Howdy everyone (￣▽￣)ノ (Skip to the red text if you don't care about context and just wanna see the combos lol. It should be noted that these aren't meant to be implied as best combos or what you should even necessarily do, but rather examples of what you could do and why you might want to.) So initially I was just going to record a combo with the Squigster that I find fun/amusing/effective and share it, mostly as a conversation starter. During the process I got lost in all the different combos Squigly is capable of whipping up, and given that she's my favorite character at the moment it's easy for me to do that anyways lol. Before I knew it I had discovered things with her I never even considered before, used those to do new combos, and once I had some building blocks to play with I went to town mix and matching to see how spicy she could make this dish- and by dish I mean game. Skullgirls is not food. Though it'd probably taste great. Afterward I had the thought to look and see if there was any sort of combo discussions here when I saw the one and only thread was from almost a year ago, and at that it was text based only. Not it's an issue at face value, but- A) Not everyone inherently knows the combo lingo for the game (idk what L4 and stuff is lol, I'll educate myself after this but I digress) so that may limit peoples ability or willingness to process it all- and B) Some people are visual learners. Beyond that, even though I generally could still read alot of the text guide, there's a point where Squig's combos get so long that even if you can read it, the visualization of it can get blurry. Also I saw some people when theorizing sorta question if/how they'd work because it's just simply hard to translate that without some reference in front of you. Squigly's combo potential is insane, and she has a massive number of theoretical chains you can make- I equate her with being like Legos in terms of flexibility here. Not only that, but just in general she has the ability to do some of the most useful and all around neatest combos visually out of any of the fighters when equipped with a shallow movepool. Someone like Beowulf has a mighty impressive standard combo string, but little in terms of flexibility since he's based around getting grabs and stuff in, and you can't combo off those for the most part. Squig however doesn't have either of those issues- she's got alot of self synergy that is only complimented by her team. So, I thought I'd record a set of videos in progression and post them to show her ghouly, dragony, squiggling stuff off to the community. The hope is that it will help teach people who don't know how to make the most of her, give people some combo's that are specifically intended to be most efficient in certain matchups, and the ones who know how to combo well with her can help add to the list if they wish. I'm by no means saying these combos are 100% perfect- some were combos I didn't drag out to the maximum potential and some could've gotten a couple more hits in if I'd have timed everything flawlessly. Still, they're better than just the standard stuff. I gave them all nicknames since I spent time putting them together, for fun. I don't know how many of these are already known about or exist on the text thread, so if anyone see's the text equivalent feel free to point it out and I can add that below the video. As far as I know and made an effort to ensure, no combos here should be capable of being interrupted (besides burst) if performed in the manner demonstrated- meaning it's ALOT of guaranteed damage should you get a window. Without further ado-- let's heat things up. I Like My Fries Curly- Uh, I mean Squiggly: Intro Combos (Sub 20 Hit) Standard Combo vs Enhanced Combo (16 Hit & 18 Hit) First up is a simple comparison. This shows why in most of my combos I don't use Squigly's normal juggle combo- while I'm sure there are ways to work it in, and as I've said I expect people will improve on them- her normal juggle has 2 less hits and also deals less damage. Now the Squigs I use aren't gonna scale damage compared to higher rarities at higher levels, so anyone who wishes to recreate these and provide damage numbers for any of them to have tacked on here for reference, I welcome to do so. Note that most of the combos will take place near walls, which is where you usually want to be anyways, but Squigly comboing simply works better that way anyhow in my experience. Also note that combo's effectiveness will vary by opponent due to hitbox differences- Painwheel seems to be the perfect punching bag lol. Concussive Flames (8 Hit) This is the base for alot of Squgly's chains. It functions off a Wyvern Charged basic attack that launches the enemy a great distance, causing them to bounce back significantly if they hit a wall. You can use this to reset mid combo or to launch one, and you can do it more than once per combo. Technically it can be done as many times as you can manage to get a charge in before the opponent touches the ground after bouncing 1 time (If they're airborne, doing this with low juggles won't work). This is invaluable as most characters can't perform this sort of thing without using a tagout ability on the final opponent, or using a running hit at the start only. Big Band would be even more disgusting if he could do this rofl. Draugen Ignition (12 Hit) This is the same as the previous one, but it shows that the WC (Wyvern Charged) attack can be used on a falling opponent, since the 2 leadup hits will stop the falling. I actually only hit the 1st one in the video so this should actually be 13 hits. Squiggle Fury (19 Hit) This is just a simple improvement on your enhanced combo that makes use of WC'd attacks and Silver Chord, which people I'm sure widely know is invaluable for a ton of reset potential on combo juggling. Yo, You Got Any Hot Sauce?: Intermediate Combos (20+ Hit) Wyvern Raquetball (26 Hit) This is a demonstration of how you want to get in your optimal combo space if the opponent is too far from a wall, but you can still get through their block. Using silver chord to catch an opponent before you lose the frame, as well as showing that it's very useful for tacking on Drag N' Drop at the end of a combo while you've got a guarantee it won't be blocked. Even though I use WC'd attacks from a run in some videos it works exactly the same from standing position, so no need to worry with that.