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

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**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

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__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%