Skullgirls 2nd Encore

Skullgirls 2nd Encore

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RedHero Jul 29, 2017 @ 1:05am
Tips for a Squigly/Painwheel team.
Just trying to get better. Would also like it if you told me which assists would be best.
Last edited by RedHero; Jul 29, 2017 @ 1:06am
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Zebax Jul 29, 2017 @ 5:17am 
I'm trying to play a Painwheel/squigly/parasoul team myself, it's good and fun but hard to built I think.

If you play squigly on point, I think cr.mk is the best assist painwheel can provide for you. Squigly can cover her with a silver chord when the assist it's blocked. It's useful for extend combo, lockdown for charging your special and a good mix-up tools.
Maybe you can use Medium nails too, it can cover a good horizontal space who can permit you to charge your special and have a better ground control. But it has less utility than cr.mk I think.

For painwheel drag'n'bite or cr.HP seems the best choice. A lockdown assist is powerful with painwheel, drag'n'bite is a good tool for pressure and spacing but cr.HP is best in my opinion, good range and it hit low. Pretty good mix-up possiblity with painwheel.

This two character work well together but they have the same weakness : lack of effectif and meterless reversal. Squigly have her dragon punch but is not very good and bad at assist I think (very difficult to convert from)

I don't know for a point squigly but a point painwheel with squigly work well for me. You can DCH from blue tresher to squigly's sbo or level 3 super.
RedHero Jul 31, 2017 @ 10:39am 
Thanks for the tips. I'm already using drag n bite for the squigly assist. For the painwheel assist i was using the wheel but I'll try out the cr.mk. Speaking of cr.mk I don't really see how it locks down the opponent wouldn't cr.mp (cruel lily) be better for that instead?
Zebax Jul 31, 2017 @ 12:48pm 
Ah sorry, I messed up when I wrote this, I talked about the cr.mp yes.
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Date Posted: Jul 29, 2017 @ 1:05am
Posts: 3