So, my normal team is BigBand/Beowulf/Fukua, but I've been learning Squiggly to maybe replace Beowulf. She seems really hard for minimal rewards, her combos are unnecessarily complicated with the whole hard/easy Seria Cancel deal, and her damage output and usability of her supers seem minimal other than using Battle Opera for hard tag combos. BUT SHE'S SO FLASHY I NEED TO PLAY HER. Any tips on making the character either simpler overall for the damage she does, some sort of BnB combo rather than the whole ground combo launcher j.lp j.mk j.hp j.lk j.mk j.hp divekick into ground combo? Seria Cancelling is hard but I can learn it with some time.
Kinda late, but since no one's answered this yet... The main thing you want to be concerned about with Squiggly is charging her stances. All of her ground special moves become generally way more useful once charged, particularly Center Stage (qcf.mp), and it has the added bonus of making her stance cancel combos waaaaaaay easier to do (In fact, I wouldn't really bother trying to learn her combos charge-less, unless you're
really committed to using her. I don't think it's necessary.). A good game plan with her is to try to keep your distance until you get at least one stance fully charged (I usually go for punch version first). You can also get a full charge if you land her qcf.lp, throw, or the HK divekick. Since you're using Big Band, you can also get a charge off of his A Train grab move (or whatever it's called, I don't play BB >_>), if you set that as an assist.
As far as her supers go, both battle opera and Daisy Pusher (the throw one) are really useful for punishing when used in conjunction with a charged Center Stage (this is why I often go for charging punches first). You just have to be really confident in knowing which version you need to use depending on where the opponent is on the screen.
In general though... Squiggly is kind of an awkward character. Not someone you can just pick up and play really easily. Her combos are a bit strange (especially compared to someone like Fukua...), but if you want a slightly easier "BnB" to mess around with... Try: ground combo->Launcher->j.lk, j.mk, j.hk->m.divekick->ground combo ending with s.hp->silver chord (qcf.mk, doesn't need to be charged)->Daisy Pusher (qcb.throw). That has a basic outline of what her main combos stem from, but you don't have to worry about the odd air juggling bit. If you want an
even simpler one, try: ground combo->Launcher->j.lk, j.mk, j.hk->h.divekick->SBO (use the qcb.mk+hk version, it can be tricky to time this at first, you have to wait for Squiggly to recover, and also keep in mind that h.divekick sends the opponent behind you, so the input for the super will be opposite from the direction you started the combo in... if that makes sense). Note that for that last combo, you can simply opt to not do SBO and instead get a stance charge.
Hope that's useful! Also, just as a random thing, you might consider (if you're still messing with the same team) switching Big Band and Fukua. I'd say Big Band generally works better as an anchor than a point character, and Fukua would probably be better on point. But... not really
that big of a deal.