Difference between revisions of "Skullgirls/Squigly"

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===Attributes===
 
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Revision as of 07:21, 9 September 2019

SG squ.jpg

Squigly

Voiced by: Lauren Landa, Liam O'Brien (EN), Miyuki Sawashiro (JP)
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
SG Squigly icon.png

Skullgirls main page


Story

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

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

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

Basics

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.

  • 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.
  • 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.


Important Moves

  • jLK - extremely fast air-to-air for its size
  • 2LK - versatile low poke that makes squiglys hurtbox extremly small
  • jHP - controls large horizontal space in front of Squigly
  • 2MK - long range low poke
  • 6HP - grounded overhead option
  • Divekicks (j236K)
  • Seria 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

SG squ qcfp big.png
SG squ qcfk big.png

Squigly's ground specials all derive from her stances. Executing a grounded special and holding down the button will cause Squigly to enter her charge stance. Specials executed through any punch button put you in punch charge stance and kick specials in kick charge stance. Being in this state causes Squigly to charge up, a visual indicator tells you when the charge is ready. Releasing the button executes the special move, while pressing any other button will cancel the charge stance and store Squigly's current charge level.

  • In this stance Squigly is only able to walk forward and back. The walking speed is notably fast though.
  • You can only hold one punch charge and one kick charge at a time.
  • Since your charge level is stored after canceling charge stance, it is possible to charge in little chunks.
  • Squigly will keep charges when she is tagged out. If you select a special as her assist she will execute the charged version and use up her charge.
  • Squigly stores her current charge level when she is hit out of her charge stance. When she is hit out of the startup of her specials though, she will lose her charge.

Stance Canceling

Any grounded normal can be cancelled into charge stance. Charge stance can be cancelled immediately after entering it by perfoming 236PP/KK. This allows Squigly to recover from her normals much faster and gives all of her grounded normals advantage on block if cancelled correctly.

  • Stance cancelling is a fundamental part of her combo theory since it gives you the possibility to link a heavy into a light, a medium or even into another heavy normal.
  • It allows her to cancel her standing overhead into a low, which makes her mixups more threatening.
  • Having a stored charge shortens the recovery even further, which gives you more frame advantage and allows for medium and heavy links.
  • It also gives you access to a shortcut(PP/KK) which doesn't require you to input 236PP/KK. I would not recommend making use of this though, since you have to learn the manual input for uncharged cancels anyway.


Charged Sing

...aka Center Stage is the most unique special move in the game and the foundation of Squigly's gameplan. As the name suggests, it centers the screen on Squigly and reduces its size for few seconds. If your opponent isn't already close to Squigly, they will be pulled in and appear on the edge of the screen. The move will create temporary corners on both sides of the reduced screen which cause wallbounce. Most importantly, charged Sing causes superflash which forces hitstop on the opponent, effectively stopping time for a brief moment. Squigly is also able to cancel charged Sing into any of her supers. This allows you to punish any button the opponent presses from anywhere on the screen, making it Squigly's most threatening tool.

  • This superfreeze also keeps opponents stuck on the ground, making Daisy Pusher unjumpable (essentially, like a true 360).
  • The superfreeze makes opponents unable to react with a reversal to SBO, given the orb connects with the opponent before the hitstop runs out.
  • Charged Sing xx SBO catches dashing opponents, unless they were dashblocking before the superfreeze. Airdashing will always be caught since it's not possible to dashblock in the air.
  • The wallbounce is used for throw and assist conversions.
  • 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.


Attributes

Movement
Walk: Slow
Jump: Double jump
Dash or Run: Squigly has a slow forward run and a slow, extendable back dash that will end after a set distance.
Air Dash: No air dash
Weight: Light
Chains
Standing: 3 Buttons: SG lp.png OR SG lk.png ---.png SG mp.png OR SG mk.png ---.png SG hp.png OR SG hk.png
Crouching: 3 Buttons: SG lp.png OR SG lk.png ---.png SG mp.png OR SG mk.png ---.png SG hp.png OR SG hk.png
Air: 5 Buttons: SG lp.png ---.png SG lk.png ---.png SG mp.png ---.png SG mk.png ---.png SG hp.png OR SG hk.png

Directory


Resources

Match Videos
Twitter Tech Hashtag
Guides
Discord Character Channel
Skullheart

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

Move List

Normals

Standing Normals

SG squ slp.png

Lich Slap

View hitbox
(?)

s.LP Standing SG lp.png
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 200 2.5% +9 +6
Startup Active Recovery Hit Stun Block Stun Hit Stop
6 2 10 20 17 7
x2 Guard Properties Damage Meter On Hit On Block
Mid - 300 2.5% +7 +6
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 5 9 20 19 7


  • The first hit is a common reset point for Squigly due to it being +9



SG squ smp.png

Piercing Gaze

View hitbox
(?)

s.MP Standing SG mp.png
Guard Properties Damage Meter On Hit On Block
Mid - 400, 450 3.75% x2 -1 -7
Startup Active Recovery Hit Stun Block Stun Hit Stop
13 2, (2), 3 25 26 x2 20 x2 7, 9


  • The first hit has shorter range and pulls the opponent towards Squigly while the second hit has the attack's full range.
  • The vacuum effect of the first hit alone can be used for crossunder resets in the corner. It can also be used for midscreen crossunders from combos using certain assists.
  • Squigly's most damaging medium normal, but mainly useful near the end of combos



SG squ shp.png

Bune Knuckle

View hitbox
(?)

s.HP Standing SG hp.png
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 750 5.0% +5 -6
Startup Active Recovery Hit Stun Block Stun Hit Stop
16 2 24 30 19 9
x2 Guard Properties Damage Meter On Hit On Block
Mid - 800 5.0% +4 -6
Startup Active Recovery Hit Stun Block Stun Hit Stop
14 2 25 30 20 9


  • High hitstun and range, easy to convert from using stance cancels
  • Optimal for combo damage until maximum damage scaling is reached, after which c.HP is slightly better



SG squ slk.png

Croisé

View hitbox
(?)

s.LK Standing SG lk.png
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 200 2.5% -4 -5
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 2 23 20 19 7
x2 Guard Properties Damage Meter On Hit On Block
Mid - 150 2.5% -5 -6
Startup Active Recovery Hit Stun Block Stun Hit Stop
6 3 23 20 19 7


  • Two hits makes it convenient for restanding a knocked down opponent
  • Pushes Squigly slightly forward, making it useful for some specific resets.



SG squ smk.png

Death Drop

View hitbox
(?)

s.MK Standing SG mk.png
Guard Properties Damage Meter On Hit On Block
Mid Launcher (vs air) 650 7.5% +3 OR 7 (vs air) -3
Startup Active Recovery Hit Stun Block Stun Hit Stop
13 2 24 28 OR 32 (vs air) 22 11


  • Against aerial or knocked down opponents, this move can be jump canceled, making it occasionally useful as an alternative launcher.



SG squ shk.png

Dust to Dust

View hitbox
(?)

s.HK Standing SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Launcher 1000 10.0% -2 -10
Startup Active Recovery Hit Stun Block Stun Hit Stop
18 4 28 29 21 12


  • Squigly's launcher
  • Stance cancelled leads to resets.



Crouching Normals

SG squ clp.png

Tail Light

View hitbox
(?)

c.LP Crouching SG lp.png
Guard Properties Damage Meter On Hit On Block
Mid - 150 x3 .9% x3 +7 (1st hit), +8 (2nd hit), +6 (Last hit) +3 (1st hit), +4 (2nd hit), +2 (Last hit)
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 6 to 60 (4, 4, 4... if held) 8 20 x3 16 x3 6 x3


  • Can be held before hitting, for anywhere between 6 and 60 frames
  • Hits up to 3 times
  • Useful for pressure since the opponent may have to guess when to pushblock
  • Can be held at a distance to deter ground approaches, and easily converted after by buffering a medium normal while holding


The first frame data graph shows tapping LP.
The second frame data graph shows holding LP for the maximum possible time.



SG squ cmp.png

Serpent Spear

View hitbox
(?)

c.MP Crouching SG mp.png
Guard Properties Damage Meter On Hit On Block
Mid - 500 7.5% +5 -3
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 4 18 26 18 8


  • Has a low profile, making it useful for dodging some projectiles, jump ins, IADs or other high moves



SG squ chp.png

Cremation

View hitbox
(?)

c.HP Crouching SG hp.png
Guard Properties Damage Meter On Hit On Block
Low - 300 x3, 800 2.5% x4 +3 -9
Startup Active Recovery Hit Stun Block Stun Hit Stop
18 6, 8 x2, 16 12 24 x4 17 x3, 18 11 x4 (5 x4 on block)


  • Does 4 hits
  • Hits low for the first hit that connects with the opponent, any extra hits hit mid.
  • Useful for pressure, mixups, and for damage late in combos



SG squ clk.png

Écart

View hitbox
(?)

c.LK Crouching SG lk.png
Guard Properties Damage Meter On Hit On Block
Low - 300 2.5% +7 +5
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 3 11 20 18 7


  • A fast low that hits on both sides of Squigly
  • Like 2MP, has a low profile, making it useful for dodging some projectiles or other high moves



SG squ cmk.png

En Pointe

View hitbox
(?)

c.MK Crouching SG mk.png
Guard Properties Damage Meter On Hit On Block
Low - 650 7.5% +8 -4
Startup Active Recovery Hit Stun Block Stun Hit Stop
14 2 19 28 16 9


  • Squigly's best medium normal, a long range low that moves her slightly forward



SG squ chk.png

Dance of Salome

View hitbox
(?)

c.HK Crouching SG hk.png
Guard Properties Damage Meter On Hit On Block
Low Sweep 1100 10.0% Soft KD (Invuln.) -11
Startup Active Recovery Hit Stun Block Stun Hit Stop
15 4 26 15 18 11


  • Squigly's sweep
  • The knockdown this move creates can be used to build a charge.
  • It is possible to combo after this move if it hits OTG.



Jumping Normals

SG squ jlp.png

Drake Bite

View hitbox
(?)

j.LP Jumping SG lp.png
Guard Properties Damage Meter On Hit On Block
High - 250 2.5% +3 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 2 16 20 15 8


  • Can hit standing opponents if done immediately after jumping, making it useful for beating some ground moves or in a fuzzy guard mixup
  • Hits as an instant overhead against crouching Eliza, Cerebella, and Beowulf (In addition to Big Band)



SG squ jmp.png

Conqueror Wyrm

View hitbox
(?)

j.MP Jumping SG mp.png
Guard Properties Damage Meter On Hit On Block
High - 550 7.5% +2 -2
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 5 18 24 20 9


  • Negates Squigly's air momentum and moves her slightly backwards and up
  • Can be used to stay longer in the air, move less predictably, or fake a crossup



SG squ jhp.png

Dragon Strike

View hitbox
(?)

j.HP Jumping SG hp.png
Guard Properties Damage Meter On Hit On Block
High - 250 x3, 750 2.5% x4 +4 -1
Startup Active Recovery Hit Stun Block Stun Hit Stop
16 2, 2, 2, 6 17 19 x3, 26 21 x4 5 x3, 11


  • 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



SG squ jlk.png

Coffin Nail

View hitbox
(?)

j.LK Jumping SG lk.png
Guard Properties Damage Meter On Hit On Block
High - 200 2.5% +10 +4
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 7 8 24 18 8


  • Fast, long range, and good hitbox makes it Squigly's main air-to-air move
  • Easy to convert by chaining into j.MK



SG squ jmk.png

Ouroboros Circlet

View hitbox
(?)

j.MK Jumping SG mk.png
Guard Properties Damage Meter On Hit On Block
High - 500, 300 x3 1.875% x4 +4 +2
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 6, (3), 4 x3 16 (21 on whiff) 20, 20 x2, 24 18 x4 9, 4 x3


  • Keeps Squigly in the air for 3 additional hits after connecting
  • Can be converted from in nearly any situation by canceling into HK Divekick
  • By immediately chaining into j.HP or j.HK, Squigly can skip the final hits and land unexpectedly early


The second frame data graph shows the move on hit/block.



SG squ jhk.png

Madame Dragonfly

View hitbox
(?)

j.HK Jumping SG hk.png
Guard Properties Damage Meter On Hit On Block
High - 325 x3, 500 2.5% x4 -3 -4
Startup Active Recovery Hit Stun Block Stun Hit Stop
15 2, 2, 2, 3 23 22 x4 21 x4 4 x3, 11


  • Fast multihits can break armor, be difficult to pushblock, or sometimes catch incoming assists
  • If Squigly is pushblocked away, dash jump j.HK can keep the opponent from jumping, making it useful for pressure



Command Normals

SG squ fhp.png

Ashes to Ashes

View hitbox
(?)

6HP F.png + SG hp.png
Guard Properties Damage Meter On Hit On Block
High - 300, 150 x2, 800 2.5% x4 +6 -8
Startup Active Recovery Hit Stun Block Stun Hit Stop
22 6, 6, 6, 6 21 24 x3, 26 15 x3, 18 11 x4 (5 x4 on block)


  • 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



Throws

SG squ throw.png

Pass Away

View hitbox
(?)

Throw SG lp.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
Throw 50% Damage Scaling 0, 1000 5%, 8% Wall Bounce N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 1 28 N/A N/A N/A


  • Average range ground throw with numerous followup options
  • Range can be slightly extended with a kara cancel from the first 1-2 frames of 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



SG squ airthrow.png

Drake Fang

View hitbox
(?)

Air Throw SG lp.png + SG lk.png (in air)
Guard Properties Damage Meter On Hit On Block
Air Throw 50% Damage Scaling 0, 1000 5%, 8% KD N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 3 25 N/A N/A N/A


  • Can convert with any version of Divekick
  • Conversion might be interrupted by enemy assists



Team Moves

SG squ tag.png

Rise From Your Grave

View hitbox
(?)

Tag SG mp.png + SG mk.png / Qcf.png + SG hp.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Tag 0, 500 x2 10% x3 Wall Bounce -32
Startup Active Recovery Hit Stun Block Stun Hit Stop
37 6, (19), 4, (16), 6 36 24, 15 x2 27, 18 x2 55, 11 x2 (10, 14 x2 on block)


  • When tagged out, a tombstone stays on screen and follows the point character. When tagging in, Squigly emerges from under he tombstone in a coffin, breaking it open for her tag in attack.
  • Does 3 hits in total, 2 in the front and 1 in the back. This causes it to cross up in some situations.
  • Hitting an assist can make it hard to punish the tag, due to the assist wallbouncing.



SG squ snap.png

Basso Buffo

View hitbox
(?)

Snapback Qcf.png + SG mp.png + SG mk.png / SG hp.png + SG hk.png
Guard Properties Damage Meter On Hit On Block
Mid Snapback 0 -100% N/A -18
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 + 3 3 33 14 17 (9) 13


  • Commonly referred to as "The Ass Move".
  • Has a decent hortizontal range and can easily be landed after H Divekick.



Specials

SG squ qcfp.png

"Focus..."



Dragon’s Breath Qcf.png + [ SG p.png ]
Uncharged Guard Properties Damage Meter On Hit On Block
N/A - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 N/A 7 N/A N/A N/A
Charged Guard Properties Damage Meter On Hit On Block
N/A - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 N/A 4 N/A N/A N/A


  • Squigly poses with her back towards the screen, holding the pose and charging the stance as Leviathan's head glows with flame. During the stance specific walk, Squigly holds her arms out and does the signature "Jiang Shi" hop.
  • While walking in this stance, Squigly has a higher walk speed than she does from her normal walking, equivalent to a fast walk speed.



SG squ qcflp.png



View hitbox
(?)

Liver Mortis Qcf.png + SG lp.png
Uncharged Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Strike) (Frame 13) 1000 (100) (2.5%) 4.5% Sliding KD -8
Startup Active Recovery Hit Stun Block Stun Hit Stop
20 2 32 26 25 16
Charged Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Strike) (Frame 9) 1400 (250) (2.5%) 4.5% Wall Bounce -8
Startup Active Recovery Hit Stun Block Stun Hit Stop
11 2 32 28 25 20


  • Squigly and Leviathan throw an explosive one inch punch. The attack has invulnerability to hits, but is difficult to use as a reversal; the minimum start up animation for the stance is always vulnerable. The attack is too slow to combo without a charge, but the Seria version has a shortened the start up that allows Squigly to combo out of her heavier normals.
  • The startup of the stance occurs before the startup of the move. The startup is omitted in the data, but can be seen in the graph.
  • It is possible to combo into the uncharged version of this move using the stagger from silver cord or by using assists. The sliding knockdown gives Squigly enough time to get one of her stances charged.
  • Commonly referred to as "Mortis".



SG squ qcfmp.png





Center Stage Qcf.png + SG mp.png
Uncharged Guard Properties Damage Meter On Hit On Block
N/A - N/A (2.5%) N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
20 N/A 40 N/A N/A N/A
Charged Guard Properties Damage Meter On Hit On Block
N/A Invuln. (Full) (1 frame before and after flash) N/A (2.5%) N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
16 N/A 18 N/A N/A (4)


  • Squigly's signature singing special move, which forces the screen to center on her. The Seria version causes a mini-super flash, complete with a forced hit stop like a regular super flash. Canceling Center Stage to Daisy Pusher can use this effect to create an inescapable throw set up.
  • The startup of the stance occurs before the startup of the move. The startup is omitted in the data, but can be seen in the graph.
  • Commonly referred to as "Sing".



SG squ qcfhp.png

"Bad Leviathan!"

View hitbox
(?)

Drag 'n' Bite Qcf.png + SG hp.png
Uncharged Guard Properties Damage Meter On Hit On Block
Mid - 350, 300 x2, 400 (100, 90 x3) (2.5%) 4.5% x4 +1 -11
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 2, (12), 2, (10), 2, (12), 2 30 28 x4 16 x4 9 x4
Charged Guard Properties Damage Meter On Hit On Block
Mid - 350, 300 x5, 800 (100, 90 x6) (2.5%) 4.5% x7 +11 -7
Startup Active Recovery Hit Stun Block Stun Hit Stop
7 2, (9), 2, (7), 2, (9), 2, (7), 2, (9), 2, (7), 2 25 28, 34, 28, 34, 28, 34 x2 16 x7 9 x7


  • Leviathan pulls on Squigly like a disobedient dog on a leash, biting and chomping as he inches forward. Charging for the Seria version brings the attack adds hits, damage, and advantage on hit from the last bite.
  • The startup of the stance occurs before the startup of the move. The startup is omitted in the data, but can be seen in the graph.
  • The Seria version of this move can be linked after with a Light normal, allowing for some damaging combo routes.
  • Commonly referred to as "DnB".



SG squ dpp.png



View hitbox
(?)

Draugen Punch Dp.png + SG p.png
Uncharged Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full) (Frame 13) 900 (100) (2.5%) 7.5% -16 -27
Startup Active Recovery Hit Stun Block Stun Hit Stop
6 15 35 33 22 12
Charged Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full) 1300, 175 x2 (100 x3) (2.5%) 7.5% x3 KD -27
Startup Active Recovery Hit Stun Block Stun Hit Stop
6 2, 2, 15 35 40 x3 20 x2, 22 20, 10 x2


  • A dragon punch with an actual dragon!
  • Although this attack doesn't use a 236P command, it still puts Squigly into Dragon's Breath stance. The 623P input shares the same charge and can be cancelled the same way.
  • The HP version can't be held and will automaticially execute with the minimum stance start up (8f). Charged HP is also the only version with a fully invincible startup.
  • The uncharged version has 1 hit and knocks the opponent off the ground to recover in the air without a knockdown.
  • The charged version deals 3 hits and knocks down.
  • Both versions can be converted off with SBO. Additionally the charged version can be converted off with charged Chord or Sing xx SBO or with pretty much anything in the corner.



SG squ qcfk.png

"One, and, two, and..."



Serpent’s Tail Qcf.png + [ SG k.png ]
Uncharged Guard Properties Damage Meter On Hit On Block
N/A - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 N/A 7 N/A N/A N/A
Charged Guard Properties Damage Meter On Hit On Block
N/A - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 N/A 4 N/A N/A N/A


  • Squigly plants her feet firmly apart and starts spinning Leviathan's tail in a circle as she charges the stance. She uses the tail like a jump rope to skip forward or back during the stance specific walk.
  • While walking in this stance, Squigly has a higher walk speed than she does from her normal walking, equivalent to a fast walk speed.



SG squ qcflk.png

"Serpentine!"

View hitbox
(?)

Arpeggio Qcf.png + SG lk.png
Uncharged Guard Properties Damage Meter On Hit On Block
Mid - 133 x7, 300 (33 x8) (2.5%) 2.5% x8 +10 +1
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 4, 4, 4, 4, 4, 4, 4, 4 13 24 x7, 26 18 x8 0 x7, 11 (1x7, 11 on block)
Charged Guard Properties Damage Meter On Hit On Block
Mid - 133 x7, 300, 1000 (33 x8, 150) (2.5%) 2.5% x8, 4.5% Sliding KD ±0
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 4, 4, 4, 4, 4, 4, 4, 4, (13), 4 18 24 x7, 26 x2 18 x8, 21 0 x7, 11 x2 (1 x7, 11 x2 on block)


  • Leviathan attacks with several, rapid tail strikes. The Seria version of the move ends with a slower stab that causes the slide stun.
  • The startup of the stance occurs before the startup of the move. The startup is omitted in the data, but can be seen in the graph.



SG squ qcfmk.png



View hitbox
(?)

The Silver Chord Qcf.png + SG mk.png
Uncharged Guard Properties Damage Meter On Hit On Block
Mid Hit Grab 600 (100) (2.5%) 2.5% Stagger OR +3 -13
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 20 65 N/A OR 15 18 9
Charged Guard Properties Damage Meter On Hit On Block
Mid Hit Grab 600 (100) (2.5%) 2.5% Stagger OR +17 -8
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 25 49 N/A OR 29 18 9


  • Squigly tosses Leviathan's tail, which hooks the opponent and drags them in. The stagger gives Squigly a guaranteed Daisy Pusher or combo of her choice. The basic version reaches about half screen and the Seria version reaches nearly full screen. The charged version will also ignore assists and only grab enemy point characters. Like many other "Get over here!" style attacks, this is extremely unsafe on block and whiff.
  • The startup of the stance occurs before the startup of the move. The startup is omitted in the data, but can be seen in the graph.
  • The stagger of this move is once per combo. However, one can still combo off of the Seria version of the move even if stagger has already been used due to the generous hitstun.
  • Commonly referred to as "Chord".



SG squ qcfhk.png

"Hallowed ground!"

View hitbox
(?)

Tremolo Qcf.png + SG hk.png
Uncharged Guard Properties Damage Meter On Hit On Block
Mid Projectile 350, 350, 550 (100 x3) (2.5%) 1.6364% x3 KD -3
Startup Active Recovery Hit Stun Block Stun Hit Stop
16 3, (2), 4, (2), 4 27 26 x3 21 x3 4, 2, 11
Charged Guard Properties Damage Meter On Hit On Block
Low Projectile 350 x5, 550 (100 x6) (2.5%) 1.6364% x6 KD -4
Startup Active Recovery Hit Stun Block Stun Hit Stop
16 3, (2), 4, (2), 4, (2), 4, (2), 4, (2), 4 28 26 x6 21 x6 4, 2 x4, 17 (4, 2 x4, 11 on block)


  • Squigly drops down, allowing Leviathan to submerge his tail below the ground and attack from underneath the opponent. The multiple hits push the opponent back before the knockdown from the last hit, reaching half screen after 3 hits with no charge and ending at nearly full screen after 6 hits for the Seria version.
  • The startup of the stance occurs before the startup of the move. The startup is omitted in the data, but can be seen in the graph.
  • Has 1 frame of no super cancel period near the end, but only sometimes??? Not sure how to make it happen (pic)



SG squ jqcfk.png

"Grave... digger!"

View hitbox
(?)

Fallen Woman (Air Only) Qcf.png + SG k.png
SG lk.png Guard Properties Damage Meter On Hit On Block
Mid - 300 (100) (0.5%) 7.5% +8 (at best) +11 (at best)
Startup Active Recovery Hit Stun Block Stun Hit Stop
10 (until ground) 4 12 15 9
SG mk.png Guard Properties Damage Meter On Hit On Block
Mid - 400 (100) (0.5%) 7.5% +15 (at best) +11 (at best)
Startup Active Recovery Hit Stun Block Stun Hit Stop
12 (until ground) 4 19 15 9
SG hk.png Guard Properties Damage Meter On Hit On Block
High - 400, 1000 (100) (0.5%) 7.5% x2 KD -11 (at best)
Startup Active Recovery Hit Stun Block Stun Hit Stop
14 (until ground), (33), 6 32 58, 20 21 12, 16
SG hk.png (Second use) Guard Properties Damage Meter On Hit On Block
High - 400 (100) (0.5%) 7.5% +3 (at best) -11 (at best)
Startup Active Recovery Hit Stun Block Stun Hit Stop
14 (until ground) 32 35 21 12


  • 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.


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



Supers

SG squ qcbkk.png



View hitbox
(?)

Squigly Battle Opera
Level 1
Qcb.png + SG k.png + SG k.png
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full),
Projectile
375 x5 (100 x5) -100% +64 OR KD (vs air) +60
Startup Active Recovery Hit Stun Block Stun Hit Stop
4 + 11 240 19 26 x5 22 x5 (9), 4 x5


  • Creates a multi hit, floating note projectile. Commands with LK+MK, MK+HK, and LK+HK all place the fireball at different fixed positions. The fireball pins itself to the screen position, allowing Squigly to push it around relative to the stage as the camera moves.
  • Hitstop will increase to 15 when used simultaneously with charged Center Stage.
  • Commonly referred to as "SBO".



SG squ qcbthrow.png

"Time to bury you... six feet over!"

View hitbox
(?)

Daisy Pusher
Level 1
Qcb.png + SG lp.png + SG lk.png
Guard Properties Damage Meter On Hit On Block
Command Grab Invuln. (Full) 0, 500, 2000 -100% Crumple N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
4 + 9 23 57 N/A N/A (9), N/A


  • Squigly opens a grave at her feet, buries the opponent, sprouts a randomly chosen flower on the mound, and poses for a moment before a casket crashes down from the top of the screen with the opponent inside again.
  • Hitstop increases to 14 when used simultaneously with charged Center Stage.
  • Commonly referred to as "Daisy".



SG squ qcbpp.png

"And now... The grand finale!"

View hitbox
(?)

Inferno of Leviathan
Level 3
Qcb.png + SG p.png + SG p.png
Guard Properties Damage Meter On Hit On Block
Mid Invuln. (Full),
45% Min. Scaling,
Projectile
675 x8 (150 x8) -300% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
8 + 6 -- (8, 8, 8...) 46 32 x8 22 x8 (9), 7 x8 (6 x8 on block)


  • 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.



SG squ lklkflphk.png

"Arrogant fool..."

View hitbox
(?)

Rage of the Dragon
Level 5
After Snake Charmer, with charged Dragon's Breath or Serpent's Tail,
SG lk.png , SG lk.png , F.png , SG lp.png , SG hk.png
Guard Properties Damage Meter On Hit On Block
Command Grab Invuln. (Full),
64.3% Min. Scaling
7777 -500% Hard Knockdown N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
3 + 4 40 13 N/A N/A (7) N/A


  • Squigly hovers across the ground and seeks an opponent. Upon contact, a scripted sequence occurs where Leviathan torches the opponent, inflicting heavily damage.
  • Hitstop increases to 10 when used simultaneously with charged Center Stage.
  • Using this super as a DHC requires Squigly to have both charges.



Taunt

SG squ taunt.png

"Give up yet?"



Snake Charmer SG lp.png , SG lp.png , F.png , SG lk.png , SG hp.png
Guard Properties Damage Meter On Hit On Block
N/A - N/A 0% N/A N/A
Startup Active Recovery Hit Stun Block Stun Hit Stop
N/A N/A 84 N/A N/A N/A


  • Performing her taunt is one of the two requirements for Squigly to have access to her level 5. The other requirement is having either charge available.
  • You can taunt mid combo as solo Squigly by doing Chord > Taunt xx Daisy Pusher...if you want to style on your opponent.




Colors

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

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

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

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

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


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