Skullgirls/Squigly

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SG squ icon.png

Story

Squigly is the last "surviving" member of the Contiello family, a long lineage of opera singers and among the Medicis' most valuable clients. Fourteen years ago, Squigly's mother Selene obtained the Skull Heart under strange circumstances, and as a result, Lorenzo Medici ordered an attack on the Contiello family. Fraught with despair, Selene became the Skullgirl and revived her family as an undead army. What spared Squigly from becoming a mindless minion was the intervention of the Parasite Leviathan, the Contiello family's friend and guardian.

The battle between the Skullgirl and Lorenzo threatened to spread across New Meridian if not for Squigly and the intervention of the ASG, resulting Selene's defeat. The power that animated Squigly faded, and hers were the only intact remains of the Contiellos found. Lorenzo generously paid for their funeral and has not had conflicts with the Medicis' other clients since.

Fourteen years later, the newest Skullgirl has revived this tragic songstress...

Basics

For more guides and resources jump to the External Links section.

Squigly is a midrange character who capitalizes off her opponents mistakes. She has great pokes and possesses an arsenal of unique tools and tricks. Squigly can charge herself up and store two different kinds of charges, which can be used to give her specials powerful properties. On the downside, Squigly without a charge is very frail.

  • Charges and Stances: Holding the button on any ground special will cause Squigly to enter her charge stance. She will charge up after a few seconds and execute a much stronger version of the move by releasing the button. The stance can also be canceled; this will store your current level of charge. Entering charge stance and exiting it right away is called Stance Canceling and allows you to greatly reduce the recovery on any normal. This frame advantage opens up new pressure strings, more time to back off defensively, or new reset paths and opportunities. On top of the added space control she receives from the availability of each charged special move, Squigly having charge quite literally changes the flow of the game in her favor.
  • Space control: Every fighting game character fights to control spacing, but Squigly's toolkit in particular is equipped to do this well. What she lacks in movement speed, she makes up for with small hurtboxes combined with deceptively large hitboxes that make it hard to challenge her buttons, such as her jLK and jHP. Her charged special moves such as Center Stage and Silver Chord counter opponents who commit to actions from fullscreen or fast actions in general, forcing opponents to play at her pace.
  • Movement: Both her dash and backdash are rather slow. However, while in charge stance, Squigly gets a fast walking speed. Jumping will be your main movement option, due to Squigly having a double jump, amazing air buttons, and small air hurtboxes. She also has divekicks to fastfall and alter her air momentum, either defensively or to add pressure.


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Playstyle
x24px Squigly is a stance character that is able to build a unique resource and spend it to upgrade her specials.
Pros Cons
  • Small Size: Thanks to her small hurtboxes Squigly is extremly evasive. Her 2LK allows her to low profile a variety of moves.
  • Great Normals: Squigly is able to keep her ground well with far reaching low pokes, disjoints and the before mentioned 2LK. Each of her grounded normals is safe on block thanks to her stancels. Her jLK is tied with Fukua's jLP for the best air to air in the game. jHP covers half of the screen and can lead into a full combo.
  • High Damage Potential: Stancels grant Squigly access to hurtful combos. Once she gains her charge the numbers skyrocket.
  • Charged Sing: Unique special move that freezes the screen and drags the opponent towards you. If Squigly spends a bar she can punish nearly every button from anywhere on the screen with this.
  • Charged DP: Arguably the best meterless reversal in the game. Multihits, autocorrects and can be made safe by spending meter.
  • Lockdown assist and safe DHC: There is no character that dislikes having Squigly in the back. Drag'n'bite is a forward moving lockdown assist. 2HP assist is a disjointed multihit low. SBO is an amazing safe DHC and allows Squigly to get a free charge after.
  • Resource Reliant: Extremly meter hungry playstyle. A lot conversions cost meter and so does using Sing and her DP to an extend. On top of that she needs to gain a charge to make use of Sing and DP in the first place.
  • Charging: It can be hard to find a gap to gain a charge safely in some matchups. Assists negate this issue though.
  • Poor Defense: Squigly doesn't have a reliable reversal outside of charged DP. Her supers are invulnerable on startup but can be countered in most situations. On top of that she lacks a dedicated anti air normal. Her metered anti air can be counter super'd by half of the cast.
  • Bad Approach: Due to her slow ground speed Squigly often relies on jump ins which makes her approach very linear. She struggles aganist pushblock and has a hard time getting offense started.
  • Terrible DHC Damage: SBO does little damage and scales the combo a lot. Daisy cannot be DHC'd into. Level 3 is decent but doesn't combo from some DHC's.

Important Moves

  • jLK - extremely fast air-to-air for its size
  • 2LK - versatile low poke that makes squiglys hurtbox extremly small
  • jHP - controls large horizontal space in front of Squigly
  • 2MK - long range low poke
  • 6HP - grounded overhead option
  • Divekicks (j236K)
  • Seria Draguen Punch (with charge 623HP) - Meterless invincible reversal and antiair, your traditional uppercut move.
  • Seria Center Stage (with charge 236MP) - Brings the opponent to Squigly. With a charge, causes a super flash, and lets Squigly react to what the opponent is doing.
  • Reversals
    • Uncharged Squigly's only reversals are Daisy Pusher(214LP+LK) and Inferno of Leviathan(214PP). However, Daisy Pusher is a post-flash jumpable command throw super and Inferno of Leviathan costs 3 meters, making both of these options not very ideal. Charged Squigly has access to H Draugen Punch(623HP) which is an amazing DP with lengthy invulnerablity frames that leads to a full combo and can even be made safe for the cost of 1 meter. Squigly Battle Opera (214KK) has some invulnerability frames and can be used to catch some opponents in a specific position, but without charge it is reactable so watch out.

Charges

Sg p.png stance
Sg k.png stance

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.

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.

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
Light Run Yes No N/A

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

Wakeup Time

Forward Tech Backward Tech Sliding KD Hard KD Crumple
39 40 6 31 32


Move List

Standing Normals

SG squ slp.png
SG squ slp hb.png
Lich Slap
Toggle Hitboxes
Toggle Hitboxes
5LP s.Sg lp.png
x1 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Chains Into Self 200 2.5% +9 +6
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
6 2 10 20 17 7 N/A
x2 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 300 2.5% +7 +6
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 5 9 20 19 7 N/A
  • The first hit is a common reset point for Squigly due to it being +9
SG squ smp.png
SG squ smp hb.png
Piercing Gaze
Toggle Hitboxes
Toggle Hitboxes
5MP s.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 400, 450 3.75% x2 -1 -7
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
13 2, (2), 3 25 26 x2 20 x2 7, 9 N/A
  • The first hit has shorter range and pulls the opponent towards Squigly while the second hit has the attack's full range.
  • The vacuum effect of the first hit alone can be used for crossunder resets in the corner. It can also be used for midscreen crossunders from combos using certain assists.
  • Squigly's most damaging medium normal, but mainly useful near the end of combos
SG squ shp.png
SG squ shp hb.png
Bune Knuckle
Toggle Hitboxes
Toggle Hitboxes
5HP s.Sg hp.png
x1 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Chains Into Self 750 5.0% +5 -6
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
16 2 24 30 19 9 N/A
x2 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 800 5.0% +4 -6
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 2 25 30 20 9 N/A
  • High hitstun and range, easy to convert from using stance cancels
  • Optimal for combo damage until maximum damage scaling is reached, after which 2HP is slightly better
SG squ slk.png
SG squ slk hb.png
Croisé
Toggle Hitboxes
Toggle Hitboxes
5LK s.Sg lk.png
x1 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Chains Into Self 200 2.5% -4 -5
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 2 23 20 19 7 N/A
x2 Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 150 2.5% -5 -6
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
6 3 23 20 19 7 N/A
  • Two hits makes it convenient for restanding a knocked down opponent
  • Pushes Squigly slightly forward, making it useful for some specific resets.
SG squ smk.png
SG squ smk hb.png
Death Drop
Toggle Hitboxes
Toggle Hitboxes
5MK s.Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Launcher (vs air) 650 7.5% +3 or 7 (vs air) -3
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
13 2 24 28 or 32 (vs air) 22 11 N/A
  • Against aerial or knocked down opponents, this move can be jump canceled, making it occasionally useful as an alternative launcher.
SG squ shk.png
SG squ shk hb.png
Dust to Dust
Toggle Hitboxes
Toggle Hitboxes
5HK s.Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Launcher 1000 10.0% -2 -10
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
18 4 28 29 21 12 N/A
  • Squigly's launcher
  • Stance cancelled leads to resets.

Crouching Normals

SG squ clp.png
SG squ clp hb.png
Tail Light
Toggle Hitboxes
Toggle Hitboxes
2LP c.Sg lp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 150 x3 .9% x3 +7 (1st hit), +8 (2nd hit), +6 (Last hit) +3 (1st hit), +4 (2nd hit), +2 (Last hit)
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10 6 to 60 (4, 4, 4... if held) 8 20 x3 16 x3 6 x3 N/A
  • Can be held before hitting, for anywhere between 6 and 60 frames
  • Hits up to 3 times
  • Useful for pressure since the opponent may have to guess when to pushblock
  • Can be held at a distance to deter ground approaches, and easily converted after by buffering a medium normal while holding


The first frame data graph shows tapping LP.
The second frame data graph shows holding LP for the maximum possible time.
SG squ cmp.png
SG squ cmp hb.png
Serpent Spear
Toggle Hitboxes
Toggle Hitboxes
2MP c.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 500 7.5% +5 -3
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 4 18 26 18 8 N/A
  • Has a low profile, making it useful for dodging some projectiles, jump ins, IADs or other high moves
SG squ chp.png
SG squ chp hb.png
Cremation
Toggle Hitboxes
Toggle Hitboxes
2HP c.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low - 300 x3, 800 2.5% x4 +3 -9
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
18 6, 8 x2, 16 12 24 x4 17 x3, 18 11 x4 (5 x4 on block) N/A
  • Does 4 hits
  • Hits low for the first hit that connects with the opponent, any extra hits hit mid.
  • Useful for pressure, mixups, and for damage late in combos
SG squ clk.png
SG squ clk hb.png
Écart
Toggle Hitboxes
Toggle Hitboxes
2LK c.Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low - 300 2.5% +7 +5
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 3 11 20 18 7 N/A
  • A fast low that hits on both sides of Squigly
  • Like 2MP, has a low profile, making it useful for dodging some projectiles or other high moves
SG squ cmk.png
SG squ cmk hb.png
En Pointe
Toggle Hitboxes
Toggle Hitboxes
2MK c.Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low - 650 7.5% +8 -4
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 2 19 28 16 9 N/A
  • Squigly's best medium normal, a long range low that moves her slightly forward
SG squ chk.png
SG squ chk hb.png
Dance of Salome
Toggle Hitboxes
Toggle Hitboxes
2HK c.Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Low Sweep 1100 10.0% Soft KD (Invuln.) -11
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 4 26 15 18 11 N/A
  • Squigly's sweep
  • The knockdown this move creates can be used to build a charge.
  • It is possible to combo after this move if it hits OTG.

Jumping Normals

SG squ jlp.png
SG squ jlp hb.png
Drake Bite
Toggle Hitboxes
Toggle Hitboxes
jLP j.Sg lp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 250 2.5% +3 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 2 16 20 15 8 N/A
  • Can hit standing opponents if done immediately after jumping, making it useful for beating some ground moves or in a fuzzy guard mixup
  • Hits as an instant overhead against crouching Eliza, Cerebella, and Beowulf (In addition to Big Band)
SG squ jmp.png
SG squ jmp hb.png
Conqueror Wyrm
Toggle Hitboxes
Toggle Hitboxes
jMP j.Sg mp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 550 7.5% +2 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10 5 18 24 20 9 N/A
  • Negates Squigly's air momentum and moves her slightly backwards and up
  • Can be used to stay longer in the air, move less predictably, or fake a crossup
SG squ jhp.png
SG squ jhp hb.png
Dragon Strike
Toggle Hitboxes
Toggle Hitboxes
jHP j.Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 250 x3, 750 2.5% x4 +4 -1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
16 2, 2, 2, 6 17 19 x3, 26 21 x4 5 x3, 11 N/A
  • Very long range multihit, good for controlling the air
  • Mostly useful while falling, rather than at the start of a jump
  • At close range vs air, can sometimes be converted from with dash jump j.LK
  • Can often be converted from with Squigly Battle Opera, if in range
  • Can convert with charged Silver Cord from afar
SG squ jlk.png
SG squ jlk hb.png
Coffin Nail
Toggle Hitboxes
Toggle Hitboxes
jLK j.Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 200 2.5% +10 +4
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 7 8 24 18 8 N/A
  • Fast, long range, and good hitbox makes it Squigly's main air-to-air move
  • Easy to convert by chaining into j.MK
SG squ jmk.png
SG squ jmk hb.png
Ouroboros Circlet
Toggle Hitboxes
Toggle Hitboxes
jMK j.Sg mk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 500, 300 x3 1.875% x4 +4 +2
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 6, (3), 4 x3 16 (21 on whiff) 20, 20 x2, 24 18 x4 9, 4 x3 N/A
  • Keeps Squigly in the air for 3 additional hits after connecting
  • Can be converted from in nearly any situation by canceling into HK Divekick
  • By immediately chaining into j.HP or j.HK, Squigly can skip the final hits and land unexpectedly early


The second frame data graph shows the move on hit/block.
SG squ jhk.png
SG squ jhk hb.png
Madame Dragonfly
Toggle Hitboxes
Toggle Hitboxes
jHK j.Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 325 x3, 500 2.5% x4 -3 -4
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
15 2, 2, 2, 3 23 22 x4 21 x4 4 x3, 11 N/A
  • Fast multihits can break armor, be difficult to pushblock, or sometimes catch incoming assists
  • If Squigly is pushblocked away, dash jump j.HK can keep the opponent from jumping, making it useful for pressure

Command Normals

SG squ fhp.png
SG squ fhp hb.png
Ashes to Ashes
Toggle Hitboxes
Toggle Hitboxes
6HP 6.gif + Sg hp.png
Guard Properties Damage Meter On Hit On Block On Pushblock
High - 300, 150 x2, 800 2.5% x4 +6 -8
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
22 6, 6, 6, 6 21 24 x3, 26 15 x3, 18 11 x4 (5 x4 on block) N/A
  • Standing overhead, does 4 hits.
  • Hits high for the first hit that connects with the opponent, any extra hits hit mid.
  • Useful for pressure, mixups, and late in combos
  • High hitstun on the final hit makes it slightly easier to combo after than Squigly's other heavy normals

Universal Mechanics

SG squ throw.png
SG squ throw hb.png
Pass Away
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 0, 1000 5%, 8% Wall Bounce N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 1 28 N/A N/A N/A N/A
  • Average range ground throw with numerous followup options
  • Range can be slightly extended with a kara cancel from the first 1-2 frames of 5LK
Midscreen
  • Can convert universally using charged Center Stage, charged Silver Chord or SBO
  • Some assists enable conversion with non-charged Center Stage
  • On Big Band, Double, and Beowulf, it is possible to convert with non-charged Silver Chord
  • Without charge or meter, Squigly can always capitalize by taking time to charge a stance, or by using center stage to keep up pressure
Corner
  • Can stance cancel for shorter recovery, enabling OTG-less conversions
SG squ airthrow.png
SG squ airthrow hb.png
Drake Fang
Toggle Hitboxes
Toggle Hitboxes
Air Throw Sg lp.png + Sg lk.png (in air)
Guard Properties Damage Meter On Hit On Block On Pushblock
Air Throw 50% Damage Scaling 0, 1000 5%, 8% KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 3 25 N/A N/A N/A N/A
  • Can convert with any version of Divekick
  • Conversion might be interrupted by enemy assists
SG squ tag.png
SG squ tag hb.png
Rise From Your Grave
Toggle Hitboxes
Toggle Hitboxes
Tag 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 Tag 0, 500 x2 10% x3 Wall Bounce -32
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
37 6, (19), 4, (16), 6 36 24, 15 x2 27, 18 x2 55, 11 x2 (10, 14 x2 on block) N/A
  • When tagged out, a tombstone stays on screen and follows the point character. When tagging in, Squigly emerges from under he tombstone in a coffin, breaking it open for her tag in attack.
  • Does 3 hits in total, 2 in the front and 1 in the back. This causes it to cross up in some situations.
  • Hitting an assist can make it hard to punish the tag, due to the assist wallbouncing.
SG squ snap.png
SG squ snap hb.png
Basso Buffo
Toggle Hitboxes
Toggle Hitboxes
Snapback Sg 236.png + Sg mp.png + Sg mk.png / Sg hp.png + Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Snapback 0 -100% N/A -18
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 + 3 3 33 14 17 13 9
  • Has a decent horizontal range and can easily be landed after H Divekick.

Specials

SG squ qcfp.png
"Focus..."
Dragon’s Breath Sg 236.png + [ Sg p.png ]
Uncharged Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 N/A 7 N/A N/A N/A N/A
Charged Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 N/A 4 N/A N/A N/A N/A
  • Squigly poses with her back towards the screen, holding the pose and charging the stance as Leviathan's head glows with flame. During the stance specific walk, Squigly holds her arms out and does the signature "Jiang Shi" hop.
  • While walking in this stance, Squigly has a higher walk speed than she does from her normal walking, equivalent to a fast walk speed.


SG squ qcflp.png
SG squ qcflp hb.png
Toggle Hitboxes
Toggle Hitboxes
Liver Mortis Sg 236.png + Sg lp.png
Uncharged Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Strike) (Frame 13) 1000 (100) (2.5%) 4.5% Sliding KD -8
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
20 2 32 26 25 16 N/A
Charged Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Strike) (Frame 9) 1400 (250) (2.5%) 4.5% Wall Bounce -8
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
11 2 32 28 25 20 N/A
  • Squigly and Leviathan throw an explosive one inch punch. The attack has invulnerability to hits, but is difficult to use as a reversal; the minimum start up animation for the stance is always vulnerable. The attack is too slow to combo without a charge, but the Seria version has a shortened the start up that allows Squigly to combo out of her heavier normals.
  • The startup of the stance occurs before the startup of the move. The startup is omitted in the data, but can be seen in the graph.
  • It is possible to combo into the uncharged version of this move using the stagger from silver cord or by using assists. The sliding knockdown gives Squigly enough time to get one of her stances charged.
  • Commonly referred to as "Mortis".
SG squ qcfmp.png
Center Stage Sg 236.png + Sg mp.png
Uncharged Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - N/A (2.5%) N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 N/A 40 N/A N/A N/A N/A
Charged Guard Properties Damage Meter On Hit On Block On Pushblock
N/A Invuln. (Full) (1 frame before and after flash) N/A (2.5%) N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 N/A 18 N/A N/A N/A 4
  • Squigly's signature singing special move, which forces the screen to center on her. The Seria version causes a mini-super flash, complete with a forced hit stop like a regular super flash. Canceling Center Stage to Daisy Pusher can use this effect to create an inescapable throw set up.
  • The startup of the stance occurs before the startup of the move. The startup is omitted in the data, but can be seen in the graph.
  • Commonly referred to as "Sing".
SG squ qcfhp.png
SG squ qcfhp hb.png
"Bad Leviathan!"
Toggle Hitboxes
Toggle Hitboxes
Drag 'n' Bite Sg 236.png + Sg hp.png
Uncharged Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 350, 300 x2, 400 (100, 90 x3) (2.5%) 4.5% x4 +1 -11
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 2, (12), 2, (10), 2, (12), 2 30 28 x4 16 x4 9 x4 N/A
Charged Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 350, 300 x5, 800 (100, 90 x6) (2.5%) 4.5% x7 +11 -7
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
7 2, (9), 2, (7), 2, (9), 2, (7), 2, (9), 2, (7), 2 25 28, 34, 28, 34, 28, 34 x2 16 x7 9 x7 N/A
  • Leviathan pulls on Squigly like a disobedient dog on a leash, biting and chomping as he inches forward. Charging for the Seria version brings the attack adds hits, damage, and advantage on hit from the last bite.
  • The startup of the stance occurs before the startup of the move. The startup is omitted in the data, but can be seen in the graph.
  • The Seria version of this move can be linked after with a Light normal, allowing for some damaging combo routes.
  • Commonly referred to as "DnB".
SG squ dpp.png
SG squ dpp hb.png
Toggle Hitboxes
Toggle Hitboxes
Draugen Punch Sg 623.png + Sg p.png
Uncharged Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full) (Frame 13) 900 (100) (2.5%) 7.5% -16 -27
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
6 15 35 33 22 12 N/A
Charged Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full) 1300, 175 x2 (100 x3) (2.5%) 7.5% x3 KD -27
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
6 2, 2, 15 35 40 x3 20 x2, 22 20, 10 x2 N/A
  • A dragon punch with an actual dragon!
  • Although this attack doesn't use a 236P command, it still puts Squigly into Dragon's Breath stance. The 623P input shares the same charge and can be cancelled the same way.
  • The HP version can't be held and will automaticially execute with the minimum stance start up (8f). Charged HP is also the only version with a fully invincible startup.
  • The uncharged version has 1 hit and knocks the opponent off the ground to recover in the air without a knockdown.
  • The charged version deals 3 hits and knocks down.
  • Both versions can be converted off with SBO. Additionally the charged version can be converted off with charged Chord or Sing xx SBO or with pretty much anything in the corner.
SG squ qcfk.png
"One, and, two, and..."
Serpent’s Tail Sg 236.png + [ Sg k.png ]
Uncharged Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 N/A 7 N/A N/A N/A N/A
Charged Guard Properties Damage Meter On Hit On Block On Pushblock
N/A - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 N/A 4 N/A N/A N/A N/A
  • Squigly plants her feet firmly apart and starts spinning Leviathan's tail in a circle as she charges the stance. She uses the tail like a jump rope to skip forward or back during the stance specific walk.
  • While walking in this stance, Squigly has a higher walk speed than she does from her normal walking, equivalent to a fast walk speed.
SG squ qcflk.png
SG squ qcflk hb.png
"Serpentine!"
Toggle Hitboxes
Toggle Hitboxes
Arpeggio Sg 236.png + Sg lk.png
Uncharged Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 133 x7, 300 (33 x8) (2.5%) 2.5% x8 +10 +1
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 4, 4, 4, 4, 4, 4, 4, 4 13 24 x7, 26 18 x8 0 x7, 11 (1x7, 11 on block) N/A
Charged Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 133 x7, 300, 1000 (33 x8, 150) (2.5%) 2.5% x8, 4.5% Sliding KD ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 4, 4, 4, 4, 4, 4, 4, 4, (13), 4 18 24 x7, 26 x2 18 x8, 21 0 x7, 11 x2 (1 x7, 11 x2 on block) N/A
  • Leviathan attacks with several, rapid tail strikes. The Seria version of the move ends with a slower stab that causes the slide stun.
  • The startup of the stance occurs before the startup of the move. The startup is omitted in the data, but can be seen in the graph.
SG squ qcfmk.png
SG squ qcfmk hb.png
Toggle Hitboxes
Toggle Hitboxes
The Silver Chord Sg 236.png + Sg mk.png
Uncharged Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Hit Grab, 50% Damage Scaling 600 (100) (2.5%) 2.5% Stagger or +3 -13
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 20 65 N/A or 15 18 9 N/A
Charged Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Hit Grab, 50% Damage Scaling 600 (100) (2.5%) 2.5% Stagger or +17 -8
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 25 49 N/A or 29 18 9 N/A
  • Squigly tosses Leviathan's tail, which hooks the opponent and drags them in. The stagger gives Squigly a guaranteed Daisy Pusher or combo of her choice. The basic version reaches about half screen and the Seria version reaches nearly full screen. The charged version will also ignore assists and only grab enemy point characters. Like many other "Get over here!" style attacks, this is extremely unsafe on block and whiff.
  • The startup of the stance occurs before the startup of the move. The startup is omitted in the data, but can be seen in the graph.
  • The stagger of this move is once per combo. However, one can still combo off of the Seria version of the move even if stagger has already been used due to the generous hitstun.
  • Commonly referred to as "Chord".
SG squ qcfhk.png
SG squ qcfhk hb.png
"Hallowed ground!"
Toggle Hitboxes
Toggle Hitboxes
Tremolo Sg 236.png + Sg hk.png
Uncharged Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Projectile 350, 350, 550 (100 x3) (2.5%) 1.6364% x3 KD -3
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
16 3, (2), 4, (2), 4 27 26 x3 21 x3 4, 2, 11 N/A
Charged Guard Properties Damage Meter On Hit On Block On Pushblock
Low Projectile 350 x5, 550 (100 x6) (2.5%) 1.6364% x6 KD -4
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
16 3, (2), 4, (2), 4, (2), 4, (2), 4, (2), 4 28 26 x6 21 x6 4, 2 x4, 17 (4, 2 x4, 11 on block) N/A
  • Squigly drops down, allowing Leviathan to submerge his tail below the ground and attack from underneath the opponent. The multiple hits push the opponent back before the knockdown from the last hit, reaching half screen after 3 hits with no charge and ending at nearly full screen after 6 hits for the Seria version.
  • The startup of the stance occurs before the startup of the move. The startup is omitted in the data, but can be seen in the graph.
  • Has 1 frame of no super cancel period near the end, but only sometimes??? Not sure how to make it happen (pic)
SG squ jqcfk.png
SG squ jqcfk hb.png
"Grave digger!"
Toggle Hitboxes
Toggle Hitboxes
Fallen Woman (Air Only) Sg 236.png + Sg k.png
Sg lk.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 300 (100) (0.5%) 7.5% +8 (at best) +11 (at best)
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
10 (until ground) 4 12 15 9 N/A
Sg mk.png Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - 400 (100) (0.5%) 7.5% +15 (at best) +11 (at best)
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
12 (until ground) 4 19 15 9 N/A
Sg hk.png Guard Properties Damage Meter On Hit On Block On Pushblock
High - 400, 1000 (100) (0.5%) 7.5% x2 KD -11 (at best)
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 (until ground), (33), 6 32 58, 20 21 12, 16 N/A
Sg hk.png (Second use) Guard Properties Damage Meter On Hit On Block On Pushblock
High - 400 (100) (0.5%) 7.5% +3 (at best) -11 (at best)
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
14 (until ground) 32 35 21 12 N/A
  • Standard issue dive kick. It has a minimum height and additional start up for the move itself, making an instant dive kick comparable to a slower instant air dash attack. The LK version starts significantly faster than the other versions but does not cause enough hit stun to start a combo. The MK version is slower, can start a combo, and will always force an opponent to land standing when it hits air to air. The HK version is the slowest, actually hits high, and ends with a second hit that will launch the opponent for a knockdown once per combo.


The second frame data graph for the HK version shows the move on hit.
The frame data graph for the 2nd use of the HK version shows the move on hit.
  • Commonly referred to as "Divekick"

Supers

SG squ qcbkk.png
SG squ qcbkk hb.png
Toggle Hitboxes
Toggle Hitboxes
Squigly Battle Opera
Level 1
Sg 214.png + Sg k.png + Sg k.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full),
Projectile
375 x5 (100 x5) -100% +64 or KD (vs air) +60
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
4 + 11 240 19 26 x5 22 x5 4 x5 9 OR 15 (after charged 236MP)
  • Creates a multi hit, floating note projectile. Commands with LK+MK, MK+HK, and LK+HK all place the fireball at different fixed positions. The fireball pins itself to the screen position, allowing Squigly to push it around relative to the stage as the camera moves.
  • Hitstop will increase to 15 when used simultaneously with charged Center Stage.
  • Commonly referred to as "SBO".
SG squ qcbthrow.png
SG squ qcbthrow hb.png
"Time to bury you... six feet over!"
Toggle Hitboxes
Toggle Hitboxes
Daisy Pusher
Level 1
Sg 214.png + Sg lp.png + Sg lk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Command Grab Invuln. (Full),
50% Damage Scaling
0, 500, 2000 -100% Crumple N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
4 + 9 23 57 N/A N/A N/A 9 OR 14 (after charged 236MP)
  • Squigly opens a grave at her feet, buries the opponent, sprouts a randomly chosen flower on the mound, and poses for a moment before a casket crashes down from the top of the screen with the opponent inside again.
  • Hitstop increases to 14 when used simultaneously with charged Center Stage.
  • Commonly referred to as "Daisy".
SG squ qcbpp.png
SG squ qcbpp hb.png
"And now... The grand finale!"
Toggle Hitboxes
Toggle Hitboxes
Inferno of Leviathan
Level 3
Sg 214.png + Sg p.png + Sg p.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid Invuln. (Full),
45% Minimum Scaling,
Projectile
675 x8 (150 x8) -300% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
8 + 6 -- (8, 8, 8...) 46 32 x8 22 x8 7 x8 (6 x8 on block) 9 OR 12 (after charged 236MP)
  • Leviathan projects a massive fireball at an up forward angle. After it leaves the screen, the fireball returns to chase the opponent around from behind. The fireball will not disappear until it makes contact with all 8 hits.
  • Hitstop increases to 12 when used simultaneously with charged Center Stage.
  • If Squigly is hit by a snap while the fireball is on screen, then the fireball will disappear.
SG squ lklk6lphk.png
SG squ lklkflphk hb.png
"Arrogant fool..."
Toggle Hitboxes
Toggle Hitboxes
Rage of the Dragon
Level 5
After Snake Charmer, with charged Dragon's Breath or Serpent's Tail,
Sg lk.png , Sg lk.png , 6.gif , Sg lp.png , Sg hk.png
Guard Properties Damage Meter On Hit On Block On Pushblock
Command Grab Invuln. (Full),
64.3% Minimum Scaling
7777 -500% Hard KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
3 + 4 40 13 N/A N/A N/A 7 OR 10 (after charged 236MP)
  • 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 10 when used simultaneously with charged Center Stage.
  • Using this super as a DHC requires Squigly to have both charges.

Taunt

SG squ taunt.png
"Give up yet?"
Snake Charmer Sg lp.png , Sg lp.png , 6.gif , Sg lk.png , Sg hp.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 70 N/A N/A N/A N/A
  • Performing her taunt is one of the two requirements for Squigly to have access to her level 5. The other requirement is having either charge available.
  • You can taunt mid combo as solo Squigly by doing Chord > Taunt xx Daisy Pusher...if you want to style on your opponent.
SG squ assist.png
"We will return."
Assist Taunt Automatically done after an assist move
Guard Properties Damage Meter On Hit On Block On Pushblock
Mid - N/A 0% N/A N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop Super Hit Stop
N/A N/A 30 N/A N/A N/A N/A

Colors

SG squ color1.png SG squ color2.png SG squ color3.png SG squ color4.png SG squ color5.png
Color 1
SGColor1.png
Default color palette.
Color 2
SGColor2.png
Original alternate color palette.
Color 3
SGColor3.png
Based on Lydia from the Bettelejuice animated series.
Color 4
SGColor4.png
Original alternate color palette.
Color 5
SGColor5.png
Based on Princess of the Crystal from Mawaru-Penguindrum.

SG squ color6.png SG squ color7.png SG squ color8.png SG squ color9.png SG squ color10.png
Color 6
SGColor6.png
Original alternate color palette.
Color 7
SGColor7.png
Original color palette based on Squigly before her death.
Color 8
SGColor8.png
Original alternate color palette.
Color 9
SGColor9.png
Based on Dead Master from Black★Rock Shooter.
Color 10
SGColor10.png
Original alternate color palette.

SG squ color11.png SG squ color12.png SG squ color13.png SG squ color14.png SG squ color15.png
Color 11
SGColor11.png
Original alternate color palette.
Color 12
SGColor12.png
Based on Lady Zozo from Code of Princess.
Color 13
SGColor13.png
Based on Emily from The Corpse Bride.
Color 14
SGColor14.png
Based on Litchi Faye-Ling from BlazBlue.
Color 15
SGColor15.png
Based on ZONE-tan.

SG squ color16.png SG squ color17.png SG squ color18.png SG squ color19.png SG squ color20.png
Color 16
SGColor16.png
Original alternate color palette.
Color 17
SGColor17.png
Based on Sucy from Little Witch Academia.
Color 18
SGColor18.png
Based on Kyoko Sakura from Puella Magi Madoka Magica.
Color 19
SGColor19.png
Based on Gum from Jet Set Radio.
Color 20
SGColor20.png
Based on Yoshika Miyako from Touhou.

SG squ color21.png SG squ color22.png SG squ color23.png SG squ color24.png SG squ color25.png
Color 21
SGColor21.png
Based on Alice from American McGee's Alice series. Crowdfunding request.
Color 22
SGColor22.png
Original alternate color palette.
Color 23
SGColor23.png
Based on Sable from Au Sable. Crowdfunding request.
Color 24
SGColor24.png
Based on Beetlejuice.
Color 25
SGColor25.png
Based on Nui Harime from Kill la Kill.

Sans squigly.png Squigly 27.png SG squ color28.png SG squ color29.png SG squ color30.png
Color 26
SGColor26.png
Based on Elsa from Frozen.
Color 27
SGColor27.png
Based on Ronald McDonald from America.
Color 28
SGColor28.png
Based on Earthworm Jim.
Color 29
SGColor29.png
Based on Michael Jackson in the Thriller music video.
Color 30
SGColor30.png
Based on the Vocaloid Kagamine Rin.



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.

Squigly intro 1.png Intro pose 1:
Hold
Sg lp.png OR Sg lk.png
Squigly and Leviathan take a bow.
Are you ready? For over a decade!
Shall we dance, milady? Let's.
Squigly Intro 2.png Intro pose 2:
Hold
Sg mp.png OR Sg mk.png
Squigly emerges from her grave.
Hisss. Curse you!
Hnnn. Plagues upon you!
Squigly intro 3.png Intro pose 3:
Hold
Sg hp.png OR Sg hk.png
Squigly uses Leviathan like a swing.
It's good to be out. I concur.
...Hello.

Notable Players

Name (English/Japanese) Color Location Team Contact Status Notes Example Play
BigTonney enter Italy-EU Cremation / H-Train or H-Brass E Active Plays mostly solo Squigly or Squigly and Big Band. Link
Adeveis enter IL, USA L Shot/ Cremation/ M-Train - Active Will jail you with level 3 into SSJ DHC. Link
159man enter Japan(?) Cremation/ M-Train - Active(?) Classic Squigly/Band player from Japan. Link
JediLink enter OCE DnB/ L Extend - Active Squigly/Band player from OCE. Link
Yaya enter Canada DnB/ H Brass - Active(?) Hi Link
Toffel enter EU Various - N/A Wrote the entirety of the Squigly wiki page and has done multiple videos for her. Link

NOTE: These tables are still WIP- seen

External Links

When browsing Skullheart, keep in mind it was most active when the game was on an older patch.


General
FAQ
Controls
Glossary
HUD
Training Room
Game Data Key
Team Building
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Links
Characters
Filia
Cerebella
Peacock
Parasoul
Ms. Fortune
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Squigly
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Eliza
Fukua
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Robo-Fortune
Mechanics
Other