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S1,2,4: The s1,2 string that can be hit confirmed, - 6 on block if you stop at 1,2 with some pushback, allowing it to be used as a whiff punish bait against characters with stubby range. Easy but effective strings: High strings: If spaced well, it stays outside of a lot of wakeup U3 ranges while still being able to hit. S2,1,2: goes into s2,1, which is -5 on block with pushback, so it can be used similarly to s1,2 string.ī3,4: A 13f low normal starter that can go into a launching string in the corner and can be option selected. S1,2,4: Goes into an s1,2 string that can be hit confirmed, -6 on block with some pushback, allowing it to be used as a whiff punish bait against characters with stubby range. She is also supposed to do well in the mid-close range due to her extended range, but frame data, duckability of some of her options, and some tools not working as they look like they would actually put her in a spot where mid-close range could be a danger zone for her. Some of her specials, when meter burned, will give her life back, which gives the character more durability than it would initially look. Skarlet excels at fullscreen projectile space control and zoning and does decent when she is putting pressure on a cornered opponent. With this variation, you will do considerably more damage but sacrifice some versatility that the siphon gives you (such as pulling opponents close).Īlso, it will allow you to have your opponent think about blocking low not to get caught by the boiling point traps.
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Her Blood Syphon allows her to pull the opponent close in combos, which is useful against a character with teleports that can easily navigate her zoning and keep her on her toes. Dagger Dance also gives Skarlet a Krushing Blow after three successful parries in a round.īloodport allows Skarlet to escape the corner (while she isn't being pressured) and reset her projectile zoning, as well as gain a +9 Okizeme by shortening her 212 juggle. With this variation, Skarlet can challenge some Flawless blocks during some of her strings by canceling the string into Dagger Dance (Parry) and Meter Burning to regain some health. The variation I personally use: It allows for a lot of utility in exchange for raw damage. Variations: Dagger Dance, BloodPort, Cell Siphon Her best buttons in neutral are the already mentioned B3, F2, B4, and F4 due to their extended range. U2: Very stubby range and prone to whiff, both on wakeup and as a flawless block launcher. The Krushing Blow, when landing two of these in a row, doesn't justify its use against good players. A well-timed D4 will make Skarlet low profile a lot of jumpins and allow her to send her opponent fullscreen to restart her zoning.Īt 13 frames, fairly slow to time, so get to practice! Bad Buttons:ī1: By itself, not the greatest button, starts in 19 (very slow) and is usually only used to fish for counter hits into the B1,2 string for the krushing blow.ī2: Very slow overhead, entirely reactable, and -22 on block with no ability to cancel. As a grounded button, it allows some punishes that 13f starters cannot punish, as well as providing more range than S1 as a punish button.ĭ4: Probably Skarlet's best anti air aside from her D2. S4: High, 10 frames startup, can be used comfortably against far anti-airs. Anti-Airs:ĭ2: Universal uppercut with universal Krushing Blow, not much to say, easiest anti-air to use. Beware of fast horizontally traveling tools like Sub Zero's slide.į4: 13f startup advancing non-duckable mid, -5 on block, use it to poke and retract to safety on block.
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This button is excellent for trip jumps at a long distance and as a whiff punish tool (although a bit slow with a 15f startup).ĭespite being punishable on block (-12), not a lot of characters can punish due to the range and pushback. It looks like an anti-air, but the upwards hitbox isn't there, don't use it as one.ĭ3: Starts relatively slow (11 frames) but has very good range and is +14 on hit, allowing for true jails such as S4,4, which leaves her at +6 on block.ī4: Slightly more than round start range. Startup is 13 and cannot be ducked, has very good range, and can be canceled into parry to cover yourself from mid approaches or confuse your opponent. Decent range.į2: Her best button for mid-range space control. S2: 13 frames of startup, her only button that goes into a launching string midscreen. S1: 7 Frames of startup, high poke that can situationally be used as an anti-air and as a punish.
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