Skullgirls/Umbrella: Difference between revisions

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* '''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.
* '''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 2MK. 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.
* '''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.
* '''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.  
* '''Tongue Twister''' - A very fast grounded command grab, very good for her strike/throw game, which can stretch to fullscreen in Ravenous.  

Revision as of 01:19, 2 June 2022

Story

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 a strange setplay/grappler hybrid. From her slow, menacing bubbles to her high-damage grabs, she's definitely not at a loss for ways to keep you locked in or out. Her main neutral options are going to be sending out two of those aforementioned bubbles, but make one mistake around them and she goes a mile with it, with combo damage that sends chills down Big Band's spine.


Playstyle
SG umb icon.png Umbrella has an optional blurb here if we want to put one.
Strengths Weaknesses
  • Extremely high damage - Pretty much all of umbrella's moves, especially her punch normals and specials, do insane damage.
  • Horrifying strike/throw - Getting opened up by Tongue Twister could very well result in the death of your character, even from full health.
  • Anti-Zoning tools - Retina Reflector reflects projectiles, making zoning against Umbrella generally unviable. On top of that, her s.HP hits projectiles back, baseball style.
  • Clunky movement - Umbrella's step dash is relatively slow and cannot be stopped until her foot is planted on the ground, making full screen approaches slightly more difficult. Additionally, she lacks a double jump or air dash, making her air approaches somewhat predictable.
  • Extensive hurtboxes - Hungern is almost always considered a part of Umbrella's hurtbox, meaning that she has very few actual disjoints to work with.

Important Moves

  • 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 Starving/Ravenous 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.

Stats

Chains

Standing 3 Buttons: Sg lp.png or Sg lk.pngSg mp.png or Sg mk.pngSg hp.png or Sg hk.png
Crouching 3 Buttons: Sg lp.png or Sg lk.pngSg mp.png or Sg mk.pngSg hp.png or Sg hk.png
Air 5 Buttons: Sg lp.pngSg lk.pngSg mp.pngSg mk.pngSg hp.png or Sg hk.png

Movement

Weight Dash Double Jump Airdash IAD Lockout
Light Step → Step (repeats) No No N/A

Wakeup Time

Forward Tech Backward Tech Sliding KD Hard KD Crumple
38 39 -3 (81) 43 43



Move List

Attention: Umbrella's movelist is formatted differently to include how her unique mechanic while also adhering to template limits, making only her punches be changed when changing movelist and kicks are their own section. If there is any feedback, please let me know! (Seen Connroy#2084) - Seen

SG umb Starving.png Starving
SG umb Ravenous.png Ravenous
SG umb Satiated.png Satiated
SG umb Overstuffed.png Overstuffed

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, including Tight Squeeze (6LP) and Cliff Hanger (6HP)
  • Tongue Twister
  • All punch specials
  • All bubble specials
  • Retina Reflector
  • Under the Weather
  • Feeding Time

The moves that can influence the Hungern Bar level are as follows:

Empties:

  • Passivity
  • All bubble specials
  • All punch normals
  • Hug it Out (taunt)

Fills:

  • Ground throw
  • Air throw
  • Salt Grinder
  • Tongue Twister
  • Hungern Rush
  • Feeding Time
SG umb hunger.png


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

Starving is the weakest stage of hunger that can be achieved. This state is achieved through a lack of ingesting the opponent, and being unable to manage it. This stage is noted in appearance by Hungern appearing wilted. Unlike his other stages, he appears wilted, with cracks appearing on his skin and flakes of his skin falling whenever Umbrella moves. In her original palette, he appears a darker, less vibrant shade of purple than his other phases. The pips of the Hungern Bar are a dark purple color when you enter this state.

When you're Starving, its essentially like being in Overstuffed, with none of the benefits and all of the drawbacks. You lack consistent frame advantage, and you can't even gatling your punch normals into each other. Starving makes all of your Hungern normals vastly inferior to the previous versions. In addition, Starving Slurp N' Slide now causes Umbrella to slip and fall if she slides over a puddle with the attack, leaving her wide open for punishes.

Any attack where Hungern ingests an opponent becomes highly valued due to you having the Hunger to burn to do max damage. Your grabs/command grabs become vastly more threatening, and you're able to dish out high single instance damage via throws and hitgrabs. Feeding Time is at its most dangerous here, being able to take massive chunks off of the enemy health bar. Just be wary that throws/command grabs leave the opponent with recoverable red health. Essentially, Starving's biggest strength is that you can both deal a lot of damage and get to return to having regular Hungern normals if you land a grab/command grab.

Moves that would be beneficial to use in this state are:

  • Grounded grab
  • Salt Grinder
  • Tongue Twister
  • Cutie Ptooie
  • Feeding Time

Additionally, all punch specials have increased startup.

During Starving, you completely lose access to both Bobblin' Bubble and Wish Maker, with Umbrella doing the animation for these attacks, but no bubbles appearing due to there being no hunger to burn for these attacks. In addition, Under the Weather is severely weakened, spawning only 3 bubbles when the super is used. Cutie Ptooie, however, is unique. Like the other bubble specials, no bubble will appear. However, if you use this move it will instantly put you back into Ravenous, giving you access to that forms' quick normals and damaging throws.



Standing Punches

SG umb slp.png
SG umb slp hb.png
Lips Stick
Toggle Hitboxes
Toggle Hitboxes
5LP (Starving) s.Sg lp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 350 2.5% -5 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
13 3 19 16 19 8 N/A
  • Decent speed and okay reach for a poke normal, combos into 2MK, or 5MK if closer, except at max range.
SG umb smp.png
SG umb smp hb.png
Skewer Spewer
Toggle Hitboxes
Toggle Hitboxes
5MP (Starving) s.Sg mp.png
x1 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 500 7.5% -4 -8
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
20 5 24 20 11 24 N/A
x2 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 100 x4, 200 1.06% x5 -1 -11
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
11 6, 6, 6, 6, 3 25 32 x4, 26 16 x5 1x4, 10 N/A
  • Slides Umbrella forward for a good ranged, albeit slow, poke.
  • 5MP x2 leaves Umbrella in range for a microwalk throw afterwards.
SG umb shp.png
SG umb shp hb.png
Grand Slam
Toggle Hitboxes
Toggle Hitboxes
5HP (Starving) s.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 1000 4.5% KD -17
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
30 3 47 26 22 12 N/A
  • Abysmal button in this state, do not use.
  • Reflects projectiles 2f before active frames.

Crouching Punches

SG umb clp.png
SG umb clp hb.png
Mlem
Toggle Hitboxes
Toggle Hitboxes
2LP (Starving) c.Sg lp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 300 2.5% +1 +3
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10 2 15 17 19 7 N/A
  • Absurd low profile, useful to go under moves and projectiles.
SG umb cmp.png
SG umb cmp hb.png
Tongue Lash
Toggle Hitboxes
Toggle Hitboxes
2MP (Starving) c.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 600 7.5% 0 -8
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
19 2 26 27 19 9 N/A
  • Slow disjointed poke that has a good low profile and the same range as 5MP. Combos from Sg lk.png.
SG umb chp.png
SG umb chp hb.png
Salt Lick
Toggle Hitboxes
Toggle Hitboxes
2HP (Starving) c.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Launcher 350, 500 5% x2 +3 -12
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
17 3, (17), 2 31 24, 35 12, 21 7, 9 N/A
  • Standard two-hit launcher.
  • Is not a true string on block, albeit the gap is only 1f.


Jumping Punches

SG umb jlp.png
SG umb jlp hb.png
Taste Test
Toggle Hitboxes
Toggle Hitboxes
jLP (Starving) j.Sg lp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High (rising mid) - 400 2.5% -5 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 9 16 19 22 8 N/A
  • Only a rising overhead on Big Band... for some reason.
  • Will be your jump in normal along with jMK in Starving state due to active frames, range, and much better speed than jMP.
SG umb jmp.png
SG umb jmp hb.png
Melon Splitter
Toggle Hitboxes
Toggle Hitboxes
jMP (Starving) j.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 650 7.5% +7 +1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
25 3 20 29 23 11 N/A
  • Bonk
  • Can still be used as a jump in due to its solid hitbox, despite its speed.
SG umb jhp.png
SG umb jhp hb.png
Ice Cream Swirl
Toggle Hitboxes
Toggle Hitboxes
jHP (Starving) j.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High, Mid - 150 xN, 1000 1.06% xN, 7.5% KD -20
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
31 3, (2), 3..., (4), 3 25 26 xN, 50 18 xN, 17 3 xN, 12 N/A
  • Can not be combo'd into by normal means due the abysmal startup.
  • Can special/super cancel the landing hit, even during startup, which will retain the combo stage.


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 slightly modified ground bounce in comparison to Satiated.


Since Ravenous has a lot of hunger stored, 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, 2 additional projectiles able to be reflected/deflected, and you get 2 more eyes to hit with opponents for a chance to detonate on them later.


Standing Punches

SG umb slp.png
SG umb slp hb.png
Lips Stick
Toggle Hitboxes
Toggle Hitboxes
5LP (Ravenous) s.Sg lp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 350 2.5% -1 +2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
6 3 15 16 19 8 N/A
  • Absurd speed for its range and combos at any range into 5MP or 2MP.
SG umb smp.png
SG umb smp hb.png
Skewer Spewer
Toggle Hitboxes
Toggle Hitboxes
5MP (Ravenous) s.Sg mp.png
x1 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 500 7.5% -1 -5
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
11 5 21 24 20 11 N/A
x2 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 100 x4, 200 1.06% x5 +3 -7
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10 4, 4, 4, 4, 3 21 32 x4, 26 16 x5 1 x4, 10 N/A
  • Primary combo piece.
  • Very fast poke with good active frames and great reach due to forward movement, useful as a kara tool.
  • 5MP x2 leaves Umbrella at good advantage and in range for a microwalk throw afterwards.
SG umb shp.png
SG umb shp hb.png
Grand Slam
Toggle Hitboxes
Toggle Hitboxes
5HP (Ravenous) s.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 1000 4.5% KD -14
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 3 34 26 22 12 N/A
  • Reflects projectiles 2f before active. Very good for swatting the opponent's projectiles back at them.
  • Decent poke due to range, speed, and forward movement with decent kara uses. Although you do not have very good conversions midscreen.

Crouching Punches

SG umb clp.png
SG umb clp hb.png
Mlem
Toggle Hitboxes
Toggle Hitboxes
2LP (Ravenous) c.Sg lp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 300 2.5% +4 +6
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
4 2 12 17 19 7 N/A
  • Farofa incarnate.
  • Fastest normal in the game with absurd low profile and frame advantage. VERY useful button.
SG umb cmp.png
SG umb cmp hb.png
Tongue Lash
Toggle Hitboxes
Toggle Hitboxes
2MP (Ravenous) c.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low - 600 7.5% +5 -3
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10 2 21 27 19 9 N/A
  • Very fast poke to compliment 5MP, being 1f faster to boot.
  • Vaccuums on contact, convert into Slurp N' Slide for max range hits.
  • Rivals 2LP with its low profile.
SG umb chp.png
SG umb chp hb.png
Salt Lick
Toggle Hitboxes
Toggle Hitboxes
2HP (Ravenous) c.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Launcher 350, 500 5% x2 +6 -9
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
11 3, (7), 2 28 24, 35 18, 21 7, 9 N/A
  • Standard two-hit launcher.


Jumping Punches

SG umb jlp.png
SG umb jlp hb.png
Taste Test
Toggle Hitboxes
Toggle Hitboxes
jLP (Ravenous) j.Sg lp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High (rising mid) - 400 2.5% -2 +1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
6 9 13 19 22 8 N/A
  • Is the fastest overhead in the game on Big Band (why?) in this Hungern state.
  • Is otherwise a serivceable air to air due to its speed and active frames.
  • Can be used as a jump in as well due to active frames and angle.
SG umb jmp.png
SG umb jmp hb.png
Melon Splitter
Toggle Hitboxes
Toggle Hitboxes
jMP (Ravenous) j.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 650 7.5% +7 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10 3 20 29 23 11 N/A
  • bonk
  • Very good jump in normal, air-to-air, and combo piece.
  • Is an instant overhead on everyone, convert via assist, jMK, or jHP. Falling jLP is a 1f link for the adventurous.
SG umb jhp.png
SG umb jhp hb.png
Ice Cream Swirl
Toggle Hitboxes
Toggle Hitboxes
jHP (Ravenous) j.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High, Mid - 150 xN, 1000 1.06% xN, 7.5% KD -15
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
17 2, (2), 2,..., (4), 3 30 26 xN, 50 18 xN, 17 3 xN, 12 N/A
  • Your other combo piece. Can special/super cancel the landing hit, even during startup, which will retain the combo stage.
  • Cancel into Slurp N' Slide on block to force your turn back. Be wary of PBGC.


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, namely between Overstuffed and Ravenous. 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.

Standing Punches

SG umb slp.png
SG umb slp hb.png
Lips Stick
Toggle Hitboxes
Toggle Hitboxes
5LP (Satiated) s.Sg lp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 350 2.5% -5 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
9 3 19 16 19 8 N/A
  • Fast poke with great range for a light normal, combos from any range into 5MP.
SG umb smp.png
SG umb smp hb.png
Skewer Spewer
Toggle Hitboxes
Toggle Hitboxes
5MP (Satiated) s.Sg mp.png
x1 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 500 7.5% -4 -8
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 5 24 24 20 11 N/A
x2 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 100 x4, 200 1.06% x5 -1 -11
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
11 6, 6, 6, 6, 3 20 32 x4, 26 16 x5 1 x4, 10 N/A
  • Primary combo piece.
  • A poke with good speed, active frames, and range due to forward movement.
SG umb shp.png
SG umb shp hb.png
Grand Slam
Toggle Hitboxes
Toggle Hitboxes
5HP (Satiated) s.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 1000 4.5% KD -17
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
18 3 37 26 22 12 N/A
  • Reflects projectiles 2f before active. Very good for swatting the opponent's projectiles back at them.

Crouching Punches

SG umb clp.png
SG umb clp hb.png
Mlem
Toggle Hitboxes
Toggle Hitboxes
2LP (Satiated) c.Sg lp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 300 2.5% +1 +3
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
6 2 15 17 19 7 N/A
  • While 2f slower than its Ravenous counterpart, this button is still just as useful.
SG umb cmp.png
SG umb cmp hb.png
Tongue Lash
Toggle Hitboxes
Toggle Hitboxes
2MP (Satiated) c.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 600 7.5% 0 -8
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
13 2 26 27 19 9 N/A
  • Good poke to compliment 5MP, but 1f faster.
  • Convert with Slurp N' Slide for near max range hits.
SG umb chp.png
SG umb chp hb.png
Salt Lick
Toggle Hitboxes
Toggle Hitboxes
2HP (Satiated) c.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Launcher 350, 500 5% x2 +3 -12
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 3, (10), 2 31 24, 35 18, 21 7, 9 N/A
  • Standard two-hit launcher.


Jumping Punches

SG umb jlp.png
SG umb jlp hb.png
Taste Test
Toggle Hitboxes
Toggle Hitboxes
jLP (Satiated) j.Sg lp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High (rising mid) - 400 2.5% +1 +3
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
9 9 16 19 22 8 N/A
  • Absurdly fast overhead on Big Band, for some reason, that is tied to jLK.
  • Good air to air and jump in due to speed, range, and active frames.
SG umb jmp.png
SG umb jmp hb.png
Melon Splitter
Toggle Hitboxes
Toggle Hitboxes
jMP (Satiated) j.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 650 7.5% +7 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 3 20 29 23 11 N/A
  • bonk
  • Your jump in move and main combo piece.
SG umb jhp.png
SG umb jhp hb.png
Ice Cream Swirl
Toggle Hitboxes
Toggle Hitboxes
jHP (Satiated) j.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High, Mid - 150 xN, 1000 1.06% xN, 7.5% KD -20
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
22 3, (2), 3,... (4), 3 35 26 xN, 50 18 xN, 17 3 xN, 12 N/A
  • Your other combo piece. Can special/super cancel the landing hit, even during startup, which will retain the combo stage.
  • Cancel into Slurp N' Slide on block to force your turn back. Be wary of PBGC.


Overstuffed

Overstuffed occurs when Hungern is full, and can be achieved by performing moves where he is ingesting the opponent. This stage is noted in appearance with Hungern becoming wider in shape, more lethargic in demeanor, and dripping spit droplets whenever Umbrella moves. In her original palette, this is also noted by Hungern becoming more blue in appearance. The pips of the hunger meter also turn a shade of blue when you enter this state.


In this state, Umbrella does by far the most damage with her punch normals when compared to the other states. They gain additional hitstun and advantage, and certain moves gain additional properties, such as:

  • Wall bounce (st. HP)
  • Ground bounce (j. MP, j. HP)

In addition to your punch normals becoming stronger, your LP buttons also have very good frame advantage, with all three of these buttons being advantageous on block.

And your normals are not the only things that have been strengthened. Your bubble specials have also been enhanced by a significant margin, in addition to Under the Weather.

  • Cutie Ptooie is slightly larger, a increase in damage, and causes a KD on hit.
  • Bobblin' Bubble gains a increase in size and damage.
  • Wish Maker is slightly larger and travels much farther.
  • Under the Weather creates less bubbles, but they gain an increase in size and damage, as well as knockdown.

In addition to these changes, some of Umbrella's Hungern specials have had some of their properties changed, namely:

  • Slurp N' Slide knocks the opponent away on hit, and is unsafe on block.
  • Hungern Rush, instead of ingesting the opponent, causes a single strong hit into a knockdown, and is non-super cancellable.

To compensate for these strengths, Overstuffed does have a few important weaknesses. In this state, her grab game is worsened. With all of her grabs doing less overall damage due to their primary damage source (hunger) being at a minimum.


Standing Punches

SG umb slp.png
SG umb slp hb.png
Lips Stick
Toggle Hitboxes
Toggle Hitboxes
5LP (Overstuffed) s.Sg lp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 400 2.5% +1 +4
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
13 3 19 22 25 11 N/A
  • Decent speed and okay reach for a poke normal, combos into 5MP anywhere.
SG umb smp.png
SG umb smp hb.png
Skewer Spewer
Toggle Hitboxes
Toggle Hitboxes
5MP (Overstuffed) s.Sg mp.png
x1 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 600 7.5% 0 -8
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
20 5 24 28 20 15 N/A
x2 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 500 7.5% +4 -15
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 3 33 23 26 32 on hit (15 on block) N/A
  • Slides Umbrella forward for a good ranged, albeit slow, poke.
  • Umbrella is in 16f of hitstop on hit, allowing her to combo into 5HP and 5HK.
  • 5MP x2 leaves Umbrella in range and at good advantage for a throw afterwards.
SG umb shp.png
SG umb shp hb.png
Grand Slam
Toggle Hitboxes
Toggle Hitboxes
5HP (Overstuffed) s.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 1400 OR 1000 4.5% Wall Bounce, KD -16
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
30 3 47 40 (26) 27 16 N/A
  • Think fast chucklenuts.
  • Reflects projectiles 2f before active.
  • Wall bounce and full damage only occurs once per combo, otherwise will knock them back like normal.

Crouching Punches

SG umb clp.png
SG umb clp hb.png
Mlem
Toggle Hitboxes
Toggle Hitboxes
2LP (Overstuffed) c.Sg lp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 350 2.5% +6 +2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10 2 15 22 18 11 N/A
  • Abusrd low profile, useful to go under moves and projectiles.


SG umb cmp.png
SG umb cmp hb.png
Tongue Lash
Toggle Hitboxes
Toggle Hitboxes
2MP (Overstuffed) c.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 700 7.5% 0 -6
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
19 2 26 27 21 12 N/A
  • Slow disjointed poke that has a very good low profile and the same range as 5MP.
SG umb chp.png
SG umb chp hb.png
Salt Lick
Toggle Hitboxes
Toggle Hitboxes
2HP (Overstuffed) c.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Launcher 400, 750 5% x2 +3 -11
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
17 3, (17), 2 31 26, 35 18, 24 11, 10 N/A
  • Standard two-hit launcher.

Jumping Punches

SG umb jlp.png
SG umb jlp hb.png
Taste Test
Toggle Hitboxes
Toggle Hitboxes
jLP (Overstuffed) j.Sg lp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High (rising mid) - 400 2.5% -5 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 9 16 19 22 8 N/A
  • Will be your jump in normal along with jMK in this state due to active frames, range, and much better speed than jMP.
SG umb jmp.png
SG umb jmp hb.png
Melon Splitter
Toggle Hitboxes
Toggle Hitboxes
jMP (Overstuffed) j.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 950 7.5% Ground Bounce -18
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
26 3 20 31 23 20 N/A
  • Womp
  • Can be used as a jump in, but unlike its Starving counterpart, has much better reward on hit.
SG umb jhp.png
SG umb jhp hb.png
Ice Cream Swirl
Toggle Hitboxes
Toggle Hitboxes
jHP (Overstuffed) j.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 1200 7.5% Ground Bounce -18
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12, Until Ground, 4 3 35 50 19 15 N/A
  • First portion of startup overrides Umbrella's air momentum.
  • Unlike the other versions of this move. Overstuffed's is a very slow (34f minimum) single damaging hit that allows various options to followup.
    • 5MP, 5HP, and dash level 2 6HP are good options are are otgless.

Standing Kicks

SG umb slk.png
SG umb slk hb.png
Cupkick
Toggle Hitboxes
Toggle Hitboxes
5LK s.Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 250 4.5% +4 +2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 3 15 21 19 7 N/A
  • Umbrella's fastest move when Starving or Overstuffed. Useful for tick throws in those states due to faster startup.
SG umb smk.png
SG umb smk hb.png SG umb smkpuddle hb.gif
Shin Dig
Toggle Hitboxes
Toggle Hitboxes
5MK s.Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 550 3.75% -2 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 2 23 22 22 9 N/A
  • If Umbrella is on a puddle, the puddle goes outwards and allows combos into Overstuffed 5HP and 5HK, it is also -5 on block.
SG umb shk.png
SG umb shk hb.png
Rough Housing
Toggle Hitboxes
Toggle Hitboxes
5HK s.Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Hit Grab 1100 5.5% Ground Bounce -7 to -19
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
30 to 42 13 to 1 26 16 19 N/A (8 on block) N/A
  • Secondary combo piece.
  • 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 varies on spacing from 7f-26f 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. (Will make a vid, remind me after CB.) - Seen
      • While it can be as safe as -7 the very lengthy startup opens her up to getting hit beforehand.

Crouching Kicks

SG umb clk.png
SG umb clk hb.png
Rain Boot
Toggle Hitboxes
Toggle Hitboxes
2LK c.Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low - 200 2.5% +2 -1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 3 19 23 20 7 N/A
  • Sol 2D levels of low-profile that keeps your dash momentum. Very useful to use in neutral and as an anti-air to go under almost anything.
  • Combos into 2MP universally but 5/2MK is preferred.
SG umb cmk.png
SG umb cmk hb.png SG umb cmkpuddle hb.gif
Puddle Stomp
Toggle Hitboxes
Toggle Hitboxes
2MK c.Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low 475 3.75% +3 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 2 18 14 17 6 N/A
  • Throw invulnerable f1-3, 12-16. Airborne on frame 4-11.
  • Umbrella does her best Slayer 2H impression, becoming throw invul during the first 3 frames of startup, the frame before active, and during active the frames. Useful as a way to avoid suspected throws and to crush low pokes.
  • If she is on a puddle, the opponent will be launched, allowing followups.
SG umb chk.png
SG umb chk hb.png
See You Next Fall
Toggle Hitboxes
Toggle Hitboxes
2HK c.Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low Sweep 750 7.5% KD -11
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
17 3 23 38 11 7 N/A
  • Unlike other sweep normals, Umbrella's 2HK is a regular KD instead of a soft KD.
    • Will mainly combo into Salt Grinder first string while Starving or Ravenous.
  • Vaccuums on contact, is disjointed, and ticks into Toungue Twister. Very good sweep overall.

Jumping Kicks

SG umb jlk.png
SG umb jlk hb.png
KickFlurry
Toggle Hitboxes
Toggle Hitboxes
jLK j.Sg lk.png
jLK Guard Properties Damage Meter On Hit On Block On Pushblock
High - 200 4.5% +1 +3
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
9 5 16 21 24 7 N/A
j[LK] Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 75 x8 1.06% x8 +16 +8
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
9 5 16 19 x8 19 x8 4 x8 N/A
  • Lunges Umbrella forward a decent distance both forward and slightly up, making it a good movement tool and situational air-to-air.
  • Can also be used to fuzzy characters with tall hurtboxes after a deep jump in.
    • Works on Beowulf, Big Band, Beowulf, Double, Eliza, Parasoul, Squigly, and Umbrella. Convert with jMK and Ravenous or Satiated jMP.
  • Is a rising overhead on Big Band.
  • Can be held on contact for up to 8 extra hits.
SG umb jmk.png
SG umb jmk hb.pngSG umb jmkpuddle hb.gif
Budding Grace
Toggle Hitboxes
Toggle Hitboxes
jMK j.Sg mk.png
jMK Guard Properties Damage Meter On Hit On Block On Pushblock
High - 550 7.5% +5 0
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 3 18 25 20 10 N/A
j[MK] Guard Properties Damage Meter On Hit On Block On Pushblock
Low No Cancel 1 7.5% KD See notes
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
Until Ground, 1 2 27 20 22 8 N/A
  • Sg mk.png
    • 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.
  • [ Sg mk.png ]
    • 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
SG umb jhk.png
SG umb jhk hb.png
Carousel Kick
Toggle Hitboxes
Toggle Hitboxes
jHK j.Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 450, 225 x4 2.5%, 1.71% +26 -1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 3, (6), 3... Until landing(?) 26 x5 16 x5 9, 4 x4 N/A
  • Your go-to restand button when you're unsure of your route, or don't have jMP available.

Universal Mechanics

SG umb throw.png
SG umb throw hb.png
Appetizer
Toggle Hitboxes
Toggle Hitboxes
Throw Sg lp.png + Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Throw 50% Damage Scaling 600, 300 x4 1%, 2% x4, 5% Sliding KD OR 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
  • First mandatory chew will put the opponent in a Sliding KD and fill the Hungern bar by 1 pip.
  • Repeatedly tapping LP+LK will cause Hungern to chew up to 4 additional times, Filling the Hungern bar by 1 pip with each bite and increasing the range that the opponent is launched at.
    • If the Hungern bar is filled while chewing, the move will end prematurely after that hit.
SG umb airthrow.png
SG umb airthrow hb.png
Acid Reflux
Toggle Hitboxes
Toggle Hitboxes
Air Throw Sg lp.png + Sg lk.png (in air)
Guard Properties Damage Meter On Hit On Block On Pushblock
Throw 50% Damage Scaling 500 6% Bubble State, KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 3 18 21 N/A N/A N/A
  • Traps the opponent in a state similar to a Wish Maker bubble, but they are knocked down at the end of the bubble duration instead.
    • Bubble state lasts for a varying duration based on air throw height (minimum 90f at lowest height).
SG umb tag.png
SG umb tag hb.png
Merry Pop-in
Toggle Hitboxes
Toggle Hitboxes
Tag Sg mp.png + Sg mk.png / Sg hp.png + Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High Tag, Invuln. (Proj.) 600 7.5% Sliding KD (vs ground) OR Ground Bounce (vs air) -23
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
39 to 152, 26 4 38 (held) to 41 (tap) 25 18 8 N/A
  • Only tag to not hit mid, and only tag to do more than 500 damage.
  • Hold to increase startup and extend proj. invul duration, can influence the speed by holding 4 or 6.
  • Attacks after max duration reached or when Umbrella's point crosses the opponent's.
  • Ground bounce on air hit makes her tag comboable if you have OTG.
SG umb snap.png
SG umb snap hb.png
Gesundheit
Toggle Hitboxes
Toggle Hitboxes
Snapback Sg 236.png + Sg mp.png + Sg mk.png / Sg 236.png + Sg hp.png + Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Snapback 0 x2 -100% N/A -9
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 3, (20), 3 24 45 17 9, 13 9
  • Only multi-hitting snap.
  • Since there is a 6f gap between the hits on contact, it can catch people who stop blocking after the first hit, but will likely lead you to getting mashed on, be forewarned.

Command Normals

SG umb flp.png
SG umb flp hb.png
Tight Squeeze
Toggle Hitboxes
Toggle Hitboxes
6LP 6.gif + Sg lp.png
Starving Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 475 2.5% +4 -1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
16 5 18 26 21 9 N/A
Ravenous Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 475 2.5% +7 +2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10 5 15 26 21 9 N/A
Satiated Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 475 2.5% +4 -1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
13 5 18 26 21 9 N/A
Overstuffed Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 550 2.5% +7 +2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
16 5 18 26 24 9 N/A
  • Good anti-air due to its active frames, hitstun, Hungern not having a hurtbox until recovery frames.
    • Use reactively while Ravenous/Satiated and pre-emptively while Starving/Overstuffed.
  • Chain into 5MP for consistency


SG umb fhp.png
SG umb fhp hb.png
Cliff Hanger
Toggle Hitboxes
Toggle Hitboxes
6HP 6.gif + Sg hp.png
Level 1 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid, High - 250 x3, 400, 1100 7.5% x4, 4.5% Stagger (+22 / +37 CH) OR -12 vs ground, KD vs air -10
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
11/16 1, 4, 4, 4, (13), 3, 2 38 31 x4, 40 23 x4, 33 6 x3, 9, 10 N/A
Level 2 Guard Properties Damage Meter On Hit On Block On Pushblock
High - 1400 4.5% Stagger (+23 / +38 CH) OR -12 vs ground, Ground Bounce OR KD (Lvl 2 ground bounce is used) vs air -10
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
32 3, 2 38 40 33 10 N/A
Level 3 Guard Properties Damage Meter On Hit On Block On Pushblock
High - 1700 4.5% Ground Bounce -21
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
85 3, 2 38 40 22 10 N/A
  • Data for level 1 is for the entire move, while level 2 and 3 is for the slam.
    • Ravenous Startup is 11f, all other states are 16f.
    • Startup for level 2 and 3 is minimum time needed to increase level plus move start up (10f). Maximum charge time is 122f.
    • The first part of the attack is coded to hit airborne characters only.
  • Good anti-air due to the disjoint and area covering Umbrella, making it good at punishing poorly spaced jump-ins, even more so in Ravenous.
  • Secondary combo tool, useful for tacking on more damage when near max scaling while offering good corner carry.

Specials

SG umb bfthrow.png
SG umb bfthrow hb.png
"Oh, you have to jump that."
Toggle Hitboxes
Toggle Hitboxes
Tongue Twister [ 4.gif ] , 6.gif + Sg lp.png + Sg lk.png

Sg lp.png + Sg lk.png, Sg lp.png + Sg lk.png, ...

Starving Guard Properties Damage Meter On Hit On Block On Pushblock
Command Grab 55% Damage Scaling 0, 675*4, 1000, 0 (2.5%) 3% x5, 5% x2 Soft KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 2 37 N/A N/A N/A N/A
Ravenous Guard Properties Damage Meter On Hit On Block On Pushblock
Command Grab 55% Damage Scaling 0, 675*4, 1000, 0 (2.5%) 3% x5, 5% x2 Soft KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 2-28 37-65 N/A N/A N/A N/A
Satiated Guard Properties Damage Meter On Hit On Block On Pushblock
Command Grab 55% Damage Scaling 0, 675*4, 1000, 0 (2.5%) 3% x5, 5% x2 Soft KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 2-14 37-45 N/A N/A N/A N/A
Overstuffed Guard Properties Damage Meter On Hit On Block On Pushblock
Command Grab 55% Damage Scaling 0, 337, 337, 0 (2.5%) 3% x3, 5% Soft KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 2 37 N/A N/A N/A N/A
  • 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.
SG umb qcflp.png
SG umb qcflp hb.png
"Hungern chomp! Had enough?"
Toggle Hitboxes
Toggle Hitboxes
Salt Grinder Sg 236.png + Sg lp.png
4.gif , 6.gif , 4.gif , 6.gif ...
or → Sg lp.png , Sg hp.png , Sg lp.png , Sg hp.png ...
Starving Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Hit Grab, 55% Damage Scaling 500, 100 x5, 150 x3, 375, 750 (150) (2.5%) 3%, 1% x5, 2% x3, 3%, 4% Stagger (+29 / +44 CH) OR Soft KD -24
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
24 2 42 N/A 19 N/A (7 on block) N/A
Ravenous Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Hit Grab, 55% Damage Scaling 500, 100 x5, 150 x3, 375, 750 (150) (2.5%) 3%, 1% x5, 2% x3, 3%, 4% Stagger (+29 / +44 CH) OR Soft KD -24
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
17 2 42 N/A 19 N/A (7 on block) N/A
Satiated Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Hit Grab, 55% Damage Scaling 500, 100 x5, 150 x3, 375, 750 (150) (2.5%) 3%, 1% x5, 2% x3, 3%, 4% Stagger (+29 / +44 CH) OR Soft KD -24
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
20 2 42 N/A 19 N/A (7 on block) N/A
Overstuffed Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Hit Grab, 55% Damage Scaling 500, 50x4 (150) (2.5%) 3%, 1% x4 Stagger (+29 / +44 CH) OR Soft KD -24
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
24 2 42 N/A 19 N/A (7 on block) N/A
  • Umbrella leaps up while Hungern chomps in front of him, grinding them up, before burping them back out.
    • Mashing LP & HP or left & right cause Hungern to grind up to 10 additional times, filling the Hungern Bar each hit. 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.
  • Primary combo piece unless Overstuffed or close to a full Hungern Bar, comboes from almost everything, adding a very good chunk of damage, and allowing ample time to combo into whatever afterwards (except Tongue Twister).
SG umb bfmp.png
SG umb bfmp hb.png
"Slurp 'n' Slide!"
Toggle Hitboxes
Toggle Hitboxes
Slurp 'n' Slide [ 4.gif ] , 6.gif + Sg mp.png
Starving Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 650 (150) (2.5%) 9% -7 -10
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
23 15 37 27 24 14 N/A
Ravenous Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 800 (150) (2.5%) 9% KD +2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
16 29 25 27 24 10 N/A
Satiated Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 650 (150) (2.5%) 9% +5 +2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
20 15 25 27 24 14 N/A
Overstuffed Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 1000 (150) (2.5%) 9% KD -13
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
24 17 37 24 24 12 N/A
  • Umbrella mounts Hungern and slides forward, stopping when traveling the full distance or when striking a enemy.
    • Goes into recovery on contact, similar to Double's Cilia Slide, granting static frame advantage.
    • Travel distance varies depending on Hungern state with Starving/Satiated traveling ~45% of the screen, Ravenous traveling ~85%, and Overstuffed travelling ~50%.
  • Depending on Hungern state, the move will have different properties on hit.
    • Starving is unsafe on hit and punishable on block. Cancel into Retina Reflector or have an assist cover the recovery to have any frame of safety.
    • Ravenous swaps sides on hit, allowing OTG pickups, and is plus on block, allowing her to reset pressure. Secondary combo piece.
    • Satiated is plus on hit and block, allowing her to go for a mixup on hit and reset pressure on block.
    • Overstuffed blows away the opponent on hit and is more punishable than Starving, funnily enough, on block. Cancel into Retina Reflector or have an assist cover the recovery to have any frame of safety.
  • When running into a bubble (if there are active frames left) or a puddle, Slurp 'n' Slide becomes enhanced.
    • Umbrella's collision box must touch the puddle's point for the ehancement to proc.
    • When Starving, Umbrella trips, going into a KD state, techable as per otg rules.
    • All other states gain 100 damage, travels a bit over fullscreen, is +4 on block, has blockstun increased to 27, and hitstop changed to 10.
SG umb duhp.png
SG umb duhp hb.png
"Wheeeheehee!"
Toggle Hitboxes
Toggle Hitboxes
Hungern Rush [ 2.gif ] , 8.gif + Sg hp.png
Starving Guard Properties Damage Meter On Hit On Block On Pushblock
Anti-Air Grab Invuln. (Strike), Hit Grab, 55% Damage Scaling 500, 650 (2.5%) 4%, 8% KD -64
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
23 2, 6 74 N/A 17 N/A (7 on block) N/A
Ravenous Guard Properties Damage Meter On Hit On Block On Pushblock
Anti-Air Grab Invuln. (Strike), Hit Grab, 55% Damage Scaling 500, 650 (2.5%) 4%, 8% KD -76
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
11 2, 13 79 N/A 17 N/A (7 on block) N/A
Satiated Guard Properties Damage Meter On Hit On Block On Pushblock
Anti-Air Grab Invuln. (Strike), Hit Grab, 55% Damage Scaling 500, 650 (2.5%) 4%, 8% KD -76
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 2, 13 79 N/A 17 N/A (7 on block) N/A
Overstuffed Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Strike), No Cancel 900 (2.5%) 3.6% KD -56
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
24 3, 3, 4 60 16 18 9 N/A
  • Hungern lunges upward in an attempt to eat the opponent and come crashing down, allowing OTG followups 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.
  • Fills the Hungern Bar by 1 pip unless Overstuffed.
  • Unblockable while rising, loses the property as an assist.
  • When Overstuffed, becomes a single, non-supercancellable normal hit. Can only convert if they're high up (or after 2HP / Overstuffed jHP for combos), convert with dash 2LK for consistency.
  • Horrible horizontal range, but great verticality, and being unblockable while rising, making it better as an flashkick style anti-air than a reversal. But standard to flashkicks, it is very minus on whiff and block, so use caution.
SG umb qcblk.png
SG umb qcblk hb.png
"Is this a pigeon?"
Toggle Hitboxes
Toggle Hitboxes
Cutie Ptooie Sg 214.png + Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile 350/500 (150) (2.5%) 7.2% -5 / KD -8
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
18 ~178? 30 16-30 15-21 6-8 N/A
  • Umbrella gets distracted by a butterfly while Hungern spits out a bubble and then proceeds to eat the butterfly, emptying the Hungern Bar by half a pip then filling it by one pip.
  • Second values are while Overstuffed.
    • If canceled before Hungern eats the butterfly, a pip will not be gained.
    • Hit/Blockstun and Hitstop increased based on travel time, bubble travels ~60% of the screen.
    • No bubble is spawned while Starving, but you are immediately placed into Ravenous.
SG umb qcbmk.png
SG umb qcbmk hb.png
"Bubblin'"
Toggle Hitboxes
Toggle Hitboxes
Bobblin' Bubble Sg 214.png + Sg mk.png
Summon Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - N/A (2.5)% 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
21, 12 N/A 24 N/A N/A N/A N/A
Bubble pop Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile 500 / 700 (225 / 300) 1% KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 1, 1, 1 N/A 25 20 7 N/A
  • Hungern spawns a bubble that Umbrella can interact with that travels ~55% of the screen before staying in place briefly.
    • Bubble spawns on f22 and is not interactable until frame 13 of spawning (12f 'startup'), lasts ~289f(?).
    • 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.
    • 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.
  • Second damage value is when Overstuffed.
  • 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.
SG umb qcbhk.png
SG umb qcbhk hb.png
*Bubble blowing noises*
Toggle Hitboxes
Toggle Hitboxes
Wish Maker Sg 214.png + Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid 50% Damage Scaling, Hit Grab, Projectile 0 (2.5%) 0% N/A -10
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
30 107 / 179 36 15 19 0 (6 on block) N/A
  • Umbrella plants Hungern in the ground and blows a bubble that travels just short of halfscreen.
  • No bubble is spawned while Starving.
    • Second active value is while Overstuffed, traveling ~70% of the screen.
    • When coming into contact with opponent, spawns a comically large hitbox before trapping them.
      • Trapped state lasts for 98f, and cannot be thrown, then they are ejected from the bubble and in hitstun for 15f afterwards.
    • Bubble pops after being hit or after trapped duration ends, spawning a puddle.
  • Primary Combo Piece. Used to save OTG, extend combos after certain moves, allow various followups or setup for resets. Can only be used once.
SG umb puddle.png
*Splashing noise*
Puddle
Guard Properties Damage Meter On Hit On Block On Pushblock
Low Projectile 400 / 600 (100) 3.75% +19 / KD -5 / +1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
3 3, 3, 3, 3, 3 N/A 20 / 33 17 8 / 6 N/A
  • 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 Sg mk.png 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 ~1500(?)f.
    • 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.

Supers

SG umb qcfpp.png
SG umb qcfpp hb.png
"Retina... reflector!"
Toggle Hitboxes
Toggle Hitboxes
Retina Reflector
Level 1
Sg 236.png + Sg p.png + Sg p.png
Mirror Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Proj.), Invuln. (Full), Projectile 375x 6/8 -100% +57/66/75 +36/44/54
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
6 + 0, 16/24/34 ~358f(9 x6/8 on contact) 40 35 x6/8 13 x6/8 0 1
Eyeballs Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile 250 xN (100 xN) N/A KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
5, 166 -. 3 xN N/A 22 xN 19 xN 6 xN N/A
  • Umbrella charges Hungern up to send a relective mirror towards the opponent.
    • Mirror is active for ~358f(?)(9 x6/8 on contact) and slowly moves forward, nullifying beams and reflecting all projectiles, will break when it collides with another reflector.
    • Startup, advantage, and mirror placement varies on version used (L/M/H respectively). With L spawning shortly in front of Umbrella (and being proj. invul), M spawning roughly half screen, and H spawning roughly 3/4 screen.
    • Spawns with 8 eyes while Ravenous. Will not be able to spawn another mirror until the first dissipates.
  • Umbrella can hit the mirror with any physical hit to break it, sending the eyes forward as projectiles that stick to the opponent on contact, detonating after a period of time.
SG umb dppp.png
SG umb dppp hb.png
"Our true power... UNLEASHED!"
Toggle Hitboxes
Toggle Hitboxes
Retina Reflector: Contact Lens
Level 1
Sg 623.png + Sg p.png + Sg p.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full) 1750 (500) -100% Wall Splat -49
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
6 + 3 6 59 28 15 15 5
  • Umbrella charges Hungern up for a powerful blast, animation is subtly different from Retina Reflector.
  • Umbrella's reversal super and combo ender. Good for DHCs.


SG umb qcfkk.png
SG umb qcfkk hb.png
"Cloudy with a chance of Hungern!"
Toggle Hitboxes
Toggle Hitboxes
Under the Weather
Level 1
Sg 236.png + Sg k.png + Sg k.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full) (frame 9-19) 1250 -100% KD See Notes
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
9 + 4, 13 4 62 26 19 11 1
  • Spawns 12 bubbles that do 175 damage (75 chip), have 26 hitstun, 19 blockstun, have 6 hitstop. Bubbles can directed by holding 4 or 6 before they spawn.
    • While Starving, will spawn 3 bubbles that can not be directed, and loses the first hit.
    • While Overstuffed, will spawn 9 bubbles that do 225 damage (125 chip), KD on hit, have 24 hitstun, 21 blockstun, and have 9 hitstop.
    • Only one wave of bubbles will be active at a time, doing the super again will despawn all bubbles active from previous super.
  • First hit only coded to hit airborne characters?
    • Seems to be approx -60 at minimum (tested on Big and MF rising into land cancel, but will vary), bubbles will likely get in the way of punishing.
SG umb qcbpp.png
SG umb qcbpp hb.png
"Down the hatch! Not tasty?"
Toggle Hitboxes
Toggle Hitboxes
Feeding Time
Level 3
Sg 214.png + Sg p.png + Sg p.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Command Grab Invuln. (Full), 55% Damage Scaling, 55% Minimum Scaling 0, 6750 / 4750/ 3500, 500 -300% Sliding KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
4 7 78 N/A N/A N/A 1
  • A VERY long ranged command grab super with potentially high damage to boot.
    • Can convert with a well placed Wish Maker bubble.
    • Damage is for Starving/Ravenous, Satiated, and then Overstuffed state.

Taunt

SG umb taunt.png
"You're the cutest and bestest!"
Hug It Out Sg 360.png + Sg lp.png + Sg lk.png
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.
SG umb assist.png
"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

SG umb color1.png SG umb color2.png SG umb color3.png SG umb color4.png SG umb color5.png
Color 1
SGColor1.png
Default color palette.
Color 2
SGColor2.png
Original alternate color palette.
Color 3
SGColor3.png
Original alternate color palette, likely inspired by Christmas colours.
Color 4
SGColor4.png
Original alternate color palette.
Color 5
SGColor5.png
Original alternate color palette.

SG umb color6.png SG umb color7.png SG umb color8.png SG umb color9.png SG umb color10.png
Color 6
SGColor6.png
Original alternate color palette.
Color 7
SGColor7.png
Based on Parasoul.
Color 8
SGColor8.png
Based on May from Guilty Gear; includes Hungern as Mr. Dolphin.
Color 9
SGColor9.png
Based on Beowulf; includes Hungern as Grendel.
Color 10
SGColor10.png
Based on Princess Peach from the Mario franchise.

SG umb color11.png SG umb color12.png SG umb color13.png SG umb color14.png SG umb color15.png
Color 11
SGColor11.png
Based on Moana from the film of the same name. Includes Hungern as Heihei.
Color 12
SGColor12.png
Based on Ash Ketchum from the Pokemon franchise. Includes Hungern as Pikachu.
Color 13
SGColor13.png
Based on Tiana from the film The Princess and the Frog. Includes Hungern as Prince Naveen in frog form.
Color 14
SGColor14.png
Based on Hat Kid from A Hat in Time.
Color 15
SGColor15.png
Original alternate color palette.

SG umb color16.png SG umb color17.png SG umb color18.png SG umb color19.png SG umb color20.png
Color 16
SGColor16.png
Based on Gaz Membrane from Invader ZIM. Includes Hungern as GIR.
Color 17
SGColor17.png
Based on Amy Rose from the Sonic the Hedgehog series, includes Hungern as the Piko Piko Hammer.
Color 18
SGColor18.png
TBD
Color 19
SGColor19.png
Original alternate color palette.
Color 20
SGColor20.png
Original alternate color palette.

SG umb color21.png SG umb color22.png SG umb color23.png SG umb color24.png SG umb color25.png
Color 21
SGColor21.png
Original alternate color palette.
Color 22
SGColor22.png
TBD
Color 23
SGColor23.png
Based on Lei-Lei/Hsien-Ko from the Darkstalkers series.
Color 24
SGColor24.png
TBD
Color 25
SGColor25.png
Based on Lucca from Chrono Trigger, includes Hungern as Robo.

SG umb color26.png SG umb color27.png SG umb color28.png SG umb color29.png SG umb color30.png
Color 26
SGColor26.png
Based on Roll from Mega Man, includes Hungern as Eddie.
Color 27
SGColor27.png
Original alternate color palette.
Color 28
SGColor28.png
Based on Iris from Pokemon. Includes Hungern as Axew
Color 29
SGColor29.png
Based on Neopolitan from RWBY.
Color 30
SGColor30.png
Based on Marie, the Skullgirl.



Intro Poses

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.)

SG intropose umbL.png Intro pose 1:
Hold
Sg lp.png OR Sg lk.png
Umbrella floats on screen, Mary Poppins style.
Hellooo-ooo-ooo-ooo~!

Ooo-wee-ooo-wee-ooo!

SG intropose umbM.png Intro pose 2:
Hold
Sg mp.png OR Sg mk.png
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...

SG intropose umbH.png Intro pose 3:
Hold
Sg hp.png OR Sg hk.png
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

File:SG pose umb 1.jpg Winpose 1:

Voice line 1!

Voice line 2!

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
SG umb color1.png
Placeholder player
(social media link)
United States
United States
region note
Active Team
One-line summary of player
(Example play link)
SG umb color2.png
Placeholder player
(social media link)
European Union
European Union
region note
Retired Team
One-line summary of player
(Example play link)
SG umb color3.png
Placeholder player
(social media link)
Japan
Japan
region note
Inactive Team
One-line summary of player
(Example play link)


General
FAQ
Controls
Glossary
HUD
Training Room
Game Data Legend
Community
Links
Characters
Filia
Cerebella
Peacock
Parasoul
Ms. Fortune
Painwheel
Valentine
Double
Squigly
Big Band
Eliza
Fukua
Beowulf
Robo-Fortune
Annie
Umbrella
Black Dahlia
Marie
Mechanics
Other