Squigly
Team Value
Plays very nicely with friends. Her assists are great for adding to one’s pressure game through two good lockdown assists, and a very unique assist in Center Stage that can make for some nice neutral-ignoring or position manipulation during combos. Squigly Battle Opera is great for DHC’ing into or out from Squigly as it’ll keep some characters (or Squigly) safe, sometimes even letting them start pressure.
Resource
Squigly has a Punch Stance and a Kick Stance that she can charge up. A charged stance gives a one-use-per-charge power up to one of her special moves. Squigly also can quickly enter and exit a stance - a “Stancel” - after normals to recover more quickly. Charged stances make these Stancels faster for more frame advantage. While Squigly is grouped with the Resource characters, she doesn’t really rely on specific combo tool assists as much as the other two. Neutral-oriented assists that are just good at creating space for her so she can safely charge her stances are more than enough.
What they bring
Great Lockdown assists
A very unique screen manipulation assist in Center Stage
Safe DHCs, both when you DHC Squigly in, and sometimes even after DHC'ing her out
For Squigly's SBO DHC from multi-hitting supers, make sure you DHC as soon as possible so you don't open yourself up to Pushblock Guard Cancel punishes
CSF to SBO punishes - Some other supers into SBO, and even blockstrings into supers into SBO can be punished in similar manners, depending on the moves
What they want
Space-control assists to give her time to charge her Stances in neutral
Lockdown assists to augment her close-range game and also to give her time to charge a stance in blockstrings
Assists that let her charge a stance mid-combo (which I'll dub as "charge combos")
Not necessary, but an assist that pops up an opponent and leads to the 5MP vortex
Likes having meter to spend, so a good battery character in front helps a lot
Position - Mid > Point/Anchor
Requires resources (both meter and stance charges) to enact her game plan, so it is advised to slot her into a position that gives her some sort of backup. At the same time, you'll want to make use of her own support value through both her assist kit and Squigly Battle Opera DHC.
Point: Doesn't get a lot of meter to play with, but having two assists (in a trio) can make up for this. Unfortunately, her team value is a bit wasted in this slot as you don't get to take advantage of her assist/DHC kit, and she does not make for a good battery to build meter for the rest of the team.
Mid: Best of both worlds, with the point character building meter for Squigly and the anchor supporting her. Squigly also gets to provide great support to the point character through her assists and one of the best DHCs in her SBO super.
Anchor: Potentially gives her the most meter to spend for utility purposes, which can make up for the lack of assist support in some cases. If you DON'T have meter to burn, then you may be in a bad spot, so practice good meter management.
Most Common Assists
Drag ‘n’ Bite (236HP) -
Lockdown, Neutral
One of the best lockdown assists in the game. Lasts a long time and moves a good distance, making it great for pressure, corner carry, and even combo conversions from poking tools.
Cremation (2HP) -
Low Lockdown
Low hitting Lockdown assist. Covers a good amount of space, though not as much as Drag ‘n’ Bite. Keep in mind that you can’t do unblockable setups by going high with the point character while 2HP connects.
Ashes to Ashes (6HP) -
Overhead Lockdown
Same as above, but hits high. Does not cover nearly as much space as 2HP.
Center Stage (214MP) -
Screen Manipulation
Centers the screen on Squigly, locking the edges of the screen as pseudo-corners for a few seconds. This assist doesn’t get used a lot, but it holds potential. The biggest weakness of this assist in neutral is that your opponent can prepare for the screen shift as soon as they see Squigly coming onscreen, but there are ways to work around this.
Skullgirls 2nd Encore: Center stage is a damn good assist - YouTube
Ms Fortune uses for Center Stage (Squigly Assist)【SkullGirls】 - YouTube
Ms Fortune with Center Stage Part 2 Off-cam resets! - YouTube
One special note about Squigly's assists is that you can Stance Cancel them if used as an Alpha Counter, allowing her to potentially punish gaps in strings or come in with a safer option than a raw special. You do still have to go through the frames of Stance Canceling, and this much slower if Squigly did not have a stance charged.
Partners
Beowulf
Recommended Assists:
Grendel Flex (chairless 2HP), H Hurting Hurl
Grendel Flex - Armored Space-Control, Combo Tool
Body blocks for her as an armored assist, creating some room to charge
Charge combo without spending OTG
Use OTG to charge both stances
Needing Beo to be chairless for this assist is not a big issue since Beowulf likes being point, and Squigly makes a good mid
H Chair - Projectile DP
Gives Squigly a nice DP assist and plus on block Alpha Counter
Especially nice when she doesn't have a punch charge to use her own DP
Can charge a stance OTG-less, can use OTG to charge both stances
Pros:
Squigly gets good defensive coverage and charge combo help from Beo's assists
Beo gets great Hype building support, both Drag 'n' Bite and Cremation give a taunt off of stagger, and chairless j.HP conversions
Squigly gets a safe DHC with Airwulf, Squigly Battle Opera gives Beo a safe DHC and can be a combo extender
Good synergy with using DHCs for damage; Squigly Battle Opera lets Beowulf combo after Gigantic Arm DHC in more situations
Beowulf's meter gain is good, addressing Squigly's hunger for meter
Cons:
None
Synergy:
Good for Squigly, Good for Beowulf
While they complement each other well synergy-wise as a duo, they also dislike fighting as the anchor. However, Beowulf can build the meter for Squigly to stand a better chance.
For a trio, best to look for a good anchor, or someone who builds a lot of meter if Squigly ends up as the anchor.
Big Band
Recommended Assists:
H Take the 'A' Train, L/M Beat Extend, H Brass Knuckles
H Train - Anti-Air, Combo Tool
Want to jump to avoid charged Center Stage into Daisy Pusher? H Train
Want to upback to cover for 6HP overhead and throw? H Train
Got H Trained? Squigly gets to charge up a stance and start a combo or go for left/right resets
Can get both stances in a charge combo (though this is difficult)
Beat Extend - Anti-Air DP, Combo Tool
Gives Squigly another defensive option, as her good reversals require a Punch Stance charge
Also lets her charge both stances in a charge combo
Leads to 5MP vortex midscreen
Brass Knuckles - Armored Neutral, Anti-Zoning
Helps Squigly's mid-range game and lets her safely get charges
Squigly can easily convert from stray Brass hits with charged Center Stage
Charge combos are limited to the corner
Pros:
Squigly gets great assists for neutral and building charges
Band gets great offensive support with Squigly's assists
High damaging DHCs, and Squigly Battle Opera into Big Band's Super-Sonic Jazz lets him continue the combo
Big Band's sheer size is good for a number of reasons:
Even after taunting from an assist call, he acts as a body block for Squigly to charge a stance in neutral.
Squigly's small stature combined with Big Band's big body messes up a lot of Happy Birthday combos
Cons:
None
Synergy:
Favorite for Squigly, Favorite for Big Band
Strong duo combination as while there is the threat of ending up with anchor Squigly if Big Band dies first, she does get enabled by him and the two-way support is very good. You also get safe DHCs in both directions thanks to Squigly Battle Opera.
Squig/Band is a very powerful shell with very strong assists and DHCs. Any point character would absolutely love to take advantage of this, but if you desire to give additional support to Squigly or Big Band, near any character who favors mid/anchor can be slotted in.
Cerebella
Recommended Assists:
Excellebella, H Lock 'n' Load, Cerecopter
Excellebella - Anti-Air, Combo Tool
Lets Squigly charge both stances in a combo
Builds a lot of meter on hit
Lock 'n' Load - Armored Neutral, Pressure, Anti-Zoning
Protects the ground space in front of Squigly, eats projectiles for her to let her charge or even use a Kick Charge to mount a fullscreen offensive maneuver
Builds a lot of meter on hit
Charge combo
Cerecopter - Space-Control, Lockdown, Anti-Armor
Provides great lockdown, also commands some space
Charge combo in the corner
Pros:
Bell gives Squigly good neutral, pressure, and charge combo help from assists
Squigly offers Bella great offensive support from assists
Bella is a great battery to build meter for the meter-hungry Squigly, both on point and even as an assist
Cons:
No good (reliable) options for Diamond Dynamo conversions
Synergy:
Good for Squigly, Good for Cerebella
Very solid duo as both characters support each other well, and Bella can build a lot of meter for Squigly even if she ends up as the anchor.
Pretty open to any character for a trio
Double
Recommended Assists:
L/M Hornet Bomber, Cilia Slide
L Bomber - DP, Lockdown
Provides a DP assist for when Squigly doesn't have a Punch charge
Charge combo with OTG
M Bomber - Neutral, Lockdown
Aids Squigly's approach and pressure, charge combo is OTG-less
Cilia Slide - Sweep
Helps in mixups, counter-calling, and gives a charge combo OTG-less
Pros:
Double supplies Squigly very good assist support for neutral and getting charges
Squigly grants great assists for running Double's close and mid-range offense
Safe DHCs in both directions
Cons:
Both characters like having meter to play with, and neither are great at building it
Synergy:
Good for Squigly, Good for Double
Both characters support each other well in a duo assist-wise and with safe DHCs in either direction, but meter usage may be an issue. Whoever ends up as the anchor character will very much want the meter to make the comeback, but you have two characters who love to spend it while not being great at building it.
As usual for a Double shell, any character works for a trio, but a good battery character would go great
Eliza
Recommended Assists:
H Osiris Spiral, Butcher's Blade
H Osiris Spiral - Space-Control, Lockdown, Mixup
Forms a nice, tall defensive wall
Locks the opponent down for a good amount of time, letting you either continue pressure, or back off and charge
Easy access to the 5MP vortex
Charge Combo
Butcher's Blade - Armored Lockdown, Space-Control, Anti-Armor
Same principles as Osiris Spiral, but better for locking down from a distance
Utilize Sekhmet's armor to tank projectiles if zoners are giving you issues while you try to charge
Great for counter-calling opposing assists
Charge combo
Pros:
Both characters give each other nice lockdown assists with additional purposes in neutral
Squigly can combo off of Eliza's Lady of Slaughter with Squigly Battle Opera, and also gain one or even both stance charges midscreen AND in the corner (but depends on the opposing character being hit)
SBO both into and out of Lady of Slaughter is safe on block
Can combo into Eliza's tag and continue the combo without spending meter
Eliza can be a good battery for Squigly
Cons:
Nothing super
Synergy:
Good for Squigly, Favorite for Eliza
Fairly effective duo. You get safe DHCs in either order, and once you get a hit you can easily change your order without spending meter if you need someone to heal their red health. Eliza is not a meter-hungry character, so be sure to keep some in the bank in the event that she dies before Squigly.
Pretty flexible shell in a trio, any third character can fit in
Filia
Recommended Assists:
H Updo, H Hairball
Updo - Anti-Air DP
Charge Combo by spending OTG
H Hairball - Lockdown, Neutral, Anti-Armor
Pushes the opponent far away on hit and block, keeping them locked down the whole time to let Squigly charge a stance
Squigly can easily covert off a stray hit with charges
Charge combo in the corner
Pros:
Squigly gets help keeping opponents off of her and Charge Combos from Filia's assists
Filia gets help in keeping an opponent locked down from Squigly's assists
Wonderful DHC utility with Squigly Battle Opera, making for a safe DHC and combo extender
If doing Gregor into SBO on block, make sure to DHC as soon as possible to not open yourself up to Pushblock Guard Cancel punishes
CSF to SBO Punishes - Gregor to SBO works in a similar manner
Cons:
Nothing peculiar
Synergy:
Good for Squigly, Good for Filia
This duo lacks a threatening anchor, but is otherwise fine.
A good anchor would be your best bet for a trio, but this shell is fairly flexible
Ms. Fortune
Recommended Assists:
Cat Strike, H Fiber Upper, Dash
Cat Strike - DP, Combo Tool (Stagger)
Not the best hitbox for a DP, but it is an invincible defensive option nonetheless
Lets Squigly get a Combo Charge with or without stagger
Fiber Upper - Anti-Air DP
While Squigly cannot easily convert from Fiber Upper without meter, she can spend one bar on SBO to get a combo while charging a stance as the orb hits
Even if she does not get a conversion, the return to neutral isn't always the worst for the character who can skip neutral
Dash - Alpha Counter options
Lets you Alpha Counter into Fortune and have her choose any option, including a 5 frame jab, a fast DP, super, jump, or just block. You get to steal your turn out of some pressure strings or get punishes that no other Alpha Counter will safely allow.
Pros:
Fortune is a wonderful battery for Squigly, giving her plenty of meter for utility purposes
Squigly hands Fortune great lockdown assists
Great DHC utility with Squigly Battle Opera, for both a safe DHC and a combo extender
For Cat Scratch Fever (CSF), or even Fiber Upper into CSF, be sure to DHC into SBO as soon as you realize the opponent is blocking, otherwise you open yourself up to Pushblock Guard Cancel punishes
Cons:
Squigly does get defensive assistance from Fortune's assists, but it's not particularly great help
Synergy:
Decent for Squigly, Good for Fortune
Lacking as a duo as Squigly doesn't get enough neutral help, but Fortune can build up a lot of meter to give Squigly better comeback potential. Tagging between characters without spending meter mid-combo also requires giving up your advantage, making things awkward if you need to switch your team order.
A mid or anchor character is recommended for a trio
Fukua
Recommended Assists:
M Forever A Clone, H Platonic Drillationship
M Clone - Neutral, Combo Tool
Gives you a combo charge for both stances without spending OTG, and can lead to some nice setups in general
H Drill - Traveling Lockdown
A generally good forward moving Lockdown assist, gives a combo charge
Pros:
Squigly gets good assist support for neutral and combo charges
Fukua gets good assist support for confirms and pressure
Safe and high utility DHCs with Squigly Battle Opera, though SBO into Love Dart DHC can be punished with Pushblock Guard Canceled supers
Though the conversion is character-dependent, SBO can come in as a DHC after Fukua's Drill super and extend the combo
Cons:
None
Synergy:
Good for Squigly, Good for Fukua
This duo works out fine. Nothing crazy.
Any character fits in fine for a trio
Painwheel
Recommended Assists:
Cruel Lily (2MP), M Buer Reaper
Cruel Lily - Lockdown
Provides a combo charge
M Buer - Combo Tool
Gives Squigly a midscreen throw conversion with (uncharged) Sing + assist
Pros:
Painwheel receives good offensive assist support from Squigly
Safe, combo extending DHCs in both directions
Two excellent mid characters who can also play point
Cons:
Painwheel's assists just don't do much for Squigly at all
Both Squigly and Painwheel have strong, safe DHCs, but neither are good meter builders
Synergy:
Decent for Squigly, Decent for Painwheel
A duo with poor defensive options meterless, great options with meter thanks to their safe DHCs, but low meter build overall from both characters. Add on that while the order of Painwheel/Squigly is pretty good, the order of Squigly/Painwheel leaves Squigly with very little neutral support, and potentially not the greatest stores of meter to fuel her utility supers if Painwheel started on point. Not a very strong duo.
Trio teams with this shell will likely want to run the order of [Meter Building Point]/Painwheel/Squigly, or Painwheel/Squigly/[Good Anchor]. You already have some of the best characters to put in the mid position, and as mentioned above there isn't much reason to run Squigly ahead of Painwheel.
Parasoul
Recommended Assists:
H Napalm Pillar, L Napalm Shot
Napalm Pillar - Anti-Air DP
Gives a combo charge with OTG
L Shot - Projectile, Pressure
Good for neutral in that even if the opponent blocks it, they still have to move to avoid the tear left behind, creating time for Squigly to charge stances or approach
Great for pressure for the same reasons, letting her mixup while the tear makes it scary for the opponent to challenge
Combo charge without spending OTG
Pros:
Para grants Squigly good assist support for neutral and charge combos
Squigly offers good assist support for Parasoul's close and mid-range game
Squigly Battle Opera provides a safe and good combo utility DHC, in the other order, DHCing into Bikes super is hard to punish, may take the opponent's meter to get a punish
Cons:
None
Synergy:
Good for Squigly, Good for Parasoul
This duo functions well enough support wise and has safe DHCs in both directions, but the possibility of ending up with anchor Squigly is a hindrance. This duo's strongest options come from their DHCs, but Squigly is not a great meter builder, and while a zoning-focused Parasoul can build it up nicely, Squigly's assists aren't great for enabling a zoning Parasoul style.
Any cast member will fit in nicely for a trio
Peacock
Recommended Assists:
George's Day Out (L George)
L George - Persistent Projectile
A lingering ground threat that the opponent is forced to block, shoot, or jump over if you hide behind it, or can cover your approach and act as a combo breaker if you get ahead of the bomb. If you have a second partner, you can still call them while George is out.
Can scare off opponents from trying to hit you if you charge while near the bomb
Gives a combo charge, though it's tight
Pros:
L George assist holds it down for Squigly
DnB assist's lockdown is nice for Peacock, both offensively and defensively
Peacock is an amazing battery for Squigly if you're willing to have Peacock save the meter
Safe DHC in both directions
Cons:
If you do want to play Peacock in a style that uses a lot of meter (Lenny for neutral and damage, Argus from long-range confirms for damage), then you'll leave Squigly starving
No good DHC options for converting from Argus Agony fullscreen
Synergy:
Good for Squigly, Good for Peacock
Suffers a bit on Squigly's end because Peacock's assists only do so much to cover Squigly while she tries to get a charge. There's also the common issue of ending up with solo Squigly if Peacock dies first, but at least with Peacock's meter gain then Squigly may end up with a lot of meter to help her fare much better. Flawed, but functional duo.
An anchor character would be the best fit for a trio
Robo Fortune
Recommended Assists:
H Theonite Beam, Collimating Saw (5HP)
Theonite Beam - Beam Projectile
Holds down the neutral for Squigly, making getting charges easy
Combo charge if the opponent is standing (you can easily restand them yourself)
Collimating Saw - Armored Lockdown
An armored wall for Squigly to act as a defensive option, but also good for offensive pressure
Combo charge
Consider using if your opponent can get around H Beam easily and just jump at Squigly
Pros:
Robo gives Squigly beam assist and combo charges
Squigly bequeaths Robo good assist support for helping out in the close/mid-range
Safe DHCs in both directions
Cons:
Depending on your playstyle with Robo, you may end up fighting with Squigly for meter
Synergy:
Favorite for Squigly, Good for Robo Fortune
Neither character fights well when alone and neither is good at building meter, so this duo falls a bit short.
It is best to look for a good anchor character for a trio, though a point character with high meter build can also be a good partner so at least your anchor character is a bigger threat
Valentine
Recommended Assists:
H Savage Bypass, Mortuary Drop
Savage Bypass - Neutral, Combo Tool
Typically not that threatening of a neutral assist with most of the cast, but Squigly can protect Val if she has a Punch charge and meter available for charged Center Stage, punishing the opponent if they try to punish your assist call
Makes a good combo assist with its big, single hit damage; opens up new routes, Mortis + Bypass routes being an example
Charge combo with OTG, or OTG-less on lightweight characters
If Valentine gets behind the opponent, you can get a fullscreen unblockable with charged Center Stage into Grave Digger if the opponent wasn't already holding up pre-super flash
Leads to the 5MP/2MP vortex
Mortuary Drop - Command Throw/Combo Tool
Squigly can easily inflict stagger, then combo into Mort Drop and gain both stance charges
You get to toss low + command throw at someone and pray they don't mash against you
Pros:
Valentine gifts Squigly good combo assists for damage, charges, and expanding her reset potential
DnB is a great assist for Valentine, helping her neutral, pressure, and being good for vial loads
Safe DHC in either direction, even SBO > Scalpels
Cons:
While Squigly does get plenty of good usage out of Val's Bypass assist, it's still not as threatening as most other neutral assists and cannot always be relied on to keep opponents off of her. Even still, Squigly can largely hold her own.
Synergy:
Good for Squigly, Good for Valentine
An alright duo. You do get safe DHCs in both directions, which is nice as neither character has good meterless reversal options.
Grab an anchor character for a solid trio
Annie
Recommended Assists:
H Crescent Cut, H North Knuckle, H Destruction Pillar
H Cut - Projectile
Good neutral assist that can buy time for Squigly to build a charge safely
Can add good cover to her pressure game due to how slow the projectile is
H Knuckle - Neutral, Lockdown
Covers a lot of ground space and can help Squigly's approach
The lockdown is good both for rushdown pressure, and for letting Squigly gain a charge
Charge Combo in the corner, while also dealing a lot of damage
H Pillar - Anti-Air DP
DP assist, good for defense
The high untech time gives Squigly Charge Combos in the corner and midscreen
Pros:
Great assist selection to help Squigly out in neutral and pressure
Great lockdown assists for Annie
Easy to combo-tag into Annie using the stagger from Silver Chord
Safe DHC with Squigly Battle Opera
Cons:
None
Synergy:
Good for Squigly, Good for Annie
A solid duo, nothing special
Any character can fit for a trio, but as this shell has two members with amazing DHCs, a good battery character would be amazing
Umbrella
Recommended Assists:
Cliff Hanger, Hungern Rush, Salt Grinder
Cliff Hanger - Anti-Air, Neutral, Combo Tool (Stagger)
Both helps protect Squigly if she tries to charge in neutral, and helps her close in on opponents
Combo charge
Hungern Rush - Anti-Air DP, Combo Tool
Not a stellar DP assist, but it's a DP assist to back up Squigly when she lacks a punch charge
Combo charge
Salt Grinder - Combo Tool
Combo charge for BOTH stances, and able to continue without immediately needing to spend one
Nice overall damage boost, but useless in neutral
Pros:
Umbrella's assist kit helps Squigly with resource building and boost her already high damage a nice deal
Squigly's strong lockdown assists are nice for Umbrella's pressure
Safe DHCs in either direction
If Squigly has stagger available then she can tag into Umbrella after 236MK, scoring a hard knockdown if you still have OTG
Cons:
None
Synergy:
Good for Squigly, Good for Umbrella
A pretty fine duo.
Third character choice is dependent on how strongly you believe in Umbrella or Squigly as anchor characters. Any third can potentially work, but a battery point character or an anchor with a strong neutral or defensive assist would be prime choices.
black dahlia
Recommended Assists:
Medici Mousetrap (2MK), L/M/H Order Up! (X Shot)
Mousetrap - Ground Space Control, Low
Charge Combos
Squigly can suddenly drag the opponent into a placed trap using Sing then get a combo with 2MK > 2HP > ....
Low hitting assist on top of Squigly's already strong mixup game, enhanced incoming setups
X Shot - Projectile, Multipurpose*
*Slow projectile (all but shotgun and beam), combo (shotgun, ice, electric), lockdown (ice, electric, fire), long-range (beam, electric)
Normal bullets don't give Charge Combos, Ice Bullet will
Pros:
Mousetrap assist is alright for Squigly
DnB is very nice for Dahlia's pressure and Counter + assist
Last Call DHCs
Cons:
Dahlia can tag into Squigly and have her continue the combo, though since Squigly's tag positioning depends on a moving grave, it's unreliable
Both characters can fight for meter usage as they both love their utility supers
No Barrel DHCs
Synergy:
Decent for Squigly, Good for Dahlia
Meter conflicts, weird tags, and just decent support for Squigly keeps this from being a good duo
You can either go the route of putting a good battery on point or even mid, or having a strong anchor with a neutral or DP assist
marie
Recommended Assists:
[assists this character wants]
[assist] - [function]
[what it's good for]
Pros:
[How does the supporting partner's assist kit help, if helpful]
[How does this page's character assist kit help their partner, if helpful]
[Any special notes: Is there high utility or damage in their DHCs, can they easily tag to each other for preserving health or upping combo damage, Is either partner a good battery that enables the other, Does either character help deal with the other's bad matchups, etc.]
Cons:
[If either character's assist kit is poor for their partner, note it here]
[Any special notes: Is it difficult to make use of this partner's DHCs, Do these characters compete for meter or a position, Do they share bad matchups, etc.]
Synergy:
[Fav/Good/Decent/Poor for this page's character, Fav/Good/Decent/Poor for this section's character]
[Does this shell work well as a duo, or are they incomplete? Even with duo health and damage, does either character suffer as the anchor?]
[How flexible is this shell for building a trio?]