Seagull is a rushdown character with tight air movement who focuses on air combos and tricky movement to overwhelm
the opponent. With an astonishing three air jumps and incredible mobility, Seagull is able to stay out of reach and
take advantage when the opportunity presents itself.
Seagull specifically has the option to enable a more modern control scheme that enables simpler inputs for his specials
and supers. As a result, Seagull lacks some command normals that other characters would usually have. Special attacks
are performed by holding a direction and pressing a single button, while supers are performed with a direction
and two buttons pressed simultaneously. Modern Controls can be enabled at the character selection screen by pressing
up with Seagull selected.
Unlike other characters, when Seagull is using Modern Controls, he can choose to perform a specific taunt instead of
the usual random taunt. To select a taunt, press either up, down, or left/right while
hitting the taunt button.
↑ + Taunt: Seagull gives a huge thumbs up to his opponent.
↓ + Taunt: Seagull lowers his head and angrily shouts at his opponent.
←/→ + Taunt: Seagull cries out in anguish.
Seagull lets out a large scream with a cartoon speech bubble appearing behind him and hitting the opponent from afar.
If used in the air, Seagull retains his previous air momentum.
Seagull quickly dashes through the air, hitting anything in his path. The P version sends Seagull diagonally
upwards, the S version sends Seagull horizontally, and the H version sends Seagull diagonally downwards.
All versions of Bet hit overhead. Using S or HBet close to the ground combined with the
threat of a possible Skill allows Seagull to perform an incredibly ambiguous overhead.
Seagull shoots himself downwards at a steep angle with no hitbox. He can use this move to quickly cross through the
opponent for a scary three-way mixup, or to escape a dire situation with low commitment.
Seagull produces a slow moving fireball that travels in a straight line across the screen. While its slow speed makes it
dangerous up close, it allows for great okizeme and helps keep Seagull out of reach from the opponent. During the late recovery of Your, Seagull
can cancel into Bad.
Seagull rolls forwards, slamming himself into opponents who are trying to slide past the blind spot of the fireball.
This move is even more dangerous than Your when blocked, so only use this when you're certain you can punish or at
least trade with the opponent's attack.
Seagull flies into the air and screams at the opponent with a large hitbox. When blocked, leaves Seagull airborne and
actionable, and places the opponent into Guard Crush.
An invincible rising reversal that has the ability to loop into itself. Seagull rises up into the air, then divebombs
downwards, taking the opponent with him. If H is pressed again after the initial divebomb, Seagull will enter
a parry stance that catches strike attacks. If the parry makes contact, Double or Nothing will loop back into itself
and will be able to repeat the sequence until the parry whiffs or until Seagull stops pressing H. If the parry
misses, Seagull will be locked in counter hit recovery for the remainder of the move, giving his opponent a free punish.
For every time the rising attack hits, an additional attack is added, and the height traveled is increased.
Data in parentheses represents damage when the attack is repeated
Seagull releases a large amount of energy, transforming himself into GroundOrangeDuck for a short duration. While in
Duck form, Seagull deals more damage and is able to freely cancel specials into each-other, even if they whiff.