Skullgirls/Squigly

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Skullgirls#BasicsSkullgirls/Game ElementsSkullgirls#CastSkullgirls/Game SystemsSkullgirls#Fun StuffSkullgirls/Strategy TacticsMvC3HeaderButtons.png
SG squigly portrait.jpg
Squigly
Voiced by: Lauren Landa, with Liam O'Brien as Leviathan
Age: 28 (14 at death)
Birthday: November 2
Bloodtype: Embalmed (formerly A-)
Height: 5'3"
Weight: 118 lbs
Measurements: 28B-21-38
Likes: Leviathan, her family, tradition, reading up on current events, animals (particularly birds and snakes), music, singing, noodles, cream soda, cake, burgers, gardening, the smell of incense, bubble baths, not being dead
Dislikes: The Medici, Black Dahlia, Double, the Skull Heart, rude people, dishonesty, not taking karaoke seriously, thunderstorms, being dead

Squigly

SG Squigly icon.png
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...

In a nutshell
Squigly's special moves are done through her two stances, which need time to charge up. Squigly's jump is floaty, her dashes take some time to build momentum, and she doesn't have traditional projectiles. With so many quirks, how does she control the opponent and deal damage? Leviathan can stretch, giving Squigly some far-ranging attacks - especially when she's airborne. As an opera star, Squigly can sing with her Center Stage special, forcibly shifting the screen as all eyes focus on her. Belting out a Squiqly Battle Opera pins a projectile to a fixed screen location, giving her a unique tactic to pin down an opponent. Her powerful options for a custom Ensemble can frustrate the opposing team in unexpected ways, all of which combine well with the more traditional strategies from the rest of the cast.

Basics

Movement
Walk: Slow
Jump: Double jump
Dash or Run: Squigly has a slow forward run and a slow backward run that will end after a set distance.
Air Dash: No air dash
Chains
Standing: 3 Buttons: Lp.png OR Lk.png ---.png Mp.png OR Mk.png ---.png Hp.png OR Hk.png
Crouching: 3 Buttons: Lp.png OR Lk.png ---.png Mp.png OR Mk.png ---.png Hp.png OR Hk.png
Air: 5 Buttons: Lp.png ---.png Lk.png ---.png Mp.png ---.png Mk.png ---.png Hp.png OR Hk.png

Signature Techniques

  • Squigly's performs most of her special moves through her two stances, Dragon's Breath (↓↘→+P) and Serpent's Tail (↓↘→+K). She starts the stance with the command, holds the stance as the button is held, and begins the appropriate special attack on release. A simple ↓↘→+P or ↓↘→+K without holding the button will give a stance attack as if it was a regular special move. Holding the stance for 60f charges for a more powerful, Seria version of the attack. Both stances store separate charge and continue to charge though the unique, stance specific dash animations. Squigly cancels a held stance with any additional button press and preserves her charge for the next time she uses the stance.
  • As established from other fighting games, the most powerful thing Squigly can do with a stance is simply cancel it as quickly as possible. Canceling a normal move with a stance then immediately ending the stance without an attack allows Squigly to link between multiple ground chains in the same combo. Holding a button while performing a stance command, pressing another button during the stance's minimum start up, or performing the command with a kara input will give the fastest possible stance cancel. A standard stance cancel is 18f total and a Seria cancel is 12f, making cancels significantly faster if Squigly builds a charge. On hit, Squigly can perform a Seria cancel using an alternate 2 button input (either PP or KK) with no direction or motion command as a shortcut for the fastest possible stance cancels.
  • Squigly's Center Stage (↓↘→+MP) special move doesn't deal damage; it forces movement on the edges of the screen to attack the opponent on a meta-game level. Moving the screen's edges can push a distant opponent from behind, force a jumping opponent down to the ground, take enemy projectiles and assists off screen, and even create a temporary corner at the middle of the stage. The Squigly Battle Opera (↓↘→+KK) super pins a note projectile to a set screen location, so moving the edges of the screen can move the active fireball. Even without these strategies, the unexpected camera movement can surprise, disorient, and frustrate another player as they momentarily lose control of the game.

Ensemble Selection

  • Cremation (c.HP): As a custom Ensemble, this normal's lengthy active frames and 4 Low.png hits offer plenty of time to confirm a hit into a combo. On block, the point character can attack with the opponent trapped in a specific block direction.
  • Ashes to Ashes (→+HP): This custom Ensemble command normal forces an opponent to block High.png for 4 heavy hits. It's essentially a c.HP from the other direction.
  • Liver Mortis (↓↘→+LP): While the Startupinv.png has limited use an an Ensemble, this attack's Slide.png or Seria Wallbounce.png can be used by the point character after calling in Squigly mid-combo.
  • Center Stage (↓↘→+MP): When Squigly sings as an assist, the point character can exploit her forced screen movement while taking other actions. Running forward while calling the Ensemble instantly closes the distance against a fleeing opponent. Timing the Ensemble during a combo allows a point character to use a Wallbounce.png in a combo at the middle of the stage. Using Center Stage in concert with a command throw can grab an opponent at a seemingly unfair range.
  • Drag and Bite (↓↘→+HP): As Leviathan chomps forward, this custom Ensemble traps the opponent in block stun. Unlike c.HP and Ashes to Ashes, Squigly gets dragged forward while attacking and makes the attack more difficult to push block.
  • Draugen Punch (→↓↘+P): As a custom Ensemble, Squigly's uppercut is her only anti-air choice. Unfortunately, it isn't as powerful as equivalent attacks form other characters. It has minimum stance start up before the Startupinv.png and can only cause Knockdown.png if Squigly charges for the Seria version as a point character.
  • The Silver Chord (↓↘→+MK): This attack resembles a Proj.png Ensemble that will snare the enemy point character on hit, but it's rather slow and easily avoided on it's own. When called during a combo, the Stagger.png gives the point character an opportunity to extend a combo in creative ways.

Move List

Normals

Command Name / Quote Properties (glossary)
Lp.png Lich Slap Chains Twice
Damage Meter Gain Start Up Active Recovery
200 2.5% 6 2 10
Hit Stop Hit Stun Block Stun On Hit On Block
7 20 19 9 8
---.png Lp.png
Damage Meter Gain Start Up Active Recovery
300 2.5% 8 5 9
Hit Stop Hit Stun Block Stun On Hit On Block
7 20 19 7 6
Mp.png Piercing Gaze
See this?
Leviathan stabs his tail out of Squigly's empty eye socket, then curls it for a second hit. The first hit has shorter range and pulls the opponent towards Squigly while the second hit has the attack's full range.
Damage Meter Gain Start Up Active Recovery
400, 450 3.8% x2 13 2, (2), 3 25
Hit Stop Hit Stun Block Stun On Hit On Block
7 x2 26 x2 20 x2 -1 -7
Hp.png Bune Knuckle Chains Twice
Double... Dragon!
Squigly punches with both arms, which Leviathan follows with a similar pincer attack with his head and tail. The high hit stun makes this Squigly's best standing normal to stance cancel and combo into another ground chain.
Damage Meter Gain Start Up Active Recovery
750 5.0% 16 2 24
Hit Stop Hit Stun Block Stun On Hit On Block
9 30 19 5 -6
---.png Hp.png
Damage Meter Gain Start Up Active Recovery
800 5.0% 14 2 25
Hit Stop Hit Stun Block Stun On Hit On Block
10 30 20 4 -6
Lk.png Croisé Chains Twice
Damage Meter Gain Start Up Active Recovery
200 2.5% 8 2 23
Hit Stop Hit Stun Block Stun On Hit On Block
4 20 19 -4 -5
---.png Lk.png
Damage Meter Gain Start Up Active Recovery
150 2.5% 6 3 23
Hit Stop Hit Stun Block Stun On Hit On Block
7 20 19 -5 -6
Mk.png Death Drop Launch.png (vs air)
Squigly kicks during a salsa dip pose with Leviathan. This attack functions as a launcher against air opponents. Squigly can't jump cancel if she hits a standing opponent.
Damage Meter Gain Start Up Active Recovery
650 7.5% 13 2 25
Hit Stop Hit Stun Block Stun On Hit On Block
10 29 23 3 -3
Hk.png Dust to Dust Launch.png
Arise!
Damage Meter Gain Start Up Active Recovery
1000 10.0% 18 4 28
Hit Stop Hit Stun Block Stun On Hit On Block
12 29 21 -2 -10
D.png + Lp.png Tail Light
Flame!
Squigly prays to a little candle on Leviathan's tail, which will stay active for up to total hits while holing LP. The flame's hit box is completely independent from Squigly's hurt box.
Damage Meter Gain Start Up Active Recovery
150 x3 .9% x3 10 6 to 60 8
Hit Stop Hit Stun Block Stun On Hit On Block
6 x3 20 x3 16 x3 7 3
D.png + Mp.png Serpent Spear
Straight!
Damage Meter Gain Start Up Active Recovery
500 7.5% 12 4 18
Hit Stop Hit Stun Block Stun On Hit On Block
8 26 18 5 -3
D.png + Hp.png Cremation Low.png
Burn!
Leviathan breaths fire, hitting low for 4 hits. The heavy hit stun on the final hit makes this Squigly's best crouching normal to stance cancel into a longer combo.
Damage Meter Gain Start Up Active Recovery
350, 300 x2, 850 2.3% x3, 2.6% 18 6, 8 x2, 10 12
Hit Stop Hit Stun Block Stun On Hit On Block
5 x3, 11
(5 x4 on block)
30 x3, 24 17 x3, 16 3 -9
On whiff:
Damage Meter Gain Start Up Active Recovery
N/A N/A 18 38 12
Hit Stop Hit Stun Block Stun On Hit On Block
N/A N/A N/A N/A N/A
D.png + Lk.png Écart Low.png
Squigly does a split kick, which hits low with hit boes both in front of her and behind her.
Damage Meter Gain Start Up Active Recovery
300 2.5% 8 3 11
Hit Stop Hit Stun Block Stun On Hit On Block
7 20 18 7 5
D.png + Mk.png En Pointe Low.png
Squigly kicks forward in a pose as if she was laying in a coffin. She moves slightly forward during the active frames of the attack, which can help it chain into her s.HP launcher.
Damage Meter Gain Start Up Active Recovery
650 7.5% 14 2 19
Hit Stop Hit Stun Block Stun On Hit On Block
9 28 16 8 -4
D.png + Hk.png Dance of Salome Low.png
One to Grind!
Damage Meter Gain Start Up Active Recovery
1100 10.0% 15 4 26
Hit Stop Hit Stun Block Stun On Hit On Block
11 15 18 Sweep.png -11
(air) Lp.png Drake Bite High.png
Leviathan bites directly below Squigly. If Squigly uses the attack at the start of a jump, it can hit as a surprising overhead against a standing opponent.
Damage Meter Gain Start Up Active Recovery
250 2.5% 7 2 16
Hit Stop Hit Stun Block Stun On Hit On Block
8 20 15 3 -2
(air) Mp.png Conqueror Wyrm High.png
Nevermore!
Squigly preforms a down-forward palm thrust with Leviathan's breath as backup, which stops their momentum in the air.
Damage Meter Gain Start Up Active Recovery
550 7.5% 10 5 18
Hit Stop Hit Stun Block Stun On Hit On Block
9 24 20 2 -2
(air) Hp.png Dragon Strike High.png
Leviathan extends forward for a bite attack that covers nearly half the screen. At longer ranges, Squigly can use it to stop air dashes and prevent an opponent from approaching off the ground. At close range, Squigly can chain into j.HP for 4 hits and possibly leave an opponent in a standing hit stun.
Damage Meter Gain Start Up Active Recovery
250 x3, 750 2.3% x3, 2.6% 16 2, 2, 2, 6 17
Hit Stop Hit Stun Block Stun On Hit On Block
5 x3, 11 19 x3, 26 21 x4 4 -1
(air) Lk.png Coffin Nail High.png
Thrust!
Damage Meter Gain Start Up Active Recovery
200 2.5% 8 7 8
Hit Stop Hit Stun Block Stun On Hit On Block
8 24 18 10 4
(air) Mk.png Ouroboros Circlet High.png
Leviathan forms a loop for the first hit, then spins for 3 additional hits if the first touches an opponent. The spinning animation gives Squigly a brief float effect and changes the momentum of her jump.
Damage Meter Gain Start Up Active Recovery
500, 300 x3 1.7% x4 12 6, (3), 4 x3 13
Hit Stop Hit Stun Block Stun On Hit On Block
9, 4 x3 20 x4 18 x4 4 2
On whiff:
Damage Meter Gain Start Up Active Recovery
N/A 12 6 21
Hit Stop Hit Stun Block Stun On Hit On Block
N/A N/A N/A N/A N/A
(air) Hk.png Madame Dragonfly High.png
Leviathan swings his tail below Squigly for 4 hits. The move gives Squigly's jump a bit of upward momentum, making it difficult to land after the last hit and start a ground chain. Squigly can easily combo after this attack if she cancels to a MK or HK Fallen Woman.
Damage Meter Gain Start Up Active Recovery
325 x3, 500 2.3% x3, 2.6% 15 2, 2, 2, 3 23
Hit Stop Hit Stun Block Stun On Hit On Block
4 x3, 11 22 x4 21 x4 -3 OR Knockdown.png (vs air) -4

Command Normals

Command Name / Quote Properties (glossary)
F.png + Hp.png Ashes to Ashes High.png
Would you kindly?
Leviathan's breath hits overhead for 4 hits. Squigly cannot chain combo into this attack because of it's slow start up. Ashes to Ashes has similar hit stun to c.HP, offering a similar opportunity to stance cancel on hit and link to another normal.
Damage Meter Gain Start Up Active Recovery
300, 150 x2, 800 2.3% x4 22 6, 6, 6, 2 21
Hit Stop Hit Stun Block Stun On Hit On Block
5 x3, 11
(5 x4 on block)
30 x3, 26 18 x4 6 -8
On whiff:
Damage Meter Gain Start Up Active Recovery
300, 150 x2, 800 2.3% x4 22 24 21
Hit Stop Hit Stun Block Stun On Hit On Block
N/A N/A N/A N/A N/A

Normal Throws

Command Name / Quote Properties (glossary)
Lp.png + Lk.png Pass Away Throw.png 50% Damage Scaling
Leviathan bites at then drags in the opponent for Squigly to shove away. Canceling the recovery of the throw to Center Stage conveniently moves the corner towards Squigly and guarantees a wall bounce.
Damage Meter Gain Start Up Active Recovery
0, 1000 6.4% x2 7 1 28
Hit Stop Hit Stun Block Stun On Hit On Block
N/A Throw.png N/A Wallbounce.png N/A
(air) Lp.png + Lk.png Drake Fang Airthrow.png 50% Damage Scaling
A sudden end!
Leviathan bites then tosses the opponent directly beneath Squigly. Canceling the air throw's recovery to Fallen Woman will always combo.
Damage Meter Gain Start Up Active Recovery
0, 1000 6.4% x2 6 2 26
Hit Stop Hit Stun Block Stun On Hit On Block
N/A Airthrow.png N/A Knockdown.png N/A

Special Moves

Command Name / Quote Properties (glossary)
Qcf.png + P.png (hold) Dragon’s Breath
Focus...
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 dash Squigly holds her arms out and does the signature "Jiang Shi" hop.
Damage Meter Gain Start Up Active Recovery
N/A 0% 12 N/A 8
Hit Stop Hit Stun Block Stun On Hit On Block
N/A N/A N/A N/A N/A
Seria version
Damage Meter Gain Start Up Active Recovery
N/A 0% 8 N/A 5
Hit Stop Hit Stun Block Stun On Hit On Block
N/A N/A N/A N/A N/A
Qcf.png + Lp.png Liver Mortis Startupinv.png
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.
Damage Meter Gain Start Up Active Recovery
1000 (2.5%) 4.5% 20 2 32
Hit Stop Hit Stun Block Stun On Hit On Block
16 22 25 Slide.png -8
  • Invulnerable to hits only for all start up frames (20f).
Seria version
Damage Meter Gain Start Up Active Recovery
1400 (2.5%) 4.5% 11 2 32
Hit Stop Hit Stun Block Stun On Hit On Block
20 22 25 Wallbounce.png -8
  • Invulnerable to hits only for all start up and active frames (13f).
Qcf.png + Mp.png Center Stage
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.
Damage Meter Gain Start Up Active Recovery
N/A (2.5%) 11 N/A 37
Hit Stop Hit Stun Block Stun On Hit On Block
N/A N/A N/A N/A N/A
Seria version
Damage Meter Gain Start Up Active Recovery
N/A (2.5%) 7 N/A 37
Hit Stop Hit Stun Block Stun On Hit On Block
2 N/A N/A N/A N/A
Qcf.png + Hp.png Drag 'n' Bite
No, no, no!
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.
Damage Meter Gain Start Up Active Recovery
350, 300 x2, 400 (2.5%) 5.4%, 1.9% x2, 7.5% 7 2, (12), 2, (10), 2, (12), 2 30
Hit Stop Hit Stun Block Stun On Hit On Block
6 x3, 8 30 x3, 32 18 x3, 20 1 -11
Seria version
Damage Meter Gain Start Up Active Recovery
350, 300 x5, 800 (2.5%) 5.4%, 1.9% x5, 7.5% 7 2, (9), 2, (7), 2, (9), 2, (7), 2, (9), 2, (7), 2 29
Hit Stop Hit Stun Block Stun On Hit On Block
6 x6, 8 32 x6, 37 20 x6, 19 7 -11
Dp.png + P.png Draugen Punch Startupinv.png Strk.png
Leviathan!
A dragon punch with an actual dragon! Although this attack doesn't use a ↓↘→+P command, it still puts Squigly into Dragon's Breath. The →↓↘+P alternate input shares the same charge and can be cancelled the same way. The basic version has 1 hit and knocks the opponent off the ground to recover in the air. The Seria version has 3 hits ends with a full knockdown. If Squigly already has the Seria charge, the HP version of Draugen Punch will execute with the minimum stance start up (8f) and add additional start up invulnerability to these frames.
Damage Meter Gain Start Up Active Recovery
900 (2.5%) 7.5% 6 15 35
Hit Stop Hit Stun Block Stun On Hit On Block
11 33 22 -16 -27
  • Invulnerably for all start up and 2f of active.
Seria version
Damage Meter Gain Start Up Active Recovery
1300, 175 x2 (2.5%) 7.5%, 7.1% x2 6 2, 2, 15 35
Hit Stop Hit Stun Block Stun On Hit On Block
20, 10 x2 33 x3 22 x3 Knockdown.png -27
  • Invulnerably for all start up and 6f of active.
Qcf.png + K.png (hold) Serpent’s Tail
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 dash.
Damage Meter Gain Start Up Active Recovery
N/A 0% 12 N/A 8
Hit Stop Hit Stun Block Stun On Hit On Block
N/A N/A N/A N/A N/A
Seria version
Damage Meter Gain Start Up Active Recovery
N/A 0% 8 N/A 5
Hit Stop Hit Stun Block Stun On Hit On Block
N/A N/A N/A N/A N/A
Qcf.png + Lk.png Arpeggio
Serpentine!
Leviathan attacks with several, rapid tail strikes. The Seria version of the move ends with a slower stab that causes the slide stun.
Damage Meter Gain Start Up Active Recovery
133 x7, 300 (2.5%) 2.2% x7, 3.0% 8 4, 4, 4, 4, 4, 4, 4, 4 13
Hit Stop Hit Stun Block Stun On Hit On Block
0 x7, 11 22 x7, 26 17 x8 10 1
Seria version
Damage Meter Gain Start Up Active Recovery
133 x7, 300, 1000 (2.5%) 2.2% x7, 3.0%, 11.8% 8 4, 4, 4, 4, 4, 4, 4, 4, (13), 4 18
Hit Stop Hit Stun Block Stun On Hit On Block
0 x7, 11 x2 22 x7, 26 x2 17 x8, 21 Slide.png 0
Qcf.png + Mk.png The Silver Chord Throwonhit.png
We are bound!
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.
Damage Meter Gain Start Up Active Recovery
600 (2.5%) 2.5% 15 20 31 to 65
Hit Stop Hit Stun Block Stun On Hit On Block
9 Throwonhit.png OR 34 18 Stagger.png OR 3 -13
Seria version
Damage Meter Gain Start Up Active Recovery
600 (2.5%) 2.5% 10 25 32 to 75
Hit Stop Hit Stun Block Stun On Hit On Block
9 Throwonhit.png OR 49 18 Stagger.png OR 17 -14
  • Active frames end on hit.
Qcf.png + Hk.png Tremolo Proj.png
Hallowed ground!
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.
Damage Meter Gain Start Up Active Recovery
350, 350, 550 (2.5%) 1.6% x3 16 3, (2), 4, (2), 4 27
Hit Stop Hit Stun Block Stun On Hit On Block
4, 0 x2 33, 35, 31 28, 30, 26 Knockdown.png -4
Seria version
Damage Meter Gain Start Up Active Recovery
350 x5, 550 (2.5%) 1.6% x6 16 3, (2), 4, (2), 4, (2), 4, (2), 4, (2), 4 44
Hit Stop Hit Stun Block Stun On Hit On Block
4, 0 x5 33, 35x 4, 31 28, 30x 4, 26 Knockdown.png -21
(air) Qcf.png + K.png Fallen Woman Aironly.png High.png (HK) Cptr.png (HK)
Descend!
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 MP 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.
Lk.png
Damage Meter Gain Start Up Active Recovery
300 (2.5%) 5.3% 10 (until ground) 4
Hit Stop Hit Stun Block Stun On Hit On Block
9 12 15 8 (at best) 11 (at best)
Mk.png
Damage Meter Gain Start Up Active Recovery
400 (2.5%) 5.3% 12 (until ground) 4
Hit Stop Hit Stun Block Stun On Hit On Block
9 19 15 15 (at best) 11 (at best)
Hk.png
Damage Meter Gain Start Up Active Recovery
400, 1000 (2.5%) 6.4% x2 14 (until ground), (33), 6 32
Hit Stop Hit Stun Block Stun On Hit On Block
12, 16 58 x2 N/A Knockdown.png N/A
Hk.png (miss)
Damage Meter Gain Start Up Active Recovery
400, 1000 (2.5%) 6.4% 14 (until ground) 32
Hit Stop Hit Stun Block Stun On Hit On Block
12 35 21 3 (at best) -11 (at best)

Team Moves

Command Name / Quote Properties (glossary)
Mp.png + Mk.png OR Hp.png + Hk.png Rise From Your Grave Tag In
We have returned!
When tagged out, a randomly chosen 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.
Damage Meter Gain Start Up Active Recovery
0, 500 x2 10% x3 N/A 6, (19), 4, (16), 6 39
Hit Stop Hit Stun Block Stun On Hit On Block
10, 2 x2 26 x3 29 x3 Wallbounce.png -35
Qcf.png + Mp.png + Mk.png OR Hp.png + Hk.png Basso Buffo Outtake Startupinv.png
Have a seat!
Damage Meter Gain Start Up Active Recovery
0 -100% 12 + 3 8 28
Hit Stop Hit Stun Block Stun On Hit On Block
13 14 17 N/A -18
  • Invulnerability starting 1f before the super flash, ending after 3f after the flash.

Blockbusters

Command Name / Quote Properties (glossary)
Qcb.png + K.png K.png Squigly Battle Opera Startupinv.png Proj.png
Squigly performs a Blockbuster version of her singing special, producing 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.
Damage Meter Gain Start Up Active Recovery
375 x5 -100% 4 + 11 240 19
Hit Stop Hit Stun Block Stun On Hit On Block
(1), 4 x5 26 x5 22 x5 64 60
  • Invulnerability for all start up and 1f after the projectile becomes active.
Qcb.png + Lp.png + Lk.png Daisy Pusher Startupinv.png Throw.png
Pardon me...
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. This somewhat resembles Dizzy's "When Necro Gets Angry" super. Daisy Pusher has 1f of start up after the super flash and no forced hit stop for the opponent, allowing an escape from this Blockbuster throw by holding up during the super flash.
Damage Meter Gain Start Up Active Recovery
0, 500, 2000 -100% 4 + 9 23 99
Hit Stop Hit Stun Block Stun On Hit On Block
(0), N/A Throw.png N/A Crumple.png N/A
  • Invulnerability for all start up and active frames.
Qcb.png + P.png P.png Inferno of Leviathan Startupinv.png Proj.png
And now... The grand finale!
Leviathan gets huge and projects a massive fireball at an up forward angle, mirroring Filia's level 3 Blockbuster. After it leaves the screen, the fireball returns to chase the opponent around from behind. It has less hits the longer the opponent avoids it, but it will not disappear until it makes contact for at least one hit.
Damage Meter Gain Start Up Active Recovery
550 x10 -300% 8 + 6 N/A 54
Hit Stop Hit Stun Block Stun On Hit On Block
(9), 7 x10 32 x10 22 x10 N/A N/A
  • Invulnerability for all start up and 4f after the projectile becomes active.

Colors and Costumes

SG palette Squ01.jpg Palette 1:
Lp.png

Default color palette.
SG palette Squ02.jpg Palette 2:
Mp.png

Original alternate color palette.
SG palette Squ03.jpg Palette 3:
Hp.png

Based on Lydia from the Bettelejuice animated series.
SG palette Squ04.jpg Palette 4:
Lk.png

Original alternate color palette.
SG palette Squ05.jpg Palette 5:
Mk.png

Original alternate color palette.
SG palette Squ06.jpg Palette 6:
Hk.png

Original alternate color palette.
SG palette Squ07.jpg Palette 7:
Lp.png + Mp.png + Hp.png

Original color palette based on Squigly before her death.
SG palette Squ08.jpg Palette 8:
Lk.png + Mk.png + Hk.png

Original alternate color palette.
SG palette Squ09.jpg Palette 9:
Lp.png + Lk.png

Based on Dead Master from Black★Rock Shooter.
SG palette Squ10.jpg Palette 10:
Mp.png + Lk.png

Original alternate color palette.
SG palette Squ11.jpg Palette 11:
Lp.png + Mp.png + Lk.png

Original alternate color palette.
SG palette Squ12.jpg Palette 12:
Lp.png + Hp.png

Based on Lady Zozo from Code of Princess.
SG palette Squ13.jpg Palette 13:
Lp.png + Hp.png + Lk.png

Based on Emily from The Corpse Bride.
SG palette Squ14.jpg Palette 14:
Mp.png + Hp.png + Lk.png

Based on Litchi Faye-Ling from BlazBlue.
SG palette Squ15.jpg Palette 15:
Lp.png + Mp.png + Hp.png + Lk.png

Based on ZONE-tan.
SG palette Squ16.jpg Palette 16:
Lp.png + Mp.png

Original alternate color palette.
SG palette Squ17.jpg Palette 17:
Lp.png + Mk.png

Based on Sucy from Little Witch Academia.
SG palette Squ18.jpg Palette 18:
Mp.png + Mk.png

Based on Kyoko Sakura from Puella Magi Madoka Magica.
SG palette Squ19.jpg Palette 19:
Lp.png + Mp.png + Mk.png

Based on Gum from Jet Set Radio.
SG palette Squ20.jpg Palette 20:
Hp.png + Mk.png

Based on Yoshika Miyako from Touhou.
SG palette Squ21.jpg Palette 21:
Lp.png + Hp.png + Mk.png

Based on Alice from American McGee's Alice series.
SG palette Squ22.jpg Palette 22:
Mp.png + Hp.png + Mk.png

Original alternate color palette.

Extras

Development History

  • April 23, 2014: Squigly and Big Band are both released to XBLA with an update to the Unfinished Business Edition.[1]
  • February 11, 2014: The PSN version is updated to Skullgirls: Encore, including Squigly for that version.[2]
  • August 22, 2013: A fully complete Squigly gets released with the Skullgirls PC version and the More Different Edition patch.[3]
  • July 4, 2013: The Skullgirls PC beta begins for crowdfunding campaign supports, allowing the public to use and test an incomplete Squigly for the first time.[4]
  • June 20, 2013: This weekly Salty Cupcakes build shows Squigly with a complete, functioning movelist for the first time.[5]
  • June 6, 2013: The weekly Salty Cupcakes build shows Squigly (and Leviathan) with their first voice over lines.[6]
  • March 15, 2013: Squigly's voice actress is announced as Lauren Landa. Leviathan will be voiced by Liam O'Brien.[7]
  • March 8, 2013: The weekly Salty Cupcakes Skullgirls tournament stream, hosted by the Eighty Sixed twitch.tv channel, shows off a build of Skullgirls that includes Squigly and all of her new, recently completed animations. Mike Z promises his work programming Squigly would be shown in progress using these regular streams.[8]
  • March 6, 2013 : The newly established Lab Zero twitch.tv channel streams animation work on Squigly, starting regular showings of work in progress from the Lab Zero artists.[9]
  • February 25, 2013: The Skullgirls crowdfunding campaign goes live, giving an outline of much of Squigly's story, gameplay mechanics, and all of the work needed to complete her. The video explaining the process shows a few test animations of Squigly's attacks. Squigly is fully funded within 24 hours.[10]
  • February 15, 2013: The Lab Zero team appears at the Animation on Display 2013 convention to host a QA panel for Skullgirls. Squigly's progress and Lab Zero production practices are discussed in detail. [11]
  • February 5, 2013: Mike Z appears on Cross Counter Live, showing off Squigly for the second time and a few rough attacks. The new animations indicate work on Squigly has already resumed. [12]
  • January 31, 2013: Squigly gets revealed as part of the Evo 2013 Donation Drive. It was explained that work started on Squigly shortly before Reverge Labs was shut down in 2012. The team only completed standing, crouching, and walking animations. Her intro and win poses were shown in a black and white, rough form. Everything else about the character was incomplete or only existed as concept art at the time Reverge Labs closed.[13]

Early Gameplay Concept Art

Patch History

Are Your Ready For? Edition to Skin and Bones

  • Redistributed damage and hit stop on Seria Draugen Punch to favor the first hit, offering better damage scaling and a bigger window to cancel to a Blockbuster.
  • Fixed various projectiles on other characters so Center Stage can no longer drag them off the back of the screen to make them disappear.
  • Fixed vulnerable frames at the end of a successful Silver Chord; the entire throw animation is invulnerable as originally intended.
  • Fixed bug where Squigly Battle Opera would occasionally not disappear when Squigly was hit by certain moves.
  • Daisy Pusher now properly interacts with the landing recovery of Cerebella's Grab Bag.

Unfinished Business Edition to Are Your Ready For? Edition

  • Palette 22 returned from the grave.
  • Fixed cleanup error in win pose.
  • Fixed artifacts in Squigly's loading screen art.
  • Added VO for Infinity Breaker.
  • Added vulnerable hurt box to Squigly's head during her crumple animation.

Encore to Unfinished Business Edition

  • Removed the echo effect on ground recovery lines so the opponent can respond in a timely fashion.
  • Added a puff of flame effect for getting interrupted from a Seria attack, indicating the lost Seria charge.
  • ↓↘→+PP and ↓↘→+KK now work as a first frame stance cancel shortcut, regardless of charge.
  • When using a stored Seria charge, the HP version of Draugen Punch now extends its start up invulnerability through stance start up. It cannot hold in the stance when used this way, making it a true invulnerable reversal.
  • Fixed coloring error on tag in animation.
  • Squigly Battle Opera induced hit stop reduced to give a 1f window to block on reaction; a reversal after the flash is still not possible.
  • Daisy Pusher can no longer be countered by Valentine.

More Different Edition to Encore

  • Added fire effects for the appropriate attacks (→+HP, c.HP, Liver Mortis, Seria Draugen Punch, and Inferno of Leviathan).
  • c.HP received the following changes:
    • Added 2f start up, preventing c.HP > c.HP combos.
    • Reduced push back on block.
  • →+HP received the following changes:
    • Start up reduced by 6f.
    • Increased push back on hit in the corner.
    • Reduced push back on block.
  • Meter gain on Silver Chord and Tremolo corrected to match the expected meter gain for specials.
  • Performing a Blockbuster during Seria Center Stage can no longer mistakenly flag the Blockbuster as a Blockbuster Sequel. No more level 2 Inferno of Leviathan!
  • Daisy Pusher now properly combines with the mini-super freeze from Seria Center Stage. Because of the forced hit stop, the defending character cannot jump out of the Blockbuster on reaction.