Difference between revisions of "Skullgirls/Squigly"

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{{SGEssentials‎
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<span style="font-size:300%">'''[http://wiki.mizuumi.net/w/Skullgirls The Skullgirls wiki has moved!]'''</span>
|[[File:SG_squ.jpg|link=https://oh8.deviantart.com/art/Squigly-Action-Portrait-356455204]]|Squigly|Lauren Landa, Liam O'Brien (EN), Miyuki Sawashiro (JP)|28 (14 at death)|November 2|Embalmed (formerly A-)|5'3"|118 lbs|28B-21-38|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|The Medici, Black Dahlia, Double, the Skull Heart, rude people, dishonesty, not taking karaoke seriously, thunderstorms, being dead | SG_Squigly_icon.png}}
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{{SGMain}}
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<br><br>
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__TOC__
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<br>
+
==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.
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+
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==
+
 
+
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.
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*'''Charge Stance:''' 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 stronger version of the move by releasing the button. The stance can 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 reduce the recovery on any normal.
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+
* '''Charged Sing (236MP):''' Unique special move that reduces the stage size for a few seconds and causes hitstop on the opponent. Can be canceled into any super. One of Squigly's strongest tools.
+
 
+
*'''SBO (214KK):''' A super that creates an orb projectile that is pinned on the screen, regardless of camera position. It has 3 different versions depending on which combination of kick buttons. SBO is important for hitconfirming and leads to fullscreen punishes combined with charged Sing. Because of it's odd positioning properties it can be used for tricky crossunder setups.
+
 
+
*'''Divekick (j236K):''' Her Divekicks allow Squigly to fastfall and alter her air momentum. Although they seem like an offensive tool, they are mostly used in resets and combos. Divekicks still allow Squigly to extend her aerial pressure, however only the heavy version hits overhead and is also unsafe. H Divekick is used in high damaging combos and launches the opponent backwards, giving Squigly an easy sidewitch and tricky reset opportunities.
+
 
+
*'''Mixups:''' 6HP is your standing overhead. Combined with your great long range lows it becomes your main mixup tool. 2LK is Squigly's fastest low. 2MK is a long reaching low, while 2HP has about the same reach but is disjointed. Stance cancelling allows Squigly to throw out overheads and lows in any order she pleases. She has easy frametraps to catch early pushblockers. On the downside, Squigly has a hard time getting back in, once your opponent escapes pressure.
+
 
+
* '''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 and amazing air buttons. 
+
 
+
* '''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.
+
 
+
*'''Small Hurtbox:''' Squigly is notorious for making Happy Birthday Combos drop, being immune to specific setups and low profiling a lot of moves. Her Hurtbox is the smallest in the game and Squigly players abuse that. 2LK makes her small enough to evade some IAD attempts or certain reversals. Depending on the matchup it can be a great advantage.
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+
 
+
===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
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* 2MK - long range low poke
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* 6HP - grounded overhead option
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* Divekicks (j236K)
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* 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.
+
 
+
 
+
===Charges===
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+
 
+
{|style="vertical-align:top" align=right
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| width="247" | [[Image:SG_squ_qcfp_big.png|frame]]
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| width="170" | [[Image:SG_squ_qcfk_big.png|frame]]
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|}
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+
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.
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*You can only hold one punch charge and one kick charge at a time.
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*Since your charge level is stored after canceling charge stance, it is possible to charge in little chunks.
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*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.
+
 
+
 
+
 
+
<youtube>tMRYEGiKv2A</youtube>
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+
===Charged Sing===
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+
...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.
+
*Seria Sing xx Daisy Pusher in combination with an anti air grab assist or DHC (H A-Train or Airwulf, for example) leads to the only unblockable setup in the game. Given your opponent is already in Daisy range, they will be caught either standing or rising.
+
*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.
+
 
+
 
+
 
+
<youtube>kv_uUP0HaZs</youtube>
+
 
+
===Stats===
+
{{SGBasicSystems‎
+
|Slow
+
|Double jump
+
|Squigly has a slow forward run and a slow, extendable back dash that will end after a set distance.
+
|No air dash
+
|Light
+
|3 Buttons: {{SG_LP}} OR {{SG_LK}} --- {{SG_MP}} OR {{SG_MK}} --- {{SG_HP}} OR {{SG_HK}}
+
|3 Buttons: {{SG_LP}} OR {{SG_LK}} --- {{SG_MP}} OR {{SG_MK}} --- {{SG_HP}} OR {{SG_HK}}
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|5 Buttons: {{SG_LP}} --- {{SG_LK}} --- {{SG_MP}} --- {{SG_MK}} --- {{SG_HP}} OR {{SG_HK}}
+
|}}
+
 
+
==Directory==
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+
<div style="float:left; margin-right:50px">
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===[[Skullgirls/Squigly/Combos|Combos]]===
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===[[Skullgirls/Squigly/Resets|Resets]]===
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</div>
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<div style="float:left;">
+
===[[Skullgirls/Squigly/Strategy|Strategy & Counterplay]]===
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+
===[[Skullgirls/Help/Team_Building#Squigly|Assists & Team Building]]===
+
</div>
+
<br clear=all/>
+
 
+
==Resources==
+
 
+
;Match Videos
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* [http://tunawithbacon.com/?p1char1=SQ Squigly match videos]
+
 
+
;Twitter Tech Hashtag
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* [https://twitter.com/search?q=%23SG_SQU&src=typd #SG_SQU]
+
 
+
;Guides
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* [https://youtu.be/DPhBJvn91QY JediLink's Complete Squigly Tutorial]
+
 
+
;Discord Character Channel
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* https://discord.gg/skullgirls - Read the #rules channel, then use #role-assignment to get the Squigly role
+
 
+
;Skullheart
+
When browsing Skullheart, keep in mind it was most active when the game was on an older patch.
+
* [http://skullheart.com/index.php?threads/squigly-tech-thread-small-big-tips-strategy-you-notice-new-thread.3638/ Tech thread]
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* [http://skullheart.com/index.php?threads/upstaged-official-new-squigly-240-undizzy-combo-thread.907/ Combo thread]
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* [http://skullheart.com/index.php?threads/squigly-general-art-of-the-daisy-pusher.49/ General thread]
+
 
+
==Move List==
+
 
+
===Normals===
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+
 
+
====Standing Normals====
+
 
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_slp.png]]
+
| caption=Lich Slap
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|hitbox=[http://wiki.shoryuken.com/images/4/42/SG_squ_slp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=s.LP
+
| input='''Standing''' {{SG_LP}}}}
+
|{{SGMoveData_2 |
+
| version=x1
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Chains_Into_Self | '''Chains Into Self''']]
+
| dmg=200
+
| meter=2.5%
+
| startup=6
+
| active=2
+
| recovery=10
+
| hitstop=7
+
| hitstun=20
+
| blockstun=17
+
| onhit=+9
+
| onblock=+6
+
| framedata=[[File:SG_squ_slp1_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version=x2
+
| guard=Mid
+
| properties=-
+
| dmg=300
+
| meter=2.5%
+
| startup=8
+
| active=5
+
| recovery=9
+
| hitstop=7
+
| hitstun=20
+
| blockstun=19
+
| onhit=+7
+
| onblock=+6
+
| framedata=[[File:SG_squ_slp2_fd.png|left]]}}
+
|
+
<br>
+
* The first hit is a common reset point for Squigly due to it being +9
+
<br>
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_smp.png]]
+
| caption=Piercing Gaze
+
|hitbox=[http://wiki.shoryuken.com/images/5/55/SG_squ_smp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=s.MP
+
| input='''Standing''' {{SG_MP}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=-
+
| dmg=400, 450
+
| meter=3.75% x2
+
| startup=13
+
| active=2, (2), 3
+
| recovery=25
+
| hitstop=7, 9
+
| hitstun=26 x2
+
| blockstun=20 x2
+
| onhit=-1
+
| onblock=-7
+
| framedata=[[File:SG_squ_smp_fd.png|left]]}}
+
|
+
<br>
+
* 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
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_shp.png]]
+
| caption=Bune Knuckle
+
|hitbox=[http://wiki.shoryuken.com/images/f/fe/SG_squ_shp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=s.HP
+
| input='''Standing''' {{SG_HP}}}}
+
|{{SGMoveData_2 |
+
| version=x1
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Chains_Into_Self | '''Chains Into Self''']]
+
| dmg=750
+
| meter=5.0%
+
| startup=16
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| active=2
+
| recovery=24
+
| hitstop=9
+
| hitstun=30
+
| blockstun=19
+
| onhit=+5
+
| onblock=-6
+
| framedata=[[File:SG_squ_shp1_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version=x2
+
| guard=Mid
+
| properties=-
+
| dmg=800
+
| meter=5.0%
+
| startup=14
+
| active=2
+
| recovery=25
+
| hitstop=9
+
| hitstun=30
+
| blockstun=20
+
| onhit=+4
+
| onblock=-6
+
| framedata=[[File:SG_squ_shp2_fd.png|left]]}}
+
|
+
<br>
+
* High hitstun and range, easy to convert from using stance cancels
+
* Optimal for combo damage until maximum [[Skullgirls/Mechanics/Combo_Mechanics#Damage_Scaling | '''damage scaling''']] is reached, after which c.HP is slightly better
+
<br>
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_slk.png]]
+
| caption=Croisé
+
|hitbox=[http://wiki.shoryuken.com/images/6/61/SG_squ_slk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=s.LK
+
| input='''Standing''' {{SG_LK}}}}
+
|{{SGMoveData_2 |
+
| version=x1
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Chains_Into_Self | '''Chains Into Self''']]
+
| dmg=200
+
| meter=2.5%
+
| startup=8
+
| active=2
+
| recovery=23
+
| hitstop=7
+
| hitstun=20
+
| blockstun=19
+
| onhit=-4
+
| onblock=-5
+
| framedata=[[File:SG_squ_slk1_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version=x2
+
| guard=Mid
+
| properties=-
+
| dmg=150
+
| meter=2.5%
+
| startup=6
+
| active=3
+
| recovery=23
+
| hitstop=7
+
| hitstun=20
+
| blockstun=19
+
| onhit=-5
+
| onblock=-6
+
| framedata=[[File:SG_squ_slk2_fd.png|left]]}}
+
|
+
<br>
+
* Two hits makes it convenient for restanding a knocked down opponent
+
* Pushes Squigly slightly forward, making it useful for some specific resets.
+
<br>
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_smk.png]]
+
| caption=Death Drop
+
|hitbox=[http://wiki.shoryuken.com/images/2/25/SG_squ_smk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=s.MK
+
| input='''Standing''' {{SG_MK}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Launchers | '''Launcher''']] (vs air)
+
| dmg=650
+
| meter=7.5%
+
| startup=13
+
| active=2
+
| recovery=24
+
| hitstop=11
+
| hitstun=28 OR 32 (vs air)
+
| blockstun=22
+
| onhit=+3 OR 7 (vs air)
+
| onblock=-3
+
| framedata=[[File:SG_squ_smk_fd.png|left]]}}
+
|
+
<br>
+
* Against aerial or knocked down opponents, this move can be jump canceled, making it occasionally useful as an alternative launcher.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_shk.png]]
+
| caption=Dust to Dust
+
|hitbox=[http://wiki.shoryuken.com/images/6/67/SG_squ_shk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=s.HK
+
| input='''Standing''' {{SG_HK}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Launchers | '''Launcher''']]
+
| dmg=1000
+
| meter=10.0%
+
| startup=18
+
| active=4
+
| recovery=28
+
| hitstop=12
+
| hitstun=29
+
| blockstun=21
+
| onhit=-2
+
| onblock=-10
+
| framedata=[[File:SG_squ_shk_fd.png|left]]}}
+
|
+
<br>
+
* Squigly's launcher
+
* Stance cancelled leads to resets.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
====Crouching Normals====
+
 
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_clp.png]]
+
| caption=Tail Light
+
|hitbox=[http://wiki.shoryuken.com/images/a/a9/SG_squ_clp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=c.LP
+
| input='''Crouching''' {{SG_LP}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=-
+
| dmg=150 x3
+
| meter=.9% x3
+
| startup=10
+
| active=6 to 60 (4, 4, 4... if held)
+
| recovery=8
+
| hitstop=6 x3
+
| hitstun=20 x3
+
| blockstun=16 x3
+
| onhit=+7 (1st hit), +8 (2nd hit), +6 (Last hit)
+
| onblock=+3 (1st hit), +4 (2nd hit), +2 (Last hit)
+
| framedata=[[File:SG_squ_clp_fd.png|left]]<br>[[File:SG_squ_clp_hold_fd.png|left]]}}
+
|
+
<br>
+
* 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
+
<br>
+
:The first frame data graph shows tapping LP.
+
:The second frame data graph shows holding LP for the maximum possible time.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_cmp.png]]
+
| caption=Serpent Spear
+
|hitbox=[http://wiki.shoryuken.com/images/a/a1/SG_squ_cmp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=c.MP
+
| input='''Crouching''' {{SG_MP}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=-
+
| dmg=500
+
| meter=7.5%
+
| startup=12
+
| active=4
+
| recovery=18
+
| hitstop=8
+
| hitstun=26
+
| blockstun=18
+
| onhit=+5
+
| onblock=-3
+
| framedata=[[File:SG_squ_cmp_fd.png|left]]}}
+
|
+
<br>
+
* Has a low profile, making it useful for dodging some projectiles, jump ins, IADs or other high moves
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_chp.png]]
+
| caption=Cremation
+
|hitbox=[http://wiki.shoryuken.com/images/a/aa/SG_squ_chp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=c.HP
+
| input='''Crouching''' {{SG_HP}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#ebcc3a">'''Low'''</span>
+
| properties=-
+
| dmg=300 x3, 800
+
| meter=2.5% x4
+
| startup=18
+
| active=6, 8 x2, 16
+
| recovery=12
+
| hitstop=11 x4 (5 x4 on block)
+
| hitstun=24 x4
+
| blockstun=17 x3, 18
+
| onhit=+3
+
| onblock=-9
+
| framedata=[[File:SG_squ_chp_fd.png|left]]}}
+
|
+
<br>
+
* 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
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_clk.png]]
+
| caption=Écart
+
|hitbox=[http://wiki.shoryuken.com/images/4/4e/SG_squ_clk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=c.LK
+
| input='''Crouching''' {{SG_LK}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#ebcc3a">'''Low'''</span>
+
| properties=-
+
| dmg=300
+
| meter=2.5%
+
| startup=8
+
| active=3
+
| recovery=11
+
| hitstop=7
+
| hitstun=20
+
| blockstun=18
+
| onhit=+7
+
| onblock=+5
+
| framedata=[[File:SG_squ_clk_fd.png|left]]}}
+
|
+
<br>
+
* 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
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_cmk.png]]
+
| caption=En Pointe
+
|hitbox=[http://wiki.shoryuken.com/images/f/f1/SG_squ_cmk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=c.MK
+
| input='''Crouching''' {{SG_MK}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#ebcc3a">'''Low'''</span>
+
| properties=-
+
| dmg=650
+
| meter=7.5%
+
| startup=14
+
| active=2
+
| recovery=19
+
| hitstop=9
+
| hitstun=28
+
| blockstun=16
+
| onhit=+8
+
| onblock=-4
+
| framedata=[[File:SG_squ_cmk_fd.png|left]]}}
+
|
+
<br>
+
* Squigly's best medium normal, a long range low that moves her slightly forward
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_chk.png]]
+
| caption=Dance of Salome
+
|hitbox=[http://wiki.shoryuken.com/images/2/2a/SG_squ_chk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=c.HK
+
| input='''Crouching''' {{SG_HK}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#ebcc3a">'''Low'''</span>
+
| properties=[[Skullgirls/Mechanics/Attacks#Sweeps | '''Sweep''']]
+
| dmg=1100
+
| meter=10.0%
+
| startup=15
+
| active=4
+
| recovery=26
+
| hitstop=11
+
| hitstun=15
+
| blockstun=18
+
| onhit=[[Skullgirls/Mechanics/Attacks#Invulnerable_Soft_Knockdown | <span style="color:#37ffff">'''Soft KD (Invuln.)'''</span>]]
+
| onblock=-11
+
| framedata=[[File:SG_squ_chk_fd.png|left]]}}
+
|
+
<br>
+
* 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
====Jumping Normals====
+
 
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_jlp.png]]
+
| caption=Drake Bite
+
|hitbox=[http://wiki.shoryuken.com/images/3/35/SG_squ_jlp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=j.LP
+
| input='''Jumping''' {{SG_LP}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=-
+
| dmg=250
+
| meter=2.5%
+
| startup=7
+
| active=2
+
| recovery=16
+
| hitstop=8
+
| hitstun=20
+
| blockstun=15
+
| onhit=+3
+
| onblock=-2
+
| framedata=[[File:SG_squ_jlp_fd.png|left]]}}
+
|
+
<br>
+
* 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)
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_jmp.png]]
+
| caption=Conqueror Wyrm
+
|hitbox=[http://wiki.shoryuken.com/images/c/c2/SG_squ_jmp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=j.MP
+
| input='''Jumping''' {{SG_MP}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=-
+
| dmg=550
+
| meter=7.5%
+
| startup=10
+
| active=5
+
| recovery=18
+
| hitstop=9
+
| hitstun=24
+
| blockstun=20
+
| onhit=+2
+
| onblock=-2
+
| framedata=[[File:SG_squ_jmp_fd.png|left]]}}
+
|
+
<br>
+
* 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
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_jhp.png]]
+
| caption=Dragon Strike
+
|hitbox=[http://wiki.shoryuken.com/images/8/8b/SG_squ_jhp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=j.HP
+
| input='''Jumping''' {{SG_HP}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=-
+
| dmg=250 x3, 750
+
| meter=2.5% x4
+
| startup=16
+
| active=2, 2, 2, 6
+
| recovery=17
+
| hitstop=5 x3, 11
+
| hitstun=19 x3, 26
+
| blockstun=21 x4
+
| onhit=+4
+
| onblock=-1
+
| framedata=[[File:SG_squ_jhp_fd.png|left]]}}
+
|
+
<br>
+
* 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 https://twitter.com/Bigtonney/status/1089982174856732672
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_jlk.png]]
+
| caption=Coffin Nail
+
|hitbox=[http://wiki.shoryuken.com/images/5/52/SG_squ_jlk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=j.LK
+
| input='''Jumping''' {{SG_LK}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=-
+
| dmg=200
+
| meter=2.5%
+
| startup=8
+
| active=7
+
| recovery=8
+
| hitstop=8
+
| hitstun=24
+
| blockstun=18
+
| onhit=+10
+
| onblock=+4
+
| framedata=[[File:SG_squ_jlk_fd.png|left]]}}
+
|
+
<br>
+
* Fast, long range, and good hitbox makes it Squigly's main air-to-air move
+
* Easy to convert by chaining into j.MK
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_jmk.png]]
+
| caption=Ouroboros Circlet
+
|hitbox=[http://wiki.shoryuken.com/images/8/87/SG_squ_jmk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=j.MK
+
| input='''Jumping''' {{SG_MK}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=-
+
| dmg=500, 300 x3
+
| meter=1.875% x4
+
| startup=12
+
| active=6, (3), 4 x3
+
| recovery=16 (21 on whiff)
+
| hitstop=9, 4 x3
+
| hitstun=20, 20 x2, 24
+
| blockstun=18 x4
+
| onhit=+4
+
| onblock=+2
+
| framedata=[[File:SG_squ_jmk_fd.png|left]]<br>[[File:SG_squ_jmk_hit_fd.png|left]]}}
+
|
+
<br>
+
* 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
+
<br>
+
: The second frame data graph shows the move on hit/block.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_jhk.png]]
+
| caption=Madame Dragonfly
+
|hitbox=[http://wiki.shoryuken.com/images/a/aa/SG_squ_jhk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=j.HK
+
| input='''Jumping''' {{SG_HK}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=-
+
| dmg=325 x3, 500
+
| meter=2.5% x4
+
| startup=15
+
| active=2, 2, 2, 3
+
| recovery=23
+
| hitstop=4 x3, 11
+
| hitstun=22 x4
+
| blockstun=21 x4
+
| onhit=-3
+
| onblock=-4
+
| framedata=[[File:SG_squ_jhk_fd.png|left]]}}
+
|
+
<br>
+
* 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
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
===Command Normals===
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_fhp.png]]
+
| caption=Ashes to Ashes
+
|hitbox=[http://wiki.shoryuken.com/File:SG_squ_fhp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=6HP
+
| input=f + {{SG_HP}}}}
+
|{{SGMoveData_1 |
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=-
+
| dmg=300, 150 x2, 800
+
| meter=2.5% x4
+
| startup=22
+
| active=6, 6, 6, 6
+
| recovery=21
+
| hitstop=11 x4 (5 x4 on block)
+
| hitstun=24 x3, 26
+
| blockstun=15 x3, 18
+
| onhit=+6
+
| onblock=-8
+
| framedata=[[File:SG_squ_fhp_fd.png|left]]}}
+
|
+
<br>
+
* 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
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
===Throws===
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_throw.png]]
+
| caption=Pass Away
+
|hitbox=[http://wiki.shoryuken.com/images/5/56/SG_squ_throw_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Throw
+
| input={{SG_LP}} + {{SG_LK}}}}
+
|{{SGMoveData_1 |
+
| guard=[[Skullgirls/Mechanics/Attacks#Throws | <span style="color:#ff00ff">'''Throw'''</span>]]
+
| properties=[[Skullgirls/Mechanics/Combo_Mechanics#Damage_Scaling | '''50% Damage Scaling''']]
+
| dmg=0, 1000
+
| meter=5%, 8%
+
| startup=7
+
| active=1
+
| recovery=28
+
| hitstop=N/A
+
| hitstun=N/A
+
| blockstun=N/A
+
| onhit=[[Skullgirls/Mechanics/Attacks#Wall_Bounce | <span style="color:#ffff35">'''Wall Bounce'''</span>]]
+
| onblock=N/A
+
| framedata=[[File:SG_squ_throw_fd.png|left]]}}
+
|
+
<br>
+
* Average range ground throw with numerous followup options
+
* Range can be slightly extended with a kara cancel from the first 1-2 frames of s.LK
+
;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
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_airthrow.png]]
+
| caption=Drake Fang
+
|hitbox=[http://wiki.shoryuken.com/images/e/e2/SG_squ_airthrow_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Air Throw
+
| input={{SG_LP}} + {{SG_LK}} '''(in air)'''}}
+
|{{SGMoveData_1 |
+
| guard=[[Skullgirls/Mechanics/Attacks#Throws | <span style="color:#ff00ff">'''Air Throw'''</span>]]
+
| properties=[[Skullgirls/Mechanics/Combo_Mechanics#Damage_Scaling | '''50% Damage Scaling''']]
+
| dmg=0, 1000
+
| meter=5%, 8%
+
| startup=7
+
| active=3
+
| recovery=25
+
| hitstop=N/A
+
| hitstun=N/A
+
| blockstun=N/A
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]
+
| onblock=N/A
+
| framedata=[[File:SG_squ_airthrow_fd.png|left]]}}
+
|
+
<br>
+
* Can convert with any version of Divekick
+
* Conversion might be interrupted by enemy assists
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
===Team Moves===
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_tag.png]]
+
| caption=Rise From Your Grave
+
|hitbox=[http://wiki.shoryuken.com/images/4/4a/SG_squ_tag_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Tag
+
| input={{SG_MP}} + {{SG_MK}}  '''/''' qcf + {{SG_HP}} + {{SG_HK}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Team_Mechanics#Tagging | '''Tag''']]
+
| dmg=0, 500 x2
+
| meter=10% x3
+
| startup=37
+
| active=6, (19), 4, (16), 6
+
| recovery=36
+
| hitstop=55, 11 x2 (10, 14 x2 on block)
+
| hitstun=24, 15 x2
+
| blockstun=27, 18 x2
+
| onhit=[[Skullgirls/Mechanics/Attacks#Wall_Bounce | <span style="color:#ffff35">'''Wall Bounce'''</span>]]
+
| onblock=-32
+
| framedata=[[File:SG_squ_tag_fd.png|left]]}}
+
|
+
<br>
+
* 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_snap.png]]
+
| caption=Basso Buffo
+
|hitbox=[http://wiki.shoryuken.com/images/a/a6/SG_squ_snap_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Snapback
+
| input=qcf + {{SG_MP}} + {{SG_MK}}  '''/''' {{SG_HP}} + {{SG_HK}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Team_Mechanics#Snapbacks | '''Snapback''']]
+
| dmg=0
+
| meter=-100%
+
| startup=12 + 3
+
| active=3
+
| recovery=33
+
| hitstop=(9) 13
+
| hitstun=14
+
| blockstun=17
+
| onhit=N/A
+
| onblock=-18
+
| framedata=[[File:SG_squ_snap_fd.png|left]]}}
+
|
+
<br>
+
*Commonly referred to as "The Ass Move".
+
*Has a decent hortizontal range and can easily be landed after H Divekick.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
===Specials===
+
 
+
{{SGMove_NoHB
+
| pic=[[File:SG_squ_qcfp.png]]
+
| caption="Focus..."
+
|{{SGMoveHeader_NoCaption |
+
| name=Dragon’s Breath
+
| input=qcf + [ {{SG_P}} ]}}
+
|{{SGMoveData_2 |
+
| version=Uncharged
+
| guard=N/A
+
| properties=-
+
| dmg=N/A
+
| meter=0%
+
| startup=12
+
| active=N/A
+
| recovery=7
+
| hitstop=N/A
+
| hitstun=N/A
+
| blockstun=N/A
+
| onhit=N/A
+
| onblock=N/A
+
| framedata=[[File:SG_squ_qcfp_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version=Charged
+
| guard=N/A
+
| properties=-
+
| dmg=N/A
+
| meter=0%
+
| startup=8
+
| active=N/A
+
| recovery=4
+
| hitstop=N/A
+
| hitstun=N/A
+
| blockstun=N/A
+
| onhit=N/A
+
| onblock=N/A
+
| framedata=[[File:SG_squ_qcfp_charge_fd.png|left]]}}
+
|
+
<br>
+
* 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_qcflp.png]]
+
| caption=
+
|hitbox=[http://wiki.shoryuken.com/images/4/4d/SG_squ_qcflp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Liver Mortis
+
| input=qcf + {{SG_LP}}}}
+
|{{SGMoveData_2 |
+
| version=Uncharged
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Strike_Invulnerable | <span style="color:#00ffff">'''Invuln. (Strike)'''</span>]] (Frame 13)
+
| dmg=1000 (100)
+
| meter=(2.5%) 4.5%
+
| startup=20
+
| active=2
+
| recovery=32
+
| hitstop=16
+
| hitstun=26
+
| blockstun=25
+
| onhit=[[Skullgirls/Mechanics/Attacks#Sliding_Knockdown | <span style="color:#ff51e6">'''Sliding KD'''</span>]]
+
| onblock=-8
+
| framedata=[[File:SG_squ_qcflp_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version=Charged
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Strike_Invulnerable | <span style="color:#00ffff">'''Invuln. (Strike)'''</span>]] (Frame 9)
+
| dmg=1400 (250)
+
| meter=(2.5%) 4.5%
+
| startup=11
+
| active=2
+
| recovery=32
+
| hitstop=20
+
| hitstun=28
+
| blockstun=25
+
| onhit=[[Skullgirls/Mechanics/Attacks#Wall_Bounce | <span style="color:#ffff35">'''Wall Bounce'''</span>]]
+
| onblock=-8
+
| framedata=[[File:SG_squ_qcflp_charge_fd.png|left]]}}
+
|
+
<br>
+
* 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 <b>Seria</b> 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".
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove_NoHB
+
| pic=[[File:SG_squ_qcfmp.png]]
+
| caption=
+
|{{SGMoveHeader_NoCaption |
+
| name=Center Stage
+
| input=qcf + {{SG_MP}}}}
+
|{{SGMoveData_2 |
+
| version=Uncharged
+
| guard=N/A
+
| properties=-
+
| dmg=N/A
+
| meter=(2.5%)
+
| startup=20
+
| active=N/A
+
| recovery=40
+
| hitstop=N/A
+
| hitstun=N/A
+
| blockstun=N/A
+
| onhit=N/A
+
| onblock=N/A
+
| framedata=[[File:SG_squ_qcfmp_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version=Charged
+
| guard=N/A
+
| properties=[[Skullgirls/Mechanics/Attacks#Fully_Invulnerable | <span style="color:#ffffff">'''Invuln. (Full)'''</span>]] (1 frame before and after flash)
+
| dmg=N/A
+
| meter=(2.5%)
+
| startup=16
+
| active=N/A
+
| recovery=18
+
| hitstop=(4)
+
| hitstun=N/A
+
| blockstun=N/A
+
| onhit=N/A
+
| onblock=N/A
+
| framedata=[[File:SG_squ_qcfmp_charge_fd.png|left]]}}
+
|
+
<br>
+
* Squigly's signature singing special move, which forces the screen to center on her. The <b>Seria</b> version causes a mini-super flash, complete with a forced hit stop like a regular super flash. Canceling <b>Center Stage</b> to <b>Daisy Pusher</b> 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".
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_qcfhp.png]]
+
| caption="Bad Leviathan!"
+
|hitbox=[http://wiki.shoryuken.com/images/e/ec/SG_squ_qcfhp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Drag 'n' Bite
+
| input=qcf + {{SG_HP}}}}
+
|{{SGMoveData_2 |
+
| version=Uncharged
+
| guard=Mid
+
| properties=-
+
| dmg=350, 300 x2, 400 (100, 90 x3)
+
| meter=(2.5%) 4.5% x4
+
| startup=7
+
| active=2, (12), 2, (10), 2, (12), 2
+
| recovery=30
+
| hitstop=9 x4
+
| hitstun=28 x4
+
| blockstun=16 x4
+
| onhit=+1
+
| onblock=-11
+
| framedata=[[File:SG_squ_qcfhp_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version=Charged
+
| guard=Mid
+
| properties=-
+
| dmg=350, 300 x5, 800 (100, 90 x6)
+
| meter=(2.5%) 4.5% x7
+
| startup=7
+
| active=2, (9), 2, (7), 2, (9), 2, (7), 2, (9), 2, (7), 2
+
| recovery=25
+
| hitstop=9 x7
+
| hitstun=28, 34, 28, 34, 28, 34 x2
+
| blockstun=16 x7
+
| onhit=+11
+
| onblock=-7
+
| framedata=[[File:SG_squ_qcfhp_charge_fd.png|left]]}}
+
|
+
<br>
+
* Leviathan pulls on Squigly like a disobedient dog on a leash, biting and chomping as he inches forward. Charging for the <b>Seria</b> 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 <b>Seria</b> version of this move can be linked after with a Light normal, allowing for some damaging combo routes.
+
*Commonly referred to as "DnB".
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_dpp.png]]
+
| caption=
+
|hitbox=[http://wiki.shoryuken.com/images/1/1d/SG_squ_dpp_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Draugen Punch
+
| input=dp + {{SG_P}}}}
+
|{{SGMoveData_2 |
+
| version=Uncharged
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Fully_Invulnerable | <span style="color:#ffffff">'''Invuln. (Full)'''</span>]] (Frame 13)
+
| dmg=900 (100)
+
| meter=(2.5%) 7.5%
+
| startup=6
+
| active=15
+
| recovery=35
+
| hitstop=12
+
| hitstun=33
+
| blockstun=22
+
| onhit=-16
+
| onblock=-27
+
| framedata=[[File:SG_squ_dpp_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version=Charged
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Fully_Invulnerable | <span style="color:#ffffff">'''Invuln. (Full)'''</span>]]
+
| dmg=1300, 175 x2 (100 x3)
+
| meter=(2.5%) 7.5% x3
+
| startup=6
+
| active=2, 2, 15
+
| recovery=35
+
| hitstop=20, 10 x2
+
| hitstun=40 x3
+
| blockstun=20 x2, 22
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]
+
| onblock=-27
+
| framedata=[[File:SG_squ_dpp_charge_fd.png|left]]}}
+
|
+
<br>
+
* 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove_NoHB
+
| pic=[[File:SG_squ_qcfk.png]]
+
| caption="One, and, two, and..."
+
|{{SGMoveHeader_NoCaption |
+
| name=Serpent’s Tail
+
| input=qcf + [ {{SG_K}} ]}}
+
|{{SGMoveData_2 |
+
| version=Uncharged
+
| guard=N/A
+
| properties=-
+
| dmg=N/A
+
| meter=0%
+
| startup=12
+
| active=N/A
+
| recovery=7
+
| hitstop=N/A
+
| hitstun=N/A
+
| blockstun=N/A
+
| onhit=N/A
+
| onblock=N/A
+
| framedata=[[File:SG_squ_qcfp_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version=Charged
+
| guard=N/A
+
| properties=-
+
| dmg=N/A
+
| meter=0%
+
| startup=8
+
| active=N/A
+
| recovery=4
+
| hitstop=N/A
+
| hitstun=N/A
+
| blockstun=N/A
+
| onhit=N/A
+
| onblock=N/A
+
| framedata=[[File:SG_squ_qcfp_charge_fd.png|left]]}}
+
|
+
<br>
+
* 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_qcflk.png]]
+
| caption="Serpentine!"
+
|hitbox=[http://wiki.shoryuken.com/images/9/9a/SG_squ_qcflk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Arpeggio
+
| input=qcf + {{SG_LK}}}}
+
|{{SGMoveData_2 |
+
| version=Uncharged
+
| guard=Mid
+
| properties=-
+
| dmg=133 x7, 300 (33 x8)
+
| meter=(2.5%) 2.5% x8
+
| startup=8
+
| active=4, 4, 4, 4, 4, 4, 4, 4
+
| recovery=13
+
| hitstop=0 x7, 11 (1x7, 11 on block)
+
| hitstun=24 x7, 26
+
| blockstun=18 x8
+
| onhit=+10
+
| onblock=+1
+
| framedata=[[File:SG_squ_qcflk_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version=Charged
+
| guard=Mid
+
| properties=-
+
| dmg=133 x7, 300, 1000 (33 x8, 150)
+
| meter=(2.5%) 2.5% x8, 4.5%
+
| startup=8
+
| active=4, 4, 4, 4, 4, 4, 4, 4, (13), 4
+
| recovery=18
+
| hitstop=0 x7, 11 x2 (1 x7, 11 x2 on block)
+
| hitstun=24 x7, 26 x2
+
| blockstun=18 x8, 21
+
| onhit=[[Skullgirls/Mechanics/Attacks#Sliding_Knockdown | <span style="color:#ff51e6">'''Sliding KD'''</span>]]
+
| onblock=±0
+
| framedata=[[File:SG_squ_qcflk_charge_fd.png|left]]}}
+
|
+
<br>
+
* Leviathan attacks with several, rapid tail strikes. The <b>Seria</b> 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. 
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_qcfmk.png]]
+
| caption=
+
|hitbox=[http://wiki.shoryuken.com/images/3/32/SG_squ_qcfmk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=The Silver Chord
+
| input=qcf + {{SG_MK}}}}
+
|{{SGMoveData_2 |
+
| version=Uncharged
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Hit_Grab | '''Hit Grab''']]
+
| dmg=600 (100)
+
| meter=(2.5%) 2.5%
+
| startup=12
+
| active=20
+
| recovery=65
+
| hitstop=9
+
| hitstun=N/A OR 15
+
| blockstun=18
+
| onhit=[[Skullgirls/Mechanics/Attacks#Stagger | '''Stagger''']] OR +3
+
| onblock=-13
+
| framedata=[[File:SG_squ_qcfmk_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version=Charged
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Hit_Grab | '''Hit Grab''']]
+
| dmg=600 (100)
+
| meter=(2.5%) 2.5%
+
| startup=8
+
| active=25
+
| recovery=49
+
| hitstop=9
+
| hitstun=N/A OR 29
+
| blockstun=18
+
| onhit=[[Skullgirls/Mechanics/Attacks#Stagger | '''Stagger''']] OR +17
+
| onblock=-8
+
| framedata=[[File:SG_squ_qcfmk_charge_fd.png|left]]}}
+
|
+
<br>
+
* Squigly tosses Leviathan's tail, which hooks the opponent and drags them in. The stagger gives Squigly a guaranteed <b>Daisy Pusher</b> or combo of her choice. The basic version reaches about half screen and the <b>Seria</b> 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 <b>Seria</b> version of the move even if stagger has already been used due to the generous hitstun. 
+
*Commonly referred to as "Chord".
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_qcfhk.png]]
+
| caption="Hallowed ground!"
+
|hitbox=[http://wiki.shoryuken.com/images/a/a5/SG_squ_qcfhk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Tremolo
+
| input=qcf + {{SG_HK}}}}
+
|{{SGMoveData_2 |
+
| version=Uncharged
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Projectile | '''Projectile''']]
+
| dmg=350, 350, 550 (100 x3)
+
| meter=(2.5%) 1.6364% x3
+
| startup=16
+
| active=3, (2), 4, (2), 4
+
| recovery=27
+
| hitstop=4, 2, 11
+
| hitstun=26 x3
+
| blockstun=21 x3
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]
+
| onblock=-3
+
| framedata=[[File:SG_squ_qcfhk_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version=Charged
+
| guard=<span style="color:#ebcc3a">'''Low'''</span>
+
| properties=[[Skullgirls/Mechanics/Attacks#Projectile | '''Projectile''']]
+
| dmg=350 x5, 550 (100 x6)
+
| meter=(2.5%) 1.6364% x6
+
| startup=16
+
| active=3, (2), 4, (2), 4, (2), 4, (2), 4, (2), 4
+
| recovery=28
+
| hitstop=4, 2 x4, 17 (4, 2 x4, 11 on block)
+
| hitstun=26 x6
+
| blockstun=21 x6
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]
+
| onblock=-4
+
| framedata=[[File:SG_squ_qcfhk_charge_fd.png|left]]}}
+
|
+
<br>
+
* 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 <b>Seria</b> 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 [http://wiki.shoryuken.com/images/9/95/SG_squ_qcfhk_nocancel_fd.png (pic)]
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_jqcfk.png]]
+
| caption="Grave... digger!"
+
|hitbox=[http://wiki.shoryuken.com/images/3/3f/SG_squ_jqcfk_hb.png View hitbox]
+
|{{SGMoveHeader_NoCaption |
+
| name=Fallen Woman
+
| input='''(Air Only)''' qcf + {{SG_K}}}}
+
|{{SGMoveData_2 |
+
| version={{#motion: {{SG_LK}}}}
+
| guard=Mid
+
| properties=-
+
| dmg=300 (100)
+
| meter=(0.5%) 7.5%
+
| startup=10
+
| active=(until ground)
+
| recovery=4
+
| hitstop=9
+
| hitstun=12
+
| blockstun=15
+
| onhit=+8 (at best)
+
| onblock=+11 (at best)
+
| framedata=[[File:SG_squ_jqcflk_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version={{#motion: {{SG_MK}}}}
+
| guard=Mid
+
| properties=-
+
| dmg=400 (100)
+
| meter=(0.5%) 7.5%
+
| startup=12
+
| active=(until ground)
+
| recovery=4
+
| hitstop=9
+
| hitstun=19
+
| blockstun=15
+
| onhit=+15 (at best)
+
| onblock=+11 (at best)
+
| framedata=[[File:SG_squ_jqcfmk_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version={{#motion: {{SG_HK}}}}
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=-
+
| dmg=400, 1000 (100)
+
| meter=(0.5%) 7.5% x2
+
| startup=14
+
| active=(until ground), (33), 6
+
| recovery=32
+
| hitstop=12, 16
+
| hitstun=58, 20
+
| blockstun=21
+
| onhit=[[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]]
+
| onblock=-11 (at best)
+
| framedata=[[File:SG_squ_jqcfhk_fd.png|left]]<br>[[File:SG_squ_jqcfhk_hit_fd.png|left]]}}
+
|{{SGMoveData_2 |
+
| version={{#motion: {{SG_HK}} (Second use)}}
+
| guard=<span style="color:#3acceb">'''High'''</span>
+
| properties=-
+
| dmg=400 (100)
+
| meter=(0.5%) 7.5%
+
| startup=14
+
| active=(until ground)
+
| recovery=32
+
| hitstop=12
+
| hitstun=35
+
| blockstun=21
+
| onhit=+3 (at best)
+
| onblock=-11 (at best)
+
| framedata=[[File:SG_squ_jqcfhk_hit_2nduse_fd.png|left]]}}
+
|
+
<br>
+
* 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.
+
<br>
+
: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"
+
<br>
+
|
+
|
+
|
+
|}}
+
 
+
===Supers===
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_qcbkk.png]]
+
| caption=
+
|hitbox=[http://wiki.shoryuken.com/images/b/b5/SG_squ_qcbkk_hb.png View hitbox]
+
|{{SGMoveHeader |
+
| name=Squigly Battle Opera
+
| caption=Level 1
+
| input=qcb + {{SG_K}} + {{SG_K}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Fully_Invulnerable | <span style="color:#ffffff">'''Invuln. (Full)'''</span>]],<br>[[Skullgirls/Mechanics/Attacks#Projectile | '''Projectile''']]
+
| dmg=375 x5 (100 x5)
+
| meter=-100%
+
| startup=4 + 11
+
| active=240
+
| recovery=19
+
| hitstop=(9), 4 x5
+
| hitstun=26 x5
+
| blockstun=22 x5
+
| onhit=+64 OR [[Skullgirls/Mechanics/Attacks#Knockdown | <span style="color:#ff51e6">'''KD'''</span>]] (vs air)
+
| onblock=+60
+
| framedata=[[File:SG_squ_qcbkk_fd.png|left]]}}
+
|
+
<br>
+
* 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".
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_qcbthrow.png]]
+
| caption="Time to bury you... six feet over!"
+
|hitbox=[http://wiki.shoryuken.com/images/4/4d/SG_squ_qcbthrow_hb.png View hitbox]
+
|{{SGMoveHeader |
+
| name=Daisy Pusher
+
| caption=Level 1
+
| input=qcb + {{SG_LP}} + {{SG_LK}}}}
+
|{{SGMoveData_1 |
+
| guard=[[Skullgirls/Mechanics/Attacks#Command_Grabs | <span style="color:#ff00ff">'''Command Grab'''</span>]]
+
| properties=[[Skullgirls/Mechanics/Attacks#Fully_Invulnerable | <span style="color:#ffffff">'''Invuln. (Full)'''</span>]]
+
| dmg=0, 500, 2000
+
| meter=-100%
+
| startup=4 + 9
+
| active=23
+
| recovery=57
+
| hitstop=(9), N/A
+
| hitstun=N/A
+
| blockstun=N/A
+
| onhit=[[Skullgirls/Mechanics/Attacks#Crumple | '''Crumple''']]
+
| onblock=N/A
+
| framedata=[[File:SG_squ_qcbthrow_fd.png|left]]}}
+
|
+
<br>
+
* 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".
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_qcbpp.png]]
+
| caption="And now... The grand finale!"
+
|hitbox=[http://wiki.shoryuken.com/images/d/d6/SG_squ_qcbpp_hb.png View hitbox]
+
|{{SGMoveHeader |
+
| name=Inferno of Leviathan
+
| caption=Level 3
+
| input=qcb + {{SG_P}} + {{SG_P}}}}
+
|{{SGMoveData_1 |
+
| guard=Mid
+
| properties=[[Skullgirls/Mechanics/Attacks#Fully_Invulnerable | <span style="color:#ffffff">'''Invuln. (Full)'''</span>]],<br>45% Min. Scaling,<br>[[Skullgirls/Mechanics/Attacks#Projectile | '''Projectile''']]
+
| dmg=675 x8 (150 x8)
+
| meter=-300%
+
| startup=8 + 6
+
| active=-- (8, 8, 8...)
+
| recovery=46
+
| hitstop=(9), 7 x8 (6 x8 on block)
+
| hitstun=32 x8
+
| blockstun=22 x8
+
| onhit=N/A
+
| onblock=N/A
+
| framedata=[[File:SG_squ_qcbpp_fd.png|left]]}}
+
|
+
<br>
+
* 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.
+
** Due to a bug, Solo Squigly vs non-solo opponents will not have the fireball disappear after being snapped. Beowulf's snapback from his grab stance can sometimes eliminate this fireball but it is not consistent.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
{{SGMove
+
| pic=[[File:SG_squ_lklkflphk.png]]
+
| caption="Arrogant fool..."
+
|hitbox=[http://wiki.shoryuken.com/images/9/93/SG_squ_lklkflphk_hb.png View hitbox]
+
|{{SGMoveHeader |
+
| name=Rage of the Dragon
+
| caption=Level 5
+
| input=After '''Snake Charmer''', with charged '''Dragon's Breath''' or '''Serpent's Tail''',<br> {{SG_LK}} , {{SG_LK}} , f , {{SG_LP}} , {{SG_HK}}}}
+
|{{SGMoveData_1 |
+
| guard=[[Skullgirls/Mechanics/Attacks#Command_Grabs | <span style="color:#ff00ff">'''Command Grab'''</span>]]
+
| properties=[[Skullgirls/Mechanics/Attacks#Fully_Invulnerable | <span style="color:#ffffff">'''Invuln. (Full)'''</span>]],<br>64.3% Min. Scaling
+
| dmg=7777
+
| meter=-500%
+
| startup=3 + 4
+
| active=40
+
| recovery=13
+
| hitstop=(7) N/A
+
| hitstun=N/A
+
| blockstun=N/A
+
| onhit=[[Skullgirls/Mechanics/Attacks#Hard_Knockdown | '''Hard Knockdown''']]
+
| onblock=N/A
+
| framedata=[[File:SG_squ_lklkflphk_fd.png|left]]}}
+
|
+
<br>
+
* 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
===Taunt===
+
 
+
{{SGMove_NoHB
+
|pic=[[File:SG_squ_taunt.png]]
+
|caption="Give up yet?"
+
|{{SGMoveHeader_NoCaption |
+
| name=Snake Charmer
+
| input={{SG_LP}} , {{SG_LP}} , f , {{SG_LK}} , {{SG_HP}}}}
+
|{{SGMoveData_1_NoFD |
+
| guard=N/A
+
| properties=-
+
| dmg=N/A
+
| meter=0%
+
| startup=N/A
+
| active=N/A
+
| recovery=84
+
| hitstop=N/A
+
| hitstun=N/A
+
| blockstun=N/A
+
| onhit=N/A
+
| onblock=N/A}}
+
|
+
<br>
+
* 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.
+
<br>
+
|
+
|
+
|
+
|
+
|}}
+
 
+
 
+
 
+
==Colors==
+
 
+
{{SGColors |
+
| text1=Default color palette.
+
| text2=Original alternate color palette.
+
| text3=Based on [http://beetlejuice.wikia.com/wiki/Lydia_Deetz_Animated Lydia] from the Bettelejuice animated series.
+
| text4=Original alternate color palette.
+
| text5=Based on [http://penguindrum.wikia.com/wiki/Princess_of_the_Crystal Princess of the Crystal] from Mawaru-Penguindrum.
+
| text6=Original alternate color palette.
+
| text7=Original color palette based on [http://img2.wikia.nocookie.net/__cb20140814150709/skullgirls/images/0/0d/Squig%27s_Last_Moments.png Squigly before her death].
+
| text8=Original alternate color palette.
+
| text9=Based on [http://blackrockshooter.wikia.com/wiki/Dead_Master Dead Master] from Black★Rock Shooter.
+
| text10=Original alternate color palette.
+
| text11=Original alternate color palette.
+
| text12=Based on [http://codeofprincess.wikia.com/wiki/Lady_Zozo Lady Zozo] from Code of Princess.
+
| text13=Based on [http://corpsebride.wikia.com/wiki/Emily Emily] from The Corpse Bride.
+
| text14=Based on [http://blazblue.wikia.com/wiki/Litchi_Faye-Ling Litchi Faye-Ling] from BlazBlue.
+
| text15=Based on [http://officialskullgirls.tumblr.com/post/46915202705/zone-sama-if-youve-been-keeping-track-of ZONE-tan].
+
| text16=Original alternate color palette.
+
| text17=Based on Sucy from Little Witch Academia.
+
| text18=Based on [https://wiki.puella-magi.net/Kyoko_Sakura Kyoko Sakura] from Puella Magi Madoka Magica.
+
| text19=Based on [http://jetsetradio.wikia.com/wiki/Gum Gum] from Jet Set Radio.
+
| text20=Based on [http://en.touhouwiki.net/wiki/Yoshika_Miyako Yoshika Miyako] from Touhou.
+
| text21=Based on [http://en.wikipedia.org/wiki/American_McGee's_Alice Alice] from American McGee's Alice series. Crowdfunding request.
+
| text22=Original alternate color palette.
+
| text23=Based on [http://tig.wikia.com/wiki/Au_Sable Sable] from Au Sable. Crowdfunding request.
+
| text24=Based on [http://en.wikipedia.org/wiki/Beetlejuice Beetlejuice].
+
| text25=Based on [http://kill-la-kill.wikia.com/wiki/Nui_Harime Nui Harime] from Kill la Kill.
+
| color1=[[File:SG_squ_color1.png]]
+
| color2=[[File:SG_squ_color2.png]]
+
| color3=[[File:SG_squ_color3.png]]
+
| color4=[[File:SG_squ_color4.png]]
+
| color5=[[File:SG_squ_color5.png]]
+
| color6=[[File:SG_squ_color6.png]]
+
| color7=[[File:SG_squ_color7.png]]
+
| color8=[[File:SG_squ_color8.png]]
+
| color9=[[File:SG_squ_color9.png]]
+
| color10=[[File:SG_squ_color10.png]]
+
| color11=[[File:SG_squ_color11.png]]
+
| color12=[[File:SG_squ_color12.png]]
+
| color13=[[File:SG_squ_color13.png]]
+
| color14=[[File:SG_squ_color14.png]]
+
| color15=[[File:SG_squ_color15.png]]
+
| color16=[[File:SG_squ_color16.png]]
+
| color17=[[File:SG_squ_color17.png]]
+
| color18=[[File:SG_squ_color18.png]]
+
| color19=[[File:SG_squ_color19.png]]
+
| color20=[[File:SG_squ_color20.png]]
+
| color21=[[File:SG_squ_color21.png]]
+
| color22=[[File:SG_squ_color22.png]]
+
| color23=[[File:SG_squ_color23.png]]
+
| color24=[[File:SG_squ_color24.png]]
+
| color25=[[File:SG_squ_color25.png]]}}
+
 
+
 
+
{{Skullgirls}}
+
 
+
[[Category:Skullgirls]]
+

Latest revision as of 06:44, 7 January 2020

The Skullgirls wiki has moved!