Skullgirls/Squigly: Difference between revisions
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{{SG Character Intro|char=Squigly|short=squ|content= | |||
==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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Fourteen years later, the newest Skullgirl has revived this tragic songstress... | Fourteen years later, the newest Skullgirl has revived this tragic songstress... | ||
== | ==Overview== | ||
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. | 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. | *'''Charges and Stances:''' Holding the button on any ground special (except H Draugen Punch) 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. | *'''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. | ||
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* '''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. | * '''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. | ||
* [https://youtu.be/kv_uUP0HaZs Charged Sing aka Center Stage] is the most unique special move in the game and the foundation of Squigly's gameplan. As the name suggests, it centers the screen on Squigly and reduces its size for few seconds. If your opponent isn't already close to Squigly, they will be pulled in and appear on the edge of the screen. The move will create temporary corners on both sides of the reduced screen which cause wallbounce. Most importantly, charged Sing causes superflash which forces hitstop on the opponent, effectively stopping time for a brief moment. Squigly is also able to cancel charged Sing into any of her supers. This allows you to punish any button the opponent presses from anywhere on the screen, making it Squigly's most threatening tool. | |||
**This superfreeze also keeps opponents stuck on the ground, making Daisy Pusher unjumpable (essentially, like a true 360). | |||
**The superfreeze makes opponents unable to react with a reversal to SBO, given the orb connects with the opponent before the hitstop runs out. | |||
**Charged Sing xx SBO catches dashing opponents, unless they were dashblocking before the superfreeze. Airdashing will always be caught since it's not possible to dashblock in the air. | |||
**The wallbounce is used for throw and assist conversions. | |||
**Moving your assist behind the opponent prior Charged Sing will push them into Daisy Pusher range, even from fullscreen. This can be easily done with Peacock's H Teleport assist, for example. | |||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
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|tablewidth=80 | |tablewidth=80 | ||
}} | }} | ||
<br> | |||
<div class="heading" style="text-align: center;">'''Video Overview'''</div> | |||
<div style= "margin: 20px;">{{#ev:youtube|https://youtu.be/QMlK6ZrYVqg||center|||start=1}}</div> | |||
}} | |||
==Stats== | |||
{{CharacterData-SG | |||
| weight = Light | |||
| dash = Run | |||
| doublejump = Yes | |||
| airdash = No | |||
| iadlockout = N/A | |||
| forwardtech = 39 | |||
| backwardtech = 40 | |||
| slidingkd = 90 | |||
| hardkd = 31 | |||
| crumple = 32 | |||
| standingchain = 3 Buttons: {{NotationIcon-SG|LP}} or {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} or {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}} | |||
| crouchingchain = 3 Buttons: {{NotationIcon-SG|LP}} or {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} or {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}} | |||
| airchain = 5 Buttons: {{NotationIcon-SG|LP}} → {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} → {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}} | |||
}} | |||
==Assists== | |||
<gallery style="float:right"> | |||
Image:SG_squ_chp.png|500px|'''2HP (default assist)''' | |||
Image:SG_squ_qcfmp_assist.png|500px|'''Center Stage (default assist)''' | |||
Image:SG_squ_qcfhp_assist.png|'''Drag 'n' Bite (236HP)''' | |||
Image:SG_squ_qcfmk_assist.png|500px|'''Silver Chord (236MK)''' | |||
</gallery> | |||
===2HP (default assist)=== | |||
Multi-hitting [[Skullgirls/Team_Building#Low_assists|low assist]] that is very active. | |||
=== | ===Center Stage (default assist)=== | ||
[[Skullgirls/Team_Building#Setup_assists|Setup assist]]. When Squigly sings as an assist, the point character can exploit her forced screen movement while taking other actions. Running forward while calling the assist instantly closes the distance against a fleeing opponent. Timing the assist during a combo allows a point character to use a wall bounce in a combo at the middle of the stage. Using <b>Center Stage</b> in concert with a command throw can grab an opponent at a seemingly unfair range. | |||
===Drag 'n' Bite (236HP)=== | |||
[[Skullgirls/Team_Building#Lockdown_assists|Lockdown assist]] that travels forward slightly. | |||
===Charges=== | ===Silver Chord (236MK)=== | ||
A hitgrab that travels forward. Slow, but covers a large horizontal space on front of Squigly. Staggers on hit so it can be used for setups. | |||
<br clear=all/> | |||
==Move List== | |||
===Character Mechanic: Stances & Charges=== | |||
{|style="vertical-align:top" align=right | {|style="vertical-align:top" align=right | ||
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*Squigly will keep charges when she is tagged out. If you select a special as her assist she will execute the charged version and use up her charge. | *Squigly will keep charges when she is tagged out. If you select a special as her assist she will execute the charged version and use up her charge. | ||
*Squigly stores her current charge level when she is hit out of her charge stance. When she is hit out of the startup of her specials though, she will lose her charge. | *Squigly stores her current charge level when she is hit out of her charge stance. When she is hit out of the startup of her specials though, she will lose her charge. | ||
*It takes | *It takes 41 frames to store a full charge. | ||
====Stance Canceling==== | ====Stance Canceling==== | ||
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*It allows her to cancel her standing overhead into a low, which makes her mixups more threatening. | *It allows her to cancel her standing overhead into a low, which makes her mixups more threatening. | ||
*Having a stored charge shortens the recovery even further, which gives you more frame advantage and allows for medium and heavy links. | *Having a stored charge shortens the recovery even further, which gives you more frame advantage and allows for medium and heavy links. | ||
*It also gives you access to a shortcut(PP/KK) which doesn't require you to input 236PP/KK. I would not recommend making use of this though, since you have to learn the manual input for uncharged cancels anyway. | *It also gives you access to a shortcut(PP/KK) which doesn't require you to input 236PP/KK. I would not recommend making use of this though, since you have to learn the manual input for uncharged cancels anyway, and does not work on block or whiff. | ||
<youtube>tMRYEGiKv2A</youtube> | <youtube>tMRYEGiKv2A</youtube> | ||
Frame advantage in brackets are the stance cancelled version of the move, assuming that immediately after the move connects the move is stance cancelled. The first value listed is the uncharged version, and the second value is with a stance charge, which have total recovery of 19f and 12f, respectively. | |||
===Standing Normals=== | |||
{{MoveData-SG | |||
| pic = [[File:SG_squ_slp.png|225px]] | |||
{{MoveData-SG | |||
| pic = [[File:SG_squ_slp.png|225px]] | |||
| hitbox = [[File:SG_squ_slp_hb.png|225px]] | | hitbox = [[File:SG_squ_slp_hb.png|225px]] | ||
| caption = Lich Slap | | caption = Lich Slap | ||
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| hitstun = 20 | | hitstun = 20 | ||
| blockstun = 17 | | blockstun = 17 | ||
| onhit = +9 | | onhit = +9 [+1/+8] | ||
| onblock = +6 | | onblock = +6 [-2/+5] | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = N/A | | superhitstop = N/A | ||
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| hitstun = 20 | | hitstun = 20 | ||
| blockstun = 19 | | blockstun = 19 | ||
| onhit = +7 | | onhit = +7 [+1/+8] | ||
| onblock = +6 | | onblock = +6 [0/+7] | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = N/A | | superhitstop = N/A | ||
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| hitstun = 26 x2 | | hitstun = 26 x2 | ||
| blockstun = 20 x2 | | blockstun = 20 x2 | ||
| onhit = -1 | | onhit = -1 [+7/+14] | ||
| onblock = -7 | | onblock = -7 [+1/+8] | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = N/A | | superhitstop = N/A | ||
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| hitstun = 30 | | hitstun = 30 | ||
| blockstun = 19 | | blockstun = 19 | ||
| onhit = +5 | | onhit = +5 [+11/+18] | ||
| onblock = -6 | | onblock = -6 [0/+7] | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = N/A | | superhitstop = N/A | ||
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| hitstun = 30 | | hitstun = 30 | ||
| blockstun = 20 | | blockstun = 20 | ||
| onhit = +4 | | onhit = +4 [+11/+18] | ||
| onblock = -6 | | onblock = -6 [+1/+8] | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = N/A | | superhitstop = N/A | ||
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| hitstun = 20 | | hitstun = 20 | ||
| blockstun = 19 | | blockstun = 19 | ||
| onhit = -4 | | onhit = -4 [+1/+8] | ||
| onblock = -5 | | onblock = -5 [0/+7] | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = N/A | | superhitstop = N/A | ||
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| hitstun = 20 | | hitstun = 20 | ||
| blockstun = 19 | | blockstun = 19 | ||
| onhit = -5 | | onhit = -5 [+1/+8] | ||
| onblock = -6 | | onblock = -6 [0/+7] | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = N/A | | superhitstop = N/A | ||
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| hitstun = 28 or 32 (vs air) | | hitstun = 28 or 32 (vs air) | ||
| blockstun = 22 | | blockstun = 22 | ||
| onhit = +3 or 7 (vs air) | | onhit = +3 or 7 (vs air) [+9/+16 or +13/+20 (vs air)] | ||
| onblock = -3 | | onblock = -3 [+3/+10] | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = N/A | | superhitstop = N/A | ||
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| hitstun = 29 | | hitstun = 29 | ||
| blockstun = 21 | | blockstun = 21 | ||
| onhit = -2 | | onhit = -2 [+10/+17] | ||
| onblock = -10 | | onblock = -10 [+2/+9] | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = N/A | | superhitstop = N/A | ||
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| hitstun = 20 x3 | | hitstun = 20 x3 | ||
| blockstun = 16 x3 | | blockstun = 16 x3 | ||
| onhit = +7 (1st hit), +8 (2nd hit), +6 (Last hit) | | onhit = +7 (1st hit), +8 (2nd hit), +6 (Last hit) [+1/+8 (any # of hits] | ||
| onblock = +3 (1st hit), +4 (2nd hit), +2 (Last hit) | | onblock = +3 (1st hit), +4 (2nd hit), +2 (Last hit) [-3/+4 (any # of hits) | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = N/A | | superhitstop = N/A | ||
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| hitstun = 26 | | hitstun = 26 | ||
| blockstun = 18 | | blockstun = 18 | ||
| onhit = +5 | | onhit = +5 [+7/+14] | ||
| onblock = -3 | | onblock = -3 [-1/+6] | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = N/A | | superhitstop = N/A | ||
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| recovery = 12 | | recovery = 12 | ||
| hitstop = 11 x4 (5 x4 on block) | | hitstop = 11 x4 (5 x4 on block) | ||
| hitstun = 24 | | hitstun = 26 x3, 24 | ||
| blockstun = 17 x3, 18 | | blockstun = 17 x3, 18 | ||
| onhit = +3 | | onhit = +3 [+13/+20 (hits 1-3) or +11/+18 (last hit)] | ||
| onblock = -9 | | onblock = -9 [-2/+5 (hits 1-3) or -1/+6 (last hit)] | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = N/A | | superhitstop = N/A | ||
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| hitstun = 20 | | hitstun = 20 | ||
| blockstun = 18 | | blockstun = 18 | ||
| onhit = +7 | | onhit = +7 [+1/+8] | ||
| onblock = +5 | | onblock = +5 [-1/+6] | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = N/A | | superhitstop = N/A | ||
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| hitstun = 28 | | hitstun = 28 | ||
| blockstun = 16 | | blockstun = 16 | ||
| onhit = +8 | | onhit = +8 [+9/+16] | ||
| onblock = -4 | | onblock = -4 [-3/+4] | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = N/A | | superhitstop = N/A | ||
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| hitstun = 15 | | hitstun = 15 | ||
| blockstun = 18 | | blockstun = 18 | ||
| onhit = {{Property-SG|Soft KD (Invuln.)}} | | onhit = {{Property-SG|Soft KD (Invuln.)}} [stancel recovers 10/17f faster] | ||
| onblock = -11 | | onblock = -11 [-1/+6] | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = N/A | | superhitstop = N/A | ||
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| | | | ||
* Can hit standing opponents if done immediately after jumping, making it useful for beating some ground moves or in a fuzzy guard mixup | * 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 | * Hits as an instant overhead against crouching Eliza, Cerebella, Beowulf, Black Dahlia and Big Band | ||
}} | }} | ||
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| hitstun = 24 x3, 26 | | hitstun = 24 x3, 26 | ||
| blockstun = 15 x3, 18 | | blockstun = 15 x3, 18 | ||
| onhit = +6 | | onhit = +6 [+11/+18 (hits 1-3) or +13/+20 (last hit)] | ||
| onblock = -8 | | onblock = -8 [-4/+3 (hits 1-3) or -1/+6 (last hit)] | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = N/A | | superhitstop = N/A | ||
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* Hits high for the first hit that connects with the opponent, any extra hits hit mid. | * Hits high for the first hit that connects with the opponent, any extra hits hit mid. | ||
* Useful for pressure, mixups, and late in combos | * Useful for pressure, mixups, and late in combos | ||
* High hitstun | * High hitstun makes it slightly easier to combo after than Squigly's other heavy normals | ||
}} | }} | ||
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| | | | ||
* 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. | * 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 | * Does 3 hits in total: 2 in the front and 1 in the back. The third hit usually whiffs but can cross up in some situations. If the third hit is blocked the tag is -12, making it significantly safer. | ||
*Hitting an assist can make it hard to punish the tag, due to the assist wallbouncing. | *Hitting an assist can make it hard to punish the tag, due to the assist wallbouncing. | ||
}} | }} | ||
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| onblock = N/A | | onblock = N/A | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = 3 | ||
| framedata = [[File:SG_squ_qcfmp_charge_fd.png|left]]}} | | framedata = [[File:SG_squ_qcfmp_charge_fd.png|left]]}} | ||
| | | | ||
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| onblock = +60 | | onblock = +60 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = 9 OR | | superhitstop = 9 OR 14 (after charged 236MP) | ||
| framedata = [[File:SG_squ_qcbkk_fd.png|left]]}} | | framedata = [[File:SG_squ_qcbkk_fd.png|left]]}} | ||
| | | | ||
* 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. | * 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 | * Hitstop will increase to 14 when used simultaneously with charged Center Stage. | ||
*Commonly referred to as "SBO". | *Commonly referred to as "SBO". | ||
}} | }} | ||
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|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = {{Property-SG|Command Grab}} | | guard = {{Property-SG|Command Grab}} | ||
| properties = {{Property-SG|Invuln. (Full)}},<br>{{Property-SG|Damage Scaling| | | properties = {{Property-SG|Invuln. (Full)}},<br>{{Property-SG|Damage Scaling|55%}} | ||
| dmg = 0, 500, 2000 | | dmg = 0, 500, 2000 | ||
| meter = -100% | | meter = -100% | ||
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| onblock = N/A | | onblock = N/A | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = 9 OR | | superhitstop = 9 OR 13 (after charged 236MP) | ||
| framedata = [[File:SG_squ_qcbthrow_fd.png|left]]}} | | framedata = [[File:SG_squ_qcbthrow_fd.png|left]]}} | ||
| | | | ||
* 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. | * 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 | * Hitstop increases to 13 when used simultaneously with charged Center Stage. | ||
*Commonly referred to as "Daisy". | *Commonly referred to as "Daisy". | ||
}} | }} | ||
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| onblock = N/A | | onblock = N/A | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = 9 OR | | superhitstop = 9 OR 11 (after charged 236MP) | ||
| framedata = [[File:SG_squ_qcbpp_fd.png|left]]}} | | framedata = [[File:SG_squ_qcbpp_fd.png|left]]}} | ||
| | | | ||
* 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. | * 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 | * Hitstop increases to 11 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. | * If Squigly is hit by a snap while the fireball is on screen, then the fireball will disappear. | ||
}} | }} | ||
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| onblock = N/A | | onblock = N/A | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = 7 OR | | superhitstop = 7 OR 9 (after charged 236MP) | ||
| framedata = [[File:SG_squ_lklk6lphk_fd.png|left]]}} | | framedata = [[File:SG_squ_lklk6lphk_fd.png|left]]}} | ||
| | | | ||
* Squigly hovers across the ground and seeks an opponent. Upon contact, a scripted sequence occurs where Leviathan torches the opponent, inflicting heavily damage. | * Squigly hovers across the ground and seeks an opponent. Upon contact, a scripted sequence occurs where Leviathan torches the opponent, inflicting heavily damage. | ||
* Hitstop increases to | * Hitstop increases to 9 when used simultaneously with charged Center Stage. | ||
* Using this super as a DHC requires Squigly to have both charges. | * Using this super as a DHC requires Squigly to have both charges. | ||
}} | }} | ||
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| text30=Based on the Vocaloid [http://vocaloid.wikia.com/wiki/Kagamine_Rin_%5C_Len Kagamine Rin]. | | text30=Based on the Vocaloid [http://vocaloid.wikia.com/wiki/Kagamine_Rin_%5C_Len Kagamine Rin]. | ||
| text31=Based on [https://shantae.fandom.com/wiki/Rottytops Rottytops] from Shantae. | | text31=Based on [https://shantae.fandom.com/wiki/Rottytops Rottytops] from Shantae. | ||
| text32=Based on [https://kimetsu-no-yaiba.fandom.com/wiki/Nezuko_Kamado Nezuko Kamado] from Demon Slayer. | |||
| color1=SG_squ_color1.png | | color1=SG_squ_color1.png | ||
| color2=SG_squ_color2.png | | color2=SG_squ_color2.png | ||
Line 1,550: | Line 1,552: | ||
| color29=SG_squ_color29.png | | color29=SG_squ_color29.png | ||
| color30=SG_squ_color30.png | | color30=SG_squ_color30.png | ||
| color31=SG_squ_color31.png}} | | color31=SG_squ_color31.png | ||
| color32=SG_squ_color32.png | |||
}} | |||
==Intro Poses== | ==Intro Poses== | ||
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|} | |} | ||
== | == Players to Watch == | ||
{| | {{PlayerList|colorPrefix=SG_squ_color|data= | ||
{{PlayerListEntry | |||
|name = 159man<br> | |||
| | |color = 21 | ||
| | |region = jp | ||
| | |status = Active(?) | ||
| | |notes = {{CharLink-SG|squ| Cremation}} / {{CharLink-SG|big| M-Train}} <br>Classic Squigly/Band player from Japan. <br>[https://www.youtube.com/watch?v=9ct-ZbWOxu8&feature=youtu.be&t=2h4m24s Example Play] | ||
| | }} | ||
| | {{PlayerListEntry | ||
| | |name = Adeveis<br> | ||
| | |color = 20 | ||
| | |region = us | ||
|regionNote = IL | |||
| Jane || | |status = Active | ||
| | |notes = {{CharLink-SG|par| L Shot}} / {{CharLink-SG|squ| Cremation}} / {{CharLink-SG|big| M-Train}} <br>Will jail you with level 3 into SSJ DHC. <br>[https://youtu.be/RDSGYdWQ-ac Example Play] | ||
| | }} | ||
| | {{PlayerListEntry | ||
| | |name = BigTonney<br> | ||
|color = 23 | |||
| Triviality || | |region = it | ||
| | |status = Active | ||
| | |notes = {{CharLink-SG|squ| Cremation}} / {{CharLink-SG|big| H-Train or H Brass}} <br>Plays mostly solo Squigly or Squigly and Big Band.<br>[https://youtu.be/bA5XaNKBpVA?t=137 Example Play] | ||
| | }} | ||
| | {{PlayerListEntry | ||
| | |name = Jane<br> | ||
|color = 18 | |||
|region = au | |||
|status = Retired | |||
|notes = {{CharLink-SG|squ| DnB}} / {{CharLink-SG|big| L Beat}} <br>Squigly/Band player from OCE. <br>[https://www.youtube.com/watch?v=PJMIB5pEqGg&feature=youtu.be&t=1h4m9s Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = Toffel<br> | |||
|color = 3 | |||
|region = eu | |||
|status = N/A | |||
|notes = Various <br>Wrote the entirety of the Squigly wiki page and has done multiple videos for her. <br>[https://www.youtube.com/watch?v=gNoq-LqmbcE Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = Triviality<br> | |||
|color = 30 | |||
|region = us | |||
|regionNote = NY | |||
|status = Active | |||
|notes = {{CharLink-SG|pea| M Item drop (hold)}} / {{CharLink-SG|rfo| H Beam}} / {{CharLink-SG|squ| DnB}} <br>Very creative and stylish playstyle <br>[https://youtu.be/QgqitRN4m90?t=618 Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = Yaya<br> | |||
|color = 21 | |||
|region = ca | |||
|status = Active(?) | |||
|notes = {{CharLink-SG|squ| DnB}} / {{CharLink-SG|big| H Brass}} <br>Hi <br>[https://www.youtube.com/watch?v=bvNjtX80Q44 Example Play] | |||
}} | |||
}} | |||
{{SG}} | {{SG}} |
Latest revision as of 20:08, 17 February 2024
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...
Overview
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 (except H Draugen Punch) 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.
- Charged Sing aka Center Stage is the most unique special move in the game and the foundation of Squigly's gameplan. As the name suggests, it centers the screen on Squigly and reduces its size for few seconds. If your opponent isn't already close to Squigly, they will be pulled in and appear on the edge of the screen. The move will create temporary corners on both sides of the reduced screen which cause wallbounce. Most importantly, charged Sing causes superflash which forces hitstop on the opponent, effectively stopping time for a brief moment. Squigly is also able to cancel charged Sing into any of her supers. This allows you to punish any button the opponent presses from anywhere on the screen, making it Squigly's most threatening tool.
- This superfreeze also keeps opponents stuck on the ground, making Daisy Pusher unjumpable (essentially, like a true 360).
- The superfreeze makes opponents unable to react with a reversal to SBO, given the orb connects with the opponent before the hitstop runs out.
- Charged Sing xx SBO catches dashing opponents, unless they were dashblocking before the superfreeze. Airdashing will always be caught since it's not possible to dashblock in the air.
- The wallbounce is used for throw and assist conversions.
- Moving your assist behind the opponent prior Charged Sing will push them into Daisy Pusher range, even from fullscreen. This can be easily done with Peacock's H Teleport assist, for example.
Stats
Movement
Weight | Dash | Double Jump | Airdash | IAD Lockout |
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Light | Run | Yes | No | N/A |
Wakeup Time
Forward Tech | Backward Tech | Sliding KD | Hard KD | Crumple |
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39 | 40 | 90 | 31 | 32 |
Assists
2HP (default assist)
Multi-hitting low assist that is very active.
Center Stage (default assist)
Setup assist. When Squigly sings as an assist, the point character can exploit her forced screen movement while taking other actions. Running forward while calling the assist instantly closes the distance against a fleeing opponent. Timing the assist during a combo allows a point character to use a wall bounce in a combo at the middle of the stage. Using Center Stage in concert with a command throw can grab an opponent at a seemingly unfair range.
Drag 'n' Bite (236HP)
Lockdown assist that travels forward slightly.
Silver Chord (236MK)
A hitgrab that travels forward. Slow, but covers a large horizontal space on front of Squigly. Staggers on hit so it can be used for setups.
Move List
Character Mechanic: Stances & Charges
Squigly's ground specials all derive from her stances. Executing a grounded special and holding down the button will cause Squigly to enter her charge stance. Specials executed through any punch button put you in punch charge stance and kick specials in kick charge stance. Being in this state causes Squigly to charge up, a visual indicator tells you when the charge is ready. Releasing the button executes the special move, while pressing any other button will cancel the charge stance and store Squigly's current charge level.
- In this stance Squigly is only able to walk forward and back. The walking speed is notably fast though.
- You can only hold one punch charge and one kick charge at a time.
- Since your charge level is stored after canceling charge stance, it is possible to charge in little chunks.
- Squigly will keep charges when she is tagged out. If you select a special as her assist she will execute the charged version and use up her charge.
- Squigly stores her current charge level when she is hit out of her charge stance. When she is hit out of the startup of her specials though, she will lose her charge.
- It takes 41 frames to store a full charge.
Stance Canceling
Any grounded normal can be cancelled into charge stance. Charge stance can be cancelled immediately after entering it by perfoming 236PP/KK. This allows Squigly to recover from her normals much faster and gives all of her grounded normals advantage on block if cancelled correctly.
- Stance cancelling is a fundamental part of her combo theory since it gives you the possibility to link a heavy into a light, a medium or even into another heavy normal.
- It allows her to cancel her standing overhead into a low, which makes her mixups more threatening.
- Having a stored charge shortens the recovery even further, which gives you more frame advantage and allows for medium and heavy links.
- It also gives you access to a shortcut(PP/KK) which doesn't require you to input 236PP/KK. I would not recommend making use of this though, since you have to learn the manual input for uncharged cancels anyway, and does not work on block or whiff.
Frame advantage in brackets are the stance cancelled version of the move, assuming that immediately after the move connects the move is stance cancelled. The first value listed is the uncharged version, and the second value is with a stance charge, which have total recovery of 19f and 12f, respectively.
Standing Normals
Lich Slap Toggle Hitboxes Toggle Hitboxes
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Bune Knuckle Toggle Hitboxes Toggle Hitboxes
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Croisé Toggle Hitboxes Toggle Hitboxes
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Death Drop Toggle Hitboxes Toggle Hitboxes
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Dust to Dust Toggle Hitboxes Toggle Hitboxes
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Crouching Normals
Tail Light Toggle Hitboxes Toggle Hitboxes
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Serpent Spear Toggle Hitboxes Toggle Hitboxes
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Cremation Toggle Hitboxes Toggle Hitboxes
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Écart Toggle Hitboxes Toggle Hitboxes
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En Pointe Toggle Hitboxes Toggle Hitboxes
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Dance of Salome Toggle Hitboxes Toggle Hitboxes
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Jumping Normals
Drake Bite Toggle Hitboxes Toggle Hitboxes
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Conqueror Wyrm Toggle Hitboxes Toggle Hitboxes
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Dragon Strike Toggle Hitboxes Toggle Hitboxes
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Coffin Nail Toggle Hitboxes Toggle Hitboxes
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Ouroboros Circlet Toggle Hitboxes Toggle Hitboxes
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Madame Dragonfly Toggle Hitboxes Toggle Hitboxes
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Command Normals
Ashes to Ashes Toggle Hitboxes Toggle Hitboxes
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Universal Mechanics
Pass Away Toggle Hitboxes Toggle Hitboxes
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Drake Fang Toggle Hitboxes Toggle Hitboxes
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Rise From Your Grave Toggle Hitboxes Toggle Hitboxes
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Basso Buffo Toggle Hitboxes Toggle Hitboxes
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Specials
"Focus..."
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Toggle Hitboxes Toggle Hitboxes
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"Bad Leviathan!" Toggle Hitboxes Toggle Hitboxes
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Toggle Hitboxes Toggle Hitboxes
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"One, and, two, and..."
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"Serpentine!" Toggle Hitboxes Toggle Hitboxes
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Toggle Hitboxes Toggle Hitboxes
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"Hallowed ground!" Toggle Hitboxes Toggle Hitboxes
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"Grave digger!" Toggle Hitboxes Toggle Hitboxes
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Supers
Toggle Hitboxes Toggle Hitboxes
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"Time to bury you... six feet over!" Toggle Hitboxes Toggle Hitboxes
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"And now... The grand finale!" Toggle Hitboxes Toggle Hitboxes
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"Arrogant fool..." Toggle Hitboxes Toggle Hitboxes
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Taunt
"Give up yet?"
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"We will return."
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Colors
Color 1 Default color palette. |
Color 2 Original alternate color palette. |
Color 3 Based on Lydia from the Bettelejuice animated series. |
Color 4 Original alternate color palette. |
Color 5 Based on Princess of the Crystal from Mawaru-Penguindrum. |
Color 6 Original alternate color palette. |
Color 7 Original color palette based on Squigly before her death. |
Color 8 Original alternate color palette. |
Color 9 Based on Dead Master from Black★Rock Shooter. |
Color 10 Original alternate color palette. |
Color 11 Original alternate color palette. |
Color 12 Based on Lady Zozo from Code of Princess. |
Color 13 Based on Emily from The Corpse Bride. |
Color 14 Based on Litchi Faye-Ling from BlazBlue. |
Color 15 Based on ZONE-tan. |
Color 16 Original alternate color palette. |
Color 17 Based on Sucy from Little Witch Academia. |
Color 18 Based on Kyoko Sakura from Puella Magi Madoka Magica. |
Color 19 Based on Gum from Jet Set Radio. |
Color 20 Based on Yoshika Miyako from Touhou. |
Color 21 Based on Alice from American McGee's Alice series. Crowdfunding request. |
Color 22 Original alternate color palette. |
Color 23 Based on Sable from Au Sable. Crowdfunding request. |
Color 24 Based on Beetlejuice. |
Color 25 Based on Nui Harime from Kill la Kill. |
Color 26 Based on Elsa from Frozen. |
Color 27 Based on Ronald McDonald from America. |
Color 28 Based on Earthworm Jim. |
Color 29 Based on Michael Jackson in the Thriller music video. |
Color 30 Based on the Vocaloid Kagamine Rin. |
Color 31 Based on Rottytops from Shantae. |
Color 32 Based on Nezuko Kamado from Demon Slayer. |
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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.
Intro pose 1: Hold OR Squigly and Leviathan take a bow. Are you ready? For over a decade! Shall we dance, milady? Let's. | |
Intro pose 2: Hold OR Squigly emerges from her grave. Hisss. Curse you! Hnnn. Plagues upon you! | |
Intro pose 3: Hold OR Squigly uses Leviathan like a swing. It's good to be out. I concur. ...Hello. |
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.
Usual Color | Handles/Links | Region | Status | Notes |
---|---|---|---|---|
159man |
Japan |
Active(?) | Cremation / M-Train Classic Squigly/Band player from Japan. Example Play | |
Adeveis |
United States IL |
Active | L Shot / Cremation / M-Train Will jail you with level 3 into SSJ DHC. Example Play | |
BigTonney |
Italy |
Active | Cremation / H-Train or H Brass Plays mostly solo Squigly or Squigly and Big Band. Example Play | |
Jane |
Australia |
Retired | DnB / L Beat Squigly/Band player from OCE. Example Play | |
Toffel |
European Union |
N/A | Various Wrote the entirety of the Squigly wiki page and has done multiple videos for her. Example Play | |
Triviality |
United States NY |
Active | M Item drop (hold) / H Beam / DnB Very creative and stylish playstyle Example Play | |
Yaya |
Canada |
Active(?) | DnB / H Brass Hi Example Play |