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Skarlet Thread
~Yiah!~
UPDATE 4: Updated the Ermac portion of the Matchups section. Updated some information on Skarlet's Combos, and added a new combo. ~Yiah!~
Gameplay Summery:
Spoiler:
Skarlet's attacks are very fast, and she's a very close range, offensive fighter. She also has a very versatile array of special moves. Skarlet is also deadly in a corner, as she can cause some serious damage, by using just two moves to juggle the enemy. Her mixups are also deadly, as many of them start with the same initial hit, such as her Forward+3, her Back+1, or her Red Dash.
Need To Know Combos and Moves:
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Krimson Bash-1, 1, 2: A very fast three hit combo. Can combo into a Red Slide after the second hit if the enemy blocks high.
Bad Blood-Back+1, 1, Forward+4: This pops the enemy up, allowing them to be followed up with a Red Slide, or a Red Dash Up Slash.
Blood Clot-Back+1, Forward+3: The second input hits overhead, so use if the enemy blocks low. The second hit is very deceptive, because it looks like it should be blocked low, and it has good range.
Bloody Murder-Back+1, 1, Back+4: The third input hits low, so use this if the enemy blocks high.
Punishment-2, 1, 2: Easily Skarlet's most versatile combo. Can combo into an Up Slash after the second hit, or combo into a Red Slide or Dagger Toss after the third hit.
Lifting Leg-Up+3: One of Skarlet's pop up moves. It's much faster than either of her slash attacks.
Rising Blade-Back+2: Can combo into a Down Slash, and can cause some huge damage when used in juggles.
Flesh and Blood-Forward+2, 1, 2, 1+2: This move has good range, deals quite a bit of damage. You can combo into an Up Slash after the third hit, or a Red Dash Up Slash after the fourth.
Bloodshot-2, 3: Fast, two hit combo that's good for juggling enemies.
Blood Boil-Forward+3, 1, 2: You can combo a Down Slash after the second hit, or an Up Slash after the third. You can also combo a Dagger Toss after the third hit, and can start a combo by canceling the Toss.
Slaughter-Forward+3, 3: The second input hits low.
Notes on X-Ray:
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Base Damage: 29% damage. Probably one of the most gruesome X-Ray's in the game. However, it also happens to be the weakest at a mere 29% damage. Much like Sonya's X-Ray, the damage varies depending on how many startup hits you land on the enemy, this is what I got from using the X-Ray at point blank range. However, this X-Ray can be combo'd of her 2, 1, 2 for some good damage. Much like Liu Kang's X-Ray, it hit's overhead. Serves as a good anti-air due to the large amount of real estate it covers.
MISC Notes:
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Up Slash: Serves as a good anti-air. Very similar to Nightwolf's Axe Swing, although there is a slight delay between inputting the move and Skarlet executing the slash. Can be combo'd from quite a few of Skarlet's chain combo's, such as her 2, 1, or Forward+3, 1, 2, or Forward+2, 1, 2. Can also be executed during a Red Dash with Forward+2. EX version adds another slash for extra damage.
Down Slash: Hits overhead, and also has a slight delay to it. Much like the Up Slash, it pops the enemy up. Can be combo'd from a Back+2, for some damaging juggles, especially in a corner. This can also be combo'd from a Forward+3, 1, or a Forward+4. Can also be executed during a Red Dash with Back+2. EX version adds another slash for extra damage.
Blood Drop: Standard teleporting attack. As always, it can be done it the air, and is used to punish projectile attempts. EX version does more damage and is incredibly gruesome looking.
Red Dash: Serves as longer dash. 4, will cause Skarlet to execute a sliding move. Skarlet can also execute a Up/Down Slash with the Forward+2, or Back+2 respectively. EX version travels further.
Red Slide: A low-hitting slide move. Can be used for mind-games, as you can make the enemy wonder if you will commit to a Slide or not.
Blood Ball: A very damaging projectile, and can also be controlled mid-flight with Up or Down. The tradeoff, is that Skarlet damages herself when doing this attack, and it has a somewhat slow startup time. Use only on jumpers, or people who neglect the block button.
Dagger Toss: Skarlet throws two very fast kunai projectiles. Can delay the second kunai by holding 1. Can dash cancel out of the delay, which serves as a good way to close the distance between you and the enemy.
Air Dagger (Close): Very similar to Sindel's Close Fireball, with not really much to comment on.
Air Dagger (Far): Very similar to Mileena's Air Sai Blast. Can be used to punish jumpers or used very low to the ground, making it harder for the enemy to advance. EX version throws three daggers at three different angles, making it very hard for the enemy to avoid all of them.
Notations:
Spoiler:
1= Front Punch
2= Back Punch
3= Front Kick
4= Back Kick
EX= Enhanced Version
Up Slash: Down, Forward, 2
Down Slash: Down, Back, 2
Blood Drop: Down, Back, 4
Red Dash: Down, Forward, 3
Red Slide: 4 (During Red Dash)
Red Dash Slice Up: Forward+2 (During Red Dash)
Red Dash Slice Down: Back+2 (During Red Dash)
Blood Ball: Forward, Down, Back, 1
Dagger Toss: Down, Forward, 1
Air Dagger (Close): Down, Back, 1 (In the air)
Air Dagger (Far): Down, Forward, 1 (In the air)
Tactics:
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Vs. Projectile Spammers, Zoners and Keepaway: The Blood Drop is, as with all teleports, a good way to punish those who get too comfortable with their projectiles. You can also dash cancel out of the Dagger Toss to allow Skarlet to get close.
Vs. Teleports: As always, block, and punish with an uppercut, or an Up Slash. If your using the Dagger Toss against enemies with teleports, always delay the second Dagger. If they teleport to counter the projectile, simply dash forward or back to evade the teleport.
Anti-Air: The Up Slash is a very good anti-air, and lead to some juggles. The Blood Drop, and the Far Air Dagger can also effectively anti-air, although can't lead to any juggles. Her X-Ray also serves as a decent anti-air.
Mixups: Skarlet has some of the most potent mixups. Her Back+1, Forward+3, and Red Dash, can end in a launching, an overhead, and a low hit respectively. Learning these mixups is essential to playing Skarlet, and doing so, will surely benefit you in the long run.
Back+1, 1, Forward+4: Launching
Back+1, 1, Back+4: Low
Back+1, Forward+3: Overhead
Forward+3, 1, 2: Launching
Forward+3, 1, Down Slash: overhead, and pop up
Forward+3, 3: Low
Red Dash Up Slash: Launching
Red Dash Down Slash: Overhead, and pop up
Red Slide: Low
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