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| [[File:SG_squ.jpg|thumb|350px|[[File:SG_squ_icon.png|center]]]]
| | {{SG Character Intro|char=Squigly|short=squ|content= |
| __TOC__
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| {{Navigation-SG}}
| |
| ==Story== | | ==Story== |
| Squigly is the last "surviving" member of the Contiello family, a long lineage of opera singers and among the Medicis' most valuable clients. Fourteen years ago, Squigly's mother Selene obtained the Skull Heart under strange circumstances, and as a result, Lorenzo Medici ordered an attack on the Contiello family. Fraught with despair, Selene became the Skullgirl and revived her family as an undead army. What spared Squigly from becoming a mindless minion was the intervention of the Parasite Leviathan, the Contiello family's friend and guardian. | | Squigly is the last "surviving" member of the Contiello family, a long lineage of opera singers and among the Medicis' most valuable clients. Fourteen years ago, Squigly's mother Selene obtained the Skull Heart under strange circumstances, and as a result, Lorenzo Medici ordered an attack on the Contiello family. Fraught with despair, Selene became the Skullgirl and revived her family as an undead army. What spared Squigly from becoming a mindless minion was the intervention of the Parasite Leviathan, the Contiello family's friend and guardian. |
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| ''For more guides and resources jump to the [[Skullgirls/Squigly#External_Links|External Links]] section.'' | | ''For more guides and resources jump to the [[Skullgirls/Squigly#External_Links|External Links]] section.'' |
| | | }} |
| ==Stats== | | ==Stats== |
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Revision as of 14:58, 3 January 2022
Story
Squigly is the last "surviving" member of the Contiello family, a long lineage of opera singers and among the Medicis' most valuable clients. Fourteen years ago, Squigly's mother Selene obtained the Skull Heart under strange circumstances, and as a result, Lorenzo Medici ordered an attack on the Contiello family. Fraught with despair, Selene became the Skullgirl and revived her family as an undead army. What spared Squigly from becoming a mindless minion was the intervention of the Parasite Leviathan, the Contiello family's friend and guardian.
The battle between the Skullgirl and Lorenzo threatened to spread across New Meridian if not for Squigly and the intervention of the ASG, resulting Selene's defeat. The power that animated Squigly faded, and hers were the only intact remains of the Contiellos found. Lorenzo generously paid for their funeral and has not had conflicts with the Medicis' other clients since.
Fourteen years later, the newest Skullgirl has revived this tragic songstress...
Basics
Squigly is a midrange character who capitalizes off her opponents mistakes. She has great pokes and possesses an arsenal of unique tools and tricks. Squigly can charge herself up and store two different kinds of charges, which can be used to give her specials powerful properties. On the downside, Squigly without a charge is very frail.
- Charges and Stances: Holding the button on any ground special will cause Squigly to enter her charge stance. She will charge up after a few seconds and execute a much stronger version of the move by releasing the button. The stance can also be canceled; this will store your current level of charge. Entering charge stance and exiting it right away is called Stance Canceling and allows you to greatly reduce the recovery on any normal. This frame advantage opens up new pressure strings, more time to back off defensively, or new reset paths and opportunities. On top of the added space control she receives from the availability of each charged special move, Squigly having charge quite literally changes the flow of the game in her favor.
- Space control: Every fighting game character fights to control spacing, but Squigly's toolkit in particular is equipped to do this well. What she lacks in movement speed, she makes up for with small hurtboxes combined with deceptively large hitboxes that make it hard to challenge her buttons, such as her jLK and jHP. Her charged special moves such as Center Stage and Silver Chord counter opponents who commit to actions from fullscreen or fast actions in general, forcing opponents to play at her pace.
- Movement: Both her dash and backdash are rather slow. However, while in charge stance, Squigly gets a fast walking speed. Jumping will be your main movement option, due to Squigly having a double jump, amazing air buttons, and small air hurtboxes. She also has divekicks to fastfall and alter her air momentum, either defensively or to add pressure.
Playstyle
Squigly is a stance character that is able to build a unique resource and spend it to upgrade her specials. |
Pros |
Cons |
- Small Size: Thanks to her small hurtboxes Squigly is extremly evasive. Her 2LK allows her to low profile a variety of moves.
- Great Normals: Squigly is able to keep her ground well with far reaching low pokes, disjoints and the before mentioned 2LK. Each of her grounded normals is safe on block thanks to her stancels. Her jLK is tied with Fukua's jLP for the best air to air in the game. jHP covers half of the screen and can lead into a full combo.
- High Damage Potential: Stancels grant Squigly access to hurtful combos. Once she gains her charge the numbers skyrocket.
- Charged Sing: Unique special move that freezes the screen and drags the opponent towards you. If Squigly spends a bar she can punish nearly every button from anywhere on the screen with this.
- Charged DP: Arguably the best meterless reversal in the game. Multihits, autocorrects and can be made safe by spending meter.
- Lockdown assist and safe DHC: There is no character that dislikes having Squigly in the back. Drag'n'Bite is a forward moving lockdown assist. 2HP assist is a disjointed multihit low. SBO is an amazing safe DHC and allows Squigly to get a free charge after.
|
- Resource Reliant: Extremely meter-hungry playstyle. A lot conversions cost meter, and so does using Sing and her DP to an extent. She also needs to gain a charge to make good use of Sing and DP in the first place.
- Charging: It can be hard to find a gap to gain a charge safely in some matchups. Assists can negate this issue though.
- Poor Defense: Squigly doesn't have a reliable reversal outside of charged DP. Her supers are invulnerable on startup but can be countered in most situations. On top of that she lacks a dedicated anti air normal. Her metered anti air can be counter super'd by half of the cast.
- Bad Approach: Due to her slow ground speed Squigly often relies on jump ins which makes her approach very linear. She struggles aganist pushblock and has a hard time getting offense started.
- Terrible DHC Damage: SBO does little damage and scales the combo a lot. Daisy cannot be DHC'd into. Level 3 is decent but doesn't combo from some DHC's.
|
Important Moves
- jLK - extremely fast air-to-air for its size
- 2LK - versatile low poke that makes squiglys hurtbox extremly small
- jHP - controls large horizontal space in front of Squigly
- 2MK - long range low poke
- 6HP - grounded overhead option
- Divekicks (j236K)
- Seria Draguen Punch (with charge 623HP) - Meterless invincible reversal and antiair, your traditional uppercut move.
- Seria Center Stage (with charge 236MP) - Brings the opponent to Squigly. With a charge, causes a super flash, and lets Squigly react to what the opponent is doing.
- Reversals
- Uncharged Squigly's only reversals are Daisy Pusher(214LP+LK) and Inferno of Leviathan(214PP). However, Daisy Pusher is a post-flash jumpable command throw super and Inferno of Leviathan costs 3 meters, making both of these options not very ideal. Charged Squigly has access to H Draugen Punch(623HP) which is an amazing DP with lengthy invulnerablity frames that leads to a full combo and can even be made safe for the cost of 1 meter. Squigly Battle Opera (214KK) has some invulnerability frames and can be used to catch some opponents in a specific position, but without charge it is reactable so watch out.
Charges
{
Stats
Chains
Standing
|
3 Buttons: or → or → or
|
Crouching
|
3 Buttons: or → or → or
|
Air
|
5 Buttons: → → → → or
|
Movement
Weight
|
Dash
|
Double Jump
|
Airdash
|
IAD Lockout
|
Light
|
Run
|
Yes
|
No
|
N/A
|
Wakeup Time
Forward Tech
|
Backward Tech
|
Sliding KD
|
Hard KD
|
Crumple
|
39
|
40
|
6
|
31
|
32
|
Move List
Standing Normals
Lich Slap Toggle Hitboxes Toggle Hitboxes
|
5LP
|
s.
|
|
x1
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Chains Into Self
|
200
|
2.5%
|
+9
|
+6
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
6
|
2
|
10
|
20
|
17
|
7
|
N/A
|
|
|
x2
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
300
|
2.5%
|
+7
|
+6
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
8
|
5
|
9
|
20
|
19
|
7
|
N/A
|
|
|
- The first hit is a common reset point for Squigly due to it being +9. Being only 6 frames of startup this is your fastest normal attack.
|
|
Piercing Gaze Toggle Hitboxes Toggle Hitboxes
|
5MP
|
s.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
400, 450
|
3.75% x2
|
-1
|
-7
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
13
|
2, (2), 3
|
25
|
26 x2
|
20 x2
|
7, 9
|
N/A
|
|
|
- The first hit has shorter range and pulls the opponent towards Squigly while the second hit has the attack's full range.
- The vacuum effect of the first hit alone can be used for crossunder resets in the corner. It can also be used for midscreen crossunders from combos using certain assists.
- Squigly's most damaging medium normal, but mainly useful near the end of combos
|
|
Bune Knuckle Toggle Hitboxes Toggle Hitboxes
|
5HP
|
s.
|
|
x1
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Chains Into Self
|
750
|
5.0%
|
+5
|
-6
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
16
|
2
|
24
|
30
|
19
|
9
|
N/A
|
|
|
x2
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
800
|
5.0%
|
+4
|
-6
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
14
|
2
|
25
|
30
|
20
|
9
|
N/A
|
|
|
- High hitstun and range, easy to convert from using stance cancels
- Optimal for combo damage until maximum damage scaling is reached, after which 2HP is slightly better
|
|
Croisé Toggle Hitboxes Toggle Hitboxes
|
5LK
|
s.
|
|
x1
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Chains Into Self
|
200
|
2.5%
|
-4
|
-5
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
8
|
2
|
23
|
20
|
19
|
7
|
N/A
|
|
|
x2
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
150
|
2.5%
|
-5
|
-6
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
6
|
3
|
23
|
20
|
19
|
7
|
N/A
|
|
|
- Two hits makes it convenient for restanding a knocked down opponent
- Pushes Squigly slightly forward, making it useful for some specific resets.
|
|
Death Drop Toggle Hitboxes Toggle Hitboxes
|
5MK
|
s.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Launcher (vs air)
|
650
|
7.5%
|
+3 or 7 (vs air)
|
-3
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
13
|
2
|
24
|
28 or 32 (vs air)
|
22
|
11
|
N/A
|
|
|
- Against aerial or knocked down opponents, this move can be jump canceled, making it occasionally useful as an alternative launcher.
|
|
Dust to Dust Toggle Hitboxes Toggle Hitboxes
|
5HK
|
s.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Launcher
|
1000
|
10.0%
|
-2
|
-10
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
18
|
4
|
28
|
29
|
21
|
12
|
N/A
|
|
|
- Squigly's launcher
- Stance cancelled leads to resets.
|
|
Crouching Normals
Tail Light Toggle Hitboxes Toggle Hitboxes
|
2LP
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
150 x3
|
.9% x3
|
+7 (1st hit), +8 (2nd hit), +6 (Last hit)
|
+3 (1st hit), +4 (2nd hit), +2 (Last hit)
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
10
|
6 to 60 (4, 4, 4... if held)
|
8
|
20 x3
|
16 x3
|
6 x3
|
N/A
|
|
|
- Can be held before hitting, for anywhere between 6 and 60 frames
- Hits up to 3 times
- Useful for pressure since the opponent may have to guess when to pushblock
- Can be held at a distance to deter ground approaches, and easily converted after by buffering a medium normal while holding
- The first frame data graph shows tapping LP.
- The second frame data graph shows holding LP for the maximum possible time.
|
|
Serpent Spear Toggle Hitboxes Toggle Hitboxes
|
2MP
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
500
|
7.5%
|
+5
|
-3
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
12
|
4
|
18
|
26
|
18
|
8
|
N/A
|
|
|
- Has a low profile, making it useful for dodging some projectiles, jump ins, IADs or other high moves
|
|
Cremation Toggle Hitboxes Toggle Hitboxes
|
2HP
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Low
|
-
|
300 x3, 800
|
2.5% x4
|
+3
|
-9
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
18
|
6, 8 x2, 16
|
12
|
24, 26, 26, 24
|
17 x3, 18
|
11 x4 (5 x4 on block)
|
N/A
|
|
|
- Does 4 hits
- Hits low for the first hit that connects with the opponent, any extra hits hit mid.
- Useful for pressure, mixups, and for damage late in combos
|
|
Écart Toggle Hitboxes Toggle Hitboxes
|
2LK
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Low
|
-
|
300
|
2.5%
|
+7
|
+5
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
8
|
3
|
11
|
20
|
18
|
7
|
N/A
|
|
|
- A fast low that hits on both sides of Squigly
- Like 2MP, has a low profile, making it useful for dodging some projectiles or other high moves
|
|
En Pointe Toggle Hitboxes Toggle Hitboxes
|
2MK
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Low
|
-
|
650
|
7.5%
|
+8
|
-4
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
14
|
2
|
19
|
28
|
16
|
9
|
N/A
|
|
|
- Squigly's best medium normal, a long range low that moves her slightly forward
|
|
Dance of Salome Toggle Hitboxes Toggle Hitboxes
|
2HK
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Low
|
Sweep
|
1100
|
10.0%
|
Soft KD (Invuln.)
|
-11
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
15
|
4
|
26
|
15
|
18
|
11
|
N/A
|
|
|
- Squigly's sweep
- The knockdown this move creates can be used to build a charge.
- It is possible to combo after this move if it hits OTG.
|
|
Jumping Normals
Drake Bite Toggle Hitboxes Toggle Hitboxes
|
jLP
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
250
|
2.5%
|
+3
|
-2
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7
|
2
|
16
|
20
|
15
|
8
|
N/A
|
|
|
- Can hit standing opponents if done immediately after jumping, making it useful for beating some ground moves or in a fuzzy guard mixup
- Hits as an instant overhead against crouching Eliza, Cerebella, and Beowulf (In addition to Big Band)
|
|
Conqueror Wyrm Toggle Hitboxes Toggle Hitboxes
|
jMP
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
550
|
7.5%
|
+2
|
-2
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
10
|
5
|
18
|
24
|
20
|
9
|
N/A
|
|
|
- Negates Squigly's air momentum and moves her slightly backwards and up
- Can be used to stay longer in the air, move less predictably, or fake a crossup
|
|
Dragon Strike Toggle Hitboxes Toggle Hitboxes
|
jHP
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
250 x3, 750
|
2.5% x4
|
+4
|
-1
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
16
|
2, 2, 2, 6
|
17
|
19 x3, 26
|
21 x4
|
5 x3, 11
|
N/A
|
|
|
- Very long range multihit, good for controlling the air
- Mostly useful while falling, rather than at the start of a jump
- At close range vs air, can sometimes be converted from with dash jump j.LK
- Can often be converted from with Squigly Battle Opera, if in range
- Can convert with charged Silver Chord from afar
|
|
Coffin Nail Toggle Hitboxes Toggle Hitboxes
|
jLK
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
200
|
2.5%
|
+10
|
+4
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
8
|
7
|
8
|
24
|
18
|
8
|
N/A
|
|
|
- Fast, long range, and good hitbox makes it Squigly's main air-to-air move
- Easy to convert by chaining into j.MK
|
|
Ouroboros Circlet Toggle Hitboxes Toggle Hitboxes
|
jMK
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
500, 300 x3
|
1.875% x4
|
+4
|
+2
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
12
|
6, (3), 4 x3
|
16 (21 on whiff)
|
20, 20 x2, 24
|
18 x4
|
9, 4 x3
|
N/A
|
|
|
- Keeps Squigly in the air for 3 additional hits after connecting
- Can be converted from in nearly any situation by canceling into HK Divekick
- By immediately chaining into j.HP or j.HK, Squigly can skip the final hits and land unexpectedly early
- The second frame data graph shows the move on hit/block.
|
|
Madame Dragonfly Toggle Hitboxes Toggle Hitboxes
|
jHK
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
325 x3, 500
|
2.5% x4
|
-3
|
-4
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
15
|
2, 2, 2, 3
|
23
|
22 x4
|
21 x4
|
4 x3, 11
|
N/A
|
|
|
- Fast multihits can break armor, be difficult to pushblock, or sometimes catch incoming assists
- If Squigly is pushblocked away, dash jump j.HK can keep the opponent from jumping, making it useful for pressure
|
|
Command Normals
Ashes to Ashes Toggle Hitboxes Toggle Hitboxes
|
6HP
|
+
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
300, 150 x2, 800
|
2.5% x4
|
+6
|
-8
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
22
|
6, 6, 6, 6
|
21
|
26x4
|
15 x3, 18
|
11 x4 (5 x4 on block)
|
N/A
|
|
|
- Standing overhead, does 4 hits.
- Hits high for the first hit that connects with the opponent, any extra hits hit mid.
- Useful for pressure, mixups, and late in combos
- High hitstun makes it slightly easier to combo after than Squigly's other heavy normals
|
|
Universal Mechanics
Pass Away Toggle Hitboxes Toggle Hitboxes
|
Throw
|
+
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Throw
|
50% Damage Scaling
|
0, 1000
|
5%, 8%
|
Wall Bounce
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7
|
1
|
28
|
N/A
|
N/A
|
N/A
|
N/A
|
|
|
- Average range ground throw with numerous followup options
- Range can be slightly extended with a kara cancel from the first 1-2 frames of 5LK
- Midscreen
- Can convert universally using charged Center Stage, charged Silver Chord or SBO
- Some assists enable conversion with non-charged Center Stage
- On Big Band, Double, and Beowulf, it is possible to convert with non-charged Silver Chord
- Without charge or meter, Squigly can always capitalize by taking time to charge a stance, or by using center stage to keep up pressure
- Corner
- Can stance cancel for shorter recovery, enabling OTG-less conversions
|
|
Drake Fang Toggle Hitboxes Toggle Hitboxes
|
Air Throw
|
+ (in air)
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Air Throw
|
50% Damage Scaling
|
0, 1000
|
5%, 8%
|
KD
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7
|
3
|
25
|
N/A
|
N/A
|
N/A
|
N/A
|
|
|
- Can convert with any version of Divekick
- Conversion might be interrupted by enemy assists
|
|
Rise From Your Grave Toggle Hitboxes Toggle Hitboxes
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Tag
|
0, 500 x2
|
10% x3
|
Wall Bounce
|
-32
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
37
|
6, (19), 4, (16), 6
|
36
|
24, 15 x2
|
27, 18 x2
|
55, 11 x2 (10, 14 x2 on block)
|
N/A
|
|
|
- When tagged out, a tombstone stays on screen and follows the point character. When tagging in, Squigly emerges from under he tombstone in a coffin, breaking it open for her tag in attack.
- Does 3 hits in total, 2 in the front and 1 in the back. This causes it to cross up in some situations.
- Hitting an assist can make it hard to punish the tag, due to the assist wallbouncing.
|
|
Basso Buffo Toggle Hitboxes Toggle Hitboxes
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Snapback
|
0
|
-100%
|
N/A
|
-18
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
12 + 3
|
3
|
33
|
14
|
17
|
13
|
9
|
|
|
- Has a decent horizontal range and can easily be landed after H Divekick.
|
|
Specials
"Focus..."
|
Dragon’s Breath
|
+ [ ]
|
|
Uncharged
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
N/A
|
-
|
N/A
|
0%
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
12
|
N/A
|
7
|
N/A
|
N/A
|
N/A
|
N/A
|
|
|
Charged
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
N/A
|
-
|
N/A
|
0%
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
8
|
N/A
|
4
|
N/A
|
N/A
|
N/A
|
N/A
|
|
|
- Squigly poses with her back towards the screen, holding the pose and charging the stance as Leviathan's head glows with flame. During the stance specific walk, Squigly holds her arms out and does the signature "Jiang Shi" hop.
- While walking in this stance, Squigly has a higher walk speed than she does from her normal walking, equivalent to a fast walk speed.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Liver Mortis
|
+
|
|
Uncharged
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Invuln. (Strike) (Frame 13)
|
1000 (100)
|
(2.5%) 4.5%
|
Sliding KD
|
-8
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
20
|
2
|
32
|
26
|
25
|
16
|
N/A
|
|
|
Charged
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Invuln. (Strike) (Frame 9)
|
1400 (250)
|
(2.5%) 4.5%
|
Wall Bounce
|
-8
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
11
|
2
|
32
|
28
|
25
|
20
|
N/A
|
|
|
- Squigly and Leviathan throw an explosive one inch punch. The attack has invulnerability to hits, but is difficult to use as a reversal; the minimum start up animation for the stance is always vulnerable. The attack is too slow to combo without a charge, but the Seria version has a shortened the start up that allows Squigly to combo out of her heavier normals.
- The startup of the stance occurs before the startup of the move. The startup is omitted in the data, but can be seen in the graph.
- It is possible to combo into the uncharged version of this move using the stagger from silver chord or by using assists. The sliding knockdown gives Squigly enough time to get one of her stances charged.
- Commonly referred to as "Mortis".
|
|
|
Center Stage
|
+
|
|
Uncharged
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
N/A
|
-
|
N/A
|
(2.5%)
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
8
|
N/A
|
40
|
N/A
|
N/A
|
N/A
|
N/A
|
|
|
Charged
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
N/A
|
Invuln. (Full) (1 frame before and after flash)
|
N/A
|
(2.5%)
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
8
|
N/A
|
18
|
N/A
|
N/A
|
N/A
|
4
|
|
|
- Squigly's signature singing special move, which forces the screen to center on her. The Seria version causes a mini-super flash, complete with a forced hit stop like a regular super flash. Canceling Center Stage to Daisy Pusher can use this effect to create an inescapable throw set up.
- The startup of the stance occurs before the startup of the move. The startup is omitted in the data, but can be seen in the graph.
- Commonly referred to as "Sing".
|
|
"Bad Leviathan!" Toggle Hitboxes Toggle Hitboxes
|
Drag 'n' Bite
|
+
|
|
Uncharged
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
350, 300 x2, 400 (100, 90 x3)
|
(2.5%) 4.5% x4
|
+1
|
-11
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7
|
2, (12), 2, (10), 2, (12), 2
|
30
|
28 x4
|
16 x4
|
9 x4
|
N/A
|
|
|
Charged
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
350, 300 x5, 800 (100, 90 x6)
|
(2.5%) 4.5% x7
|
+11
|
-7
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7
|
2, (9), 2, (7), 2, (9), 2, (7), 2, (9), 2, (7), 2
|
25
|
28, 34, 28, 34, 28, 34 x2
|
16 x7
|
9 x7
|
N/A
|
|
|
- Leviathan pulls on Squigly like a disobedient dog on a leash, biting and chomping as he inches forward. Charging for the Seria version brings the attack adds hits, damage, and advantage on hit from the last bite.
- The startup of the stance occurs before the startup of the move. The startup is omitted in the data, but can be seen in the graph.
- The Seria version of this move can be linked after with a Light normal, allowing for some damaging combo routes.
- Commonly referred to as "DnB".
|
|
Toggle Hitboxes Toggle Hitboxes
|
Draugen Punch
|
+
|
|
Uncharged
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Invuln. (Full) (Frame 13)
|
900 (100)
|
(2.5%) 7.5%
|
-16
|
-27
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
6
|
15
|
35
|
33
|
22
|
12
|
N/A
|
|
|
Charged
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Invuln. (Full)
|
1300, 175 x2 (100 x3)
|
(2.5%) 7.5% x3
|
KD
|
-27
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
6
|
2, 2, 15
|
35
|
40 x3
|
20 x2, 22
|
20, 10 x2
|
N/A
|
|
|
- A dragon punch with an actual dragon!
- Although this attack doesn't use a 236P command, it still puts Squigly into Dragon's Breath stance. The 623P input shares the same charge and can be cancelled the same way.
- The HP version can't be held and will automaticially execute with the minimum stance start up (8f). Charged HP is also the only version with a fully invincible startup.
- The uncharged version has 1 hit and knocks the opponent off the ground to recover in the air without a knockdown.
- The charged version deals 3 hits and knocks down.
- Both versions can be converted off with SBO. Additionally the charged version can be converted off with charged Chord or Sing xx SBO or with pretty much anything in the corner.
|
|
"One, and, two, and..."
|
Serpent’s Tail
|
+ [ ]
|
|
Uncharged
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
N/A
|
-
|
N/A
|
0%
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
12
|
N/A
|
7
|
N/A
|
N/A
|
N/A
|
N/A
|
|
|
Charged
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
N/A
|
-
|
N/A
|
0%
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
8
|
N/A
|
4
|
N/A
|
N/A
|
N/A
|
N/A
|
|
|
- Squigly plants her feet firmly apart and starts spinning Leviathan's tail in a circle as she charges the stance. She uses the tail like a jump rope to skip forward or back during the stance specific walk.
- While walking in this stance, Squigly has a higher walk speed than she does from her normal walking, equivalent to a fast walk speed.
|
|
"Serpentine!" Toggle Hitboxes Toggle Hitboxes
|
Arpeggio
|
+
|
|
Uncharged
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
133 x7, 300 (33 x8)
|
(2.5%) 2.5% x8
|
+10
|
+1
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
8
|
4, 4, 4, 4, 4, 4, 4, 4
|
13
|
24 x7, 26
|
18 x8
|
0 x7, 11 (1x7, 11 on block)
|
N/A
|
|
|
Charged
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
133 x7, 300, 1000 (33 x8, 150)
|
(2.5%) 2.5% x8, 4.5%
|
Sliding KD
|
±0
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
8
|
4, 4, 4, 4, 4, 4, 4, 4, (13), 4
|
18
|
24 x7, 26 x2
|
18 x8, 21
|
0 x7, 11 x2 (1 x7, 11 x2 on block)
|
N/A
|
|
|
- Leviathan attacks with several, rapid tail strikes. The Seria version of the move ends with a slower stab that causes the slide stun.
- The startup of the stance occurs before the startup of the move. The startup is omitted in the data, but can be seen in the graph.
|
|
Toggle Hitboxes Toggle Hitboxes
|
The Silver Chord
|
+
|
|
Uncharged
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Hit Grab, 50% Damage Scaling
|
600 (100)
|
(2.5%) 2.5%
|
Stagger or +3
|
-13
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
12
|
20
|
65
|
N/A or 15
|
18
|
9
|
N/A
|
|
|
Charged
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Hit Grab, 50% Damage Scaling
|
600 (100)
|
(2.5%) 2.5%
|
Stagger or +17
|
-8
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
8
|
25
|
49
|
N/A or 29
|
18
|
9
|
N/A
|
|
|
- Squigly tosses Leviathan's tail, which hooks the opponent and drags them in. The stagger gives Squigly a guaranteed Daisy Pusher or combo of her choice. The basic version reaches about half screen and the Seria version reaches nearly full screen. The charged version will also ignore assists and only grab enemy point characters. Like many other "Get over here!" style attacks, this is extremely unsafe on block and whiff.
- The startup of the stance occurs before the startup of the move. The startup is omitted in the data, but can be seen in the graph.
- The stagger of this move is once per combo. However, one can still combo off of the Seria version of the move even if stagger has already been used due to the generous hitstun.
- Commonly referred to as "Chord".
|
|
"Hallowed ground!" Toggle Hitboxes Toggle Hitboxes
|
Tremolo
|
+
|
|
Uncharged
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Projectile
|
350, 350, 550 (100 x3)
|
(2.5%) 1.6364% x3
|
KD
|
-3
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
16
|
3, (2), 4, (2), 4
|
27
|
26 x3
|
21 x3
|
4, 2, 11
|
N/A
|
|
|
Charged
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Low
|
Projectile
|
350 x5, 550 (100 x6)
|
(2.5%) 1.6364% x6
|
KD
|
-4
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
16
|
3, (2), 4, (2), 4, (2), 4, (2), 4, (2), 4
|
28
|
26 x6
|
21 x6
|
4, 2 x4, 17 (4, 2 x4, 11 on block)
|
N/A
|
|
|
- Squigly drops down, allowing Leviathan to submerge his tail below the ground and attack from underneath the opponent. The multiple hits push the opponent back before the knockdown from the last hit, reaching half screen after 3 hits with no charge and ending at nearly full screen after 6 hits for the Seria version.
- The startup of the stance occurs before the startup of the move. The startup is omitted in the data, but can be seen in the graph.
- Has 1 frame of no super cancel period near the end, but only sometimes??? Not sure how to make it happen (pic)
|
|
"Grave digger!" Toggle Hitboxes Toggle Hitboxes
|
Fallen Woman
|
(Air Only) +
|
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
300 (100)
|
(0.5%) 7.5%
|
+8 (at best)
|
+11 (at best)
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
10
|
(until ground)
|
4
|
12
|
15
|
9
|
N/A
|
|
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
400 (100)
|
(0.5%) 7.5%
|
+15 (at best)
|
+11 (at best)
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
12
|
(until ground)
|
4
|
19
|
15
|
9
|
N/A
|
|
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
400, 1000 (100)
|
(0.5%) 7.5% x2
|
KD
|
-11 (at best)
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
14
|
(until ground), (33), 6
|
32
|
58, 20
|
21
|
12, 16
|
N/A
|
|
|
(Second use)
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
400 (100)
|
(0.5%) 7.5%
|
+3 (at best)
|
-11 (at best)
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
14
|
(until ground)
|
32
|
35
|
21
|
12
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N/A
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- Standard issue dive kick. It has a minimum height and additional start up for the move itself, making an instant dive kick comparable to a slower instant air dash attack. The LK version starts significantly faster than the other versions but does not cause enough hit stun to start a combo. The MK version is slower, can start a combo, and will always force an opponent to land standing when it hits air to air. The HK version is the slowest, actually hits high, and ends with a second hit that will launch the opponent for a knockdown once per combo.
- The second frame data graph for the HK version shows the move on hit.
- The frame data graph for the 2nd use of the HK version shows the move on hit.
- Commonly referred to as "Divekick"
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Supers
Toggle Hitboxes Toggle Hitboxes
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Squigly Battle Opera Level 1
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+ +
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Mid
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Invuln. (Full), Projectile
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375 x5 (100 x5)
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-100%
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+64 or KD (vs air)
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+60
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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4 + 11
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240
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19
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26 x5
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22 x5
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4 x5
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9 OR 15 (after charged 236MP)
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- Creates a multi hit, floating note projectile. Commands with LK+MK, MK+HK, and LK+HK all place the fireball at different fixed positions. The fireball pins itself to the screen position, allowing Squigly to push it around relative to the stage as the camera moves.
- Hitstop will increase to 15 when used simultaneously with charged Center Stage.
- Commonly referred to as "SBO".
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"Time to bury you... six feet over!" Toggle Hitboxes Toggle Hitboxes
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Command Grab
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Invuln. (Full), 55% Damage Scaling
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0, 500, 2000
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-100%
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Crumple
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N/A
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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4 + 9
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23
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57
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N/A
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N/A
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N/A
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9 OR 14 (after charged 236MP)
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- Squigly opens a grave at her feet, buries the opponent, sprouts a randomly chosen flower on the mound, and poses for a moment before a casket crashes down from the top of the screen with the opponent inside again.
- Hitstop increases to 14 when used simultaneously with charged Center Stage.
- Commonly referred to as "Daisy".
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"And now... The grand finale!" Toggle Hitboxes Toggle Hitboxes
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Inferno of Leviathan Level 3
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+ +
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Mid
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Invuln. (Full), 45% Minimum Scaling, Projectile
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675 x8 (150 x8)
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-300%
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N/A
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N/A
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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8 + 6
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-- (8, 8, 8...)
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46
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32 x8
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22 x8
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7 x8 (6 x8 on block)
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9 OR 12 (after charged 236MP)
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- Leviathan projects a massive fireball at an up forward angle. After it leaves the screen, the fireball returns to chase the opponent around from behind. The fireball will not disappear until it makes contact with all 8 hits.
- Hitstop increases to 12 when used simultaneously with charged Center Stage.
- If Squigly is hit by a snap while the fireball is on screen, then the fireball will disappear.
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Taunt
"Give up yet?"
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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N/A
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-
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N/A
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0%
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N/A
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N/A
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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N/A
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N/A
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70
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N/A
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N/A
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N/A
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N/A
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- Performing her taunt is one of the two requirements for Squigly to have access to her level 5. The other requirement is having either charge available.
- You can taunt mid combo as solo Squigly by doing Chord > Taunt xx Daisy Pusher...if you want to style on your opponent.
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"We will return."
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Assist Taunt
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Automatically done after an assist move
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Guard
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Properties
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Damage
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Meter
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On Hit
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On Block
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On Pushblock
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Mid
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-
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N/A
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0%
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N/A
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N/A
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Startup
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Active
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Recovery
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Hit Stun
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Block Stun
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Hit Stop
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Super Hit Stop
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N/A
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N/A
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30
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N/A
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N/A
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N/A
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N/A
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- Amount of time it takes for the character to turn invulnerable after they finish performing their assist action.
- Longer recovery → more time to punish the assist.
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Colors
Intro Poses
Squigly has 3 different intro poses that can be selected by holding a light, medium or heavy button during the loading screen before a match.
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Intro pose 1: Hold OR ![Sg lk.png](/images/thumb/d/d8/Sg_lk.png/25px-Sg_lk.png) Squigly and Leviathan take a bow. Are you ready? For over a decade! Shall we dance, milady? Let's.
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Intro pose 2: Hold OR ![Sg mk.png](/images/thumb/8/86/Sg_mk.png/25px-Sg_mk.png) Squigly emerges from her grave. Hisss. Curse you! Hnnn. Plagues upon you!
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Intro pose 3: Hold OR ![Sg hk.png](/images/thumb/9/91/Sg_hk.png/25px-Sg_hk.png) Squigly uses Leviathan like a swing. It's good to be out. I concur. ...Hello.
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Players to Watch
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
NOTE: These tables are still WIP- seen
External Links
When browsing Skullheart, keep in mind it was most active when the game was on an older patch.
General
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Characters
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Mechanics
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Other
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