Skullgirls/Squigly/Combos
Numpad notation | |||
| |||
Stance Cancel | Stancel | 236PP/KK | |
Center Stage | Sing | 236MP | |
Drag 'n' Bite | DnB | 236HP | |
Silver Chord | Chord | 236MK | |
Squigly Battle Opera | SBO | 214KK |
|
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!
A basic ground chain combo ending in sweep. Unsafe on block.
2LK 2MK 2HK
- A basic combo that utilizes a special cancel.
2LK 2MK 5HP 236MK 5LPx2 2MK 2HK
- A basic combo ending in a super.
2LK 2MK 5HP 236MK 214LP+LK
- A basic air chain combo that sets up a restand. After the restand, you can choose to go for a reset with 2LK, 6HP or throw.
2LK 2MK 5HK jLP jMK jHK 236MK (restand) 5LPx2 2MK 2HP 236LK 214KK
Combo Primer
Hit 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 stancel or combo from an awkward hitconfirm that won't let you stancel. - 6099 dmg (video)
2LK 2MK 5HPx2 236MK 5HK jMK jHP jLK jMK jHK j236HK jLP jMK jHK 5LPx2 2MP 2HP 236HP
j236HK-less combo. Maximum consistency in exchange for damage. Also won't make you lose corner. - 6582 dmg (video)
2LK 2MK 5HPx2 stancel 2LK 2MK 5HPx2 236MK 5HK jMK jHP jLP jMK jHK 5LPx2 2MP 2HP 236HP
Double Snap
Snap 2MK 5HK (uncombo) 5MP 5HK stancel repeat
Conversions
- Throw L+M 214KK, 236[P/K] [6] P/K, dash jMK jHK
- Throw charged 236MP, 2MK
- Throw charged 236MK - Can use uncharged 236MK on Beowulf, Big Band and Double.
- Airthrow j236MK/HK
- j.HP LK+MK 214KK
- j.HP charged 236MK
Charging Mid Combo
- There are several ways of getting a charge mid combo. The two most common ones are charging after 214LP+LK or charging with the help of an assist(view team building page).
- There are two ways of charging with the help of 214LP+LK, none is easier or better than the other it comes down to preference.
- 236MK 236[P] 214LP+LK 236[P] [6] P/K - the dual charge. Charge up a small chunk right after 236MK and cancel it right into 214LP+LK after you see the dragon wing. After 214LP+LK use the crumple to charge again. Allows you to link a light or medium afterwards.
- 236MK 214LP+LK 236[P] [6] P/K - doing one full charge after 214LP+LK. Allows you to link a light afterwards.
- Using 5HK into MK+HK 214KK 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 214KK 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.
- 214LP+LK after 236MK an effective way of spending bar for damage. It pays off, even if you use it outside of 214LP+LK specific combos.
- If you have your Level 3 aviable you can use it after 5HK or j236HK in your combo.
Tips
- 236HP 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 j236MK for a better restand.
- If Squigly wants to spend a bar for damage it is better to use 214LP+LK early in your combo, rather than ending it with 214KK. I still put the 214KK 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. 236HP 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 stancel's either. You should start with learning the 5HPx2, 5LPx2 link, since that one is the most generous.
Solo Combo Compendium
NOTICE: Some videos may show a slightly different combo and/or damage number, due to either old version differences or slight adjustments made by the editor.
- I listed these from the easiest and most practical to the more difficult and esotheric ones.
2LK
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
6099/7208/7538 |
0/1/2 |
Anywhere |
|
||
|
6582/7563/7938 |
0/1/2 |
Anywhere |
|
||
|
7045 |
|
||||
|
8303 |
1 |
|
|||
|
6062 |
0 |
Universal |
|
||
|
8344 |
1 |
Corner |
|
||
|
8766 |
|
||||
|
9359 |
1 |
Corner |
|
| |
|
9027 |
1 |
Corner |
Universal |
|
|
|
9225 |
3 |
|
|||
|
12320 |
5 |
|
Throw
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
5405 |
1 |
Lights Only |
|
||
|
1 |
|
Air throw
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
4548 |
|
||||
|
4754 |
|
Counter Hit Punishes
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
10171 |
1 |
|
Double Snap
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
N/A |
1 |
Corner |
|||
|
N/A |
1 |
Corner |
|
Team Combo Compendium
H A-Train
- Go to Band assist if you want to focus on damage. Sets up the 5MP vortex universally.
- Squigly/H A-Train Compliation
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
8915 |
0 |
Midscreen |
Universal |
|
|
|
9297 |
0 |
Midscreen |
Universal |
|
|
|
9054 |
0 |
Corner |
Universal |
|
|
|
9549 |
0 |
Corner |
Universal |
|
|
|
7062 |
0 |
Midscreen |
Universal |
|
L/M Beat Extend
- A strong DP assist that also gives easy charges mid combo and sets up the 5MP vortex universally.
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
/ |
0 |
Midscreen |
Universal |
|
/ |
|
8818 |
1 |
Midscreen |
Universal |
|
H Bypass
- An assist that allows for charges mid combo and sets up the 5MP vortex.
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
8639 |
1 |
Midscreen |
Universal |
|
|
|
9800 |
1 |
Midscreen |
Universal |
|
|
|
N/A |
0 |
Midscreen |
No Beo, Double, Band |
|
|
|
N/A |
1 |
Midscreen |
Universal |
|
M Bomber
- Strong neutral assist that controls space well and allows for mid combo charges in the corner.
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
7329 |
0 |
Midscreen |
Universal |
|
|
|
7886 |
0 |
Corner |
Universal |
|
|
|
7590 |
0 |
Squig in the corner |
Universal |
|
Excella
- Resource assist that grants both charges mid combo and allows to set up the 5MP vortex universally(!)
Notation | Damage | Meter Cost | Location | Character Specific? | Notes | Video |
---|---|---|---|---|---|---|
|
7668 |
0 |
Midscreen |
Universal |
|
|
|
8933 |
1 |
Midscreen |
Universal |
|
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 |