I recently picked up a couple MadCatz SFxT Fightpads and I'm wondering if any Skarlet mains have used them before. Would they make playing this execution-heavy character easier, and would it damage the Fightpads at all?
Having a Hitbox or a Stick, you should be able to have all her options covered and be ready to what to do because of your finger tips being all over the place.I recently picked up a couple MadCatz SFxT Fightpads and I'm wondering if any Skarlet mains have used them before. Would they make playing this execution-heavy character easier, and would it damage the Fightpads at all?
I do not use a hitbox, I've said this before .Having a Hitbox or a Stick, you should be able to have all her options covered and be ready to what to do because of your finger tips being all over the place.
zaf told me this once, and i really looked into it, so far i still don't have a Stick, but i plan to get at least one to improve my punishments in this game, so far my reads are perfect, the D-Pad is holding me back.
I've never used a Skarlet on a Stick or Hitboxs, but surely its been proven that makes iaD much more easier to pull of, and will all finger tips on every button it gives much faster opportunity to Anti-Air with the correct move without dealing with the D-pad main problem
"I'll keep him away of a dash distance ready to whiff punish with F4" Opponents Jumps in "Shit, now i have to AA with Standing 2 instead of F4" On D-Pad this is a problem because only the thumb of one finger its used to go trough all options, sometimes switching up its losing frames until you go to the right option to punish your opponent.
Ninj uses a Custom made Hitbox
AssassiN uses a Hitbox as well
RedRaptor10 L0rdoftheFLY @FCP/ EMP SCAR and myself are all D-pad tiers
I think it depends on your playstyle. I know some Skarlets like Scar like to do F3 and other strings that aren't used much, but I personally don't like to do them. Like u said it's slow, and the strings u can do after it (F33, F312) don't give a lot of cancel advantage so ur opponent can interrupt out of red dash. F4 has similar range to F3 and gives good enough advantage.So dead forum is dead i decided to refresh the discussion since i kinda missed it a bit.
From my recent matches (in past couple months) I've noticed that at sweep distance the f31 string is dose well against Cyrax that drops bombs. I honestly feel this string is underrated - its true that it has slow start up and long whiff animation but its forward advancing string with: good combo option and huge hitbox on the knee.
Another couple things I've noticed:
With someone who is good a fuzzy guarding the 50/50 option (specially against Cyrax) is a suicide attack. Unless it is another character I am better off playing safe offense.
The IAD wont be as accurate as Kabals IAGB which ultimately brought me to point where I use "burst fire" technique - meaning, The best way to hit opponent successfully with those daggers is to throw 2-3 and then advance with single ground dagger.
As long as I keep single shots on the ground I am able to fully control the situation - though soon or later if I dont advance with dash-in I will get blown with: bomb/net or worse - invisible bomb (that rarely happens - but it dose).
I've also learn to hit confirm d4 into up slash. This is good because if You stay close (in range of 1,2,f4) opponent may feel insecure and hesitate to jump - the d4 variant works like a bait. Since I am having a further reach with d4 I can stay further away and lure opponent for jump in.
D1 work fine as well, however its not as good as Ermacs or Cage but still its really all based on timing. D1 into upslash is good way for me as it leaves the opponent airborn high enough to land a combo with high standing rest.
I've been also working on mixup her basic pressure and it seems that 11 is a good mixup starter. All that came from opponent getting use to 11f4 shenanigans. So the mind game begins after blocked 11 then the mind game begins. I do 11,11,11f4 or 11,b11f4 and so on. The reason is I think this works cause there are to major factors: One - opponents mentality is to hold block and wait for 11f4. Second: the fact that 11 blockstring has minimal pushback and decent startup on to of that there is short whiff duration which minimizes the risk of getting crossed.
Another thing against Cyrax (and other zoners) is that sometimes there are times where circumstances force Skarlet to maintain zoning possession to build meter and chip down opponents life bar with daggers. And here is the silly part - ex dash through projectiles (even if it means blockstring option) is still good to go with. I do that when I see no opening - this grants me f21 blockstring and further pressure and mixup opportunity. Bottom line is I'd rather maintain the zoning and chip as much as I can and then get-in and apply pressure, even if it means doing it without meter. Because even if the opponent has short projectile recovery he is still force to block my string, So I am trading only about half a bar. This is really character specific.
I've done that with Cyrax, Reptile and Kitana. I am not sure how this would turn out with the rest of the cast.
I've also start to use more frequently deep jump in kick into d1~rd, up slash combo.
What You guys think of all this, please share Your opinion and suggestions.
@Eddy Wang @Ninj @AssassiN @AK L0rdoftheFLY
That's why I'm suggesting using her D2 if you got the lifelead and you don't want to take any risks by screwing up her AA or getting JK'ed.I agree with @AssassiN . After standing reset her standing 2 gives u lots of options cuz 21 ex dagger jails on stand block, 212 red dash for crouch block, 21 hit confirm into red dash up slash, standing 2 cuz 0 on block and throw mix-ups. I suck at doing this so that's why I just do 114 after standing reset.
I think her d1 is decent for anti-air, seems like the standard d1 but not like Scorpion d1. but yea her d2 is good too but u can't combo off of it.
chip damage means taking damage while blockingIts nice that all of You responded. Since I have couple of sparing partners I am still able to play the game and enjoy Skarlet.
One thing when I said (chip them down) I mean to take life away with daggers on hit (not block) sorry - my bad.
In deed, rd slide is great whiff punisher that I forgot about to mention
Regarding Mu use to have problems with Reptile but once I understood the core game I am able to nail him down.
I do use f4 to punish whiffed strings like (Cyrax's 12) though I dont have the habit like Eddie to punish whiff jump-ins with f4. I always AA with either standing 1 or f4/4/d4, I do like to use d2 when I wanna bring in some rage out or Toasty Boost or perhaps a reverse d2 juggle. The d3 anti-cross up gimmick dose work however its not guaranteed, so I do really prefer to use d1 (at least I know why I am taking the risk) or I do reverse ex dash into up/blockstring.
I do Suck at using D1 so i never thrusted that move much because doesn't lower Skarlet's Hitbox. So if i get caught by an unexpected Crossup, even if i can't punish it, and i still can avoid it D3 is my tool of choice to avoid those.Eddie, brother I am aware of those properties.
Its good though that You pointed out, as shown in this match footage is used against pressure and in between close kombat.
As way to escape cross ups I guess I'd rather other option, unless there is nothing else I can do.
But that is a personal preference. I guess it all depends on your confidence in timing and execution and based on that You prioritize your AA options. Same goes for different level BnBs.