@Eddy Wang Amazing guide! Can you talk a bit about the Enhanced Blood Ball and some good uses for it?
Blood ball has a slower trajectory compared to a regular one, so you can use it to add to the timing guard patterns when opponents are used to the blood ball timing and are always flawless blocking it to mitigate the chip you can add with any other projectile right after, you can equip this to do a slower blood ball and keep them guarding on screen for a longer period of time and just use a tentacle before blood ball hits.
In a projectile war, this adds up 2% chip every time they fail to flawless block, so enhanced slower db2 plus tentacle and another tentacle AFTER they block the blood ball and skarlet gets a 6% chip lead where they get 1%. Since with nothing else equipped by befault against 90% of the cast you always get at least a 4% chip lead.
You can even end combos with slower to setup wakeup options and be hella plus, regular blood ball it's +2 at regular ranges, this one goes beyond and you can even mess up their timings with F2~delayed ball and force them to guard for longer periods of time while at it, without worrying about them ducking and punish in between and still force a 50-50 after with B4, throws and F4.
so TP and blood ball it's one hell of a build for certain MUs.
@Eddy Wang very helpful guide. I'm just a casual, but what do you think of red rain?
In the corner you can launch meterless with b3,4, 44 and then end with red rain. Even geras his up 2 you can block in time. You can just block after RR and If they wake up you can punish with 44 mb bloodsplatter 44 into fb/bb/tentatcle. If they roll forward you can throw them back etc.
The damage after RR is pretty good for 1 bar
Maybe Im missing something, but maybe you can lab it further?
In corner you have dominance, this will indeed boost your damage, as where you set it up is where it matters, you it always has to be on the mark where anything else you hit in a combo you will be standing on the rain.
I personally think it's too much effort as you want to be as far from them and only in the corner when you are the one that pits them against the wall., but when you do, you skarlet is already doing 30% damage with a bar on anything she lands while cornering them, so going to extra lenghts for a damage buff its kinda situational.