass. Must be significantly higher for H divekick to convert. Its a tricky move because visually looks so much better (especially flame extending out). Robo j.hp vibe, thats what i mean. i think that's reasonable.
- keep stage 2 on chargeless seria stancels // thought: outside of jump loops (scaling), required for most strings so definitely nice qol tonney noticed.
- Charged Liver Mortis: universal wallbounce/sliding knockdown & Even(ish) on block (not positive) // thought: doesnt have any safe p-charge specials. lowkey but important aspect. Dont think it should be positive, but just not negative. Important to note when used in neutral, only way to convert outside corner use is meter; so use isnt a freebie in any capacity. One or two people mentioned making sliding knockdown but i understand that mightve been relegated to arpeggio for a reason to spread out properties on moves which is more than fair. Safe on block (not positive) at least justifies any use outside of combo material or centerstage because right now she cant use any of her kit *normally* w/no frills.
- SBO: Small damage increase // thought: Mostly used for the utility, but in general for pixel situations it's always short compared to others.
- j.mp: hitbox adjusted to fit visually. more effective & reach further // thoughts: useful for hovering. But for combos it's not used in optimal mostly or air-to-air j.lk or j.lp usually outclass. Must be significantly higher for H divekick to convert. Its a tricky move because visually looks so much better (especially flame extending out). Robo j.hp vibe, thats what i mean. i think that's reasonable.
Last edited: