Skullgirls 2nd Encore
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Ave Squigly - A Squigly Guide
От ThwompBlock
Reuploaded from beta! A beginner's guide to Squigly, including an in-depth look at her moveset, combos, resets, strategies and more.
   
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Overview
Squigly is a versatile character that has the tools to either zone opponents away or lock them down up close. She doesn't truly excel at either, but she has some unique tools to help with both, such as her stance cancels and her blockbusters, along with her laundry list of special moves.
Terminology
j.XX - perform this attack while jumping

c.XX - perform this attack while crouching

QCF - Quarter-circle forward motion (down, down-forward, forward)

QCB - Quarter-circle back motion (down, down-back, back)

DP - a dragon punch motion (down, forward, down-forward)

OTG - off the ground; an attack that will pick a downed opponent up from the ground

BnB - bread and butter; a basic go-to combo

DHC - delayed hyper combo; a term from Capcom's Marvel series for cancelling one character's super into another character's super
Pros & Cons
+ j.HP is extremely good at keeping aerial opponents such as Filia and Painwheel out of her face
+ Seria Cancels are great for mixup, as they allow her to cancel out of any of her normals and go straight into a high/low/throw
+ Her divekick is frustrating to deal with
+ With a lockdown assist her mixup is intimidating
+ Squigly Battle Opera is a great move to DHC into
+ Most of her special moves are also great assists, albeit some are situational (Center Stage is great against Peacock, for example)
+ Can be played anywhere on a team

- No good reversal without a Seria charge
- No good anti-air without a Seria charge; she can keep aerial opponents away with j.HP but on the ground she's vulnerable
- Though her aerial moves have great range, her grounded moves leave much to be desired
- Requires decent execution to play well and finesse to manage her library of moves; not a good character for beginners
Important Normals
- s.LP -

o Can be chained twice for an easy hitconfirm
o standard BnB starter

- s.HP -

o Can be chained twice for easy hitconfirm
o standard BnB filler

- c.HP -

o Multi-hit low
o good for confirming and for opponents who pushblock frequently

- forward+HP -

o Grounded overhead
o moderately slow but it hits multiple times and can be Seria Cancelled to make it safe, as well as to combo out of it

- c.LK and c.MK -

o Fast low normals
o c.LK is faster but c.MK has much more range; use it in conjunction with her overhead for her mixup game

- s.HK -

o Launcher

- j.MK and j.HK -

o Multi-hit jumping normals
o usually used to restand opponents in a combo
o j.MK is also useful for crossups

- j.HP -

o Very long range and multi-hit
o can be used while jumping to zone opponents away from you
Special Moves
- DRAGON'S BREATH (QCF+P (hold)) AND SERPENT'S TAIL (QCF+K (hold)) -

o Squigly's stances
o Can be charged up to reach her Seria state, which gives her special moves improved properties
o Can be cancelled by pressing any button, you keep whatever amount of charge you had when you cancel the attack
o The charges are separate between the two stances
o You can move around while charging, though you are completely vulnerable while doing so
o When charged completely, you can perform cancels on hit by pressing two punches or two kicks, depending on which stance is charged, for faster and easier cancels

- LIVER MORTIS (QCF+LP) -

o Slow palm attack that knocks opponents backwards
o Causes slide, so it can be followed up in the corner
o Has some invincibility in the middle of the move, but its somewhat slow to use as a reversal
o Unsafe on block
o (SERIA) Much faster, completely invincible so it can reliably be used as a reversal, wallbounces opponent instead of slide

- CENTER STAGE (QCF+MP) -

o Squigly sings and causes the screen to focus on her, creating pseudo-corners for a short time
o Infinitely useful for bringing zoners such as Peacock to you
o (SERIA) Causes the screen to stay centered longer
o (SERIA) Also causes supercancels to come out instantly, which causes Daisy Pusher to be non-jumpable

- DRAG 'N BITE (QCF+HP) -

o Leviathan drags along Squigly while biting 4 times
o Can be used on an OTG opponent to reset them to a standing position
o Unsafe on block
o (SERIA) Comes out faster and causes Leviathan to bite 7 times instead of 4

- DRAUGEN PUNCH (DP+P) -

o Squigly performs a dragon punch
o All three buttons perform the same attack
o Not a true reversal, has no invincibility at the start so its susceptible to trading or getting stuffed altogether. Dan's DP.
o (SERIA) Completely invincible on startup, does 3 hits instead of 1 and its on fire. Ken's DP.

- ARPEGGIO (QCF+LK) -

o Leviathan stabs the opponent 8 times with his tail
o Squigly recovers before the opponent does so you can link in a LP or LK afterwards to continue a combo
o (SERIA) Leviathan does a final stab which knocks the opponent away, causing a slide

- THE SILVER CHORD (QCF+MK) -

o Squigly throws out Leviathan's tail and if it hits she drags the opponent to her
o Causes a very long stagger, which lets you follow up with pretty much anything or charge up a stance before attacking
o Immensely punishable on whiff or block
o (SERIA) Travels much farther, almost fullscreen, still very unsafe on block or whiff

- TREMOLO (QCF+HK) -

o Leviathan tunnels his tail through the ground and hits the opponent from a distance
o Causes knockdown
o Despite how it looks, its not a low
o (SERIA) Seeks out the opponent and hits more times before knocking down

- FALLEN WOMAN (QCF+K in the air) -

o Squigly performs a dive kick
o LK causes a small amount of hitsun, cannot be comboed out of when restanding
o MK causes more hitsun, can be comboed out of when restanding
o HK flips the opponent over Squigly's head, allowing for followups
o LK and MK can be blocked any way, HK is an overhead
Blockbusters
- SQUIGLY BATTLE OPERA (QCB+KK) -

o Squigly sings and summons an orb which deals damage
o Changes depending on which two kicks you press
o QCB+LK+MK puts the orb about 1/4th a screen in front of you
o QCB+MK+HK puts the orb in front of her at about a 60 degree angle
o QCB+LK+HK puts the orb directly above her
o The orb always stays at the same position on the screen
o Can be used in combos, to control a space on the screen or to lock your opponent down

- DAISY PUSHER (QCB+LP+LK) -

o Squigly pushes up dirt in an area in front of her and if the opponent is in that area, they fall through the ground and from the sky, ending in a crumple state
o It is an unblockable command grab but the startup is slow enough that it can be jumped after the superflash
o It can be made unjumpable when cancelled out of Seria Center Stage
o Can be comboed into during the stagger from The Silver Chord or any other staggers

- INFERNO OF LEVIATHAN (QCB+PP) -

o Leviathan grows and shoots out a massive fireball that flies around the screen, seeking out the opponent
o Will fly around seeking out opponent until it uses up all its hits (starting at 11) though it will lose hits over time as it flies around
o Mostly used in combos or to lock down your opponent
Example Beginner BnB and Flowchart

Combos

(damage recorded with 1.0 damage ratio)

~ BNBS WITHOUT SERIA CHARGE ~
(6239 damage, 1 meter)
MK Fallen Woman > s.LPx2 > s.MK > s.HPx2 xx Seria Cancel > s.LPx2 > s.MK > s.HK > j.LK > j.MK > j.HP > j.LP > j.MK > j.HK xx MK Fallen Woman > s.LKx2 > s.MK > s.HPx2 xx Arpeggio xx (LK+MK) Squigly Battle Opera > The Silver Chord > s.MP > s.HPx2 xx Tremolo

(6524 damage, 1 meter)
MK Fallen Woman > s.LPx2 > s.MK > s.HPx2 xx Seria Cancel > s.LPx2 > s.MK > s.HK > j.LK > j.MK > j.HK xx HK Fallen Woman > j.LP > j.MP > j.HK xx MK Fallen Woman > s.LKx2 > s.MK > s.HPx2 xx Arpeggio xx (LK+MK) Squigly Battle Opera > The Silver Chord > s.MP > s.HPx2 xx Tremolo

(6565 damage, 1 meter)
MK Fallen Woman > s.LPx2 > s.MK > s.HPx2 xx Seria Cancel > s.LPx2 > s.MK > s.HPx2 xx Seria Cancel > c.LK > c.MK > s.HPx2 xx Arpeggio xx (LK+MK) Squigly Battle Opera > s.MP > s.HK > j.LK > j.MK > j.HP > j.LP > j.MK > j.HK xx HK Fallen Woman > The Silver Chord > throw

(7056 damage, 1 meter)
MK Fallen Woman > S.LPx2 > s.MK > s.HK > j.HK xx HK Fallen Woman > j.MK > j.HK xx MK Fallen Woman > s.MP > s.HK > j.LK > j.MK > j.HP > j.LP > j.MK > j.HK xx MK Fallen Woman > s.LPx2 > s.MK > s.HPx2 xx Seria Cancel > s.LKx2 > s.MK > s.HPx2 xx Arpeggio xx (LK+MK) Squigly Battle Opera > The Silver Chord > throw
(6415 damage, 1 meter, corner only)
MK Fallen Woman > s.LPx2 > s.MK > s.HPx2 xx Arpeggio > s.LPx2 > s.MK > s.HP xx Arpeggio > c.LK > c.MK > s.HK > j.LK > j.MK > j.HP > j.LP > j.MK > j.HK xx MK Fallen Woman > s.MP > s.HPx2 xx Arpeggio xx (LK+MK) Squigly Battle Opera > The Silver Chord > throw

~ BNBS WITH SERIA CHARGE ~
(7218 damage, 1 meter)
MK Fallen Woman > s.LPx2 > s.MK > s.HPx2 xx Seria Cancel > s.HPx2 xx Seria Cancel > s.MP > s.HPx2 xx Seria Cancel > s.MK > s.HPx2 xx Seria Cancel > s.LPx2 > c.MK > s.HK > j.LK > j.MK > j.HP > j.LP > j.MK > j.HK xx MK Fallen Woman > s.LKx2 > s.MK > s.HPx2 xx Arpeggio xx (LK+HK) Squigly Battle Opera > The Silver Chord > throw

(7133 damage, meterless, corner only)
MK Fallen Woman > s.LPx2 > s.MK > s.HPx2 xx Seria Cancel > s.HPx2 xx Seria Cancel > s.MP > s.HPx2 xx Seria Cancel > s.MK > s.HPx2 xx Seria Cancel > s.LPx2 > c.MK > s.HPx2 xx Arpeggio > s.LKx2 > s.MK > s.HK > j.LK > j.MK > j.HP > j.LP > j.MK > j.HK xx HK Fallen Woman > The Silver Chord > throw

(6615 damage, 1 meter, Double only)
MK Fallen Woman > s.LPx2 > s.MK > s.HPx2 xx Seria Cancel > j.LP > j.MK xx MK Fallen Woman > s.LPx2 > s.MK > s.HPx2 xx Seria Cancel > j.LK > j.MK xx MK Fallen Woman > s.LKx2 > s.MK > s.HPx2 xx Seria Cancel > s.MP > s.HPx2 xx Arpeggio xx (LK+MK) Squigly Battle Opera > s.HK > j.HK xx HK Fallen Woman > The Silver Chord > throw

~ THROW COMBOS ~
(4550 damage, 1 meter)
throw xx (LK+MK) Squigly Battle Opera > The Silver Chord > s.MP > s.HK > j.LK > j.MK > j.HP > j.LP > j.MK > j.HK xx MK Fallen Woman > s.LPx2 > s.MK > s.HPx2 xx Seria Cancel > s.LKx2 > s.MK > s.HPx2 xx Tremolo

(6153 damage, 1 meter, corner only)
throw > c.MK > s.HK > j.HK xx HK Fallen Woman > j.MK > j.HK xx MK Fallen Woman > s.MP > s.HK > j.LK > j.MK > j.HP > j.LP > j.MK > j.HK xx HK Fallen Woman > s.LPx2 > s.MK > s.HPx2 xx Seria Cancel > s.LKx2 > s.MK > s.HPx2 xx Arpeggio xx (LK+MK) Squigly Battle Opera > The Silver Chord > throw

(5042 damage, meterless)
air throw > c.MK > s.HK > j.HK xx HK Fallen Woman > j.MK > j.HK xx MK Fallen Woman > s.MP > s.HK > j.LK > j.MK > j.HP > j.LP > j.MK > j.HK xx MK Fallen Woman > s.LPx2 > s.MK > s.HPx2 xx The Silver Chord > throw
Strategies & Tips
(video in the Combo section includes video examples of some strategies and tips below)

o Squigly's general strategy depends largely on her opponent, as she can adjust to play rushdown or keepaway if need be. If her opponent is a keepaway like Peacock, she can get closer using Center Stage and benefits from a lockdown assist to open up her opponent with her mixup. If her opponent is a close range character like Cerebella, she can use j.HP and Tremelo to play a keepaway game along with Squigly Battle Opera to control the screen.

o She has a very strong mixup game using Seria Cancels, assuming you don't get pushblocked away (lockdown assist extremely helpful for this)

o Can use the low hitstun from LK Fallen Woman to reset into throws

o The pushback from j.MP can be used to end combos with distance between you and the opponent or push back far enough to hit the ground before your opponent with LK Fallen Maiden for a mixup

o Starting an aerial chain with j.LP or j.LK and then delaying j.MK causes a crossup situation

o Using a Seria Cancel in conjunction with Seria Center Stage allows for an unjumpable reset into Daisy Pusher

o Depending on who your opponent is, the juggle properties of Squigly Battle Opera behave differently, either bouncing the opponent up and down on top of it or using up all 5 hits without bouncing
- Bounce: Filia, Parasoul, Peacock, Painwheel, Double, Cerebella, Squigly
- No bounce: Valentine, Ms. Fortune

o Squigly's assist choices for partners depends on your objective, if you wish to get in and open up an opponent, lockdown assists like Cerecopter or Hornet Bomber are great. If you wish to play keepaway, assists like Updo and Napalm Pillar can help out with her weak reversals.

o For Squigly's own assists, Arpeggio and Drag 'N Bite are good lockdown assists, The Silver Chord can be used midcombo to cause a free stagger, Center Stage can close the distance between your point character and a keepaway opponent and forward+HP is a decent overhead if your point character lacks a grounded overhead.

Комментариев: 18
YalesBin 29 июл. 2020 г. в 13:35 
For the first combo example video the extension one I have no Idea how to make j.lp connect to j.hp any advice?
Femboy Emily | #BLM 17 июл. 2017 г. в 15:56 
do u miss harambe
Femboy Emily | #BLM 17 июл. 2017 г. в 15:56 
srry
Femboy Emily | #BLM 17 июл. 2017 г. в 15:55 
jk
Femboy Emily | #BLM 17 июл. 2017 г. в 15:55 
eat my ass
its0re0time 9 апр. 2015 г. в 16:47 
The first combo listed seems to whiff on the first s.HK on Cerebella.
The Changeling 28 дек. 2014 г. в 12:35 
s.LP I need to disagree with. It shouldn't be used to much as certain characters who are crouching (if i'm correct, Filia Valentie and Double) it will go right over and you will be punished. But this a great guide, keep up the great work!
忍野 扇 15 мая. 2014 г. в 4:36 
great one :3 keep on
Godspeeds 21 янв. 2014 г. в 14:54 
can you make a Squigly Guide in How to Beat Marie 300% ?
GG8 | DawnHibiki 2 ноя. 2013 г. в 22:11 
Great guide! Center Stage is very useful against keepaway characters like Peacock. You can also charge Serpent stance to perform Tremolo Seria against her.