I love how Nuns is on that list, but not me. You're a buttface, @Nuuance
You were the person I was referring to actually lol. Who wasn't sure if you wanted to stick with squigly.I love how Nuns is on that list, but not me. You're a buttface, @Nuuance
Squigly's synergy tends to be hit/miss, depending on your team setup. Val/Squig is terrible at first glance, but there's ways to make it work; you just have to work a lot harder than, say, Val/Filia.
I figured since I put this much time into her, it's too late to turn back lol
If you have charge you can do like s.HPx2 stancel s.HPx2 stancel c.MP s.HPx2 stancel c.MK s.HK then do like an air series and a ground series and then kill them. But I don't really fuck with that cause s.HPx2 stancel s.HPx2 is 3hard5me. To be honest, in a punish situation where I know I'm going to get a counter hit, I just do s.HK and do the same shit I do anyways but with more undizzy to work with to do more resets.
don't worry peanuts, one day you'll be awesome enough to handle hp stancel hp links and drag n' bite lp linksIf you have charge you can do like s.HPx2 stancel s.HPx2 stancel c.MP s.HPx2 stancel c.MK s.HK then do like an air series and a ground series and then kill them. But I don't really fuck with that cause s.HPx2 stancel s.HPx2 is 3hard5me. To be honest, in a punish situation where I know I'm going to get a counter hit, I just do s.HK and do the same shit I do anyways but with more undizzy to work with to do more resets.
Thanks for the kind words up there btw lol. @IknowReal And as for seria canceling, you should practice with it fully charged to get a better grasp. You hold the attack button you're canceling from (usually s.hp) & you start doing the rolling quarter circle right RIGHT After you make contact with the opponent (do it FAST) & finish by you canceling with the corresponding stance button (since you're holding hp, you'll maybe want to use lp as your canceling button. Just keep it the same for muscle memory). Typically it's best to practice dragons breath first, then practice serpents tail.
You don't need to do anything fancy. 236PP works fine. No need for pianoing or holding a button down or anything.
You don't need to do anything fancy. 236PP works fine. No need for pianoing or holding a button down or anything.
It is just a link, so it is a timing you need to practice. What you describe is exactly right. if nothing comes out, you are pressing it too early, if it comes out late, you pressed too late.
If you do this as your stancel every single time. It is all you need, nothing else. Ever. You don't need to remember what button you are holding down or which way to piano or anything of that sort. Works on block or on hit.
The difficulty with stancel is that the animation kind of blends into idle so seamlessly that it is really difficult to tell when exactly it has finished. Sometimes I swear I got it right but nothing comes out, it is basically something you need to hammer into muscle memory. You should be able to do it with no sound, not looking at the screen, consistently. That is when the muscle memory is locked in.
EDIT: Oh, and in actual game situations, too haha
? Not quite sure what you mean?
ohhh nvm, i see. yeah i tried it this morning. so thats what the patch notes were about. Ive always done the piano'ing thingy while holding the button. But yeah now you can cancel like painwheel. instead its the opposite direction and just requires one more button. i see now? Not quite sure what you mean?
I originally did stancels through pianoing the inputs because 2 inputs didn't work back then, then just be holding the original button because it seemed easier, but it led to incorrect inputs enough that it became a problem.
If it works then do it, but I felt that I had to practice each situation as if it was different whereas 236PP (or 236KK if you feel more comfortable with that) now that they work is the exact same no matter when you are doing it.
This is da combo thread :) for tech stuff, I highly suggest the tech thread, a bunch of the neutral game tips/tricks are there :D I've posted practically everything I know there so it'd be better to head over instead of me repeat it. http://skullgirls.com/forums/index....hread-small-big-tips-strategy-you-notice.154/glad I found this thread. Hello fellow Squiggs players! Now while I been playing her since beta, the most damage I can do with two meter is around 7.1k. Though thanks to some new tech, I be practicing those new combos with that 8.4k :). There is one thing that I always struggled with my team is Squiggs neutral game. What do you guys throw out there to get a hit into a big combo?
I'll check but I think 2LK was a 2 frame link so 5LP will be a little easier than that. Report back in a minute
@IknowReal
I don't recommend ending your combos with Tremolo because your opponent could (and in my experience likely would) tech towards you, leaving them right in front of you in your combo. Of course you may want this, but either way it depends on your opponent's choice.
If you want to ensure they'll be at fullscreen, I recommend using DP instead.
If you want them right next to you, you could do another Chord and go for a mixup since you'll be +3.
It's decent, but I wouldn't use it over the other two options.