The youngest princess of the Canopy Kingdom, Umbrella is rarely seen outside the halls of the royal palace in Canopolis. She has grown up sheltered, with her only true friend being a family heirloom: the Living Weapon Hungern. Together, they fight evil and kick butt in the name of justice, just like Umbrella’s big sister: Parasoul! Or at least they would if Parasoul would let them out of the palace!
The rise of a new Skullgirl may just give Umbrella the adventure she wants. But, when she finds out the truths about herself and her family, will she wish she had stayed home?
Basics
Umbrella is strike/throw character that transitions into a high damage vortexing monster once she lands a hit. Her main mechanic is her draining hunger meter which dramatically changes her depending on the hunger state she is in. In starving and overstuffed, she is the worst character in the game bar none. But in ravenous Umbrella has access to some of the strongest tools in the game with her punch normals as well as access to the SQRT Setups. With the right pilot and Hunger state, Umbrella can make any stray hit the scariest thing you can be hit by in the entire game.
Playstyle
Umbrella is a tiny menace.
Strengths
Weaknesses
High Damage - Consistently high damage character in ravenous that can temporarily increases when using Salt Grinder for an overstuffed combo
Mixups - Umbrella has access to some of the best mix in the game with instant overheads and tickthrows to layer ontop of her very strong vortex setups
Ravenous Normals - In ravenous, she gains access to the fastest jab in the game, a "Sniper" low, and a instant overhead in 2LP, 2MP, and jMP respectively.
Plus Frames - Tools like jMP, Slurp N' Slide, and Puddles that are Plus on block let you take and maintain your turn on advantage over and over again
Childsized - Frequently, her small size makes many combos and setups from other characters difficult to if not impossible to execute on her, couple that with her hurtbox shifting moves like 2LK and 2MK makes catching her tricky in the first place
Slow Start - While she gains strong options while in ravenous, Umbrella starts the game in Satiated. Most of her options like in this state compared to the rest of the cast of characters are quite weak and might stay that way against her disadvantageous zoner matchups
Limited Movement - Umbrella's step dash is slow and commital making inital approaches difficult. Additionally, she has no signifigant air movement altering options making her linear and predictable
Inconsistent Reversals - Hungern Rush has a exploitable hitbox and is only strike invulnerable and Contact Lens is metered and needs aditional meter to convert off of. This makes her resort to pushblock or mash a normal to get out of pressure, luckily, she possesses a 4 frame jab
2LK - Fast low, key to Umbrella's low/throw mixups, and great poke in neutral since it advances a good distance forward when done during a dash. Its ridiculous low-profile (lower than Squigly 2LK) makes it incredibly difficult to contest, especially when mixed up with 2MK.
2MK - Disjointed low, very important counterpart to 2LK. It has a very strong high-profile/low crush to beat moves that would otherwise hit 2LK. Also, it's invulnerable to throws, giving it a niche use as a reversal.
2MP - Low profile with good range and disjoint, vaccuums on contact while Ravenous, compliments 5MP very well.
Tongue Twister - A very fast grounded command grab, very good for her strike/throw game, which can stretch to fullscreen in Ravenous.
Salt Grinder - Your hit grab combo extender. Very high damage when under 4 Pips and staggers on release, leading to easy follow-ups.
Slurp 'n' Slide - Your tool to get in when Ravenous or Satiated, very good combo piece while Ravenous, allowing you to begin pressure.
Cutie Ptooie - Very important neutral tool as it's the only way to feed Hungern without landing a hit on the opponent, it's also amazing at controlling the air with its extensive active frames and travel arc.
Wish Maker - Slow, horizontal bubble that traps your opponent in a bubble on hit, mainly used in neutral when covered by an assist or fullscreen, combo extensions, and resets. Be wary of what range you're at and what options your opponent may have.
Long lasting horizontal Projectile assist that breaks armor and traps the opponent in a bubble on contact. Its long duration on hit allows it to be used as a setup assist. Disappears if Umbrella is hit and is intangible.
6HP
Umbrella's best assist, a large Space-Control assist that counters most Arial approaches and staggers.
Both the rising and falling hit is very damaging makes it effective to use in most combo routes and can be used as an Setup assist because of its stagger.
Salt Grinder (236LP)
A hitgrab setup assist that deals high damage and staggers on hit.
Tongue Twister ([4]6LPLK)
A long ranged command grab setup assist that deals sky-high damage and carries to the corner from almost anywhere but needs a stagger to be combo'd into and has subpar range in satiated. Please don't use this assist
Move List
Attention:
Umbrella's info section for her moves will be divided for Hunger specific info/use, similar to how other characters special moves are divided by strength (general info then strength specific info). The toggles will star for Hunger State descriptions since they do not take that much space. (I pray for no more template issues so help me Liam.) - Seen Connroy
Character Mechanic: Hungern and the Hungern Bar
Hungern's current level of hunger is Umbrella's defining characteristic that sets her apart from the rest of the cast. Depending on certain factors, Hungern will grow either more hungry or more full, leading to attacks involving him to gain different properties, damage, and other such effects. To play Umbrella, one must learn to manage Hungern's appetite mid-match, and be able to adapt their neutral game, pressure, and combo routes to account for Hungern's ever growing appetite.
The moves that are influenced by the Hungern Bar are as follows:
All of Umbrella's punch normals
All specials
Retina Reflector
Under the Weather
Feeding Time
The moves that can influence the Hungern Bar level are as follows:
Empties:
Passively
All bubble specials
All punch normals
Hug it Out (taunt)
Fills:
All Throws
Cutie Ptooie
Hungern has four stages of hunger he can be in throughout the match. Each state gives Hungern different and unique properties depending on which of them he is currently in. The stages of Hungern's hunger are as follows:
Starving
Ravenous
Satiated
Overstuffed
Starving
Starving is the weakest and lowest stage of hunger that can be achieved and usually happens due to poor management of it. Unlike the other stages, he wilts and cracks constantly for Hungern aesthetically and Hungerns color and pips darken.
In starving, you lose most links and almost all moves involving Hungern becomes immensely slow and minus. On top of this, Slurp N' Slide and most of her bubble specials become unplayable. Every grab variant she has becomes very important because it gets her out of starving which is her first priority as well as adding decent damage.
Moves that would be beneficial to use in this state are:
All Grabs
Kick Normals
Cutie Ptooie
Cutie Ptooie as a bubble special is unique. Like other bubble specials, no bubble will appear. However, it will increase the Hungern pip level without having to hit the opponent, putting her in her best Hungern stage and level. If possible, this move is a great default while in starving and out of immediate pressure.
Ravenous
Ravenous is the gateway form between Satiated and Starving, and is the strongest state to be in. This state is achieved through a lack of ingesting the opponent, but managing it enough to keep from being hungry. This stage is noted in appearance with Hungern's eyes becoming bloodshot and him moving erratically within Umbrella's grip. In addition, his tongue sticks out from the top of his "mouth". In her original palette, Hungern's body becomes covered with red, vein-like stripes and red energy flows through him. The pips of the hunger meter are a red color when you enter this state.
When Ravenous, you have access to Umbrella's fastest collection of normals, including the game's fastest normal (Ravenous 2LP; 4 frame start up). With these speed comes advantage, as all of your lights are very advantageous on block, allowing you many points to reset pressure and can lead to tick throw setups with grab or Tongue Twister.
In addition, you get access to a lightning fast universal instant overhead in j.MP, which can be used to enforce high/low mixups, on top of strike/throw, and leads to great damage.
When specials are concerned, Slurp N' Slide is an interesting case. It's extremely fast, moves farther, and you get a full combo if this move hits (which sends the opponent behind Umbrella). In addition, the launch angle on hit can allow for interesting combo routes and resets with different assists, so be sure to take advantage of Ravenous SnS. Ravenous Hungern Rush will deal more damage and has a higher and closer ground bounce in comparison to Satiated.
Since Ravenous has a lot of hunger available, your grab based specials are all extremely strong. Tongue Twister travels full screen when you're in this state. However, one may want to manage and see whether they'd rather cash out for damage or take advantage of the general speed that Ravenous provides.
As for your supers, Under the Weather produces a moderate amount of bubbles, and Feeding Time does higher than average damage due to the amount of hunger Ravenous has stored up. However, Retina Reflector acts a bit different. Instead of the typical 6 eyes surrounding the field Umbrella fires out of Hungern, there are now 8, meaning you get 2 additional hits on the physical projection if the attack and you get 2 more eyes to hit opponents with for a chance to detonate on them later.
Satiated
Satiated is the mode that Umbrella starts in when the match begins. This is the "neutral" state, where Umbrella is at a balance of her modes. This stage is noted in appearance with Hungern moving the least while in this stage, resembling a closed umbrella. He is thin, and does not have any unique effects to him, unlike the other three modes. In her original palette, Hungern is his normal purple color. The pips of the hunger meter are yellow in color when you enter this state.
This state acts as the "jack of all trades" of Hungern's state. This state, overall, doesn't do anything better than than the others, but it lacks the drawbacks of the other 3 states, making it the safest state to be in generally. You have alright advantage on block, you do a moderate amount of damage from all sources, and you act as a way to lead into the other states that you want to be.
All of your specials are available, and they all work as they should. Slurp N' Slide is advantageous on block. All three of your bubble based specials work as intended and travel a fair distance, and your grab based attacks deal good damage when used. Your supers all do as they're intended with Under the Weather spewing a moderate amount of bubbles and Retina Reflector dealing 6 hits.
Overall, this state you will most likely end up spending a lot of time in. Whether its just using it in neutral for its consistency, or planning out which mode you will transfer into next. Satiated is a swiss army knife that allows Umbrella to stay competitive with the rest of the cast from the start of the round.
Overstuffed
Overstuffed happens at high Hunger pips and can be identified with Hungern becoming bloated, dripping, and changing color. The pips also hue shift to blue.
In this state, Umbrella deals strong damage with her punch normals and frequently, bounce properties become attached to them. In addition bubble specials become enhanced in damage. However, normal move startup frequently doubles, all Grabs become substantially worse and some specials like Slurp N' Slide and Hungern Rush lose their previous utility.
Hitbox only activates once Umbrella passes through the opponent, so you must block crossup.
After recovering from this move, Umbrella goes into her HKD wakeup animation (yes, it is invul).
The window to punish on block varies on spacing from 7f to 19f and does not consume OTG (she will be restood actually). 2LK is your safest option and most consistent option, but you can for bigger punishes if you are confident.
If you miss the punish you can still go for a mixup or oki, depending on hunger state, as she only has a strike invul dp.
While it can be as safe as -7 the very lengthy startup opens her up to getting hit beforehand.
Holding jMK gains Umbrella a brief float and can directed by holding 4 or 6.
Can hold jMK for up to 27 frames before transitioning to j[MK], releasing jMK before then will add the standard 18f of recovery.
[ ]
Umbrella fall unceremoneously to the ground, upon landing, she flops onto the ground, splashing any puddles she lands in, and forcibly goes into recovery.
Cannot cancel into anything landing, unlike jHP, so conversions are impossible without an assist or puddle.
After recovering she goes straight into her wakeup animation.
This move is not punishable on block due to there being 1f before she goes into her wakeup animation, despite training mode saying it is -36 due to wakeup animation. Funnily enough, landing on a puddle makes it more punishable, increasing the window to 5f. (Will make a vid later, remind me after CB.)- Seen
First hit will cause a Sliding KD and fills the Hungern bar by 1 pip.
Tapping LP+LK again will cause Hungern to hit again up to 4 times, Filling Hungern by 1 pip per hit and increasing the launch distance each time, making it comboable with meter use.
Hungern rolls out his tongue in an attempt to grab the opponent, reeling them in and chewing on them before spitting them out.
Hold to increase active and recovery frames. If the hitbox extends offscreen, the move will end prematurely.
Repeatedly tapping LP+LK will cause Hungern to chew up to 4 additional times, filling the Hungern Bar with each bite. The move will end prematurely if the Hungern Bar is filled.
The damage of each hit is determined by the initial Hungern state, so if used while Satiated and Hungern turns Overstuffed, additional hits will still deal Satiated damage.
Convert with Retina Reflector midscreen or meterless when close to/in the corner.
Umbrella has Hungern chomp and grind up whoever is in front of him, staggering on the way out.
Alternating LP & HP or left & right cause Hungern to grind up to 10 times, filling the Hungern Bar by 0.5 pips for each hit. The move will end immediately if the Hungern Bar is full.
Primary combo piece in low to medium pip combos, adding damage and a stagger for highly damaging combo routes
Hungern lunges upward and falls down, eating anyone in his path. OTG follow ups are possible from dash 2LK, 5/2MP, and 5MK.
Airborne 2 frames before active (3 while Overstuffed) and since it is airborne, it will be a stage one starter, vulnerable to airthrows, and can not be cancelled out of.
Horrible horizontal range and only strike invul, it does have great verticality, and being unblockable while rising, making this better as an anti-air than a reversal. This is DEATH on whiff and block.
Fills the Hungern Bar by 1 pip unless Overstuffed.
While Overstuffed, Hungern rush is a single, non-supercancellable hit. Can only convert if they're high up (or after 2HP / Overstuffed jHP for combos), convert with dash 2LK for consistency.
Assist Properties
Loses unblockable while rising property.
Applies its 55% scaling on its first hit, lowering the damage of the second one.
Hungern spawns a bubble that Umbrella can interact with that travels ~55% of the screen before staying in place briefly.
A very versatile special overall as it is a primary combo piece for advanced combos, useful in tagging the opponent in neutral without committing, and making your pressure more advantageous/safe.
Bubble spawns on f22 and is not interactable until frame 13 of spawning (12f 'startup'). Traveling for 240f, then stopping and staying in place for 60f before detonating.
Jumping onto the bubble gains Umbrella a new jump arc that is both high up and travels far, popping the bubble and leaves a puddle where it was. By holding left or right Umbrella can influence the trajectory of her jump, like Marvel superjumps.
Striking the bubble will have it home onto the opponent before popping and leaving a puddle.
Can be struck by Slurp 'n' Slide to enhance it, leaving a puddle underneath.
Umbrella plants Hungern in the ground and blows a bubble that travels just short of halfscreen.
Primary Combo Piece. Used to save OTG, extend combos after certain moves, allowing various followups or setup for resets. Can only be used once per combo.
Trapped state lasts for 98f, and cannot be thrown, then they are ejected from the bubble and in hitstun for 15f afterwards. If trapped again, the bubble immediately pops.
Bubble pops after being hit or after trapped duration ends, spawning a puddle.
No bubble is spawned while Starving.
Bubble travels ~70% of the screen over it's active period. Very oppressive against characters that use armor to get in.
Data is for 5MK / 2MK & j[MK] (excluding j[MK] on block, due to the nature of the move).
When a bubble from Bobblin' Bubble is popped, or when the opponent is released from the bubble state from Air Throw or Wish maker, it leaves a puddle on the ground.
Umbrella can interact with these puddles from her buttons and from Slurp 'n' Slide (See the respective move for how puddle interacts with it).
Puddles take 2f before being interactable, and last for 1800f.
Umbrella's point must be within the puddles range in order to proc it.
If there are multiple puddles on top of each other, all within range are used, but only one set of hitboxes will be created.
Killing a character with this will be eaten and increases the Ravenous section of the Hungern bar by 2 pips, removing starving state and improves combos slightly.
Niche, but can be converted from with Wish Maker.
Damage is for Starving/Ravenous, Satiated, and then Overstuffed state.
Taunt
"You're the cutest and bestest!"
Hug It Out
+ +
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
N/A
N/A
112
N/A
N/A
N/A
N/A
Empties the Hungern Bar by 1 pip over the duration, can hold to increase recovery and amount of bar emptied.
Also spits out any characters consumed by level 3, removing the benefits.
"Bleeehhh!"
Assist Taunt
Automatically done after an assist move
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
N/A
N/A
50
N/A
N/A
N/A
N/A
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.
What an absolute child.
Colors
Color 1 Default color palette.
Color 2 Original alternate color palette.
Color 3 Original alternate color palette, likely inspired by Christmas colours.
Umbrella has 3 different intro poses that can be selected by holding a light, medium or heavy button during the loading screen before a match. (Currently these lines are cycled through her poses.)
Intro pose 1: Hold OR Umbrella floats on screen, Mary Poppins style. Hellooo-ooo-ooo-ooo~!
Ooo-wee-ooo-wee-ooo!
Intro pose 2: Hold OR Umbrella walks on screen then waves ecstatically at the opponent. You're not gonna like us when we're hungry!
Don't worry, Hungern's never eaten anyone... that I know of...
Intro pose 3: Hold OR Umbrella feeds Hungern a double scoop ice cream then readies herself. Have an appetizer, Hungern. Now for the main course!
Oh, did you want some? Sorry, I only brought enough for Hungern.
Win Poses
Umbrella's first win pose works with any Light or Medium button.
Winpose 1: Hold or My ice cream didn't have time to melt.
Victory tastes sweet... and ice creamy!
Winpose 1: Hold We have to go, our kingdom needs us.
Good-byeee~ (fades out as umbrella leaves the screen)
Winpose 1: Hold I love you Hungern! *Hungern noises*
You're the cutest and bestest!
Players to Watch
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