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Strategy Skarlet Frame Data

Somberness

Lights
Premium Supporter
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How to understand this.
Execution (singular | cumulative)
1 - 10
1,1 - 9 | 21
1,1,2 - 15 | 40
1,1,4 - 15 | 40
2 - 12
2,1 - 14 | 27
2,1,2 - 20 | 55
2,3 - 12 | 25
3 - 12
4 - 15
D+1 - 6
D+2 - 10
D+3 - 7
D+4 - 12
B+1 - 14
B+1,1 - 8 | 28
B+1,1,3 - 17 | 50
B+1,1,B+4 - 19 | 52
B+1,1,F+4 - 13 | 46
B+1,F+3 - 15 | 35
B+2 - 20
B+2,4 - 34 | 57
B+4 - 19
F+2 - 19
F+2,1 - 9 | 29
F+2,1,2 - 15 | 47
F+2,1,2,1+2 - 20 | 72
F+3 - 19
F+3,1 - 19 | 39
F+3,1,2 - 16 | 61
F+3,3 - 11 | 31
F+4 - 13
F+4,3 - 11 | 25
U+3 - 16
U+3,4 - 14 | 35
Throw - 10
Red/Krimson Dash (start up) - 12
Up Slash - 14 | 26 Red Dash Version & Krimson Dash Version
Down Slash - 20 | 32
Dual Up Slash - 12, 30 second hit | 24
Dual Down Slash - 13, 33 second hit | 25
Red Slide - 8 | 20
Blood Bank - 6, 14 second hit, 21 third hit, 27 fourth hit | 18
Up Slash - 27
Down Slash - 34
Blood Drop - 31
Blood Drop (air) - 26
Blood Ball - 39
Blood Ball (full screen) - 69
Dagger Toss - 19, 33 second hit
Dagger Toss (full screen) - 41, 48 second hit
Air Dagger (Close) - 11
Air Dagger (Far) - 11
Air Dagger (Far, full screen) - 35
Dual Up Slash - 26, 43 second hit
Dual Down Slash - 26, 46 second hit
Blood Stomp - 31
Blood Stomp (air) - 26
Double Daggers - 19, 33 second hit
Double Daggers (full screen) - 41, 49 second hit
Tri Air Dagger - 11, 12 second hit, 13 third hit
Tri Air Dagger (full screen) - 33
Blood Bank - 16, 23 second hit, 30 third hit, 36 fourth hit

Advantage (block | hit)
1 - 0 | 0
1,1 - -4 | +3
1,1,2 - 0 | +9
1,1,4 - 0 | +11
2 - 0 | +9
2,1 - -5 | +5
2,1,2 - -9 | +30, +17
2,3 - -10 | +3
3 - -10 | +1
4 - -8 | +9
D+1 - -13 | +1
D+1 (vs crouch) - -13 | -1
D+2 - -2 | +32, +25
D+3 - -7 | +3
D+3 (vs crouch) - -7 | +10
D+4 - 0 | +11
D+4 (vs crouch) - 0 | +4
B+1 - -13 | +5
B+1,1 - -15 | 0
B+1,1,3 - -13 | +36, +44
B+1,1,B+4 - -15 | +8, -2
B+1,1,F+4 - -8 | +50, +26
B+1,F+3 - -13 | +12, -11
B+2 - -10 | +2
B+2,4 - 0 | +41, +9
B+4 - -1 | +23, +15
F+2 - 0 | +8
F+2,1 - -4 | +4
F+2,1,2 - -8 | +31, +19
F+2,1,2,1+2 - -14 | +40, +17
F+3 - -1 | +3
F+3,1 - -16 | +7
F+3,1,2 - -27 | +31, +20
F+3,3 - -15 | +2
F+4 - -17 | +2
F+4,3 - 0 | +42, +25
U+3 - 0 | +56, +43
U+3,4 - 0 | +53, +35
Forward Throw - N/A | +22
Backward Throw - N/A | +7
Red/Krimson Dash
Up Slash - -13 | +60, +48
Down Slash - -18 | +64, +53
Dual Up Slash - -7 | +66, +54
Dual Down Slash - -21 | +65, +55
Red Slide - -3 (0 from max distance) | +16, +12
Blood Bank - -2, -14 if last hit misses | +12
Up Slash - -14 | +59, +47
Down Slash - -18 | +64, +53
Blood Ball - -7 | +43, +26
Blood Drop - -14 | +12, -11
Dagger Toss - -7 | +12
Dagger Toss (full screen) - +9 | +29
Air Dagger (Close, minimum) - 0 | +19
Air Dagger (Far, minimum) - +4 | +23
Dual Up Slash - -8 | +65, +53
Dual Down Slash - -21 | +65, +55
Blood Stomp - -13 | +17
Double Daggers - -7 | +12
Tri Air Dagger - ~+3 | ~+20
Blood Bank - -2, -14 if last hit misses | +12

Duration (whiff | block | hit)
1 - 26 | 26 | 26
1,1 - 45 | 45 | 45
1,1,2 - 67 | 67 | 76
1,1,4 - 66 | 66 | 66
2 - 29 | 29 | 29
2,1 - 59 | 59 | 59
2,1,2 - 91 | 91 | 91
2,3 - 55 | 55 | 55
3 - 42 | 42 | 42
4 - 43 | 43 | 43
D+1 - 25 | 25 | 25
D+2 - 47 | 39 | 62
D+3 - 20 | 20 | 20
D+4 - 34 | 34 | 34
B+1 - 48 | 48 | 48
B+1,1 - 63 | 63 | 63
B+1,1,3 - 90 | 90 | 90
B+1,1,B+4 - 94 | 94 | 94
B+1,1,F+4 - 81 | 81 | 81
B+1,F+3 - 75 | 75 | 75
B+2 - 57 | 57 | 57
B+2,4 - 83 | 83 | 83
B+4 - 47 | 47 | 47
F+2 - 45 | 45 | 45
F+2,1 - 60 | 60 | 60
F+2,1,2 - 82 | 82 | 82
F+2,1,2,1+2 - 131 | 131 | 131
F+3 - 40 | 40 | 40
F+3,1 - 75 | 75 | 75
F+3,1,2 - 108 | 108 | 108
F+3,3 - 66 | 66 | 66
F+4 - 50 | 50 | 50
F+4,3 - 52 | 52 | 52
U+3 - 37 | 37 | 37
U+3,4 - 58 | 58 | 58
Forward Throw - 36 | N/A | 217
Backward Throw - 36 | N/A | 257
Red Dash - 29 | N/A | N/A
Krimson Dash - 27 | N/A | N/A
Red/Krimson Dash
Up Slash - 47 | 47 | 41
Down Slash - 58 | 58 | 49
Dual Up Slash - 57 | 57 | 51
Dual Down Slash - 74 | 74 | 61
Red Slide - 58 | 38 | 38
Blood Bank - 56 | 56 | 402
Up Slash - 61 | 61 | 55
Down Slash - 72 | 72 | 63
Blood Ball - 71 | 73 | 73
Blood Drop - 72 (15 in front, 57 behind) | 72 | 72
Dagger Toss - 34-122 (60 no hold/cancel) | 60 | 60
Dual Up Slash - 71 | 71 | 65
Dual Down Slash - 87 | 87 | 74
Blood Stomp - 70 (15 in front, 55 behind) | 70 | 185
Double Daggers - 18-122 (60 no hold/cancel) | 60 | 60
Blood Bank - 65 | 65 | 411

Cancel Advantage (block | hit)
1 - +18 | +24
1,1 - +16 | +23
1,1,2 - +19 | +37
1,1,4 - +23 | +33
2 - +26 | +25
2,1 - +19 | +29
2,1,2 - +22 | +61, +48
2,3 - +17 | +30
3 - +17 | +28
4 - +16 | +33
D+1 - +1 | +15
D+1 (vs crouch) - +1 | +13
D+3 - +2 | +12
D+3 (vs crouch) - +2 | +19
D+4 - +25 | +31
D+4 (vs crouch) - +25 | +24
B+1 - +14 | +33
B+1,1 - +15 | +30
B+1,1,F+4 - +18 | +76, +52
B+2 - +24 | +36
F+2 - +26 | +33
F+2,1 - +24 | +32
F+2,1,2 - +22 | +61, +39
F+2,1,2,1+2 - +25 | +79, +52
F+3 - +19 | +23
F+3,1 - +14 | +37
F+3,1,2 - +9 | +66, +55
F+3,3 - +10 | +27
F+4 - +19 | +38
U+3 - +22 | +71, +59
U+3,4 - +20 | +68, +51
Dagger Toss - -9 | +11
Dagger Toss (full screen) - +13 | +33
Double Daggers - +21 | +39

Miscellaneous
Breaker (when grounded vs grounded opponent) - ~+6, ~+4
Krimson Dash - armor on frames 2-28, 2-43 (maximum) if a special is used
Blood Bank - invincibility on frames 1-2, armor on frames 3-33
2,1,2 - 1 frame gap
B+1,1,3 - 2 frame gap
B+1,1,B+4 - 4 frame gap
B+1,F+3 - 1 frame gap
B+2,4 - 10 frame gap
F+3,1,2 - 2 frame gap
Dagger Toss - 8 frame gap
 

LOCO

DADDY BARAKA
[MENTION=3937]Somberness[/MENTION]

will u be updating other chars framedata the way u got skarlets?

like maybe.... kanos ;)
 

Somberness

Lights
Premium Supporter
Top Kontributor
@Somberness

will u be updating other chars framedata the way u got skarlets?

like maybe.... kanos ;)
I dunno. I can't edit the first post of other people's threads and even if someone adds it, if I want to change something I'd have to ask again.
 

Somberness

Lights
Premium Supporter
Top Kontributor
It's actually +21, the first frame does not allow any attacks. Oh yeah, I updated this and while doing this I noticed Skarlet actually has an extended combo from her standing 1. 1~red dash into dual upslash links, I saw that 1 was +24 on cancel hit and 12 frames for the dash + 12 for the dual upslash just makes it possible. Sorry if this was already known. :(
 

Gilbagz

Joker here~
See where it says cancel advantage
what is it cancelling into?
Red dash? Dagger? Ex Dagger?
Or is it anything lol
sorry for nub question ):
 

GambitTheFirst

Just some bees, please.
So I've restarted playing Skarlet more actively recently, but want to really delve into all her tools this time and learn her properly. Just a few things I want to be clear on here.

1: It says ex daggers in -7 on block, but I assume that's when you let both come out. If you EX daggers and cancel the second dagger, that's the one in "Cancel Advantage (block)" that is +21, correct?

2: I see there are 2 frame values down/up slashes. So doing them off red dash is quicker? Thus EX down slash is half the speed(!) after red dash. Do the Skarlet pros think this is worth using after you (attempt to) condition them to block low with slides? Or is it still easy enough to react to? If it's worth it that's pretty cool that ex slashes actually has a use (I always just saw them as burning meter to add unecessary damage as her meterless combos are pretty sick as is).
 

Ninj

Where art thou, MKX Skarlet?
Premium Supporter
So I've restarted playing Skarlet more actively recently, but want to really delve into all her tools this time and learn her properly. Just a few things I want to be clear on here.

1: It says ex daggers in -7 on block, but I assume that's when you let both come out. If you EX daggers and cancel the second dagger, that's the one in "Cancel Advantage (block)" that is +21, correct?

2: I see there are 2 frame values down/up slashes. So doing them off red dash is quicker? Thus EX down slash is half the speed(!) after red dash. Do the Skarlet pros think this is worth using after you (attempt to) condition them to block low with slides? Or is it still easy enough to react to? If it's worth it that's pretty cool that ex slashes actually has a use (I always just saw them as burning meter to add unecessary damage as her meterless combos are pretty sick as is).
1) Yes.

2) Yes, EX Down Slash is a tool your opponents should be scared of every time you Red Dash. 13 frames is awful fast - if your opponent can react fast enough to block it, you're in trouble anyways.
 

AK L0rdoftheFLY

I hatelove this game
Premium Supporter
So blood ball up close is -7 but after a combo into reset, linking blood ball from 112 leaves you at just outside jump distance and they HAVE to block blood ball. If they try to jump or attack they eat 15% if they block it they take 6% chip and are at disadvantage.

I'm trying to find out how much advantage skarlet has at this range and also at full screen for a blocked blood ball.

Somberness. Can you help me with this? This seems like the only valid blood ball set up If skarlet wants to zone instead of pressure.
 

Deftonesrc

Electrical Engineering bitch!
I made a nifty PDF for the frame data, if you want me to e-mail it to you, I can do so. It won't let me upload it for some reason. . .
 

Somberness

Lights
Premium Supporter
Top Kontributor
I made a nifty PDF for the frame data, if you want me to e-mail it to you, I can do so. It won't let me upload it for some reason. . .
Sorry, I'm always updating whenever I can so I keep everything in text form, just easier that way.

I changed red slide value on block from -3 to "0 to -3" because I have realized it has terminal recovery. It can land on any frame from 8 to 11, explaining the difference in advantage. Ninj, if you are including this in your guide, this is just a heads up.
 

Deftonesrc

Electrical Engineering bitch!
Ok, that's fine. I was writing an interactive guide as well using iBooks author (so it has charts, videos and such) simply because I wanted something other than a web page in front of me. so, using my iPad, I have began to write a book consisting of all the stuff here on the forums (with credit given of course) and will keep your updates interactive.
 

Ninj

Where art thou, MKX Skarlet?
Premium Supporter
Sorry, I'm always updating whenever I can so I keep everything in text form, just easier that way.

I changed red slide value on block from -3 to "0 to -3" because I have realized it has terminal recovery. It can land on any frame from 8 to 11, explaining the difference in advantage. Ninj, if you are including this in your guide, this is just a heads up.
I'm not sure what terminal recovery means. Red Slide is an 8 frame move - are you saying it is an 8-11 frame move? Or Red Slide can become active before the 12th frame of Red Dash? Or something else.