Overview
Magic Squirrel is a balanced character with great options from many ranges. By using his Water Ball, Magic Squirrel easily controls neutral, as he can dash cancel behind the ball to pressure the opponent and score a highly damaging combo. His optimal combos require tight execution, but if landed are highly rewarding.
Move List
Normal Attacks
5L
|
Damage
|
Guard
|
Chip
|
Invincible
|
Hit
|
20
|
M
|
0
|
-
|
20
|
Startup
|
Active
|
Recovery
|
Advantage
|
Block
|
6
|
1
|
13
|
-10
|
3
|
- Cancel options
- 5H, 2H on Block during frames 13 - 20.
- 5L, 2L on Block during frames 19 - 20.
|
|
5H
|
Damage
|
Guard
|
Chip
|
Invincible
|
Hit
|
40
|
M
|
6
|
-
|
25
|
Startup
|
Active
|
Recovery
|
Advantage
|
Block
|
11
|
2
|
21
|
-14
|
8
|
- Cancel options
- 6S, 4S, 2S, Super on Hit during frames 13 - 25.
|
|
2L
|
Damage
|
Guard
|
Chip
|
Invincible
|
Hit
|
20
|
L
|
0
|
-
|
20
|
Startup
|
Active
|
Recovery
|
Advantage
|
Block
|
5
|
1
|
14
|
-11
|
3
|
- Cancel options
- 5H, 2H on Block during frames 12 - 17.
- 5L , 2L on Block during frames 19 - 20.
|
|
2H
|
Damage
|
Guard
|
Chip
|
Invincible
|
Hit
|
40
|
M
|
6
|
-
|
25
|
Startup
|
Active
|
Recovery
|
Advantage
|
Block
|
11
|
3
|
26
|
-20
|
8
|
- Cancel options
- 5H, 6S, 4S, 2S on Hit during frames 15 - 40.
|
|
jL
|
Damage
|
Guard
|
Chip
|
Invincible
|
Hit
|
20
|
H
|
5
|
-
|
20
|
Startup
|
Active
|
Recovery
|
Advantage
|
Block
|
6
|
3
|
-
|
-
|
5
|
|
jH
|
Damage
|
Guard
|
Chip
|
Invincible
|
Hit
|
20,20
|
H
|
3,3
|
-
|
20
|
Startup
|
Active
|
Recovery
|
Advantage
|
Block
|
12
|
7
|
-
|
-
|
10
|
|
Skills
5S
|
Damage
|
Guard
|
Chip
|
Invincible
|
Hit
|
25,25
|
H
|
4,4
|
-
|
15
|
Startup
|
Active
|
Recovery
|
Advantage
|
Block
|
21
|
2
|
22
|
-18
|
5
|
- Cancel options
- 5H, 2H on Hit during frames 25 - 40.
|
|
6S
|
Damage
|
Guard
|
Chip
|
Invincible
|
Hit
|
40
|
M
|
6
|
-
|
20
|
Startup
|
Active
|
Recovery
|
Advantage
|
Block
|
15
|
Projectile
|
40
|
-
|
6
|
- Cancel options
- Super, 66 on Hit during frames 33 - 50.
|
|
2S
|
Damage
|
Guard
|
Chip
|
Invincible
|
Hit
|
50
|
M
|
8
|
-
|
20
|
Startup
|
Active
|
Recovery
|
Advantage
|
Block
|
15
|
4
|
35
|
-33
|
5
|
- Cancel options
- 6S, Super, 66 on Hit during frames 25 - 50.
|
|
4S
|
Damage
|
Guard
|
Chip
|
Invincible
|
Hit
|
30,30
|
M
|
5
|
-
|
20
|
Startup
|
Active
|
Recovery
|
Advantage
|
Block
|
14
|
3
|
43
|
-40
|
5
|
- Cancel options
- 6S, 2S, 66 on Hit during frames 20 - 40.
|
|
Super
Cutscene Cutscene Attack Attack
|
Damage
|
Guard
|
Chip
|
Invincible
|
Hit
|
25*8
|
M
|
32
|
0 - 150
|
35
|
Startup
|
Active
|
Recovery
|
Advantage
|
Block
|
99
|
50
|
51
|
-85
|
15
|
|
Combos
- Note: If you're not sure what these mean or how to read them, make sure to check out Controls.
- 66 = Dash Cancel (➝ ➝)
- j. = Jump
BnBs
- 5LLL 5H 4S 6S 66 2H 5H 2S 66 4S 2S
- 5LL 5H 4S 2S 66 2S 66 2H 5H 4S 2S
Anti-air Combos
- 2S 66 2S 66 2S 66 2H 5H 4S 6S
Overhead starter
- 5SH 4S 2S 66 2S 66 2H 5H 6S
- 5SH 2S 66 2S 66 2S 66 2H 5H 4S 6S
- 5SH 4S 6S 66 2S 66 2H 5H 6S