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Strategy Skarlet Strategies

How do you like to use Skarlet? It's been more than a week now, so I'm sure that some people have found her best and worst match ups. But I'm trying to make a basic/advanced Skarlet strategy thread. I like to rush with Skarlet, even people that have played her previously have trouble with my Skarlet rush. When my opponent is downed, I go in for a couple d,f 3(about 2-3) and as soon as my opponent is conditioned to block low, I hit them with the overhead... now let's do the math. 2 blood slides(16%)+ down slash into a combo(which usually ends in a 30%+ combo)= more than half my opponents health gone from those couple hits alone. Anybody else willing to share their strategies using The Lady in Red?
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
If you're rushing with Skarlet...#YOUREDOINGITWRONG!

In all seriousness...Skarlet is all dagger cancels. She lives and dies by it.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
When you do the dagger, hold 1 and then dash. You can dash cancel out of dagger into whatever you want, excluding block and neutral jump. This includes another dagger.
 
@THTB- Oh well then, I've won alot of matches with her not even doing a single dagger cancel. Sorry for being different.

@Kwon- The f2, 1, 2, 1+2 is nice for chip damage and you can red dash directly after it. So if your opponent blocks the whole entire combo(which is about 20% of people I've played. Seriously, that overhead in the middle of it messes ALOT of people up) you can red dash then use whatever is necessary at the time, whether it be the red slide if they are still blocking high, or the down slash for a low-blocking person.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
@THTB- Oh well then, I've won alot of matches with her not even doing a single dagger cancel. Sorry for being different.
Tbh, you weren't playing good people. Not saying that to be mean, just saying Skarlet pretty much beats a lot of characters because of it.
 
If you're rushing with Skarlet...#YOUREDOINGITWRONG!

In all seriousness...Skarlet is all dagger cancels. She lives and dies by it.
^^^^ THIS GUY!

Yeah, skarlets dash cancelled daggers are always a pivotal point. Her rush down isn't all that great, she can get on top of you, but her block strings are little weak and a lot of her combos start off with easy to block normals so it's difficult to get that much needed hit in. Furthermore, her specials are very slow, which means her option for wake up attack is left to teleport, which, lets be honest, is fucking horrible.
 

VIDA

Focused Grace and Intensity
Isn't her red dash an "ok" wakeup tho? It's only meterless one that's any decent. She can just dash or slide, the latter being safe on block right? Can't remember.
 

Abudabi

Noob
how viable is dagger cancel against subzero? Is it face enough to make trading that for iceball, not a threat?
 
how viable is dagger cancel against subzero? Is it face enough to make trading that for iceball, not a threat?
Dagger cancel against subby is fantastic. And I mean that. His slide will not go under the first dagger, so if you continue to throw only the first, his fastest approach is gone. Furthermore, the cancel will out pace his ice ball in both start up time and frequency, which means you've eliminated 2 of sub zero's specials with the dagger cancel. Additionally, because her daggers beat both his fast apporoach and projectile, that means that his ice clone will be useless because he can't possibly out camp you. Subzero MUST go on offense when faced with dagger cancelling skarlet. Theres no other option for him. That being said, jump-back db1 is excellent for keeping sub at bay when he's trying to bear down on you. And njdf1 keeps him from trying to abuse a jump in. DO NOT LET HIM GET IN AT YOU. Subzero has a FANTASTIC offense, and if your opponent knows how to use it, he's gonna obliterate you. (at least me, either I suck, or i'm finding skarlet's sweep distance game lacking)


Isn't her red dash an "ok" wakeup tho? It's only meterless one that's any decent. She can just dash or slide, the latter being safe on block right? Can't remember.
Red dash is DECENT on wakeup, but only if you use a bar of meter. Otherwise the time between the red dash starting and the slide executing is great enough that any normal will knock you out of it. The one frame of armor is pretty much essential if you're going to try and use it as a wake up. IT IS very good for wake up against a projectile, but if someones on top of you, they could still manage to get 2 hits in if they have a fast string to throw, in which case you would've wasted a bar of meter, and you're right back where you started.
 

Somberness

Lights
I don't know where you are only getting 1 frame/hit of armor for krimson dash, but I tested it and there is at least 6.
And slide is safe on block but I think it is -1. It is harder to tell visually with low attacks... I actually checked every attack she has whether it was at a frame disadvantage or not(no numbers though), if anyone would find it useful I can post it.
 

cirkusfreaksho

All in a day's work
i would please post thanks....like he said...its all about dagger cancels...you have to make the opponent want to come after you ... dodging all those daggers is bound to make them make mistakes and then you can punish as necessary.. Sindel is my main and shes a zoner...skarlet is a zoner as well...just with decent rushdown as well.
 

Somberness

Lights
Here it is... included both symbols and numbers for those who like that.

Green indicates advantage on block.
Red indicates disadvantage on block.
Hit Level Explanation
H+ = misses against both crouch and crouch block against every character
H = misses against crouch and/or crouch block on certain characters at certain distances
M+ = attacks that miss when crouched and not blocking but land when blocking against every character
M = hits against crouch against every character whether blocking or not
L = must be blocked crouched
(OH) = must be blocked standing
(U) = unblockable

Front Punch :fp HIT LEVEL:H+ DAMAGE:3
Back Punch :bp HIT LEVEL:H+ DAMAGE:5
Front Kick :fk HIT LEVEL:M DAMAGE:7
Back Kick :bk HIT LEVEL:H DAMAGE:7
Uppercut :d+:bp HIT LEVEL:H+ DAMAGE:12
Sweep :l+:bk HIT LEVEL:L DAMAGE:7
Crouch Front Punch :d+:fp HIT LEVEL:M DAMAGE:2
Crouch Front Kick :d+:fk HIT LEVEL:L DAMAGE:1
Crouch Back Kick :d+:bk HIT LEVEL:L DAMAGE:3
Dagger Slash :l+:fp HIT LEVEL:M DAMAGE:5
Rising Blade :l+:bp HIT LEVEL:H DAMAGE:7
Backfist :r+:bp HIT LEVEL:H+ DAMAGE:5
Upwards Knee :r+:fk HIT LEVEL:M DAMAGE:5
Roundhouse :r+:bk HIT LEVEL:M DAMAGE:5
Lifting Leg :u+:fk HIT LEVEL:M DAMAGE:9
Krimson Bash :fp:fp:bp HIT LEVEL:H+,H,M DAMAGE:3,2,5(9%)
Red Pain :fp:fp:bk HIT LEVEL:H+,H,H DAMAGE:3,2,6(11%)
Blood Clot :l+:fp:r+:fk HIT LEVEL:M,M(OH) DAMAGE:5,7(11%)
Coagulation :l+:fp:fp:fk HIT LEVEL:M,M,M DAMAGE:3,5,8(16%)
Bad Blood :l+:fp:fp:r+:bk HIT LEVEL:M,M,M DAMAGE:5,3,6(14%)
Bloody Murder :l+:fp:fp:l+:bk HIT LEVEL:M,M,L DAMAGE:5,3,5(12%)
Bloodshed :l+:bp:bk HIT LEVEL:H,H+ DAMAGE:7,9(15%)
Punishment :bp:fp:bp HIT LEVEL:H,H,M DAMAGE:5,2,6(13%)
Bloodshot :bp:fk HIT LEVEL:H+,M DAMAGE:5,7(11%)
Flesh and Blood :r+:bp:fp:bp:fp+:bp HIT LEVEL:H+,H+,M,M(OH),M DAMAGE:5,2,3,6,4(19%)
Blood Boil :r+:fk:fp:bp HIT LEVEL:M,M,M DAMAGE:5,3,5(12%)
Slaughter :r+:fk:fk HIT LEVEL:M,L DAMAGE:5,5(9%)
Carnage :u+:fk:bk HIT LEVEL:M,M DAMAGE:9,7(15%)
Thicker than Water :r+:bk:fk HIT LEVEL:M,M DAMAGE:5,9(13%)
Up Slash :d:r:bp/:r:bp(during Red Dash) HIT LEVEL:M DAMAGE:7
Down Slash :d:l:bp/:l:bp(during Red Dash) HIT LEVEL:M(OH) DAMAGE:9
Blood Drop :d:l:bk HIT LEVEL:M DAMAGE:8
Red Slide :d:r:fk:bk HIT LEVEL:L DAMAGE:8
Blood Ball :r:d:l:fp HIT LEVEL:M DAMAGE:15
Dagger Toss :d:r:fp HIT LEVEL:M+,H DAMAGE:3,4
Air Dagger(close) :d:l:fp HIT LEVEL:M DAMAGE:4
Air Dagger(far) :d:r:fp HIT LEVEL:H+ DAMAGE:4
Dual Up Slash :d:r:bp+:blk/:r:bp+:blk(during Red Dash) HIT LEVEL:M,M DAMAGE:3,7(9%)
Dual Down Slash :d:l:bp+:blk/:l:bp+:blk(during Red Dash) HIT LEVEL:M(OH),M DAMAGE:4,8(12%)
Blood Stomp :d:l:bk+:blk HIT LEVEL:M DAMAGE:12%
Double Dagger :d:r:fp+:blk HIT LEVEL:M+,H DAMAGE:5,8
Tri Air Dagger(close) :d:l:fp+:blk HIT LEVEL:H+,H,M DAMAGE:4,4,4
Tri Air Dagger(far) :d:r:fp+:blk HIT LEVEL:H+,H,M DAMAGE:4,4,4
Blood Bank :x HIT LEVEL:M,H+(OH),H+(OH),M(OH) DAMAGE:27%(3 hits),28%(4 hits),29%(6 hits)

Front Punch 1 HIT LEVEL:H+ DAMAGE:3
Back Punch 2 HIT LEVEL:H+ DAMAGE:5
Front Kick 3 HIT LEVEL:M DAMAGE:7
Back Kick 4 HIT LEVEL:H DAMAGE:7
Uppercut d2 HIT LEVEL:H+ DAMAGE:12
Sweep b4 HIT LEVEL:L DAMAGE:7
Crouch Front Punch d1 HIT LEVEL:M DAMAGE:2
Crouch Front Kick d3 HIT LEVEL:L DAMAGE:1
Crouch Back Kick d4 HIT LEVEL:L DAMAGE:3
Dagger Slash b1 HIT LEVEL:M DAMAGE:5
Rising Blade b2 HIT LEVEL:H DAMAGE:7
Backfist f2 HIT LEVEL:H+ DAMAGE:5
Upwards Knee f3 HIT LEVEL:M DAMAGE:5
Roundhouse f4 HIT LEVEL:M DAMAGE:5
Lifting Leg u3 HIT LEVEL:M DAMAGE:9
Krimson Bash 112 HIT LEVEL:H+,H,M DAMAGE:3,2,5(9%)
Red Pain 114 HIT LEVEL:H+,H,H DAMAGE:3,2,6(11%)
Blood Clot b1f3 HIT LEVEL:M,M(OH) DAMAGE:5,7(11%)
Coagulation b113 HIT LEVEL:M,M,M DAMAGE:3,5,8(16%)
Bad Blood b11f4 HIT LEVEL:M,M,M DAMAGE:5,3,6(14%)
Bloody Murder b11b4 HIT LEVEL:M,M,L DAMAGE:5,3,5(12%)
Bloodshed b24 HIT LEVEL:H,H+ DAMAGE:7,9(15%)
Punishment 212 HIT LEVEL:H,H,M DAMAGE:5,2,6(13%)
Bloodshot 23 HIT LEVEL:H+,M DAMAGE:5,7(11%)
Flesh and Blood f2121+2 HIT LEVEL:H+,H+,M,M(OH),M DAMAGE:5,2,3,6,4(19%)
Blood Boil f312 HIT LEVEL:M,M,M DAMAGE:5,3,5(12%)
Slaughter f33 HIT LEVEL:M,L DAMAGE:5,5(9%)
Carnage u34 HIT LEVEL:M,M DAMAGE:9,7(15%)
Thicker than Water f43 HIT LEVEL:M,M DAMAGE:5,9(13%)
Up Slash df2/f2(during Red Dash) HIT LEVEL:M DAMAGE:7
Down Slash db2/b2(during Red Dash) HIT LEVEL:M(OH) DAMAGE:9
Blood Drop db4 HIT LEVEL:M DAMAGE:8
Red Slide df34 HIT LEVEL:L DAMAGE:8
Blood Ball fdb1 HIT LEVEL:M DAMAGE:15
Dagger Toss df1 HIT LEVEL:M+,H DAMAGE:3,4
Air Dagger(close) db1 HIT LEVEL:M DAMAGE:4
Air Dagger(far) df1 HIT LEVEL:H+ DAMAGE:4
Dual Up Slash df2(en)/f2(en)(during Red Dash) HIT LEVEL:M,M DAMAGE:3,7(9%)
Dual Down Slash db2(en)/b2(en)(during Red Dash) HIT LEVEL:M(OH),M DAMAGE:4,8(12%)
Blood Stomp db4(en) HIT LEVEL:M DAMAGE:12%
Double Dagger df1(en) HIT LEVEL:M+,H DAMAGE:5,8
Tri Air Dagger(close) db1(en) HIT LEVEL:H+,H,M DAMAGE:4,4,4
Tri Air Dagger(far) df1(en) HIT LEVEL:H+,H,M DAMAGE:4,4,4
Blood Bank xray HIT LEVEL:M,H+(OH),H+(OH),M(OH) DAMAGE:27%(3 hits),28%(4 hits),29%(6 hits)

I changed the hit level explanations, I figured that this is the best way to do it considering varying hitbox sizes. I hate that there has to be a M+ for what should all be projectiles, if anyone has a better way of doing it then please say so.

When doing this I actually found a bug with her x-ray that if you land it on the opponent when they are considered airborne (even tech jumps) the damage will be only 25%, even if all hits connect. The strange thing is that if less hits connect in this situation, it does MORE damage, the reverse of what happens on the ground. I think it is a silly damage scaling bug :\.

It may seem like a lot of stuff is punishable but quite a bit of it is just a few negative frames. And it is very interesting to see that air dagger very close to the ground does actually give some advantage, albeit maybe 1 frame. I could be wrong about certain things, hard to tell without capturing video. At least the hit levels should be mostly right.
 

Abudabi

Noob
so I started using dagger cancels in all my matches. You won't believe the amount of hate mail I get saying "I'll report you" and "Die, Spammer die!"
 

cirkusfreaksho

All in a day's work
Here it is... included both symbols and numbers for those who like that.

Green indicates advantage on block.
Red indicates disadvantage on block.
Hit Level Explanation
H+ = misses against both crouch and crouch block against every character
H = misses against crouch and/or crouch block on certain characters at certain distances
M+ = attacks that miss when crouched and not blocking but land when blocking against every character
M = hits against crouch against every character whether blocking or not
L = must be blocked crouched
(OH) = must be blocked standing
(U) = unblockable

Front Punch :fp HIT LEVEL:H+ DAMAGE:3
Back Punch :bp HIT LEVEL:H+ DAMAGE:5
Front Kick :fk HIT LEVEL:M DAMAGE:7
Back Kick :bk HIT LEVEL:H DAMAGE:7
Uppercut :d+:bp HIT LEVEL:H+ DAMAGE:12
Sweep :l+:bk HIT LEVEL:L DAMAGE:7
Crouch Front Punch :d+:fp HIT LEVEL:M DAMAGE:2
Crouch Front Kick :d+:fk HIT LEVEL:L DAMAGE:1
Crouch Back Kick :d+:bk HIT LEVEL:L DAMAGE:3
Dagger Slash :l+:fp HIT LEVEL:M DAMAGE:5
Rising Blade :l+:bp HIT LEVEL:H DAMAGE:7
Backfist :r+:bp HIT LEVEL:H+ DAMAGE:5
Upwards Knee :r+:fk HIT LEVEL:M DAMAGE:5
Roundhouse :r+:bk HIT LEVEL:M DAMAGE:5
Lifting Leg :u+:fk HIT LEVEL:M DAMAGE:9
Krimson Bash :fp:fp:bp HIT LEVEL:H+,H,M DAMAGE:3,2,5(9%)
Red Pain :fp:fp:bk HIT LEVEL:H+,H,H DAMAGE:3,2,6(11%)
Blood Clot :l+:fp:r+:fk HIT LEVEL:M,M(OH) DAMAGE:5,7(11%)
Coagulation :l+:fp:fp:fk HIT LEVEL:M,M,M DAMAGE:3,5,8(16%)
Bad Blood :l+:fp:fp:r+:bk HIT LEVEL:M,M,M DAMAGE:5,3,6(14%)
Bloody Murder :l+:fp:fp:l+:bk HIT LEVEL:M,M,L DAMAGE:5,3,5(12%)
Bloodshed :l+:bp:bk HIT LEVEL:H,H+ DAMAGE:7,9(15%)
Punishment :bp:fp:bp HIT LEVEL:H,H,M DAMAGE:5,2,6(13%)
Bloodshot :bp:fk HIT LEVEL:H+,M DAMAGE:5,7(11%)
Flesh and Blood :r+:bp:fp:bp:fp+:bp HIT LEVEL:H+,H+,M,M(OH),M DAMAGE:5,2,3,6,4(19%)
Blood Boil :r+:fk:fp:bp HIT LEVEL:M,M,M DAMAGE:5,3,5(12%)
Slaughter :r+:fk:fk HIT LEVEL:M,L DAMAGE:5,5(9%)
Carnage :u+:fk:bk HIT LEVEL:M,M DAMAGE:9,7(15%)
Thicker than Water :r+:bk:fk HIT LEVEL:M,M DAMAGE:5,9(13%)
Up Slash :d:r:bp/:r:bp(during Red Dash) HIT LEVEL:M DAMAGE:7
Down Slash :d:l:bp/:l:bp(during Red Dash) HIT LEVEL:M(OH) DAMAGE:9
Blood Drop :d:l:bk HIT LEVEL:M DAMAGE:8
Red Slide :d:r:fk:bk HIT LEVEL:L DAMAGE:8
Blood Ball :r:d:l:fp HIT LEVEL:M DAMAGE:15
Dagger Toss :d:r:fp HIT LEVEL:M+,H DAMAGE:3,4
Air Dagger(close) :d:l:fp HIT LEVEL:M DAMAGE:4
Air Dagger(far) :d:r:fp HIT LEVEL:H+ DAMAGE:4
Dual Up Slash :d:r:bp+:blk/:r:bp+:blk(during Red Dash) HIT LEVEL:M,M DAMAGE:3,7(9%)
Dual Down Slash :d:l:bp+:blk/:l:bp+:blk(during Red Dash) HIT LEVEL:M(OH),M DAMAGE:4,8(12%)
Blood Stomp :d:l:bk+:blk HIT LEVEL:M DAMAGE:12%
Double Dagger :d:r:fp+:blk HIT LEVEL:M+,H DAMAGE:5,8
Tri Air Dagger(close) :d:l:fp+:blk HIT LEVEL:H+,H,M DAMAGE:4,4,4
Tri Air Dagger(far) :d:r:fp+:blk HIT LEVEL:H+,H,M DAMAGE:4,4,4
Blood Bank :x HIT LEVEL:M,H+(OH),H+(OH),M(OH) DAMAGE:27%(3 hits),28%(4 hits),29%(6 hits)

Front Punch 1 HIT LEVEL:H+ DAMAGE:3
Back Punch 2 HIT LEVEL:H+ DAMAGE:5
Front Kick 3 HIT LEVEL:M DAMAGE:7
Back Kick 4 HIT LEVEL:H DAMAGE:7
Uppercut d2 HIT LEVEL:H+ DAMAGE:12
Sweep b4 HIT LEVEL:L DAMAGE:7
Crouch Front Punch d1 HIT LEVEL:M DAMAGE:2
Crouch Front Kick d3 HIT LEVEL:L DAMAGE:1
Crouch Back Kick d4 HIT LEVEL:L DAMAGE:3
Dagger Slash b1 HIT LEVEL:M DAMAGE:5
Rising Blade b2 HIT LEVEL:H DAMAGE:7
Backfist f2 HIT LEVEL:H+ DAMAGE:5
Upwards Knee f3 HIT LEVEL:M DAMAGE:5
Roundhouse f4 HIT LEVEL:M DAMAGE:5
Lifting Leg u3 HIT LEVEL:M DAMAGE:9
Krimson Bash 112 HIT LEVEL:H+,H,M DAMAGE:3,2,5(9%)
Red Pain 114 HIT LEVEL:H+,H,H DAMAGE:3,2,6(11%)
Blood Clot b1f3 HIT LEVEL:M,M(OH) DAMAGE:5,7(11%)
Coagulation b113 HIT LEVEL:M,M,M DAMAGE:3,5,8(16%)
Bad Blood b11f4 HIT LEVEL:M,M,M DAMAGE:5,3,6(14%)
Bloody Murder b11b4 HIT LEVEL:M,M,L DAMAGE:5,3,5(12%)
Bloodshed b24 HIT LEVEL:H,H+ DAMAGE:7,9(15%)
Punishment 212 HIT LEVEL:H,H,M DAMAGE:5,2,6(13%)
Bloodshot 23 HIT LEVEL:H+,M DAMAGE:5,7(11%)
Flesh and Blood f2121+2 HIT LEVEL:H+,H+,M,M(OH),M DAMAGE:5,2,3,6,4(19%)
Blood Boil f312 HIT LEVEL:M,M,M DAMAGE:5,3,5(12%)
Slaughter f33 HIT LEVEL:M,L DAMAGE:5,5(9%)
Carnage u34 HIT LEVEL:M,M DAMAGE:9,7(15%)
Thicker than Water f43 HIT LEVEL:M,M DAMAGE:5,9(13%)
Up Slash df2/f2(during Red Dash) HIT LEVEL:M DAMAGE:7
Down Slash db2/b2(during Red Dash) HIT LEVEL:M(OH) DAMAGE:9
Blood Drop db4 HIT LEVEL:M DAMAGE:8
Red Slide df34 HIT LEVEL:L DAMAGE:8
Blood Ball fdb1 HIT LEVEL:M DAMAGE:15
Dagger Toss df1 HIT LEVEL:M+,H DAMAGE:3,4
Air Dagger(close) db1 HIT LEVEL:M DAMAGE:4
Air Dagger(far) df1 HIT LEVEL:H+ DAMAGE:4
Dual Up Slash df2(en)/f2(en)(during Red Dash) HIT LEVEL:M,M DAMAGE:3,7(9%)
Dual Down Slash db2(en)/b2(en)(during Red Dash) HIT LEVEL:M(OH),M DAMAGE:4,8(12%)
Blood Stomp db4(en) HIT LEVEL:M DAMAGE:12%
Double Dagger df1(en) HIT LEVEL:M+,H DAMAGE:5,8
Tri Air Dagger(close) db1(en) HIT LEVEL:H+,H,M DAMAGE:4,4,4
Tri Air Dagger(far) df1(en) HIT LEVEL:H+,H,M DAMAGE:4,4,4
Blood Bank xray HIT LEVEL:M,H+(OH),H+(OH),M(OH) DAMAGE:27%(3 hits),28%(4 hits),29%(6 hits)

I changed the hit level explanations, I figured that this is the best way to do it considering varying hitbox sizes. I hate that there has to be a M+ for what should all be projectiles, if anyone has a better way of doing it then please say so.

When doing this I actually found a bug with her x-ray that if you land it on the opponent when they are considered airborne (even tech jumps) the damage will be only 25%, even if all hits connect. The strange thing is that if less hits connect in this situation, it does MORE damage, the reverse of what happens on the ground. I think it is a silly damage scaling bug :\.

It may seem like a lot of stuff is punishable but quite a bit of it is just a few negative frames. And it is very interesting to see that air dagger very close to the ground does actually give some advantage, albeit maybe 1 frame. I could be wrong about certain things, hard to tell without capturing video. At least the hit levels should be mostly right.
thanks for the info!!! :) now we just need frame data
 
In my opinion the best scarlet strategy would be to zone with dagger cancels and such then when they get in go for the big combos. Also ending any combo with 112 allows for a damage reset and a free mix up opportunity afterwords. Another strategy is to be very stingy with the use of your teleport; if you abuse it you will get punished. What I have also noticed is that the F+43 string is a great anti air and poke that will increase your zoning ability, it is also safe.