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?
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.
Umbrella is a tiny menace.
Amazing Ravenous Buttons - When Umbrella maintains her Ravenous hunger state she gains access to some of the best buttons in the game, including the fastest jab in the game in 2LP, a ridiculous disjointed low in 2MP, and a super fast and rewarding instant overhead in jMP.
High Damage - Consistently high damage character, as long as you can account for her hunger states in combos.
Command Grabs - Potentially very high reward off a meterless command grab - even more than Cerebella from low hunger states - and potentially enormous reward from her Level 3 command grab super.
Anti-Zoning Tools - Retina Reflector reflects projectiles, making zoning against Umbrella very difficult while it's on the screen. 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 normal double jump or air dash, making her air approaches somewhat predictable, and even if she has a float and bubble jump, one doesn't travel far and the other requires setup.
Slow Start - While her ability to snowball is really strong due to her high damage and strong mix, Umbrella starts the game in Satiated. Her mix, damage and approach options in this state are fairly weak, thus she needs to get to ravenous before she can start fighting directly.
Inconsistent Reversals - Hungern Rush is fairly slow in Satiated, has a small hitbox and can be thrown. Contact Lens suffers from having a similar input to the Reflector, so it's prone to misinputs. Her most reliable options to get out of pressure tend to be mashing 2LP, 2LK or 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 2LK. It has a very strong high-profile/low crush to beat moves that would otherwise hit 2LK. Also, it's invulnerable to throws, giving it a niche use as a reversal.
2MP - Low profile with good range and disjoint, vaccuums on contact while Ravenous, compliments 5MP very well.
Tongue Twister - A very fast grounded command grab, very good for her strike/throw game, which can stretch to fullscreen in Ravenous.
Salt Grinder - Your hit grab combo extender. Very high damage when under 4 Pips and staggers on release, leading to easy follow-ups.
Slurp 'n' Slide - Your tool to get in when Ravenous or Satiated, very good combo piece while Ravenous, allowing you to begin pressure.
Cutie Ptooie - Very important neutral tool as it's the only way to feed Hungern without landing a hit on the opponent, it's also amazing at controlling the air with its extensive active frames and travel arc.
Wish Maker - Slow, horizontal bubble that traps your opponent in a bubble on hit, mainly used in neutral when covered by an assist or fullscreen, combo extensions, and resets. Be wary of what range you're at and what options your opponent may have.
Long lasting horizontal Projectile assist that breaks armor and traps the opponent in a bubble on contact. Its long duration on hit allows it to be used as a setup assist. Disappears if Umbrella is hit and doesn't interact with other assists.
A 2-part assist, first a rising vertical multihit/lockdown that knocks down on its last hit, then a large horizontal slam that staggers against grounded opponents and KDs against airborne ones. Both the rising hits and the slam give more than enough time to function as a setup assist.
Salt Grinder (236LP)
A hitgrab setup assist that deals high damage and staggers on hit.
Tongue Twister (6LPLK)
A very long ranged command grab setup assist that deals high damage and has massive corner carry. Needs a stagger to be combo'd into.
Umbrella's info section for her moves will be divided for Hunger specific info/use, similar to how other characters special moves are divided by strength (general info then strength specific info). The toggles will star for Hunger State descriptions since they do not take that much space. (I pray for no more template issues so help me Liam.) - Seen Connroy
Character Mechanic: Hungern and the Hungern Bar
Hungern's current level of hunger is Umbrella's defining characteristic that sets her apart from the rest of the cast. Depending on certain factors, Hungern will grow either more hungry or more full, leading to attacks involving him to gain different properties, damage, and other such effects. To play Umbrella, one must learn to manage Hungern's appetite mid-match, and be able to adapt their neutral game, pressure, and combo routes to account for Hungern's ever growing appetite.
The moves that are influenced by the Hungern Bar are as follows:
All of Umbrella's punch normals, including Tight Squeeze (6LP) and Cliff Hanger (6HP)
All punch specials
All bubble specials
Under the Weather
The moves that can influence the Hungern Bar level are as follows:
Gradually over time
All bubble specials
All punch normals
Hug it Out (taunt)
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 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:
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.
Ravenous is the gateway form between Satiated and Starving, and is the strongest state to be in. This state is achieved through a lack of ingesting the opponent, but managing it enough to keep from being hungry. This stage is noted in appearance with Hungern's eyes becoming bloodshot and him moving erratically within Umbrella's grip. In addition, his tongue sticks out from the top of his "mouth". In her original palette, Hungern's body becomes covered with red, vein-like stripes and red energy flows through him. The pips of the hunger meter are a red color when you enter this state.
When Ravenous, you have access to Umbrella's fastest collection of normals, including the game's fastest normal (Ravenous 2LP; 4 frame start up). With these speed comes advantage, as all of your lights are very advantageous on block, allowing you many points to reset pressure and can lead to tick throw setups with grab or Tongue Twister.
In addition, you get access to a lightning fast universal instant overhead in j.MP, which can be used to enforce high/low mixups, on top of strike/throw, and leads to great damage.
When specials are concerned, Slurp N' Slide is an interesting case. It's extremely fast, moves farther, and you get a full combo if this move hits (which sends the opponent behind Umbrella). In addition, the launch angle on hit can allow for interesting combo routes and resets with different assists, so be sure to take advantage of Ravenous SnS. Ravenous Hungern Rush will deal more damage and has a higher and closer ground bounce in comparison to Satiated.
Since Ravenous has a lot of hunger available, your grab based specials are all extremely strong. Tongue Twister travels full screen when you're in this state. However, one may want to manage and see whether they'd rather cash out for damage or take advantage of the general speed that Ravenous provides.
As for your supers, Under the Weather produces a moderate amount of bubbles, and Feeding Time does higher than average damage due to the amount of hunger Ravenous has stored up. However, Retina Reflector acts a bit different. Instead of the typical 6 eyes surrounding the field Umbrella fires out of Hungern, there are now 8, meaning you get 2 additional hits on the physical projection if the attack and you get 2 more eyes to hit opponents with for a chance to detonate on them later.
Satiated 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.
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. There is one massive drawback to your punch normals, though, as all of them have increased startup and recovery.
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.
Hitbox only activates once Umbrella passes through the opponent, so you must block crossup.
After recovering from this move, Umbrella goes into her HKD wakeup animation (yes, it is invul).
The window to punish on block varies on spacing from 7f to 19f and does not consume OTG (she will be restood actually). 2LK is your safest option and most consistent option, but you can for bigger punishes if you are confident.
If you miss the punish you can still go for a mixup or oki, depending on hunger state, as she only has a strike invul dp.
While it can be as safe as -7 the very lengthy startup opens her up to getting hit beforehand.
Holding jMK gains Umbrella a brief float and can directed by holding 4 or 6.
Can hold jMK for up to 27 frames before transitioning to j[MK], releasing jMK before then will add the standard 18f of recovery.
Umbrella fall unceremoneously to the ground, upon landing, she flops onto the ground, splashing any puddles she lands in, and forcibly goes into recovery.
Cannot cancel into anything landing, unlike jHP, so conversions are impossible without an assist or puddle.
After recovering she goes straight into her wakeup animation.
This move is not punishable on block due to there being 1f before she goes into her wakeup animation, despite training mode saying it is -36 due to wakeup animation. Funnily enough, landing on a puddle makes it more punishable, increasing the window to 5f. (Will make a vid later, remind me after CB.)- Seen
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, combos from almost everything, adding a very good chunk of damage, and allowing ample time to combo into whatever afterwards (except Tongue Twister).
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, vulnerable to airthrows, and can not be cancelled out of.
Horrible horizontal range and sporting only strike invincibility, it does have great verticality, and being unblockable while rising, making this better as a flashkick style anti-air than a reversal. This is DEATH for you on whiff and block so, even if the startup is fairly quick when Ravenous/Satiated, do keep in mind the other flaws it has as a reversal before using it as such.
Fills the Hungern Bar by 1 pip unless Overstuffed.
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.
Loses unblockable while rising property.
Applies its 55% scaling on its first hit, lowering the damage of the second one.
Hungern spawns a bubble that Umbrella can interact with that travels ~55% of the screen before staying in place briefly.
A very versatile special overall as it is a primary combo piece for advanced combos, useful in tagging the opponent in neutral without committing, and making your pressure more advantageous/safe.
Bubble spawns on f22 and is not interactable until frame 13 of spawning (12f 'startup'). Traveling for 240f, then stopping and staying in place for 60f before detonating.
Jumping onto the bubble gains Umbrella a new jump arc that is both high up and travels far, popping the bubble and leaves a puddle where it was. By holding left or right Umbrella can influence the trajectory of her jump, like Marvel superjumps.
Striking the bubble will have it home onto the opponent before popping and leaving a puddle.
Can be struck by Slurp 'n' Slide to enhance it, leaving a puddle underneath.
Umbrella charges Hungern up to send a reflective mirror towards the opponent.
Mirror is active for 360f after materializing (480f while ravenous, and being 9f x6/8 on contact) and slowly moves forward, nullifying beams and reflecting all projectiles until its duration ends, 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, beginning to detonate detonating after 120F (0-30f delay based on where they were around the mirror, like a clock).
A VERY long ranged command grab super with potentially high damage to boot.
Fills Hungern bar by 1 pip.
Killing a character with this move removes them from the screen, similar to a dead body snap, and increases the Ravenous section of the Hungern bar by 2 pips, then by 1 pip for the next character killed. These bonuses do not stay if you use your taunt, which spits the characters you've consumed out.
Can convert with a well placed or early canceled Wish Maker bubble.
Damage is for Starving/Ravenous, Satiated, and then Overstuffed state.
"You're the cutest and bestest!"
Hug It Out
Super Hit Stop
Empties the Hungern Bar by 1 pip over the duration, can hold to increase recovery and amount of bar emptied.
Also spits out any characters consumed by level 3, removing the benefits.
Automatically done after an assist move
Super Hit Stop
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.
Color 1 Default color palette.
Color 2 Original alternate color palette.
Color 3 Original alternate color palette, likely inspired by Christmas colours.