Umbrella

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Team Value

Brings some nice help to a team without needing a team explicitly built around her. While her assists aren't the greatest neutral threats, they do provide some nice defensive coverage to check opponents closing in. Add on that some of them leave the opponent in a great deal of hitstun, making stray hits very easy to convert from, and being incredible tools for resource building characters. Her supers provide both good raw damage and nice utility, including a safe-ish DHC and combo DHCs. The combo extension DHCs being especially nice as Umbrella herself does an illegal amount of damage if she can reach her Ravenous state.

What they bring

What they want

Position - Point, Mid

Umbrella excels as a mid by allowing her point character to safely DHC out while still applying pressure through Retina Reflector. Additionally, mid Umbrella provides great team utility through her assists such as Cliff Hanger and Salt Grinder. On point, Umbrella is able to make use out of both her team assists, immediately pressure the opponent from roundstart with 2MP, and can provide a safe tag out with Reflector DHC.

Most Common Assists

Cliff Hanger (6HP) - 

Anti-Air, Neutral, Combo Tool (Stagger)

The most useful of Umbrella's assists for the majority of the cast. The first part of the assist is a great check against aerial approaches with its disjointed hitbox, knocking the opponent high up into the air for an easy conversion on hit, or keeping them locked down on block providing you with a lot of frame advantage to create space or start your own pressure. Keep in mind that this part is coded to never hit grounded opponents, even someone as tall as Big Band. The second part reaches pretty far on the ground and inflicts a stagger state on grounded opponents while dealing a good bit of damage. The hitbox is not disjointed but attempts to challenge this assist can easily up trading which is dangerous for the opponent due to the stagger.  Easy to fit into your combo routes for frontloaded damage, and good for pressure with its great hitbox and very high blockstun for a single hit (33 frames, more than Big Band's H Brass assist). Use to keep opponents from charging at you recklessly in neutral or from escaping the corner, while also being a means for helping approach once you reach the mid-range.


Salt Grinder (236LP)

Combo Tool (Stagger)

Hungern eats the opponent keeps them in place for a while, leaving them in a staggered state when spat out. Great assist for the resource characters, letting Valentine load 2 vials, Robo Fortune build 2 heads, and more. Unfortunately, Salt Grinder also has virtually no value in neutral with its short range. Forces the damage scaling down to 55%, so it is best not to use this assist early in a combo, but it does provide good damage overall. Choose over Cliff Hanger if you really want those double vials/double heads/Beowulf taunts off anything and already have a neutral assist on the team. Or you just want to melt lifebars.


Hungern Rush ([2]8HP) - 

Anti-Air

Invincible DP assist with large vertical range but very little horizontal coverage. Does not retain the same unblockable-while-rising properties that Umbrella has when played on point. Heavily scales the follow-up combo by 55%, but does keep the opponent captured for a bit so it is easy to convert off of while giving resource characters time to build up mid-combo. Nearly two times slower than the average DP assist if Umbrella is Starving or Overstuffed (23-24 frames, along with the slower ascent vs other DPs), so be wary. A bit outshined by Cliff Hanger which accomplishes other goals while still serving as an anti-air, but the invincibility of Hungern Rush does help out when the opponent is already running their pressure on you or for when you need an invincible Alpha Counter. It's never a bad idea to have a DP assist, at the end of the day.


Cutie Ptooie and Wishmaker (214LK and 214HK)

Projectile, Space Control (L), Combo Tool (H)

Umbrella launches a slow moving bubble that moves about half a screen's distance; Ptooie simply hits the opponent, while Wishmaker puts them in a special capture state. Ptooie travels upward in an arc so it can potentially stop opponents trying to jump on you. Wishmaker travels straight with less distance covered (though the distance increases if Umbrella is in Overstuffed state), but does not interact with projectiles (meaning it won't shield you from them) and disappears if Umbrella gets hit. Ptooie is better for controlling space for these reasons, while Wishmaker can be used for reset potential. As of now, it is hard to recommend either of these assists over the ones mentioned above, but these are still very much underexplored and could hold some nice potential.

Partners

Beowulf

Recommended Assists: 

H Hurl (236HP), Grendel Flex (Chairless 2HP)

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Big Band

Recommended Assists: 

H Brass Knuckles, L/M Beat Extend

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Synergy:

Cerebella

Recommended Assists: 

H Lock N' Load, Cerecopter

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Double

Recommended Assists: 

Hornet Bomber

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Eliza

Recommended Assists: 

Butcher's Blade, Carpenter's Axe, H Osiris Spiral

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Synergy:

Filia

Recommended Assists: 

H Hairball, H Updo

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Fortune

Recommended Assists: 

H Fiber Upper, Cat Strike/Head Roll, Wheel of Fortune (5HK), Dash

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Synergy:

Fukua

Recommended Assists: 

M Forever A Clone, H Platonic Drillationship

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Synergy:

Painwheel

Recommended Assists: 

L Pinion Dash, M Gae Bolga Stinger (Nails)

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Parasoul

Recommended Assists: 

L Napalm Shot, H Napalm Pillar

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Peacock

Recommended Assists: 

George's Day Out (L George), Screwball Cannonball (5HP)

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Synergy:

Robo Fortune

Recommended Assists: 

H Theonite Beam

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Synergy:

Squigly

Recommended Assists: 

Drag 'n' Bite, Ashes to Ashes (6HP)

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Synergy:

Valentine

Recommended Assists: 

H Savage Bypass

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Synergy:

Annie

Recommended Assists: 

H Destruction Pillar, H North Knuckle, H Crescent Cut

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Synergy:

black dahlia

Recommended Assists: 

Medici Mousetrap (2MK), L/M/H Order Up! (X Shot)

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Synergy:

marie

Recommended Assists: 

[assists this character wants]

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