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Let's Explore This Terror Together: Scarecrow General Discussion

Sultan

Kitana, Scorpion
Does anyone actually use bf2? If so, when and why?
Good when you don't have meter. You can hitconfirm when comboing from 2hit strings like 11, 12, f13 or 22 and use the lengthy grounded hitstun to setup a tick-throw or more pressure for building meter. It's sort of optimal without meter, or if you're reserving your meter for the sake of pressure / throw mixups. Something like f13 xx db2(hold), walk forward slightly, 123 xx db.3 builds a lot of meter.
 

masherofbuttons

I'll mash out of +30 I know no fear
Another great video by @BxA Ragnarök showcasing a corner corpse hop setup (which also looks like a tricky crossup/non-crossup mixup?) and the d1 command grab option select.
(for those that don't know, the command grab can be option selected by inputting it slightly later than usual after d1 - on hit, nothing comes out, on block command grab comes out).
I thought I had labbed this, isn't 22f3 rollable to mess with the setup?
 
I'm surprised to hear some of you think Scarecrow is weak! I feel he's very strong. I don't know how a character with his kind of range, footsies, safe confirmable pressure, mixups, mobility, and damage can end up weak. I agree it sucks that he doesn't have an invincible wakeup but no character should have everything. I like the idea up above about how pushblock leaves opponents where Scarecrow wants them, sounds right to me.

In general I play him at about half or 2/3 screen where I can whiff punish most characters but still press my own F13, F2, B3, jump 2, or whatever. Obviously if I find an opportunity to pressure I'll go for it, and I like the mixups of 1 delay command grab vs 123, or B221 at a range where the 1 hits vs just a bit further out where the 1 whiffs & you can do command grab or whatever, B12 vs command grab, and lots of MB3 to enforce people staying still. But if a mixup doesn't work out, no big deal, I just go back to footsies range.

Against dedicated zoners I play a little differently but not too much really. Zoning is strong but way overhyped by the community so far. Most zoning in Inj2 is the kind that hopes you run into stuff, not the kind that forces you into stuff (with the exception of Deadshot imo). I approach with a mix of walking and blocking, F13 if I'm at that range where F1 will go under fireballs, far jump into air DB3 to float above projectiles on reaction, free dash after blocking things with lots of delay, DB2, dash into MB roll, call out with MB B3 or F3, etc. There are lots of options! Trying to predict with teleport is almost always a bad idea, but hey every once in a while you can bust a Superman for doing an air laser or whatever.

As for trait, I gotta explore it more but I play most rounds without even thinking about it lol. In fact I mostly just use it as a DOT to seal rounds when I have lots of life and the opponent is low. When I first picked Scarecrow up I thought it might have been the key to beat zoning, but eh for now its startup just seems too long for that to be viable. Instead it seems more like a way to tack on extra damage, and I don't know how important that is for a character who already dishes it out as well as Scarecrow does.
 

Shade667

#StrongisthenewCute
Yeah, aside from deadshot and Aquaman im slowly learning how to beat the rest of the cast. It just sucks that you have to work harder than alot of other characters, which can be discouraging.

But I think crow is a character that has the tools needed to win. My only real problems so far is moves being useless (I like to use everything a character has, but teleport, 3,f2,throw and bf2 have so limited uses), his mobility being garbage and the amount of options everyone has for blowing up death spin on block. Armour, backdash is fine, but joker can literally forward dash and punish me for it. I dont know what other characters can do that though.

Idk, hes in a fine place. Id like them to make a few changes to him, but if he remains untouched and they adjust some of the higher tier characters I think he'll do very well.
 
I disagree about F2, far reaching mid that you can make safe or safe/plus makes it one of his better tools imo.

Though I haven't found a practical use for standing 3. Still working on that one.
 

Matthew Phelps

GOTS HeavyHandz
I disagree about F2, far reaching mid that you can make safe or safe/plus makes it one of his better tools imo.

Though I haven't found a practical use for standing 3. Still working on that one.
You can use standing 3 to lengthen your corner combos at least. It also is a normal that you can follow with command throw on block.

Some tech I found with Scarecrow.. Try starting off the match with a D2. Your at the perfect range for it and you can follow up with F21xbf1.. Also, after MBbf1, I like to follow up with f21xbf2 (hold).

Opponent cornered.. Try doing d2 command throws. Its funny how you can fk Atrocitous up with it because his wakup is a high.
 

Chongo

Dead Kings Rise
The more I use it the more and more I realize that D2 Ticks aren't that good. Against good players they're just gonna jump once they see the very obvious animation and punish you. I started doing D2 into MBDB2 to discourage that but as a whole I try to stay away from them. I only use them when I'm playing someone who very obviously doesn't know the MU that well or when I'm in situations when IDK if they're gonna hit buttons but I still need damage, so like I'll meaty D2 grab them when they're in the corner or after a MB BF1 I do a slight walk forward and D2 Grab

Some tech I found with Scarecrow.. Try starting off the match with a D2. Your at the perfect range for it and you can follow up with F21xbf1.. Also, after MBbf1, I like to follow up with f21xbf2 (hold).
This is a really good strat but there are some characters that will blow you up if you try to do this (Bane d1, Cheetah d3) so make sure you know what the opponents options are.
 

SnowboardRX

^ You have no idea who this guy is ^
Though I haven't found a practical use for standing 3. Still working on that one.
I've found a good use for standing 3 is toward the end of a combo. Doing your normal combo starter into B3 ji2 3 DB3 is what I use when I want to activate my trait. It dishes out pretty good damage. (Sometimes spacing is an issue and you need a slight step forward before the ji2) This is usually my go to combo ender when I want trait activation. Otherwise I'll use any of the other enders depending on how I want to continue my pressure.
 

Matthew Phelps

GOTS HeavyHandz
I just had an idea.. and I am going to lab it when I get home..

For those that don't know, you can delay wake up in this game by holding stance switch while your on the ground. This will cause your opponent to swing and whiff a few strings. My idea is.. while holding delay wake up.. can you meter burn dash for wake up. and do you avoid getting hit when you do it? Similar to Smokes enhanced wakeup in MKX?? HMM!
 
If there's one thing teleport is good for, it's to bait people into attacking you when you have trait activated and they can't survive their own combo punish. People can't NOT try to punish teleport. I've yet to see someone respect that shit.
 

SneakyTortoise

Official Master of Salt
Someone test these wake ups please. I don't want to get excited only to find out they have as much invincibility as black Adam's wake up
 

DrLupus

"Just a silly old clown"
I've been having identity crisis between Darkseid and Scarecrow. Now I think I'm going to commit to Scarecrow.