Once you perfect using Cerebella's level 1 grab Blockbuster (the ever famous "HERE WE GO!") then you can pull wins out of your arse. It's the most damaging level 1 super, and the only other one that comes close is Big Band's level 1, but only if it's been powered up by his taunt. Plus, it's a command grab super, so they can't block it easily.
I am bad at remembering to use supers. And then when I remember to use supers I can wind up fumbling for the right command and get myself combo'd even more while messing up.
Plus, having tried beta and playing around with Robo Fortune, I may have found an alternate teammate for my Squigly. Robo's beams as an assist are really useful for helping Squigs to get in close. And also useful for catching and resets. And also useful for chipping. And mixups. Basically good beam spam.
Hmm. I always give myself a mental tickbox. "Have I just completed a shitty combo or ended with a HP, HK or special? Is the foe ground bouncing, rolling or just crumpling? If so, use super."
Though with Eliza that turns into "Spam Sekhmet and her medium punch combo."
Different characters have more usable supers to end combos with - a good example is Double's Level 1 super, the one with the car thingy. Invincibility, and if you hold the opposite direction, it comes from the other side. Same with Filia's Gregor Samson, which causes wall bounce at the end of it, so you could combo into something else and into a Fenrir Drive.
Even if you're terrible with 360 inputs (there are precisely two in the game: cerebella's second level 1, and Fukua's totally for novelty level 5), her other level 1, Diamond Dynamo is a solid option for finishing a combo.
Oh yeah, and Squigly's not terrible at approaching. While her dash has a windup period to it, her jumps are not terrible. You can hit confirm pretty effectively with j. MP, and let the extra hits play out.