basic attack 5 -> DragNBite -> basic attack 5 in this combo, sometimes there's reversal chances to break it. it works well in most times, but sometimes, like dealing with painwheel or cereb, combo meter chainges to red between DragNBite and basic attacks. i suppose that it's because of her basic attack's first jap's mechanism. it has short range and slow reach out speed. by doing some observation, i found out that after dragNbite, if the range between squig and enemy is far enough, basic attack 1's reaching delay is become longer than dragNbite's stiff duration. so the combo meter turns to red, and enemy can uses blockbusters or special moves to break the combo. and also, dash attack 1 -> basic attack 5 this combo has such a random factor. it works great sometimes, but in most time ememy uses blockbuster between dash attack and basic attacks. how do you guys think about it? is it intended to supress squig's high combo potential? or just a science? squiggly is good and lovely character, but it seems that she has some unstable factors.