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Skarlet complete Guide (Updated with Aftermath+Ultimate reviews)

Eddy Wang

Skarlet scientist
Briefing

Welcome, if you are new to this character or just want to understand the character in general, at this point i think its safe to put out a Skarlet guide out there, there is probably a bunch around the internet for several people before this one, so i want to let you know that i never looked at these guides before, and this one is made around my and only perspective of the character based on the tools given for MK11.

Since Skarlet has 3 variations in this game, they don't differ as much heavily, unless there is a deeper purpose involved, this guide will cover the perspective of all without giving too much rodeo.

Note worthy: I usually place gifs around for visual examples, but this one didn't felt necessary


Index
1.1 Introduction

1.2 Character Rules
1.3 Movement
1.4 High Jailing frame trap expertise
1.5 Strengths and weakness
2. Best Normals and strings
2.1 pokes
2.2 Blood Ball Linking Normals
2.3 Best Strings
2.4 Normals and Strings to stay away from
3. Special moves
3.1. Installed moves depending on variation
3.2 Reliable Krushing Blows
3.3. Flawless Block Attacks (FBA)
4. The Blood Ball game
4.1. Stagger game
4.2. Punishing
4.3. Punishing with The End is Nigh (2, 1, 2 String)
4.4. Combo Routes Philosophy (UMK11)
4.5. Setting up High Jail Frame Traps
4.6. Corner Game
5.Combos







1.1 Introduction

In MK11 tutorial mode will tell you the following:
Skarlet is most dangerous at mid to long-range. She can use her arsenal of vein and blood weapon attacks at their maximum range to push opponents back to her ideal spacing.

Translating this means Skarlet is a zoner, and she plays best by outranging other characters with footsies or zoning, after struggling hard ever since Aftermath NRS fixed this by giving her a better teleport and now in ultimate Skarlet stands out by pushing characters to her ideal spacing.


1.2 Character Rules
Skarlet main rule is patience, do not get hasty to get anything going, and every single hit you do even when they guard counts as much. Skarlet Chip damage goes from 2% to 1.8% from projectiles and some normals, so you can play the game by doing chip every single chance you get, even if the opponent invites you to a projectile blocking war.


1.3 Movement
Skarlet has one of the best back dashes in the game, with the distance she covers its advisable to learn how to properly perform back dash cancels to an optimal speed with her so you can retreat much faster than the rest of the cast in situations where most characters can't get out off.


1.4 High Jailing frame trap expertise
Skarlet is a high Jailing specialist, meaning, she has enough plus frames to jail her plethora of high strings and mix that with throws which are her most practical Krushing Blows, she also has several ways to achieve those numbers by either landing certain normals, or more specifically connect a blood ball wich ranges up close from +29 on hit to +32, during that time, your option its to guess, either neutral duck or block, if she has a Krushing Blow Loaded can be a bit rough.

1.5 Strengths and weakness
Skarlet can start combos without the use of meter, for that reason every chance she lands a 2, 1, 2 will often force players to break away, when that happens, all your gaps either on strings or cancelable moves will become irrelevant, so you can switch from zoning and play a heavy pressure game dealing a good chunk of chip until they recover the first defensive meter.
In the corner you have one of the best if not the best corner game of MK11, a compelling plus frame to force guessing retaliation, all your normals are new launchers with 2 of them being safe on block, any whiff punish you get at the wall it's a big damaging combo.

When they have defensive meter, her game becomes a lot more conservative and becomes harder to fight opponents off, her mids are also nothing special and are very slow, in most cases you can't check players for poking often, the gaps on strings are super evident that you will have to cut your strings short most of the time to try a conditioning game, worse, Skarlet can't shake pressure without taking much risks, her most reliable mid it's her d1 which it's -5 on block, so when they block it you are automatically forced into a 50-50 she can be defeated if opponent blocks low, react to the overhead and does nothing other than poke to avoid pressure. Thankfully in aftermath some characters have been weakened so her control game gets better with enough patience.

Skarlet anti-air game is among the worst in the game, her most reliable anti-air move outside of uppercut it's her standing 4, but unfortunately she doesn't have a reliable and practical follow-up for it, she has for standing 1, but it's much harder to jab anti-air any character in the game given how weak her jab is, in the end, you trying to get a decent anti-air combo comes with a greater risk, and the best followup up you can get out of standing 4 isn't practical outside of blood drive. In ultimate you can now equip BF4 moves, and with cell siphon you can always utilize 4~bf4 as AA and it's very reliable.


2. Best Normals and strings
Skarlet has good buttons, they are now scary and help playing the patience game a lot better now, ppl will have a hard time going over her wall of normals without taking much risks, the buttons makes up for many things.

2.1 pokes

Standing 1
Hit Level:
high
Description: Skarlet standard Jab, very famous for the blade range, and the 7 frame startup, but that's all to it, +5 on hit, -1 on block, but the gravity float of this move is bad, you can't jab multiple times like most characters do.


d1
Hit level:
mid (High crush)
Description: Skarlet best mid to deal with pressure, 7f and -5 on block on hit its +14 and jails a standing jab, a standing 2 and now even 44 on hit.
When you land d1 on hit, you can triple your turn by doing 44 which it's +6 with added pushback if they block standing making F2~tentacle a pressure tool, be careful though, opponents can back dash after they block 44, but it's good enough to put a blood ball on-screen or tentacle and deal extra chip.

Standing 4
Hit Level:
High
Description: +1 on block, its also best Skarlet standing anti-air, sadly doesn't have a decent follow-up, move also has terrible gravity float

D3
Hit Level:
Low
Description: Skarlet best low poke, has 11f startup and its +14 on hit, which forces players to block after being hit by it, leading to throwing attempts or 4,4 jail mixups, D3 is used to let opponent aware of Skarlet range control, opponents will often measure their distance based on how far D3 reach will try to stand outside of its reach, -7 on block and it's now always difficult to punish.

B4
Hit Level:
Low
Description: Longest range low, used to wakeup players who stand right outside of range of d3, its also 15 frames fast, and only -12 on block, it helps to play the patience game a lot more whenever they make mistakes, its a good tool to sweep out their decisions one moment at the time.

D4
Hit Level:
Low
Description: Buffed in Ultimate, it's +20 on hit, enough to jail any high, bait any duck and it recovers slightly faster on whiff as well.


2.2 Blood Ball Linking Normals
Skarlet has a few normals that on hit depending on the range will be a 2 hit combo with her best projectile, the blood ball, these are extremely important in her game as allows her to continue pressure.


F2
Hit Level:
Mid
Description: All Skarlet mids start at 13f, with F2 Skarlet can use mid-screen at certain ranges and cancel to blood ball, when used at max range, blood ball becomes an inconvenience opponent has to deal with, and that momentum the ball is travelling allows her to approach on several angles. More importantly, up close F2~Blood Ball is a natural combo, something that can be executed commonly if Skarlet corners an opponent.


B3
Hit Level:
Low
Description: B3 has deceiving range, but it hits almost as far as B4 hits, a good tool to sweep away small hits mid-screen with B3~specials, but an authentic monster at the wall, being a 13f low it is an amazing combo starter at the wall, and also the perfect blood ball linker when she corner opponents. -12 on block

F4
Hit level:
Mid
Description: Skarlet new F4, which replaces her old one from MK9, has poor range and the followup has a gap -6 on block and +12 on hit, however at the wall, if connected you can link a blood ball.
Using this mid to check for ducks it's committing a risk, a huge risk, B3 has more range has disjointed hitbox and it's also 13f, so use B3 whenever you feel like using F4 for checking neutral ducks midscreen.

2.3 Best Strings
2, 1, 2
Hit Levels: High, Mid Mid
Description: 13f startup, the first two hits are safe, it is a hit confirmable string, you have time to check if 2, 1 hits before you press the last input for a launch, each part of the string its usable with standing 2 being 0 on block and a powerful stagger poking tool, the string also allows Skarlet to do combo without meter, however, it's her only mid screen launcher in the game, there is only one good combo route for it which makes her combo repertoire terrible.

4, 4
Hit Levels: High, Mid
Description: The second hit it's now a mid that it's +6, making her pressure game a lot better and less duckable, this is one of the most annoying strings in the game and resembles the MK9 Skarlet F212,1+2 pressure string, the main difference is that you only get to loop it at the wall if you make the right read, if they try to poke after you can launch or whiff punish characters.It's a gapless string, if opponent blocks the first hit, he has to take the second hit as well, it can't be interrupted, ducked or disrespected as long as they block the first hit, the second hit it's +6 on block, being the only plus string Skarlet has makes up for her pressure game and to push defensive characters into a corner faster. At the wall becomes a powerfull frame trap with 6 frames of advantage, 11f startup. If blocked standing, adds a powerful pushback that doesn't help Skarlet, if blocked crouching, the pushback is minimized.

B3, 4
Hit Levels: Low, Mid
Description: has a flawless block gap in between, mid-screen isn't much of a useful string, but in the corner is a very strong launcher that allows for meterless combos, -5 on block, -10 if flawless blocked. The juggle window is a lot trickier to get.

F4, 3
Hit Levels: Mid, Low
Description: Skarlet game-ender string when linked into fatal blow, 13f startup, non-tech-able, +15 on hit and -1 on block.
The string has a flawless block gap in between, but as a punish it's excellent since works as a catalyst to anti-pressure and give Skarlet high jail pressure from any of her best normals, forcing opponents to guard, when linked into fatal blow does 44% to 46% damage unscaled.
In ultimate F4,3 becomes a launcher in the wall due the blood splatter recovery buff, giving her insane combos.
With her D1 now being +14 on hit you can fake a Poke grab and mix with F4,3 fatal blow against players who try to duck after.


2.4 Situational normals and strings

Standing 3
Hit Level:
High
Description: The whip was made slightly faster, with the type of game skarlet now forces since aftermath, anytime they are in range of the whip, you can use to harass and mess up guard timings as you can cancel with any special at will to become annoying, it's very effective at the wall and it's nearly impossible to jump over.

B2
Hit Level: Overhead
Description: While the range of it it's massive, the move itself it's react-able at 22 frames, -17 on block, and doesn't add anything either it hits or not, the Krushing Blow Requirement it's to hit two in row, which it's almost impractical to do, and even when you do it, it doesn't add anything relatively useful to her gameplan.
If you want an overhead try short hop 3 which not only it's faster than B2 but it's also safer on block and has better hit advantage and has a 5% chance of jumping off a low.

B1, 2
Hit Level: Mid, Mid
Description: This mid is very slow but at least B1 recovers slightly faster now, the steps a foot towards before using, so it can be tough to use as whiff punish, but the type of game that skarlet forces makes this string quite usable now.



3. Special moves
Competitive wise, Skarlet has at least 3 special moves that doesn't change in the 3 variations, we will break down those first before we talk about the specifics

Blood Shot
Command: BF2
Startup up: 21F
Block Advantage/FLB Adv -5 / -15
Damage/ Chip Damage: 7% / 1,8%
Special Propriety: Restores 7,6% of health to Skarlet when amplified post hit
Description: Skarlet projectile, travels in a straight line can't be slowed down. If opponents are hit by it fullscreen, Skarlet gains 33f of advantage, if guarded full screen, Skarlet gains 22f of advantage instead.
You can use this move to regain life lead, so don't be afraid to trade tentacles because on punish you can regain some of your health back.

Blood Splatter
Command: BF3
Hit adv: +9
Block Adv: -16 amplified or not
Startup: 18f
Damage/Chip Damage: 8%/ 2%
Special Propriety: Becomes a launcher in the corner/ Breaks armor/Amplified has instant recovery on armor break.
Description: This move is a high risk high reward move since aftermath, now it's slightly more punishable, but it pays off as you can reliable combo from anything in the corner. It's because of the reliability of this move that Skarlet has one hell of a scary game in the corner, anything she connects into amplify BF4 it's a big damaging launcher with cornering position.
Essentially what other characters can do midscreen Skarlet does it when she corners other characters.

Blood Ball
Comand: DB2
Startup: 33F
Damage /Chip Damage: 8% / 2% chip
Blood Drive: Allows Skarlet to speed up trajectory by holding forward or slow down the trajectory by holding backward during DB2
Special Propriety: Up close its +29 on hit at very least leading to High Jail Frame Traps
Description: Blood Ball sets up Skarlet game, it has a very good advantage if hits fullscreen at +90 on hit and +57 on block.
Usually a bloodshot hit fullscreen allows Skarlet to put out a blood ball on the screen.

Blood Trail
Command: DB3
Startup: 26 frames
Special Propriety: Can crush high projectiles while using it, but it's extremely difficult to do on certain matchups.
Description: The sole goal it's to steal turn as she avoids trading a projectile and gain advantage on the projectile war, but the move so far it's to slow and can't be used regularly. When amplified Skarlet gains 2 more frame advantage and opponent is stuck in the same spot allowing for an easier approach.


Blood Tentacle (All Ranges)
Commands: DB4(mid) DB4,B (Close), DB4,F(Far), DB4,U(Full Screen)
Hit Level: Mid
Damage/Chip Damage: 8% /2%
Description: Skarlet's best move, it is used to stay safe on screen and to control a big part of it, does as much damage as a blood ball, and it's a hard knockdown.
Blindspot: There are parts of the screen the blood tentacle doesn't hit and some characters can play on those spots, namely, Jade (emerald defender), Kabal(The spins and mean streak), Sub-Zero are among characters who can stay the longest in those spots without being hit,


3.1. Installed moves depending on variation

Heart Pierce
General: Heart Pierce will center Skarlet around a more balanced concept, meaning a bit of everything she can do, one that doesn't have to heavily be out pressured by anyone, worry too much about flawless blockable gaps to certain extend and having the opportunity to switch sides.

Teleport
Command DU(behind), DU,b(in front), DU,d (in same place), DU,f(Behind with range)
Startup: the game says the startup its 1f and recovery it's 42, thankfully since aftermath the startup was sped up by 4 frames, you can't still teleport anytime you please, but if you make a good read and anticipate it now actually gives you a punish.
Thanks to the buff of this move, previously annoying characters such as Cetrion, Cage, Geras now have something to worry about.

Dagger Dance
Command: DB1 (Holdable)
Note: When amplified not only switches sides but also regenerates 9.5% health.
Recovery: -20 post-release
Note: Only parry highs and mids, nothing airborne or lows or projectiles
Description: Slow on startup at 9fs, it won't do much to you, but its existence compels players to not overreach, more so if they have flawless block launchers, it makes them a bit more conservative.Has a Krushing Blow requirement of lading 2 reversals, the third time activates the best DOT Skarlet can have.

Blood Sacrifice
A move that is supposed to do DOT on the opponent while doing to Skarlet as well, the problem is, it does a lot more to Skarlet than the opponent and it takes forever to start and to recover from.
Best used when DOT is already activated via Krushing Blows to speed up the process of it.



Blood Drive
General: It gives Skarlet the ability to control how blood Ball travels, adjusting her setup game a bit more around it, having a re-stand move, and the only variation with a decent anti-air, and a very good 31% damaging combo.


Cell Siphon
Command: BF4
Startup: 19 Frames
Block Adv: -53
Special Propriety: Re-stands with 4 frames of advantage
Propriety 2: Heals 3,8% health
Description: This replaces Skarlet's 112 from MK9 as a re-stand option, it used to be a lot better in the beta at +7 with better health recovery but currently it's a shadow of itself with its most useful purpose being re-stand with 31% damage on the regular combo and the only solid Anti-Air follow-up from standing 4.


Amplify Blood Ball
Startup: 33F
Description: In this variation alone, Skarlet can control if the blood ball travels slower, or faster. Having a slower Blood ball increases her plus on block from +1 to +4 and in subsequent ranges such as maximum distance setups, can even become +12 on block, or work as a setup on wakeups that opponent can be forced to stand upon.


Hemorrhage
General: Skarlet third variation, a bit cut and dry from the rest, as the re-stand option it's a bit weaker than it used to be, and it has just as heart pierce a move that it is incompatible with the variation as a whole, basically the move it's just there.
If you pick this variation its solely due the boiling point damage that increases her damage output from 31% to 34%, kills time while doing it and gains a hard knockdown
However, as it's a little cut and dry, Skarlet loses a key move in this variation which is the tentacle, as a result, Skarlet takes a lot more risks in this variation.


Krimson Shield
Command D, D+3
Description: The shield is supposed to reduce the damage you take but doesn't work well with the variation at all, you will hardly feel the need to use this move.

Boiling Point (All Ranges)
Command BF4(mid) BF4,B(close), BF4,F(Far), BF4,U(Very Far)
Description: for a 23f startup frame, this moves does a butload of damage, especially when amplified, however aiming where to spawn the move on its own can be very frustrating

Red Mist
Command: DB4
Startup: 13f
Description: Skarlet engulfs herself with a blood mist, doing DOT whenever she is close to the opponent without taking any damage, the activation burst does 6,5% damage and the rest of the DOT does 1% every second by doing 0,5% each time a total of 8% at most if you can stay that close to the opponent that long.
The re-stand of the mist it's +7 on hit which doesn't do much for Skarlet.



3.2 Reliable Krushing Blows
Independent of the variation Skarlet has 2 Throw Krushing blows, and those play a huge part in her game, forcing you to play around it by trying to constantly grab your opponents who often tend to try to tech throws or mash out of pressure, which later can be used as a comeback factor round ending depending on the situation you are facing.

The other Kruhing Blows like B1, 2 and B2 aren't as reliable as you will rarely see them, one more than the other, and the Reversal one can be put under the same category or meaning, completely situational Krushing Blows in general.



3.3. Flawless Block Attacks (FBA)
Skarlet has 2 FBAs, one in U2, which its a 9f mid that launches and U3 which covers a greater distance, however, both of these moves have an issue
U3 can be low profiled by lows and very often a character will D3 under it on wakeup to make it whiff and then get a punishing Krushing Blow
U2, its way too vertical and there is some FBs that Skarlet it's not able to launch on right reads because of it, so it doesn't become as relevant as Nightwolf for example who has a much slower U2 but has more horizontal range.


4. The Blood Ball game
Skarlet main goal in neutral will be always to try to put a blood ball on the stage, due to its slow travelling time, you will be allowed to try different things while at it, like forcing neutral duck so you can do 4% chip by doubling down with tentacle, the opponent will also try to flawless block fullscreen, but as long as you keep buying time it doesn't matter.
Another good reason is to frustrate them to try anything in ranges where you can react, such if they jump you fire a bloodshot or a blood trail to catch them anyway.

Bait a teleport attack by faking a blood ball, or even use a tool to approach on-screen by doing max ranged B3~blood ball or F2~blood ball, this creates an inconvenience where opponent is forced to slow down and guess which route will Skarlet take in the offense while the ball is going over their heads.
Blood Drive Skarlet can take this strategy a step further and make blood ball travel much slower, which in turn makes harder to flawless block in time, can become more plus than +1 if blocked, and Skarlet can even walk behind it, jump at will, use as a projectile while to approach or setup.

4.1. Stagger game
Skarlet can stagger a lot, her best stagger is standing 2 which it's 0 frames on block, if applied correctly opponents will try to let go block before you use it, which while in the range you can now start using B3 and F2 for that purpose. A good way to force this sooner, it's by trying to throw after standing 2 or mix it with 2, 1 between high, mid or high, throw.



4.2. Punishing
You will be mainly punishing characters with 1,2,4~special most of the time as it's her most reliable punisher, the problem is, the damage isn't as significant as other characters punishing into big combos.
4, 4 will also be used as a punishment tool, sadly there isn't decent combo extenders from it.
F4, 3 will be used as well as a punishment tool, but as i referred earlier, Skarlet can only 1 decent combo from a single string which is 2, 1, 2, the rest will all feel restrained and will most likely push characters away, and the reward won't always be as good as you need unless you land a 2, 1, 2 string.
Or if you have cornered someone, in that range 44, b34 and amplified BF3 are all launchers.



4.3. Punishing with The End is Nigh (2, 1, 2 String)
As the Skarlet only launching string mid-screen, the first hit its 13f and hard to get, most players will mostly be crouching all the time trying to hit, d1s, and d3s/d4s often, the chances to get a 212 going are going to be slim, but when you do, Skarlet route it is singular, meaning you can only do 1 combo from it, and while you do it, how you end the combo its important, either its 44~blood ball, 44~siphon, 44~tentacle or 44~boiling point, each one of these has a purpose.
The blood ball it's a setup, that can force them to wakeup crouching, or delaying their wakeup, the tentacle does a lot of damage, boiling point even more damage if amplified sets a hard knockdown, and siphon re-stands or steal 3% health while boosting her overall damage to 31%.


4.4. Combo Routes Philosophy (UMK11)
Skarlet since aftermath can do better corner combos and they are now varied, she still has repetitive fillers midscreen, and with the ultimate buff on buffered normals, you have a more consistent combo route after 212, into 12, 44~bf4, sadly only works with cell siphon as it's the only consistent ender.
With Amplify BF3 being buffed, her corner combos varies a lot and are a lot of fun to use.




4.5. Setting up High Jail Frame Traps
Since she can't do bigger combos, some of her tools allow for high Jail instead of setting a game into a route of either Skarlet throws to get the additional damage, either she High Jails faking a throw instead, she has a few moves and a few specials with similar scenario.
F4,3 being +15, allows for a 2,1,2 check in case they try to neutral duck, which condition them to block instead leading to throws, or stagger pressure.
Another thing you can do against reactive players, it's to fake a throw by slightly walking and then you do an f4,3 or B1, 2 to catch them trying to duck or break a throw in the confusion.
Be wary that F4,3 its a risky string, but you will still going to use it, mostly if you force them into breakaway territory.

If you want to play safe, however, with F4,3 being +15 you can check any jail with 4, 4, which they have to block and ends up being +6 when they guard it, at the best scenario even if your read is wrong you're still plus.
A move that allows for Skarlet to try jailing high often its amplified blood trail which its +19 on hit and you can set 2, 1 by quickly dashing slightly making it look like you're going to throw and you jail high instead into a full combo. You can mix this with faster high jailing strings as well, such as 44 and 1,2 string to delayed effect.


4.6. Corner Game
I think personally that Skarlet has one of the best corner pressures of MK11, with 44 being extremely difficult to avoid, due to her plethora of highs, the opponent is compelled to , poke under or jump after a blocked 44.
With the amount of space she controls, it's easier to outrange the other characters.
Also while at the wall Skarlet gains new different launchers as amplified BF3 it's now a true launcher at the wall, and breaks armor she has additional launchers, one is b3,4, one in 4,4 and amplified bf3 which is very reliable, and she can whiff punish with b3,4 into a meterless launch, or b3~blood ball which in turn makes her +29 on hit even if cancelled from moves such as F4 or F2 on correct range, when this happens 4,4 high Jail becomes a launcher with the help of amplified BF3 and make her go nuts in the corner with a BF3 ender which does the same damage as a tentacle would, and you can still amplify it to maximize the effect.



5.Combos
Notes: Skarlet combos are simple to land, more so the 212 as they don't have diverse combo routes, however go nuts in the corner and try to be as diverse as you can.
Her F4,3 ampBF3 it's something aftermath gave her, so anyone that makes mistakes in the corner dies if she lands a comboable hit.


Mid screen
Heart Pierce

212, 212, 44~tentacle 29,4% damage

Ultimate combos
212, 1,2 , 44~DB4F 27%


Blood Drive

212, 212, 44~ BF4 29% Damage

212, 212, 44~ampBF4 31% Damage

Ultimate combos
212, 1,2 , 44~BF4 27%

Hemorrhage

212, 212, 44~BF4,F 31,5% Damage

212, 212, 44~ ampBF4,F 35% damage


Corner
Heart Pierce/Blood Drive

212, 4~AmpBF3, 12~BF3 (works well online) 28,% damage

212, 4~AmpBF3, 44~DB4,B (Easier to land thanks to based buffs) 31,8%damage

B34 212, 44~DB4B (Thanks to buffs easier to land)28,7%damage

B34, 212, 12~BF3(adjustable combo to make up for the harder ender in 44~DB4) 24,7% damage

4,4~ampBF3, 4,4~ampBF3 33% damage


Aftermath/Ultimate combos
F4,3~ampBF3, 124~DB4/BF4
F4,3~ampBF3, 1, 44~DB4/BF4
124~ampBF3~1, 44~DB4/BF4
124~ampBF3~124~DB4/BF4/BF3
B34~4~ampBF3, 44~DB4/BF3/BF4

Blood Drive

212, 4~AmpBF3, 12~BF4 27% damage

212, 4~AmpBF3, 4,4~BF4 31% damage

212, 4~AmpBF3, 4,4~ampBF4 33% damage

B34 212, 44~ampF4 30%damage

4,4~ampBF3, 4,4~ampBF4 35% damage

Hemorrhage

212, 4~AmpBF3, 4,4~DB4 31% damage + DOT

212, (delay) 212, 44~BF4,B 35%

B3,4, 12,4~BF4,B 28% damage


Most Dumb Damaging Fatal Blow Combos without 0 effort ever

Mid Screen
F43~Fatal Blow 44% to 46% damage un-tech-able

Corner

4,4~Fatal Blow 44% to 46% damage un-tech-able

F43~Fatal Blow 44% to 46% damage un-tech-able


Krushing Blow best combos

Mid Screen
Heart Pierce

D2KB, 212, 44~ tentacle 38%

Blood Drive

D2KB, 212, 44~AmpBF4 40,5%

Hemorrhage

D2KB, 212, 44~AmpBF4 44,4% (works in the corner)



Wall Krushing Blow combos

D2KB, 4~ampBF3, 12, bf3 37% damage

Blood Drive

D2KB, 4~ampBF3, 12~ampBF4 39%

D2KB, 4~ampBF3, 44~ampBF4 43% damage

Hemorrhage

D2KB, 4~ampBF3, 12~ampBF4,B 42% damage

D2KB, 4~ampBF3, 44~ampBF4,B 46% damage



Situational Anti-airs combos (when it works)

Heart Pierce

1, F2~DB4,F 13%

1, 124~DB4 17%

1, 212, F2~DB4,F 22%

4, F2~DB4,F 16%

4, 44~DB4,F 22%


Blood Drive

1, 212, F2~ampBF4 23%

1, 124~ampBF4 20%

4~ampBF4 15%

4, 44~ampBF4 25%



Hemorrhage

4, 44~BF4,F 31% damage



Anti-Air fatal Blow combos

1, 44~Fatal Blow 46% damage minimum

4, 44~fatal blow 48% damage minimum


Corner AA but super impractical to land often

4~DB2 12% damage re-stand into +29

4~ampBF2, 44~Fatal Blow 52% minimum

4~ampBF2, 1, 2, BF3 22%
 
Last edited:

@MylesWright_

I'll be back 3ing
Cell Siphon
Command: BF4
Startup: 19 Frames
Block Adv: -53
Special Propriety: Re-stands with 4 frames of advantage
Propriety 2: Heals 3,8% health
Description: This replaces Skarlet's 112 from MK9 as a re-stand option, it used to be a lot better in the beta at +7 with better health recovery but currently it's a shadow of itself with its most useful purpose being re-stand with 31% damage on the regular combo and the only solid Anti-Air follow-up from standing 4.
I don't know why they made this move so bad, it doesn't even do anything unique like getting a combo if it trades.
There's so much recovery that you are always launchable for trying to end init, the frame advantage is so low for a character is so weak offensively anyway etc

Even if it was +10 on hit it would still be bad on this character. F43 is U2 launchable, B3 tentacle would be launchable meterlessly if they flawless block the B3 and then the throw these options condition them to deal with, sends them fullscreen where they outzone you anyway
 
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Altaire

Warrior
Haven't had time to give this more than a quick skim yet, but since I didn't see anything about it, here's something else you might want to add: You can end a lot of strings in tentacle instead of the usual string ender, both because a) it tends to have better frames on block and b) it can mix people up if they're trying to interrupt her string gaps with fblock. F2 tentacle is better than F2 1 both on block and on hit, for instance. This works in pretty much any of her blockstrings that have gaps already. The gap is always small enough that they won't be able to poke/jump out before the tentacle hits.

Also, you can make it harder to time fblocks against tentacle in blockstrings by varying close/mid tentacle, depending on your distance. One will pretty much always hit sooner than the other, so if you mix them up, it can throw off their timing. This stuff is pretty essential to her footsies, imo. F2 blood ball is a really good setup, but if they read it, they can jump the F2 and punish you for full combos. It does have to be on read, not reaction, so having other options to deter them from going for that makes a big difference.
 

Archgamer

Mortal
I don't know why they made this move so bad, it doesn't even do anything unique like getting a combo if it trades.
There's so much recovery that you are always launchable for trying to end init, the frame advantage is so low for a character is so weak offensively anyway etc
Cell Siphon can setup strike/throws which is a key part of her game plan. It's also her best consistent combo ender because the opponent could be falling near the ground and you'll still catch them. Lastly it's a decent reversal with a very large vertical hitbox.
 

Eddy Wang

Skarlet scientist
Haven't had time to give this more than a quick skim yet, but since I didn't see anything about it, here's something else you might want to add: You can end a lot of strings in tentacle instead of the usual string ender, both because a) it tends to have better frames on block and b) it can mix people up if they're trying to interrupt her string gaps with fblock. F2 tentacle is better than F2 1 both on block and on hit, for instance. This works in pretty much any of her blockstrings that have gaps already. The gap is always small enough that they won't be able to poke/jump out before the tentacle hits.

Also, you can make it harder to time fblocks against tentacle in blockstrings by varying close/mid tentacle, depending on your distance. One will pretty much always hit sooner than the other, so if you mix them up, it can throw off their timing. This stuff is pretty essential to her footsies, imo. F2 blood ball is a really good setup, but if they read it, they can jump the F2 and punish you for full combos. It does have to be on read, not reaction, so having other options to deter them from going for that makes a big difference.
the trick is to alter between tentacle and blood ball one compliments the other, you cannot wait for blood ball and defeat tentacle, and you can't expect to defeat tentacle and deal with blood ball, in many instances you can alter between them depending on who you're fighting against.

Also the strings with gaps, its much more advisable just not to do it, 12 and F4 are both good enough on their own without risking too much with the gaps, hemorrhage doesn't even have tentacle, which makes a more risk-taking variation with less tools
 

Archgamer

Mortal
strike/throw is a key part of everyones gameplan and they dont try and set it up being +4 with 13f mids
Everyone can do strike/throws but it's more important for her because she has KB's attached to it and has no way of doing reliable high damage. Plus she is one of those characters where the opponent can just block low all day since b2 is unsafe. So if she is not throwing she won't open people up.

+4 is not a lot. I agree. And some people will try to disrespect it. But it still technically her turn. Her d1 is a 7f mid. So strike/throws comes into play.
D1 into throw.
D1, d1 into throw.
Or just throw immediately.
 

Altaire

Warrior
the trick is to alter between tentacle and blood ball one compliments the other, you cannot wait for blood ball and defeat tentacle, and you can't expect to defeat tentacle and deal with blood ball, in many instances you can alter between them depending on who you're fighting against.

Also the strings with gaps, its much more advisable just not to do it, 12 and F4 are both good enough on their own without risking too much with the gaps, hemorrhage doesn't even have tentacle, which makes a more risk-taking variation with less tools
That's what I was saying, though. You use F2 tentacle just enough that they're afraid to press buttons after F2 on block, because if they know you're doing F2 blood ball every time, they can get a JIK for free.

I really don't think it's advisable to just never use those strings lol. 1 2 is nowhere near as good on its own as 1 2 4 / 1 2 tentacle. You're -6 at point blank range, meaning you have to respect their followup. 1 2 4 puts you at about jump distance at -1, which sets up her F2 perfectly. 1 2 tentacle is still -6, but at least pushes you out of D1 range, and you really only want to do it often enough to deter them from using fblock. F4 by itself also has a serious limitation in that F4 3 can be hit confirmed for full combos; F4 can't. F4 tentacle doesn't net you full combos either, but you're at least getting more damage and a really good knockdown. F4 by itself is something you can throw out occasionally to mix them up, but if you're just never using F4 3, you're missing out on a lot of potential damage.

The problem with this logic is that if you're only ever doing 1 2 or F4, with no other variations of either, your opponent knows what to expect every time. Both are -6 on block with no pushback, which means it's "their turn". Once the other guy realizes you never follow up after 1 2 or F4 on block, they know you're just putting them in that situation every time, which is just handing them all the momentum. You have to vary it enough to at least stop them from pressing buttons. Yes, you'll get punished by fblock U2 if they guess right, but if they guess wrong, you knock them down and create some space. If they know you're giving them their turn after every blocked 1 2 or F4, they're just going to run all over you.

Cell Siphon can setup strike/throws which is a key part of her game plan. It's also her best consistent combo ender because the opponent could be falling near the ground and you'll still catch them. Lastly it's a decent reversal with a very large vertical hitbox.
One big issue with that: Cell siphon puts them right in front of you. Tentacle not only flings them to fullscreen, but splats them long enough that you can get out a blood ball, or try to meaty with another tentacle, or whatever else you might want to do.

Skarlet is a zoner. In var 3, I suppose you could argue she's meant to be played differently (although I'd argue that's her weakest variation by far), but if you're playing var 2, the only one with cell siphon, she's a zoner. That's going to be what she excels at. When someone actually advances to dash-in range, then you can use the attack/grab stuff, because it forces them out if you guess right. It works a lot better defensively than it does proactively.

The underlying reason this kind of setup just isn't that great is because you're choosing to bring them in for a mixup opportunity, rather than creating space. If you guess wrong on that mixup, they're going to be right up in your face, even if they don't get a full punish for it (and they certainly can). If they're at fullscreen, the only thing you're really at risk of is a projectile trade, or a teleport.
 

Eddy Wang

Skarlet scientist
That's what I was saying, though. You use F2 tentacle just enough that they're afraid to press buttons after F2 on block, because if they know you're doing F2 blood ball every time, they can get a JIK for free.

I really don't think it's advisable to just never use those strings lol. 1 2 is nowhere near as good on its own as 1 2 4 / 1 2 tentacle. You're -6 at point blank range, meaning you have to respect their followup. 1 2 4 puts you at about jump distance at -1, which sets up her F2 perfectly. 1 2 tentacle is still -6, but at least pushes you out of D1 range, and you really only want to do it often enough to deter them from using fblock. F4 by itself also has a serious limitation in that F4 3 can be hit confirmed for full combos; F4 can't. F4 tentacle doesn't net you full combos either, but you're at least getting more damage and a really good knockdown. F4 by itself is something you can throw out occasionally to mix them up, but if you're just never using F4 3, you're missing out on a lot of potential damage.

The problem with this logic is that if you're only ever doing 1 2 or F4, with no other variations of either, your opponent knows what to expect every time. Both are -6 on block with no pushback, which means it's "their turn". Once the other guy realizes you never follow up after 1 2 or F4 on block, they know you're just putting them in that situation every time, which is just handing them all the momentum. You have to vary it enough to at least stop them from pressing buttons. Yes, you'll get punished by fblock U2 if they guess right, but if they guess wrong, you knock them down and create some space. If they know you're giving them their turn after every blocked 1 2 or F4, they're just going to run all over you.



One big issue with that: Cell siphon puts them right in front of you. Tentacle not only flings them to fullscreen, but splats them long enough that you can get out a blood ball, or try to meaty with another tentacle, or whatever else you might want to do.

Skarlet is a zoner. In var 3, I suppose you could argue she's meant to be played differently (although I'd argue that's her weakest variation by far), but if you're playing var 2, the only one with cell siphon, she's a zoner. That's going to be what she excels at. When someone actually advances to dash-in range, then you can use the attack/grab stuff, because it forces them out if you guess right. It works a lot better defensively than it does proactively.

The underlying reason this kind of setup just isn't that great is because you're choosing to bring them in for a mixup opportunity, rather than creating space. If you guess wrong on that mixup, they're going to be right up in your face, even if they don't get a full punish for it (and they certainly can). If they're at fullscreen, the only thing you're really at risk of is a projectile trade, or a teleport.
i think you need to read through the guide again.
 

Altaire

Warrior
i think you need to read through the guide again.
I was going by what you just said to me in this thread, man. You said it's better to just use 1 2 and F4 instead of taking a risk on gaps for either one. I explained how that doesn't seem like a sound strategy to me.
 

Eddy Wang

Skarlet scientist
I was going by what you just said to me in this thread, man. You said it's better to just use 1 2 and F4 instead of taking a risk on gaps for either one. I explained how that doesn't seem like a sound strategy to me.
you really don't need to take those risks though, gambling on your health for the needs of forcing them flawless block so you can start to cancel with it isn't really a good trade.
You can play better than this, and if they are really eager to start mashing pokes that close of the gaps other moves such as timed block becomes easier to apply.
Skarlet has the easiest gaps to get flawless blocked, isn't exactly a guess, it just how it is, by default ppl will try to flawless block those gaps often rather than trying to interrupt it, so 1,2 and F4 are going to be better in that instance, only when they start to not try to FBA which happens most times, its when everything else works better.

You are also forgetting one common theme here, Skarlet movement backwards it's super good, you learn to fast backdash cancel there isn't a good poke that will reach you if you play well with your ranges., especially when staggering with s2, 1, 2.
But if you are so eager to use 124 and f43 as pressure strings taking those risks, i actually advise you to switch this with 44, with all that block 44 becomes a +6 pressure string that will force them to stay un-guarding for long, enough for you to see it and start using other moves such as b3 for example.


I advise you to read this guide, its very explicit.
 

Eddy Wang

Skarlet scientist
This is a great write up!

Any players you recommend watching?

Obrigado!
Sadly anyone i would recommend you watch to take some notes have given up on her, she is too restrict right now, and some characters do far better.

Hopefully, a future patch fixes this and give her a ex blood trail that captures for guaranteed launch which is much better, because currently we have to guess twice to get good damage off anything that it's not 212 midscreen or anything else in the corner, a better B1 and these two changes alone would make her a complete viable character against every odds in the game.
 

Nevan_PTF

All your mains belong to me!
Sadly anyone i would recommend you watch to take some notes have given up on her, she is too restrict right now, and some characters do far better.

Hopefully, a future patch fixes this and give her a ex blood trail that captures for guaranteed launch which is much better, because currently we have to guess twice to get good damage off anything that it's not 212 midscreen or anything else in the corner, a better B1 and these two changes alone would make her a complete viable character against every odds in the game.
I see... : \

So she's probably not working picking up and embracing the struggle? Or do you think, even with her faults/restrictions, she can be fun and effective to play with?

vanillaicecreamy on twitch.
Thank you good sir!
 

Eddy Wang

Skarlet scientist
I see... : \

So she's probably not working picking up and embracing the struggle? Or do you think, even with her faults/restrictions, she can be fun and effective to play with?
Not everyone is willing to spend so much on a character that offers too little, i play Skarlet because i just like her concept since MK9, its pretty much a bond, so i play with what i'm given.
Though i think she could be much better in general with the right changes, she doesn't need to be the next outtake, she just needs 1 or 2 good changes.
So far i think a lauching ex Blood Trail is enough at the expense of having a bit of scaling and meter recovery a bit lessened if this move is used.
This change alone would make Skarlet so much fun, 1000% times more rewarding to play, with lots of combo diversity better punishing midscreen and would eliminate a lot of her weaknesses

But if they really want to go overboard a bit, make b1 faster by 15f, parry faster by 7f
DBF1 steal life instead of loosing
fix the teleport do disappear faster, keep reovery.
Siphon restored to beta design
3 become a mid
B2 needs to be redesigned, or make a bit faster, or change KB requirement and rewards.
Swap hemorrhage redmist command to something else, maybe df4 so she keeps the tongue.

I for once think every single Skarlet KB should just trigger DOT, that would be an interesting change.
 

Nevan_PTF

All your mains belong to me!
Alright, that's a good description of her.

Do you think it would be a good choice to opt for a restand, V2, over the teleport + parry, V1? I mean in terms of picking a variation to play with.

Thank you!
 
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Eddy Wang

Skarlet scientist
Alright, that's a good description of her.

Do you think it would be a good choice to opt for a restand, V2, over the teleport + parry, V1? I mean in terms of picking a variation to play with.

Thank you!
As i said in the guide highly depends on MUs, i pick the first variation over the rest mainly because teleport and parry allows me to move at will on sreen without being restricted and the parry also keeps them at bay and limit their offense to low pokes mostly

But i can see why people pick blood drive a lot, the combo damage extender is good and blood ball setups are good as well.
 

Inzzane_79

Every time someone farts, a demon gets his wings
Do you have a YouTube channel @Eddy Wang ? Would like to see some of your Matches to learn more on how and when you use specific strings or how you Play mindgames around throws.

I play mostly a very good friend and he plays Terminator (second Variation) a lot and if I´m not totally zoning him out he steamrolls me hard. Command grabs in General give me a hard time but on him it´s so nuts, Overhead, low, normal throw or command grab, I can´t catch a break against that guy xD
 

Nevan_PTF

All your mains belong to me!
As i said in the guide highly depends on MUs, i pick the first variation over the rest mainly because teleport and parry allows me to move at will on sreen without being restricted and the parry also keeps them at bay and limit their offense to low pokes mostly

But i can see why people pick blood drive a lot, the combo damage extender is good and blood ball setups are good as well.
Personally I really like the emphasis on her zoning and "pressure" game that V2 provides. Slow Ball and walking behind it is really neat. Being able to restand is something I value alot, being +4, as mentioned already, it's not that big but it's something, her D1/S1 will beat their options. It also negates Get Up options, which is really nice.

However I can see the pros of having a teleport and a parry, so I will learn that variation as well. being able to get out of the corner is a strong option to have.

I'm really liking her, she looks gorgeous too.

I hope she gets some love in the next balance patch.

Thanks Eddy
 

Eddy Wang

Skarlet scientist
Do you have a YouTube channel @Eddy Wang ? Would like to see some of your Matches to learn more on how and when you use specific strings or how you Play mindgames around throws.

I play mostly a very good friend and he plays Terminator (second Variation) a lot and if I´m not totally zoning him out he steamrolls me hard. Command grabs in General give me a hard time but on him it´s so nuts, Overhead, low, normal throw or command grab, I can´t catch a break against that guy xD
You won't find any of my most recent matches on YT, due the demonetization issue it was jeopardizing my channel so i stopped uploading MK11 content
 

ShepherdOfFire

Kombatant
Nice guide, thank you !

I've been playing Hemorrhage for a long time (I even faced you twice Eddy in KL with it some time ago), the combos are even tigher to perform and even more dangerous if the opponent has both defense bars. The hitbox of Boiling Point is also really weird. Also, Blood Tentacle being unavailable is really annoying against some match ups, and Red Mist is quite situationnal and not that powerful so dropping one the best zoning tool in the game for it...

I'm looking forward the changes Skarlet will get in the Joker patch.
 

Inzzane_79

Every time someone farts, a demon gets his wings
Nice guide, thank you !

I've been playing Hemorrhage for a long time (I even faced you twice Eddy in KL with it some time ago), the combos are even tigher to perform and even more dangerous if the opponent has both defense bars. The hitbox of Boiling Point is also really weird. Also, Blood Tentacle being unavailable is really annoying against some match ups, and Red Mist is quite situationnal and not that powerful so dropping one the best zoning tool in the game for it...

I'm looking forward the changes Skarlet will get in the Joker patch.
Is it confirmed that we will get a patch with Joker?
 
E

Eldriken

Guest
Is it confirmed that we will get a patch with Joker?
There is normally a patch for with every DLC character because the character's files themselves need to be downloaded.

Question is: is there going to be any balance changes along with it or just more bug fixes?

Per the norm, a very well-written guide. Well done, Eddy. I really wish she was more enjoyable than she is. I probably wouldn't have dropped her had this been the case.

If some adjustments came her way that significantly changed her meta, I'd definitely give her another shot.