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Seagull (Back to Home)

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

Seagull Portrait Seagull Alternate Costume Portrait
TypeAvian
Health375
Movement Speed1.1x (1.6x Airdash)
Unique MovementQuadruple Jump,
Skill
StageSeagull Corp Building
Reversals632146H,
632146H~H

Mechanics

Modern Control Scheme

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.

Command Normals

Taunt

Taunt using Modern Controls
Taunt Sprite Up TauntTaunt Sprite 2 Down TauntTaunt Sprite 3 Side Taunt
Taunt Hitbox Taunt Hitbox 2 Taunt Hitbox 3
Version Damage Guard Startup Active Recovery On Block Invuln
↑ + Taunt -
↓ + Taunt -
←/→ + Taunt -
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.

Special Attacks

Scam (Air OK)

214S or 4S (Modern)
Scam Sprite
Scam Hitbox
Version Damage Guard Startup Active Recovery On Block Invuln
214S - All - - - -
j.214S - All - - - -
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.

Bet

j.236P/S/H or j.6P/S/H (Modern)
Bet Sprite
Bet Hitbox
Version Damage Guard Startup Active Recovery On Block Invuln
j.236P - High - - - -
j.236S - High - - - -
j.236H - High - - - -
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 H Bet close to the ground combined with the threat of a possible Skill allows Seagull to perform an incredibly ambiguous overhead.

Skill

j.236K or j.6K (Modern)
Skill Sprite
Damage Guard Startup Active Recovery On Block Invuln
- - Pass-through
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.

Your

236S or 6S (Modern)
Your Sprite
Your Hitbox
Damage Guard Startup Active Recovery On Block Invuln
- All - - - -
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.

Bad

S after Your
Bad Sprite
Bad Hitbox
Damage Guard Startup Active Recovery On Block Invuln
- All - - - -
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.

The King

214H or 4H (Modern)
The King Sprite
The King Hitbox
Damage Guard Startup Active Recovery On Block Invuln
- All - - - +
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.

Supers

Double or Nothing

632146H or 6S+H (Modern) with 50% meter
Double or Nothing Sprite Double or Nothing Sprite 2
Double or Nothing Hitbox Double or Nothing Hitbox 2
Version Damage Guard Startup Active Recovery On Block Invuln
632146H - (-, -xN) All - - - - Full
Parry - 1 - - Strike
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

Ground Orange Duck

214214P or 4P+K (Modern) with 50% meter
Ground Orange Duck Sprite If you can't beat 'em, join 'emGround Orange Duck Sprite 2
Ground Orange Duck Hitbox
Version Damage Guard Startup Active Recovery On Block Invuln
214214P - All - - - -
Install - -
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.