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Upstaged! OFFICIAL NEW Squigly 240 Undizzy Combo Thread

With a heavy counterhit, you shouldn't have too much trouble hitting 12k if you DHC. I mean, the first s.hp alone is almost 2k.
 
Thanks good sir, i guess now i have no excuses to do hphp seria hphp ;D
 
Thanks good sir, i guess now i have no excuses to do hphp seria hphp ;D

Tremolo doesn't get you that much but charged tremolo gets you like 400/500 more. This combo also works midscreen on most of the cast if you use c.lk after arpeggio. You just have to be close enough to the corner so that you can juggle with silver chord after dp, this is actually the hardest part of the combo for me.

Yeah def, hp into hp combos are worth doing once you get the hang of it.
 
They're mostly only worth it on CH. On a normal combo, they only add a few hundred damage.
 
Sorry I'll try to make a video for this. I guess this is kind of an impossible combo.

This is a Squigly/Beowulf/BB H Train combo. Fullscreen carry. 2 meters. 13k. Requires 1 Beowulf hype and Squigly punch charge and chair in the perfect position near the corner or else 50 less dmg :P. Has 2 difficult parts(2 short windows). Definitely works on lights. Don't know about anyone else. You can tack on the grave thing after silver chord ofc. This is the barebones of the combo.

First short window is because Drag N' Bite should leave you just close enough for s.lp(2)
Second short window is because you need the third hit of SBO and it disappears pretty quick.
cr.lk, cr.mk, s.hp(2), Rigor Mortis, H train
Charge for Drag N'Bite while moving forward and use it (first short window here)
s.lp(2), s.hp(2), Silver chord
s.hk
j.mk(2-3), j.hp
rejump j.lp, j.mk, j.hk
s.lk(2), s.mp(2),s.hp(2) uncharged draugen punch, SBO(lk, mk) DHC High risk Maneuvers (second short window here)
Diving wulf dog, Da Grendel Killa
SBO(3 hits), s.hp
Move towards chair, Naegling Knee, Da Grendel Killa
 
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if you want another fun squigly snapback, you can do on peacock (and some smaller/lighter characters)
s.LK > s.mk> delay > s.hk > j.hp > djc > j.lp > j. mk > j.hk > divekick into whatever you'd like. pretty sure you can keep doing double jump combos but I don't remember off of the top of my head.
 
That seems extraordinarily complicated and very good at building a fuck ton of bar for your opponent.
 
Universal 8766 dmg combo midscreen

Notes:
To make lk connect after DnB you have to delay the DnB after the last hp;
-On parasoul otg c.mp can miss very easly because of hitboxes, so I suggest to do the c.mp first and use c.mk to get the otg after charge;
-On band you can do st.mp after daisy pusher for a little extra;
-I tried with Tremolo at the end but the first hit almost never connects.
 
9621 MCH combo 1 super punch charge:
C.mk, hphp, serio cancel;
Mk, hphp xx Chord, charge tail xx Daisy Pusher
charge tail (hop charge back on Parasoul) c.mp hk
j.hk xx Hk divekick
Jmk (2-3 hits) jhk
lplp c.hp xx Drag'n'bite Serio
lklk mp c.hp Arpeggio Serio
 
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Going off of gilt's idea of punishing full screen with Tremolo == center stage == sbo == full combo with Big Band A-Train assist. I managed to get so far up to 6408 full damage on one meter. I record and upload the video tomorrow to show you guys what I am talking about. too tired atm
 
Here's a combo you can do with H shot. It's a pretty cool assist since it lets you do charged combos without charge due to its hitstun
 
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Okay so I will post it later, this combo is really high execution level (or my old man hands can't take it consistently ha) but I can at least give the notations. I managed to reach 6500 damage though. This is near the corner combo.

Charge Tremlo == Charge Center Stage == SBO = Charge one inch punch and moving foward == Cancel stance == Call Big Band A-Train assist and then right afterwards one inch punch while character is bouncing off SBO == dash foward and after Big Band releases the character S.MP == S.HK == jHK == H divekick == j LP == j MK == j HK == S. LP == S. MP == Cr. HP == silver chord == grab (for damage add uncharged one inch punch if get the wall bounce and close enough in the corner. Also its a good burst bait if you do grab into cr.LK)

if not if your in midscreen you can opt for a burst bait, grab for pure damage, and or one inch punch to get the extra damage in there but they will burst out.

I will try to get a video up soonish, (other obligations to attend to today) but this is what I can do with a full screen punish with one meter used. I am working on seeing if I am close enough to the corner I might be able to connect charged dragon punch after BB launches the character for a more damaging combo in the corner. but yea there ya go. Its not much but I think its cool to do this much damage off of full screen punish off of tremlo.
 
Can you use c.MP or s.MP in substitution for s.mk at the beginning or does s.mk do more damage than c.MP and s.MP at the start?
The mk does a bit more damage than mp and the crouching version of mk moves you closer for the next Seria cancel, so i'd use that since the st.mp does two hits so it affects a bit the damage scaling but if you can use anyways to get the same undizzy bouns. (....as an antiair it's kinda good actually!)
 
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So, you can technically eek a little more damage with only one meter. Same lead in, but after Grave Digger, do
j.mk x2(3), j.hk x4
s.mk xx chord
one last chain

It's stupid hard on band and double, but technically doable.
 
So, you can technically eek a little more damage with only one meter. Same lead in, but after Grave Digger, do
j.mk x2(3), j.hk x4
s.mk xx chord
one last chain

It's stupid hard on band and double, but technically doable.

awesome good to know. By the off chance do you know how much damage does that total?
 
between 6.6 and 6.8, depending on how many hits of j.mk and both j.hk you can land.
 
between 6.6 and 6.8, depending on how many hits of j.mk and both j.hk you can land.

I also found out that you can get a charge after hitting the character into A-Train after SBO, stance cancel back to S.MP into full combo. I try this out and see if I can push for 7k.
 
Hey so I'm looking for some quick insight. I was experimenting with Caio's corner combo, and I noticed that moving while building a stance charge changes the combo stage from 2>3. Because of that, the 2nd half of the first combo string adds undizzy. Here's a video demonstrating it; the two combos are identical, except one moves while in dragon's breath:


I was wondering if this is intentional. From what I understand, the system is interpreting moving while in dragon's breath to be the startup of a 2ND special, which is not a higher priority, so it treats the rest of the string as a link, thus breaking it into the next stage of the combo.

If this is intentional, I was curious why it was designed like that. Would it be exploitable if it didn't change the combo stage? If it's not intentional, can this be fixed?

As a side note I'm also labbing to modify the corner combo for things like optimal for 0-1 meter, optimal for corner keep, optimal for keeping a stance charge, etc. If someone has already done one/some of these, could anyone point it out to me?

Thanks in advance!
 
my guess is that moving during a stance charge makes the game immediately assume that the chain is over and you're on a new one
 
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I think it might be best if we summon @Mike_Z to explain this.
 
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anyone able to combo into level 5 in the SG beta? It feels like its not combing as intended, or that I am not doing it properly. I am doing Cr.HP into level 5, but doesnt connect
 
It's a grab, you can't just combo into it. You have to do it from silver chord.
 
yup. you need punch charge and taunt, then end your combo with silver chord lv5
 
yup. you need punch charge and taunt, then end your combo with silver chord lv5
you can do with any charge and taunt now
 
If this is intentional, I was curious why it was designed like that. Would it be exploitable if it didn't change the combo stage? If it's not intentional, can this be fixed?
Stance standing around counts as a special, because otherwise doing a chain into a stance special and being even 1f late releasing it would always count as linking into the special.
Stance movement doesn't count as a special, it counts as neutral, so if you move, it will count as linking into the eventual special.
There IS a comment in the file that says this is on purpose, but nothing about why. :^P Good job, past-me.

If I were to guess, it's to be as nice as possible (you can hold the stance standing still and have it count as the same chain) without allowing extra weird edge cases like c.LK->c.MK->c.HK+A-Train xx stance, charge up Seria DP and walk forward past Big Band, release DP = still stage 2. You can do it while standing in place but that's less inherently abusable, although it is used in some combos with Silver Chord.

I hope that helps, because I really don't want to allow her to walk for an arbitrary amount of time and still count as the same chain.
 
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The most I've been able to squeeze out is 11.5k with dive of horus assist, but i've only hammered out an hour of testing so far.
 
All these years and I didn't know you could chord after gravedigger with full undizzy
 
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So, uh, the combo "@2:22 Nuuance's MaxDamage Anywhere Seria BnB: 8k - 1 bar, any charge," does it not do 8k anymore? I only end up getting 7.4k out of this combo.

Edit: actually do most of these combos as of now do less damage than advertised? Cause that seems to be the case so far for me.
 
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So, uh, the combo "@2:22 Nuuance's MaxDamage Anywhere Seria BnB: 8k - 1 bar, any charge," does it not do 8k anymore? I only end up getting 7.4k out of this combo.
8005 here, provided they don't burst the burst-bait c.HP...
 
I still hate ending combos in that burst bait. Arpeggio and Drag n Bite leave you plus in a better position for further pressure. You can get just as much damage with charge without using that bait. Hell, you can even do it without giving up OTG so you can set up a sliding knockdown