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Guide Max Damage Meterless Combos

Ninj

Where art thou, MKX Skarlet?
These are Skarlet's most worthwhile, practical, and highest damaging combo's. Under no circumstance should you be using meter during a combo as Skarlet.

By learning these combo's, you will gain an understanding of Skarlet you previously did not have - I promise.

"But Ninj, how do I know which combo's are easier than others?"
Answer: If it does less damage, it's easier. :)

Key:
xx = full dash
x = half dash
-- = no movement
DF1- = dagger cancel

Punishers

Standing midscreen

B2,DF3,B2 x U3 -- 2,DF3,B2 -- 2,DF3,B2 xx 2,3,DF3,4 -- 48% {Assist: fr stack}
F4,DF3,B2 x U3 -- 2,DF3,B2 -- 2,DF3,B2 xx 2,3,DF3,4 -- 46% {Assist: fr stack}
B2,DF3,B2 xx 2,3,DF3,B2 – 2,DF3,B2 xx 2,3,DF3,4 – 45%
F3,1,B2 xx 2,3,DF3,B2 – 2,DF3,B2 xx 2,3,DF3,4 – 44%
F4,DF3,B2 xx 2,3,DF3,B2 – 2,DF3,B2 xx 2,3,DF3,4 – 43%

F2,1,2,1+2,DF3,F2 xx F4[or 2],DF3,B2 xx 2,3,DF3,4 -- 38%
F2,1,2,1+2,DF3,F2 xx 2,DF2 xx 2,3,DF3,4 -- 37%
2,1,2,DF1- xx 2,3,DF3,F2 xx 2,3,DF3,4 -- 36%
2,1,2,DF1- xx 2,3,DF1- xx 2,3,DF3,4 – 33%


U3 -- U3,DF1 xx 2,3,DF1- xx 2,3,DF3,4 -- 42%
B1,1,F4,DF3,F2 xx 2,3,DF3,B2 xx 2,3,DF3,4
B1,1,F4,DF3,F2 xx B1,1,F4,DF3,F2 xx F4,DF3,4

Standing Corner - The following two combo's are for when you want to deal maximum meterless damage and then down dagger your opponent out of their ability to do a wakeup. Ending on an Up Slash is critical to this maneuver so Skarlet has enough time to do an instant air dagger since the recovery on Up Slash is far faster than B1,1,F4

F4,DF3,B2 -- U3,DF1 x B1,1,F4,DB2 -- B1,1,F4,DB2 -- B1,1,F4,DF2 -- 49%
F3,1,B2 -- U3,DF1 x B1,1,F4,DB2 -- B1,1,F4,DB2 -- B1,1,F4,DF2 -- 50%
B1,1,F4,DF2 -- U3,4,DF1 -- B1,1,F4,DB2 -- B1,1,F4,DB2 -- B1,1,F4,DF2 -- 44%
B1,1,F4,DF2 -- B1,1,F4,DB2 -- B1,1,F4,DB2 -- B1,1,F4,DF2 -- 43%

Standing Rollers - For when the enemy is rolling in front of you - for example, a blocked Superman from Raiden.
U3 -- U3,DF1 xx 2,3,DF3,F2- xx 2,3,DF3,4 -- 44% {Assist: @Somberness}
U3 -- U3,DF1 xx 2,3,DF1- xx 2,3,DF3,4 -- 42%

Mileena's Telekick/Cyrax&CSZ Teleport
D1,DF1- xx 2,3,DF1- xx 2,3,DF3,4 -- 22%

Air-to-Air Punch
JP xx F4,DF3,F2 xx 2,DF3,B2 xx 2,3,DF3,4 -- 24%
JP xx F4,DF3,F2 xx 2,DF1- xx 2,3,DF3,4 -- 21%

Air-to-Air Kick
JK,DF1 xx 2,DF3,F2 xx 2,3,DF3,4 -- 30%
JK,DF1 xx 2,DF1- xx 2,3,DF3,4 -- 27%
JK,DF1 xx 2,DF1- xx 2,DF1- xx 2,3,DF3,4 -- 30%

Neutral Jump Punch
NJP x 2,3,DF3,B2 xx 2,DF1- xx 2,3,DF3,4 -- 34%
NJP x B2,DB2 – 2,DF3,B2 xx 2,3,DF3,4 -- 36%

Deep Jump Kick
DJK+DF1 xx 2,3,DF3,B2 xx 2,3,DF3,4 – 37% ---Alternative--- DJK+DF1 xx 2,3,DF3,F2 xx 2,3,DF3,4 35% less strict

Resets

A successfully landed 1,1,2 string 'resets' your opponent into standing position with Skarlet at a +4-14 frame advantage after an empty Red Dash. Exact advantage number depends on how high your opponent is when you land the 1,1,2.

Standing Midscreen

B2,DF3,B2 x U3 -- 2,DF3,B2 xx 2,DF3,B2 xx 1,1,2 - 44% (47% with JiP) {Assist: fr stack}
F4,DF3,B2 x U3 -- 2,DF3,B2 xx 2,DF3,B2 xx 1,1,2 - 42% (45% with JiP) {Assist: fr stack}
B2,DF3,B2 x U3 -- 2,DF3,B2 xx 2,DF1- xx 1,1,2 -- 41% {Assist: fr stack}
F4,DF3,B2 x U3 -- 2,DF3,B2 xx 2,DF1- xx 1,1,2 -- 39% {Assist: fr stack}
F4,DF3,B2 x B2,DB2 -- 2,DF3,B2 xx 1,1,2 -- 38%
F4,DF3,B2 xx 2,3,DF3,B2 xx 1,1,2 -- 33%
F4,DF3,B2 xx 2,3,DF3,B2 x 2,DF1- xx 1,1,2 -- 36%
F3,1,DB2 xx 2,3,DF3,B2 xx 1,1,2 -- 34%
F3,1,DB2 xx 2,3,DF3,B2 xx 2,DF1- xx 1,1,2 -- 37%
B2,DF3,B2 xx 2,3,DF3,B2 xx 1,1,2 -- 35%
B2,DF3,B2 xx 2,3,DF3,B2 xx 2,DF1- xx 1,1,2 -- 38%
F2,1,2,1+2,DF3,F2 xx 2,DF1- xx 1,1,2 -- 31%
F4,DF3,B2 xx U3,DF1 xx 2,DF3,B2 xx 1,1,2 -- 37%
F3,1,B2 xx U3,DF1 xx 2,DF3,B2 xx 1,1,2 -- 38%
B2,DF3,B2 xx U3,DF1 xx 2,DF3,B2 xx 1,1,2 -- 39%
2,1,2,DF1- xx 2,3,DF1- xx 1,1,2 -- 29%
2,1,2,DF1- xx 2,3,DF3,F2 xx 1.1.2 -- 31%
B1,1,F4,DF3,F2 xx 2,3,DF3,B2 xx 1,1,2 -- 35%

Standing Corner

B2,DB2 -- U3 -- U3,DF1 xx B1,1,F4,DB2 -- B1,1,F4,DB2 -- 1,1,2 -- 54%
F4,DF3,B2 -- U3,DF1 x B1,1,F4,DB2 -- B1,1,F4,DB2 -- 1,1,2 -- 47%
F2,1,2,1+2,DB2 -- B1,1,F4,DB2 -- B1,1,F4,DB2 -- 1,1,2 - 45%
2,1,2,DF1- xx B1,1,F4,DB2 -- B1,1,F4,DB2 -- 1,1,2 -- 39%
2,1,2,DF1- xx 2,DF2 -- B1,1,F4,DB2 -- B1,1,F4,DB2 -- 1,1,2 -- 42%
B1,1,F4,DF2 -- U3,4,DF1 -- B1,1,F4,DB2 -- B1,1,F4,DB2 -- 1,1,2 -- 41%

Standing Rollers - For when the enemy is rolling in front of you - for example, a blocked Superman from Raiden.
U3 -- U3,DF1 xx 3,DF3,F2 xx 1,1,2 -- 37% {Assist: @Somberness}
U3 -- U3,DF1 xx F4{or}2,DF3,F2 xx 1,1,2 -- 35% {Assist: @Somberness}
U3 -- U3,DF1 xx 3,DF1- xx 1,1,2 -- 34%

Mileena's Telekick/Cyrax&CSZ Teleport
D1,DF1- xx 2,3,DF1- xx 1,1,2 -- 19%
D1,DF1- xx 2,DF1- xx 1,1,2 -- 15%

Air-to-Air Punch
JP xx F4,DF3,F2 xx 2,DF3,B2 xx 1,1,2 -- 19%
JP xx F4,DF3,F2 xx 2,DF1- xx 1,1,2 -- 16%

Air-to-Air Kick
JK,DF1 xx F4,DF3,F2 xx 1,1,2 -- 24% ---Alternative--- JK,DF1 xx 2,DF3,F2 xx 1,1,2 -- 24%

Neutral Jump Punch
NJP x B2,DB2 -- 2,DF3,B2 xx 1,1,2 -- 32%

Deep Jump Kick
DJK+DF1 xx 2,3,DF3,F2 xx 1,1,2 -- 30%

Totally Impractical Double NJP
NJP x(input xx, hold block and release immediately) NJP -- B2,DB2 -- 2,DF3,B2 xx 1,1,2 -- 34%
 

Enenra

Go to hell.
Good shit. Too bad I'll never learn Skarlet, even chronic masturbation cannot prepare me for dagger cancels.

Seriously though, good stuff. Taking the time to write all that up AND a video is coming? That's awesome of you bro.
 

Eddy Wang

Skarlet scientist
good stuff Ninj, this character is one of the kind that can Bnb easy 40% damage in different ways, i'll check your combos in the lab.
 

FuzzySlipperz

IN TRAINING
wow this is great ..im new to the forums but i been trolling the forums for awhile...reading you guys posts really helped me alot lol
 

Ninj

Where art thou, MKX Skarlet?
Similar to Sonya is there ever a reason to not end combos with 112?
You absolutely need to know how to maximize damage on all combo's for the times when a punish will end the round opposed to a reset which will require meter to continue inescapable pressure.

There are certain characters I find that I'd rather knock on their ass for more damage, because I want them to do a wakeup or I don't care if they do or not (Mileena, Kenshi, Reptile for instance).

There are other times when you have your opponent in the corner when instead of resetting you want to go for full damage + iaDown Dagger to kill your opponents wakeup and mix up your game a little bit.

On top of those reasons, understanding Punisher combos allows you to maximize all damage opportunities if you so choose, and helps you understand how to go about doing so. You won't always have a pretty setup off of a standing character - sometimes you tag someone out of the air just barely, or land a down slash or EX down slash on a crouching oppoent, which changes the # of aerial hits you can achieve vs them. Knowing the full punish allows you to know how much damage you can deal in case you need to.

Great question, Death.
 

sub_on_dubs

Online Scrub Lord
Awesome, I hope you do well at Evo man. This is probably the last character I will try to master for this game although I'm sure I'll never be able to do it as well as you. Can't wait for the video guide.
 

WarfaringStranger

Shao Kahn's creation
You absolutely need to know how to maximize damage on all combo's for the times when a punish will end the round opposed to a reset which will require meter to continue inescapable pressure.

There are certain characters I find that I'd rather knock on their ass for more damage, because I want them to do a wakeup or I don't care if they do or not (Mileena, Kenshi, Reptile for instance).

There are other times when you have your opponent in the corner when instead of resetting you want to go for full damage + iaDown Dagger to kill your opponents wakeup and mix up your game a little bit.

On top of those reasons, understanding Punisher combos allows you to maximize all damage opportunities if you so choose, and understand how to go about doing so. You won't always have a pretty setup off of a standing character - sometimes you tag someone out of the air just barely, or land a down slash or EX down slash on a crouching oppoent, which changes the # of aerial hits you can achieve vs them. Knowing the full punish allows you to know how much damage you can deal in case you need to.

Great question, Death.
Amen Ninj. Skarlet is capable of inflicting massive damage at almost any point. Moreover, there are certain styles of play--namely those of ground specialists such as Reptile--where the resets simply don't work in your favor.

It may be difficult to accomplish for some, but Skarlet is capable of 1-bar 50+% mid-screen and 1-bar 60+% in the corner. Pull those off a few times and, bada bing bada boom, round over.

She is an epic character, the most nuanced of all NRS's MK9 characters. But only the most dexterous hands and sharpest of mind can wield her. Otherwise she's cabbage, bloody muff cabbage.
 

RunwayMafia

Shoot them. Shoot them all.
I seriously cannot wait for this guide!!!! Skarlet is my 5th and final member of my mk9 team and I'm planning a month of sobriety to learn her... :)
 

Altaire

Warrior
Similar to Sonya is there ever a reason to not end combos with 112?
Damage, but that's really it. Off certain combo enders, it can be more practical to just go for the higher damage, particularly when you don't want to spend meter on an EX knife cancel. Alternatively, if you really don't want to get close to your opponent, you can end most of her juggles in F4 3 for a fullscreen knockdown with huge advantage, similar to Sektor's 2 1 4.

Another alternative if you don't have the meter for an EX knife cancel is to just end in 1 1 2 red dash, which gives you an obscene amount of cancel advantage and lets you delay the red slide for as long as you want, making for a better mixup situation.
 

fr stack

Noob's saibot or noob saibot's?
Damage, but that's really it. Off certain combo enders, it can be more practical to just go for the higher damage, particularly when you don't want to spend meter on an EX knife cancel. Alternatively, if you really don't want to get close to your opponent, you can end most of her juggles in F4 3 for a fullscreen knockdown with huge advantage, similar to Sektor's 2 1 4.

Another alternative if you don't have the meter for an EX knife cancel is to just end in 1 1 2 red dash, which gives you an obscene amount of cancel advantage and lets you delay the red slide for as long as you want, making for a better mixup situation.
yeah sometimes ill empty red dash into 212 1+2 shenanigans , so good :)
Ninj great stuff as usual man cant wait for the vids
lovin dat double njp combo :tonyt
 

Ninj

Where art thou, MKX Skarlet?
Another alternative if you don't have the meter for an EX knife cancel is to just end in 1 1 2 red dash, which gives you an obscene amount of cancel advantage
+37 to be exact, leaving Skarlet at +8 after an empty red dash. Good point that I left out.

Edit: Somberness has said that 1,1,2 is +37 on hit-cancel. I think he said that the higher up your opponent is, the more frame advantage you get...is that right?
 

xInfra Deadx

Gimmick stolen by Jordan Peele
This may be the thread that gets me off my high horse and seriously use Skarlet. My 3 day Skarlet...days...are over.
 

Seapeople

This one's for you
+37 to be exact, leaving Skarlet at +8 after an empty red dash. Good point that I left out.
So if you end a corner combo with 112 without the red dash will you still be at +37?
Edit: Figured it out lol.

Good stuff btw Ninj. I've been trying to learn Skarlet today and she's pretty fun :)
 

Altaire

Warrior
+37 to be exact, leaving Skarlet at +8 after an empty red dash. Good point that I left out.

Edit: Somberness has said that 1,1,2 is +37 on hit-cancel. I think he said that the higher up your opponent is, the more frame advantage you get...is that right?
I think it's only because your opponent is stuck in the staggered animation from the moment the last hit returns them to standing as well as a set length of time while they're grounded, so if you connect while they're higher in the air, they're stunned for longer. All I know is that an empty red dash out of 1 1 2 leaves you at advantage, so you can either do an extremely late slide (which catches a lot of people) or go into a grab mixup. You can also go into B1 1 F4 red dash, and unless your opponent pokes out or jumps immediately, they can't escape it. The B1 1 F4 isn't really supposed to be treated as a genuine reset so much as just another mixup option once your opponent is already committed to blocking the slide.
 

AK L0rdoftheFLY

I hatelove this game
Love it ninj. Good work.

I'm working with Tyler lantern to make something special for our girl here. But it's more for show than for fundamentals. I'm eagerly awaiting your vid.
 

Deadly Torcher

King Dingaling
Can't use her for shit! Wish I could (along with Kabal), so fair play to the skarletts that can do those combos, esp online.

Brilliant work.
 

ryublaze

Noob
Ninj

I know this combo isn't on the list, but about the corner combo:
B1, 1, F4, Red Dash, Down Slash etc.
(the one where you have to reverse your inputs to get the Down Slash)

Well you only have to reverse it on the right side of the stage. The left corner you have to input it regularly to get the Down Slash.

Oh yeah and I found a better D1 combo for Mileena/Cyrax/CSZ's teleports:
D1, Up Slash, dash, 2, Red Dash, Up Slash, dash, 1, 1, 2 (21%, 7 Hits)
D1, Up Slash, dash, 2, Red Dash, Down Slash, dash, 1, 1, 2 (22%, 7 Hits) <-- Not worth it
D1, Up Slash, dash, 2, Red Dash, Up Slash, dash, 2, 3, Red Dash, Red Slide (25%, 7 Hits)
D1, Up Slash, dash, 2, Red Dash, Down Slash, dash, 2, 3, Red Dash, Red Slide (27%, 7 Hits)