• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

Upstaged! OFFICIAL NEW Squigly 240 Undizzy Combo Thread

s.LKx2, s.MP[1], c.HP xx DP should work, but I just noticed that the first hit of s.MP doesn't work on Filia.

Alternate ender that works on her would be s.LKx2, s.MK, c.HP xx DP. This doesn't work on Squigly though (replacing c.HP with s.HPx2 should).

Even further testing shows that neither work on Bella (or very rarely). Instead, after H Divekick do j.LP, j.MP, jHP for fullscreen. EDIT: Delaying c.MK after s.LKx2 should ground her and make the DP connect.
 
Last edited:
s.LKx2, s.MP[1], c.HP xx DP should work, but I just noticed that the first hit of s.MP doesn't work on Filia.

Alternate ender that works on her would be s.LKx2, s.MK, c.HP xx DP. This doesn't work on Squigly though (replacing c.HP with s.HPx2 should).

Even further testing shows that neither work on Bella (or very rarely). Instead, after H Divekick do j.LP, j.MP, jHP for fullscreen. EDIT: Delaying c.MK after s.LKx2 should ground her and make the DP connect.

presently the new ender is s.lkx2, c.mk, st.HP,HP XXDP
 
Replace s.LK with s.LP and it should work against the heavies. s.LK after H divekick is too inconsistent for me.
 
THE walk the dog LOL

and the DP combo everyone suggested.


FINALLY DUN DUN! 7k no stance cancel no Seria Cancel Newb combo for all :D With DP ender

there was many revisions to all the combos till these came out. At least 4 -5 revisions. A special thanks to my friend Martin.
 
Last edited:
Anyway new question what combo does Squigly get off a air grab & Regular grab or does she not get anything? Next outside of c.lk,c.mk exect series what do you use for hit confirming.
 
Can't really think of anything outside of LK Fallen Woman>cr.lk>cr.mk>whatever for air throw but for ground throws outside the corner I go:

-Center Stage Lv.1 or 2 into SBO*
-Lv.2 Silver Cord

*Lv.2 CS can be followed up with cr.mk>st.hk, almost forgot
 
Last edited:
Airgrab you have to follow up with MK Divekick c.MK, then I usually do s.HP xx Chord into whatever.

Midscreen grab is usually followed by Opera or lvl2 Chord. With Opera you just need to learn the timing to continue with an air combo if you want to save your ground bounce. If not, just c.MK into whatever.

Hitconfirming can also be done with s.MP, c.LP, j.LK, falling j.HP xx Opera, etc.
 
Can't really think of anything outside of LK Fallen Woman>cr.lk>cr.mk>whatever for air throw but for ground throws outside the corner I go:

-Center Stage Lv.1 or 2 into SBO*
-Lv.2 Silver Cord

*Lv.2 CS can be followed up with cr.mk>st.hk, almost forgot

You can combo off of a throw mid-screen with Level 2 Center Stage without needing to waste meter on SBO.
 
so much to learn ahh. well a few days ago i couldn't do anything ;D you guys nurtured me. Maybe one day I'll be doing sera cancels.
 
You can combo off of a throw mid-screen with Level 2 Center Stage without needing to waste meter on SBO.

Yeah, edited that in the post. Forgot Lv.2 makes a temp. corner for wall bounces with her throw.

so much to learn ahh. well a few days ago i couldn't do anything ;D you guys nurtured me. Maybe one day I'll be doing sera cancels.

Here's a thing for you:

Have a Lv.2 charge ready.

Cr.lk>cr.mk>cr.hp, 3 hits(st.hp does more damage but ill explain later)>Seria Cancel>st.mp>cr.hp, 3 hits>Seria Cancel>cr.mk>cr.hp(all 4 hits)>Silver Cord>insert cool finishing move here

Personally I find SCing from cr.hp(3 hit) to be easier than st.hp. Feels like the hitstun gives you a bit more time. St.hp will always give a bit more damage, because of less scaling, but its a good alternative if you're still getting used to stancels. Might want to test it out for yourself.

I'm still working on not dropping my Lv.1 stancels myself, though. -_-'
 
With regards to hit-confirms, if you hit with the last hit of j.HP on the way down from your jump, you can link into SBO as you land.

Also air to air, j.LK > j.MK > HK Divekick is your most consistent hit confirm.
 
Ah yes some pretty sick hit confirms j.lp is my absolute favorite right now. Is here only overhead f+hp? and she gets no combo off it?
 
Ah yes some pretty sick hit confirms j.lp is my absolute favorite right now. Is here only overhead f+hp? and she gets no combo off it?


You can combo after it with stance cancels. And F+HP is her only standing overhead.
 
Ah yes some pretty sick hit confirms j.lp is my absolute favorite right now. Is here only overhead f+hp? and she gets no combo off it?

F+HP is her only overhead, yes but there's plenty of options to combo off of it.

You can stance cancel and link back into a light attack. With a stance charge you can stancel and link it back into a medium.

If your execution is garbage like mine, you can combo it into Silver Cord and use the stagger to continue the combo however you want.

Those are the two most common ways to combo from her overhead but there's a bunch more that are possible but more situational/not as good

You can cancel it into QCF+LK, which is +11 on hit so you can link into light attacks from here.

You could also cancel into QCF+HK and continue with your OTG in the corner or do QCF+HK xx SBO and continue off of the juggle.

You could use level 2 QCF+LP to get a wall bounce and continue from there.

QCF+HP xx SBO will let you continue the combo in the corner...

There's probably a few more that I'm missing.

Also you can do instant air HK Divekick as an overhead. Its faster than F+HP but amazingly unsafe on block unless you cancel into SBO in the corner.
 
hmm I have this strange feeling about squigly once she gets in she is in. But then the question is how to get in jumping around with j.lk and j.hk is good i guess but what about when she is not jumping. j.hp is so suspect. cross up options?
 
hmm I have this strange feeling about squigly once she gets in she is in. But then the question is how to get in jumping around with j.lk and j.hk is good i guess but what about when she is not jumping. j.hp is so suspect. cross up options?
j.MK is better at crossing up.

why heavy dive kick? If they block, it's a free punish.
HPx2's hitstun is enough to Lv2 Stancel into j.MP (Sorry, should've specified which Stancel before).
 
So guys I have kind of a mini delmia or thing going. I dont know which assit is most useful. For my present duo team Parasoul/Squig napalm pillar is amazing on her and there is no reason to use anything else. However with squig assiting Parasoul. I dont know which assit is actually really that beneficial. So far I have been mixing around these assist trying to find my nitche. c.hp, center stage, dragons bite. What do you guys think.
 
liver mortis is pretty butt if it isn't charged. Slide rather than wall bounce, the full stance start-up vulnerability, hard to combo off of and hard to mixup with.
 
So guys I have kind of a mini delmia or thing going. I dont know which assit is most useful. For my present duo team Parasoul/Squig napalm pillar is amazing on her and there is no reason to use anything else. However with squig assiting Parasoul. I dont know which assit is actually really that beneficial. So far I have been mixing around these assist trying to find my nitche. c.hp, center stage, dragons bite. What do you guys think.

pssst keep this a secret for us para/squigs players

set your macro button to mp+hk
use drag n bite assist

when ever you want to anti air or just use pillar use it with the macro button it will call pillar and the assist at the same time allowing you to combo off of it and save a meter+give you reset potential instead of just wasting a meter and flinging them across the screen with a super

it works with a couple of other assists as well, i think updo works and a few others i dont remember at the moment
It seems like an obvious thing but i dont think I've seen any parasoul use it.

be careful though cuz if you dont hit you can get happy birthdayed especially in the corner.

also with drag n bite assist you can end your block string with back - forward mk+hp which calls napalm shot and assist at the same time allowing you to keep up pressure and do mix ups and stuff. can also extend combos similar to l hornet bomber.

The only thing is that drag n bite doesnt have any invincibility so it will get eaten alive by bacically everything
 
You don't need to macro it for pillar + assist as parasoul doesn't have any down/up charges for punch. back/forward charges are fiddlier since you get different specials for each button.
 
You don't need to macro it for pillar + assist as parasoul doesn't have any down/up charges for punch. back/forward charges are fiddlier since you get different specials for each button.

exactly i just find it easier and more consistent
 
pssst keep this a secret for us para/squigs players

set your macro button to mp+hk
use drag n bite assist

when ever you want to anti air or just use pillar use it with the macro button it will call pillar and the assist at the same time allowing you to combo off of it and save a meter+give you reset potential instead of just wasting a meter and flinging them across the screen with a super

it works with a couple of other assists as well, i think updo works and a few others i dont remember at the moment
It seems like an obvious thing but i dont think I've seen any parasoul use it.

be careful though cuz if you dont hit you can get happy birthdayed especially in the corner.

also with drag n bite assist you can end your block string with back - forward mk+hp which calls napalm shot and assist at the same time allowing you to keep up pressure and do mix ups and stuff. can also extend combos similar to l hornet bomber.

The only thing is that drag n bite doesnt have any invincibility so it will get eaten alive by bacically everything

I have a arcade stick so I have been practicing manually hitting it. So its not really that bad. I will try do in that though back - forward mk+hp that's pretty clutch. You guys like dragon bite over c.hp I'm thinking about honestly making the switch. On the low the scorpian spear is not that bad of assist its just that it has no pressure so its not really that good with Parasoul. Trying to explore some more synergy with the team.
 
I have a arcade stick so I have been practicing manually hitting it. So its not really that bad. I will try do in that though back - forward mk+hp that's pretty clutch. You guys like dragon bite over c.hp I'm thinking about honestly making the switch. On the low the scorpian spear is not that bad of assist its just that it has no pressure so its not really that good with Parasoul. Trying to explore some more synergy with the team.

I've experimented with a bunch of assist with squigly and so far drag n bite and cHp seem the be the best with parasoul.
c.Hp is really good, gives you some lock down+pressure, great for mix ups too.

I've only just recently switched to drag n bite cuz it lets me combo after napalm pillar which is a huge plus. It makes my anti airs and reversals potent while still doing a lot of the same work that c.Hp does. The more meter i can build for squigly the better. Besides parasoul has such pitiful damage that her using it for a few points of damage is a waste in my opinion.
 
I've experimented with a bunch of assist with squigly and so far drag n bite and cHp seem the be the best with parasoul.
c.Hp is really good, gives you some lock down+pressure, great for mix ups too.

I've only just recently switched to drag n bite cuz it lets me combo after napalm pillar which is a huge plus. .
how? are you comboing off napalm pillar?
 
Last edited:
State Override.

Simply put, DnB cancels out Pillar's launch/knockdown properties. Just like how you can Silver Chord right after Pillar assist.
 
State Override.

Simply put, DnB cancels out Pillar's launch/knockdown properties. Just like how you can Silver Chord right after Pillar assist.

if I napalm piliar I can't call a assit
 
Yes you can; Do Pillar + LP. Mike added new Assist inputs: LP+HK (A1) and LK+HP (A2)


Edit: Using Assist input will allow you to do Specials and assists. It also allows you to SUPER plus Assist, provided the Super was activated during normals.
 
Yes you can; Do Pillar + LP. Mike added new Assist inputs: LP+HK (A1) and LK+HP (A2)
I think you got those backwards
You can't do pillar and call assist 1 in the same input, only assist 2
 
I think you got those backwards
You can't do pillar and call assist 1 in the same input, only assist 2
Well, if it's a duo, the assist input doesn't matter.
 
how? are you comboing off napalm pillar?

set macro to mp+hk
doing pillar with macro button will do pillar and call assist at the same time
drag n bite gives you enough time to dash up and combo afterwards plus they are still grounded so you keep your otg
...
profit!!!!
 
Back
Top