Skullgirls/Squigly/Combos
Numpad notation | |||
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Stance Cancel | Stancel | 236PP/KK | |
Center Stage | Sing | 236MP | |
Drag 'n' Bite | DnB | 236HP | |
Silver Chord | Chord | 236MK | |
Squigly Battle Opera | SBO | 214KK |
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General Combo Tips
- If Squigly wants to spend a bar for damage it is better to use Daisy Pusher early in your combo, rather than ending it with SBO. I still put the SBO enders as optional into the combo notation, since you will have to use them if your combo isn't quite enough to kill. However, keep in mind that Squigly should only use meter in her combo if she can kill character with it or to get a charge.
- Keep in mind that you won't really use full combos unless you either kill or do a setup at the end. Drag'n'Bite is the ender that is used in most of these combos, since it does the most damage, however if you can't kill off it you can replace it with 623P to get positional advantage.
Which in-game trials are useful for a beginner?
Trial 1 is useful for learning doing a super cancel, after a special cancel in quick succession.
Trial 2 shows you a possible throw conversion. I put a more optimal one into the combo section, however if you prefer this one it is fine too.
Trial 3 teaches you her airloop with j.hp into a super ender. Not a great combo but fine for learning her airstrings.
Trial 4 Stancel combo with super ender. It serves as an extension of Trial 3. Bad combo and not that great for learning Stancels either. You should start with learning the 5HPx2, 5LPx2 link, since that one is the most generous.
Beginner Combos
If the bread and butter combos are too daunting, try to become comfortable doing each of these combos. Start with the first, then move to the next one. When you play matches, it's good enough to use the one you can perform the most consistently. Once you can do all of them, try learning the combos in the following sections!
- 2LK 2MK 2HK
- A basic ground chain combo ending in sweep. Unsafe on block.
- 2LK 2MK 5HP Chord
- 5LPx2 2MK 2HK
- A basic combo that utilizes a special cancel.
- 2LK 2MK 5HP Chord
- Daisy Pusher
- A basic combo ending in a super.
- 2LK 2MK 5HK
- jLP jMK jHK
- (restand) 5LPx2 2MK 2HP 236LK SBO
- A basic air chain combo that sets up a restand. After the restand, you can choose to go for a reset with 6HP or throw.
Combo Primer
Confirms
- 2LK 2MK is your standard hitconfirm.
BnB Combos
Combos are universal unless otherwise noted. More optimal combos may be possible if you sacrifice consistency or universality, so explore the other sections on this page for more possibilities.
Stancel-less combo. Use this if you aren't comfortable with Stancels or combo from an awkward hitconfirm that won't let you Stancel. - 6099 dmg (video)
2LK 2MK 5HPx2 Stancel 2LK 5HPx2 Chord 5HK jMK(4) jHP jLP jMK(3) jHK 5LPx2 2MP 2HP DnB
H Divekick-less combo. Maximum consistency in exchange for damage. Also won't make you lose corner. - 6582 dmg (video)
2LK 2MK 5HPx2 Chord 5HK jMK(3) jHP jLK jMK(3) jHK H Divekick jLP jMK(4) jHK 5LPx2 2MP 2HP DnB
Daisy Combo. Big damage for the cost of one bar. Also teaches you how to charge mid combo. - 8303 (video)
2LK 2MK 5HPx2 Stancel 2LK 5HPx2 Chord 236[P] Daisy 236[P] [6] P/K 2MK 5HK jHK H Divekick jMK jHK DnB 5LPx2 2MK 2HP DnB
Conversions
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Charging Mid Combo
- There are several ways of getting a charge mid combo. The two most common ones are charging after Daisy or charging with the help of an assist(view team building page).
- There are two ways of charging with the help of Daisy, none is easier or better than the other it comes down to preference.
- Chord 236[P] Daisy 236[P] [6] P/K - the dual charge. Charge up a small chunk right after Chord and cancel it right into Daisy after you see the dragon wing. After Daisy use the crumple to charge again. Allows you to link a light or medium afterwards.
- Chord Daisy 236[P] [6] P/K - doing one full charge after Daisy. Allows you to link a light afterwards.
- Using 5HK into MK+HK SBO gives you enough time to charge but isn't advised since it will kill your damage.
Meter Dumping
- Generally speaking this char isn't really able to spend bars for damage at the end of her combo. If you want to get the most damage out of your bars you will always have to use specific combos. This is why you need to decide if you want to dump meter or not within your first two strings.
- Using SBO after your ender is your only means of dumping meter at the end of your combo. It does terrible damage but you should keep that option in mind, in case you need that extra damage to kill or DHC.
- Daisy Pusher after Silver Chord an effective way of spending bar for damage. It pays off, even if you use it outside of Daisy specific combos.
- If you have your Level 3 aviable you can use it after 5HK or H Divekick in your combo.
Tips
- DnB is your most damaging ender but leaves you in a bad spot if it doesn't kill. Use 623P instead if you can't kill.
- If j.HK leaves you too high up to connect a grounded normal, cancel it into M Divekick for a better restand.
Solo Combos
- I listed these from the easiest and most practical to the more difficult and esotheric ones.
- Yellow combos are bread and butter combos
2LK
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
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7045 |
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8303 |
1 |
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6062 |
0 |
Universal |
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8344 |
1 |
Corner |
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8766 |
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9359 |
1 |
Corner |
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9027 |
1 |
Corner |
Universal |
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9225 |
3 |
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12320 |
5 |
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Throw
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
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5405 |
1 |
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Air throw
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
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4548 |
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4754 |
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Counter Hit Punishes
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
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10171 |
1 |
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Double snap
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
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N/A |
1 |
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N/A |
1 |
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Team Combos
Damage/Undizzy Ratios
Move | Damage/undizzy | Damage (max scaling) | Undizzy |
---|---|---|---|
236HP (lvl2) | 26.5 | 530 | 20 |
236LK (lvl2) | 25.85 | 517 | 20 |
236HK (lvl2) | 23 | 460 | 20 |
623P (lvl2) | 21.35 | 427 | 20 |
236LP (lvl2) | 19.25 | 385 | 20 |
j.236HK | 17.75 | 355 | 20 |
j.MK | 14 | 280 | 20 |
236LP (lvl1) | 13.75 | 275 | 20 |
236HP (lvl1) | 13.5 | 270 | 20 |
236LK (lvl1) | 12.1 | 242 | 20 |
236HK (lvl1) | 12 | 240 | 20 |
2HP | 11.33333333 | 340 | 30 |
5HP | 10.33333333 | 310 | 30 |
2HK | 10.06666667 | 302 | 30 |
j.HP | 10 | 300 | 30 |
j.HK | 9.833333333 | 295 | 30 |
6HP | 9.333333333 | 280 | 30 |
5HK | 9.166666667 | 275 | 30 |
623P (lvl1) | 9 | 180 | 20 |
5MP | 8.5 | 170 | 20 |
5LP | 6.666666667 | 100 | 15 |
5MK | 6.5 | 130 | 20 |
2MK | 6.5 | 130 | 20 |
2LP | 6 | 90 | 15 |
236MK | 6 | 120 | 20 |
j.MP | 5.5 | 110 | 20 |
2MP | 5 | 100 | 20 |
5LK | 4.666666667 | 70 | 15 |
2LK | 4 | 60 | 15 |
j.236MK | 4 | 80 | 20 |
j.LP | 3.333333333 | 50 | 15 |
j.236LK | 3 | 60 | 20 |
j.LK | 2.666666667 | 40 | 15 |