Too bad you can't cancel a whiffed/blocked chord into super, eh?
That's why you do it from full screen &/or they're about to dash/throw projectile forward. Bella's are suckers for that command run lolll
I know all that. I do that all the time.
Welcome to the forums, Mike. Why yes, there are more ways to get in with Squigly--in fact, j.HP and Gravedigger are some of the poorer options for connecting with your opponent.
hi there. check out the tech thread for tips like that and welcomeeeee. But when it comes to squigs...divekick is pretty much the main option. if they're pushblocking a lot, then j.mk for a tricky start and divekick at an unexpected time (while in j.mk animation while they're blocking). It's something you gotta get used to :/
He can do HP beat extend into level 3 to dodge and beat it, doable but hardly convenient
You can't jump cancel normals on whiff. We're talking about using it in the middle of blockstrings and other times when Big Band is committed to something he can't jump cancel.
Parasoul also doesn't I don't think. She can't use pillar to get out of it and all of her supers just get grabbed.
Pillar>bikes beats it and gets her a combo, level 3 also works and is easier
Bikes doesn't get caught when she's in that animation of her pointing?
Spencer gets the gist of j.HP, in that it's a very useful normal unless you get pegged out of the thing. It isn't normally THAT punishable, and I still use it pretty frequently, but it falls apart a bit against players with SRK assists. I often fight players who throw around Updo and Pillar assists as a neutral tool, and they'll call it whenever you jump to try and get that untechable knockdown combo. As well, Bella can Excellabella on reaction, and Filia can Updo into Gregor, so it's an especially dangerous move to throw around depending on the matchup. Once you're aware of the risks, though, it's an important tool to keep around, and essential in the Parasoul and Peacock matchups. Just don't ever use it enough to get people looking for it, because it really is super-easy to stuff, oftentimes for a whole combo.
By "punishable" in this case, I meant easy to stuff out. If you connect with the thing, hit or block, the stun on the move is enough to keep you safe, but if you whiff it, the move takes up so much space on the screen that you're more likely to get pinged by neutral assists and the like. The issue is that in Skullgirls, a neutral zone poke getting stuffed by something usually leads to a hitconfirm combo, so I tend to recommend away from committed moves like j.HP unless you really need it.
s.hp > c.lp without charge is a 1-frame link@Nuuance Here's your charge during grave combo, but for crouchers. The cLP link is much tighter.. and I totally mashed the sMP link because I'm not good at that wonky restand yet. But yeah, I liked it, and I wanted it to work on crouching Filia. So here it is, if you don't mind.
Any of what? Like, all of the combos in this thread? This is already the new thread for post-240 Undizzy changes. Her combos haven't changed since then.
Everything in the OP (first post ever on this thread) work. All the stuff you need to know is there. Welcome to the forums btw.
Did you go through the first post? Most of Squigly's combos are universal. Here's what I'm using at the moment:
Ooh, I remember one. For Cerebella, after Daisy Pusher, you need to move forward a little to connect s.HK. And I guess you have to know a bunch of Big-Band specific resets, since his size interferes with the usual crossup shenanigans.