What's new

Let's Explore This Terror Together: Scarecrow General Discussion

I'd recommend talking to SoCal Zod, M2Dave, or Knicks, I'm pretty sure he uses Darkseid. I've played 2/3 of them, so I'm sure they'd be able to shed some light on their approach in the MU.
 

Beach

La mejor playa
Things looking good for scarecrow, now that the scary tier characters are not as strong. Definitely think he'll do well this patch.
 

Knoterror

Kombatant
Scarecrow's in a great place. He's good but he definitely has flaws and counters. I'm glad they left him alone, in all fairness. They've given him good enough tools to justify not having projectiles. He's kind of like Doomsday from the first game.
 
This was just for fun guys, I had issues with the Aquaman matchup and was messing woth my .Gif app. Love it or hate it, just for fun, maybe some of my Crane Brethren will relate the feeling.


Sent from my SAMSUNG-SM-G891A using Tapatalk
 

SOLEdier

IHideBehindIceClones
Hey I was in practice mode and it looks like extending Toxin Breath (BF2) isn't draining super meter. Is this a glitch?
 

HiddenSelectCounterPick

Crossplay Username: NoGoodMids
I would appreciate if someone would add me on xbl and teach me scarecrow he has flashy combos like kano in mkx I get hate messages for just using cyborg and got banned til the 9th, my temp xbl gt is Defender Cell
 
Has anyone tested the cancel advantage of Sickle Spin on hit? I tried it against Superman and was incapable of mashing out a d1 or MBb3 and the only thing that would hit is a super. This being if I did a d1 after I cancel the sickle spin. If the frame to punish the gap is too small for anything but a super, this could essentially be a way to guarantee a d1 tick mix up after hitting sickle spin.
 
From what I've seen, Death Spin when landing 1 hit into a cancel, doesn't have enough positive frames to immediately stop say a MB B3.

2-3 spins however leave enough for a D1 to beat out Batman's 6f D2.

Leaving room for user error, but duly noted.
 

Knoterror

Kombatant
Has anyone tested the cancel advantage of Sickle Spin on hit? I tried it against Superman and was incapable of mashing out a d1 or MBb3 and the only thing that would hit is a super. This being if I did a d1 after I cancel the sickle spin. If the frame to punish the gap is too small for anything but a super, this could essentially be a way to guarantee a d1 tick mix up after hitting sickle spin.
As far as I remember, only the 3rd hit cancelled is plus. The third hit guarantees a d1. I specifically tested that with the opponent trying to jump and d1 would jail them grounded. This is only in the corner though. Mid screen the pushback on hit is too much to work with.
 
Last edited:
Here's a hard to clashable setup with Scarecrow B3 into F133, where each hit of the F133 can be a crossup or from the front, so the opponent doesn't know which direction to hold when trying to clash.

I've done this on more than one occasion. It's nice since many players don't use delay wake up, it gives me a somewhat ambiguous NJ3 on their wake up that can convert into a few command grab combos for heavy damage.
 

Mysha

Noob
What is the cat woman matchup. Need some tips. Does her jumpin 2 beat my down 2. How do I deal with it and other strings
 

Blade4693

VIVIVI
Hey guys, what is my best string for punishes? Or better yet, what should I be doing when im being heavily pressured? I feel like a lot of the time I am relentlessly pressured and anytime I press a button its the wrong one even though visually, it looked like it was my turn to press a button. Batman is a good example. 12 confirm into db1 is what I tend to go for but a lot of the time it seems just out of range, and my stuff that could hit at a farther range seem to come out too slow and they recover fast enough to block it.

Obviously a lot of this is just me not having good MU experience across the cast since I haven't played a ton consistently and ill (hopefully) learn more as I grind and experiment but still, any tips are welcomed lol