Yeah, it's annoying enough that I dropped a higher damage combo for a more universal one. I try to play a reset game though, so it hasn't affected me too terribly.
Charged Drag 'n' Bite > s.LP is a 1-frame link, and probably allows for the most optimal Squigly damage since it means you can continue after c.HP loops without meter or silver chord, using it to close the distance while dishing out tons of damage (Charged Drag 'n' Bite has the best minimum damage to undizzy ratio of any of her moves)
Surely it is obvious that this isn't a complete combo
It is! To clarify further, you aren't supposed to do the whole thing as shown in the video, or use the exact filler normals used there. It's for people who are comfortable doing more after landing a hit than autopiloting through some extra-optimized 20 second swag™ bnb
I don't know the exact numbers on a Stancel, but you can link a 5HP(~HP) Stancel to 2LK or 5LP, and a 5HP(~HP) Stancel Seria to 2LK and 2MP.
http://skullgirls.com/forums/index.php?threads/squigly-and-stancels-question.3191/#post-161291
Chargeless HP stancels have an 11 frame window, so:
In order of tightness:
- 5LP (6f startup) has 5f
- 2LP (10f startup) has 1f
- 5LK and 2LK (8f startup) have 3f
- 2LP(1f)
- 5LK/2LK(3f)
- 5LP(5f)
Charged HP stancels have an 18 frame window, so:
- 5LP (6f startup) has 12f
- 2LP (10f startup) has 8f
- 5LK and 2LK (8f startup) have 10f
- 5MP (13f startup) has 5f
- 2MP (12f startup) has 6f
- 5MK (13f startup) has 5f
- 2MK (14f startup) has 4f
- 5HP (16f startup) has 2f
In order of tightness:
- j.LP (7f startup + 4f jump) has 7f
- j.LK (8f startup + 4f jump) has 6f
- j.MP (10f startup + 4f jump) has 4f
- j.MK (12f startup + 4f jump) has 2f
- 5HP/j.MK(2f)
- 2MK/j.MP(4f)
- 5MP/5MK(5f)
- 2MP/j.LK(6f)
- j.LP(7f)
- 2LP(8f)
- 5LK/2LK(10f)
- 5LP(12f)
So how good is the damage? And I don't mind the resets at all
After the c.HP loops