What's new

Guide Skarlet Ultimate Guide

Eddy Wang

Skarlet scientist
Text created with http://www.cooltext.com
"NYAAAAH!!!!"
The guide by the Skarlet community, for the blood thirsty "nyaaah" tier.
Advisors: Assassin[be], Johnny2d, Khaotic_xShangx, L0rdoftheFLY, Mosp, Ninj, SaJa​
Special Thanks: Aidan, Somberness, STORMS, UsedForGlue​
Drafting and Content: Eddy Wang & RedRaptor10​
Edited by some jaded fool (GLoRToR) and RedRaptor10

Skarlet has no easy mode or godlike setups, but she has an excellent damage output.
Skarlet's guaranteed pressure only comes from how well you force your opponent to stand-block enhanced daggers so you can deal chip damage and gain meter back.
Skarlet is very meter-dependent: her defense and offense both revolve around this, and luckily for her, she builds meter very fast thanks to her excellent blockstrings and specials.
The more meter she has, the more powerful she becomes.

--------------------------------------------------------------------------------------------------------------------------------------------------------------------​
General Terms
High (H) - Attacks that hit high and whiff on neutral crouch and crouch-block.​
Mid (M) - Attacks that hit mid and connect on neutral crouch and crouch-block.​
Special Mid (SM) - Attacks that hit mid and whiff on neutral crouch.​
Overhead (O) - Attacks that hit mid and break the opponent's guard on crouch-block.​
Low (L) - Attacks that hit low and break the opponent's guard on stand-block.​
Neutral Jump Punch (njP) - Straight jump into :fp or :bp.​
Jump-in Punch (jiP) - Forward jump into :fp or :bp.​
Jump-in Kick (jiK) - Forward jump into :fk or :bk.​
Cross-Over Jump Punch (xjP) - Cross-over jump into :fp or :bp.​
Cross-Over Jump Kick (xjK) - Cross-over jump into :fk or :bk.​
Dagger Cancel (dc) - Dash/jump cancel out of dt or :exdt.​
Links Into (~) - Connecting one Special Attack into another Special Attack.​
Instant-Air (ia) - Using a Special Attack instantly after a jump.​
Anti-Air (AA) - Attacks that hit an opponent in the air.​
Off-the-Ground (OTG) - Attacks that hit an opponent after being knocked down.​
Enhanced ( :ex ) - Special Attack+:blk
Special Attacks
Up Slash (us) - :d, :r+:bp
Down Slash (ds) - :d, :l+:bp
Blood Drop (bd) - :d, :l+:bk
Red Dash (rd) - :d, :r+:fk
Red Slide (rs) - :bk (During rd)​
Blood Ball (bb) - :r, :d, :l+:fp (Move with :u or :d)​
Dagger Toss (dt) - :d, :r+:fp
Air Dagger (Far) (ad) - :d, :r+:fp (In Air)​
Air Dagger (Close) (dd) - :d, :l+:fp (In Air)​
Blood Bank ( :x ) - Stance Switch+:blk
--------------------------------------------------------------------------------------------------------------------------------------------------------------------​
INDEX
1. Tools
- 1.1 Pokes
- 1.2 Best Strings & Normals
- 1.3 Strings You Want to Stay Away From
- 1.4 Special Attacks

2. Strategy
- 2.1 Rushdown
- 2.2 Zoning
- 2.3 Turtling
- 2.4 Footsies
- 2.5 Armor & Counter Strategies
- 2.6 Anti-Airs
- 2.7 Miscellaneous

3. Combos
- 3.1 Standing Reset Combos
- 3.2 Red Slide Combos

4. Other

--------------------------------------------------------------------------------------------------------------------------------------------------------------------​
Skarlet possesses a considerable arsenal of tools which define her as the "adjusting" type of character. Knowing when to use each of her tools is important because almost all of them are necessary to win with the bloodthirsty ninja.

Pokes
D+1
:d+:fp
Hit Level: M​
  • Fast startup (6 frames).
  • Used to escape pressure.
  • Used as an AA.
  • Can be used to AA cross-ups.
D+3
:d+:fk
Hit Level: L​
  • Fast startup (7 frames).
  • Used to counter-poke.
  • Used to escape pressure.
  • Good advantage on hit against neutral crouch (+10 frames).
  • Lowers Skarlet's hitbox significantly, allowing her to avoid a xjP and other moves.
D+4
:d+:bk
Hit Level: L​
  • Great way to start pressure by linking into rd.
  • Has the highest cancel advantage on block (+25 frames), guaranteeing any rd follow-up.
  • Good advantage on hit against a standing opponent (+11 frames).
  • Can be used to keep the opponent in check on hit against a standing opponent by following up with :r+:bk.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------​
Best Normals & Strings
1
:fp
Hit Level: H​
  • Fast startup (10 frames).
  • Small hitbox.
  • Safe on block (o frames).
  • Used as an AA.
  • Can be used to AA cross-ups.
1, 1, 2
:fp, :fp, :bp
Hit Level: H, M, M​
  • Safe on block (0 frames).
  • Good pushback on block.
  • Puts the opponent into a standing reset on hit, disabling wake-up attacks.
  • Gives more advantage the higher it hits.
  • Used at the end of combos to guarantee pressure when linked into rd.
1, 1, 4
:fp, :fp, :bk
Hit Level: H, M, M​
  • Safe on block (0 frames).
  • Good pushback on block.
  • Staggers the opponent on hit, allowing you to pressure when linked into rd.
  • Used after a standing reset linked into rd.
2
:bp
Hit Level: H​
  • Fast startup (12 frames).
  • Safe on block (0 frames).
  • Used as an AA.
2, 1, 2
:bp, :fp, :bp
Hit Level: H, M, M​
  • Quick whiff punisher.
  • Can be used after a standing reset linked into rd to hit confirm into a combo when mixed up with throws.
F+2, 1, 2, 1+2
:r+:bp, :fp, :bp, :fp+:bp
Hit Level: H, H, M, O, M​
  • Slow startup (19 frames).
  • Pushes Skarlet forward.
  • Best used after a blocked jiP.
  • Builds almost half a bar of meter on block.
  • Has the highest cancel advantage on block (+25 frames), guaranteeing any rd follow-up.
B+1, 1, F+4
:l+:fp, :fp, :r+:bk
Hit Level: M, M, M​
  • Fast startup (13 frames).
  • Can be used to punish moves with long recovery.
  • Used on low hitbox characters since her other strings whiff on crouch.
  • Effective against characters without armor since they cannot armor out of a rd follow-up.
B+2
:l+:bp
Hit Level: H​
  • Slow startup (20 frames).
  • Best used to punish moves with long recovery, including blocked teleports that leave the opponent in a ball-roll state.
F+4
:r+:bk
Hit Level: M​
  • Quick whiff punisher with great range.
  • Puts Skarlet in a crouch-block state, allowing her to avoid attacks that hit high.
F+4, 3
:r+:bk, :fk
Hit Level: M, M​
  • Safe on block (0 frames).
  • Used as a keepaway footsie tool.
  • Sends the opponent mid-screen on hit.
  • Great pushback on block, leaving the opponent outside of sweep range.
  • Very good way to end combos if you want to start zoning and/or create space.
U+3
:u+:fk
Hit Level: M​
  • Slow startup (16 frames).
  • Safe on block (0 frames).
  • Large vertical hitbox.
  • Can be cancelled into any air special.
  • Can be used as an AA.
  • Puts Skarlet airborne after 12 frames, allowing her to dodge low pokes and other moves that hit low.
U+3, 4
:u+:fk, :bk
Hit Level: M, M​
  • Safe on block (0 frames).
  • Large vertical hitbox.
  • Can be cancelled into any air special.
  • Puts Skarlet airborne.
  • Cannot be used in the middle of a dash.
  • Best used in the corner when cancelled into dd.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------​
Strings You Want to Stay Away From
B+2, 4
:l+:bp, :bk
Hit Level: H, M
This string is safe on block and knocks the opponent mid-screen on hit, but it is very slow and can be interrupted in between hits. It cannot be cancelled into specials.

F+3, 3
:r+:fk, :fk
Hit Level: M, L
Even though the second hit hits low, the opponent can fuzzy guard :exds on reaction to prevent mix-ups. The string is very slow, highly punishable on block (-15 frames), and doesn't give enough cancel advantage on block to guarantee any rd follow-up. When linked into rd, the opponent has a huge window to interrupt.

F+3, 1, 2
:r+:fk, :fp, :bp
Hit Level: M, M, M
Although each hit of this string hits mid, the startup is way too slow (19 frames). It is extremely punishable on block (-27 frames), and doesn't give enough cancel advantage on block to guarantee any rd follow-up. When linked into rd, the opponent has a huge window to interrupt or jump out.

B+1, F+3
:l+:fp, :r+:fk
Hit Level: M, O
There is no mix-up to this string because there is no fast move that hits low after :l+:fp. It is highly punishable on block (-13 frames), and only gives a knockdown on hit. It cannot be cancelled into specials.

B+1, 1, B+4
:l+:fp, :fp, :l+:bk
Hit Level: M, M, L
Although the last hit of this string hits low, the opponent can block low everytime they see :l+:fp, :fp and can fuzzy guard :exds on reaction, making any mix-up useless. The string is highly punishable on block (-15 frames) and doesn't give enough advantage on hit to do much. It cannot be cancelled into specials.

B+1, 1, 3
:l+:fp, :fp, :fk
Hit Level: M, M, M
This string ends with a very long kick that knocks the opponent down, granting huge advantage on hit. It is a nice combo ender, but it is always better to end combos with a standing reset to disable wake-up attacks, maintain pressure, and build meter from blockstrings. The string is also highly punishable on block (-13 frames) and cannot be cancelled into specials.

--------------------------------------------------------------------------------------------------------------------------------------------------------------------
Special Attacks
Red Dash (rd)
:d, :r+:fk
Hit Level: N/A
  • Advances Skarlet forward.
  • Covers one-third of the screen.
  • Can be cancelled into us, ds, rs, :exus, :exds, or :x.
  • All follow-ups can be delayed.
Krimson Dash ( :exrd)
:d, :r+:fk+:blk
Hit Level: N/A
  • Armored special.
  • Advances Skarlet forward.
  • Covers two-thirds of the screen.
  • Can be cancelled into us, ds, rs, :exus, or :exds.
  • All follow-ups can be delayed.
  • All follow-ups are armored.
Up Slash (us)
:d, :r+:bp or :r+:bp (During rd)
Hit Level: M
  • Slow startup (27 frames, 14 frames during rd).
  • Unsafe on block (-14 frames, -13 frames during rd).
  • Can be used after rd to launch opponents who try to escape pressure.
Dual Up Slash ( :exus)
:d, :r+:bp+:blk or :r+:bp+:blk (During rd)
Hit Level: M, M
  • Slow startup (26 frames, 12 frames during rd).
  • Semi-safe on block (-8 frames, -7 frames during rd).
Down Slash (ds)
:d, :l+:bp or :l+:bp (During rd)
Hit Level: O
  • Slow startup (34 frames, 20 frames during rd).
  • Unsafe on block (-18 frames, -18 frames during rd).
  • Large hitbox, allowing Skarlet to hit opponents behind her.
  • Can be fuzzy guarded on reaction.
Dual Down Slash ( :exds)
:d, :l+:bp+:blk or :l+:bp+:blk (During rd)
Hit Level: O, M
  • Slow startup (26 frames).
  • Fast startup during rd (13 frames).
  • Unsafe on block (-21 frames, -21 frames during rd).
  • Large hitbox, allowing Skarlet to hit opponents behind her.
  • Used after rd to launch opponents who block low.
  • Cannot be fuzzy guarded on reaction.
Red Slide (rs)
:bk (During rd)
Hit Level: L
  • Fast startup (8 frames, 11 frames at max range).
  • Safe on block (-3 frames, 0 frames at max range).
  • Used after rd to knock down opponents who block high.
  • Can be used to whiff punish from midscreen.
Dagger Toss (dt)
:d, :r+:fp
Hit Level: SM
  • Small hitbox.
  • Fast projectile.
  • Deals low damage on hit and block.
  • Second dagger can be delayed.
  • Can be dash/jump cancelled.
Double Daggers ( :exdt)
:d, :r+:fp+:blk
Hit Level: SM
  • Fast projectile.
  • Deals low damage on block.
  • Second dagger can be delayed.
  • Can be dash/jump cancelled immediately.
  • Cancel advantage on block (+21 frames), guaranteeing a blockstring up close.
  • Cancel advantage on hit (+39 frames), guaranteeing a safe-jump up close.
Air Dagger (Far) (ad)
:d, :r+:fp (In Air)
Hit Level: H
  • Small hitbox.
  • Fast projectile.
  • Deals low damage on block.
  • Advantage on block (+3 frames).
  • Advantage on hit (+25 frames), guaranteeing a blockstring up close.
  • Hits standing opponents at the lowest point in the air.
  • Fast recovery, allowing for rapid meter build.
Air Dagger (Close) (dd)
:d, :l+:fp (In Air)
Hit Level: M
  • Small hitbox.
  • Fast projectile.
  • Deals low damage on block.
  • Safe on block (-3 frames).
  • Advantage on hit (+15 frames).
  • Can be used to fake jump-ins.
  • Can be used to whiff punish low pokes.
  • Hits OTG to disable wake-up attacks.
Tri-Air Dagger ( :exad or :exdd)
:d, :r+:fp+:blk (In Air) or :d, :l+:fp+:blk (In Air)
Hit Level: M / M / H
  • Small hitbox.
  • Fast projectile.
  • Deals low damage on block.
  • Advantage on block (+3 frames).
  • Advantage on hit (+20 frames), guaranteeing a blockstring up close.
  • Skarlet throws three daggers at three different angles, covering a large area of the screen.
  • Trajectory of daggers changes slightly when reversing inputs.
  • Can be used in the middle of combos for unbreakable damage.
  • Lower two daggers hit OTG to disable wake-up attacks.
Blood Ball (bb)
:r, :d, :l+:fp (Move with :u or :d)
Hit Level: Varies
  • Slow startup (39 frames).
  • Large hitbox.
  • Slow projectile.
  • Semi-safe on block (-7 frames).
  • Drains 7% of Skarlet's health.
  • Deals 15% damage on hit and 6% damage on block.
Blood Drop (bd)
:d, :l+:bk
Hit Level: M
  • Slow startup (31 frames, 26 frames in air).
  • Unsafe on block (-14 frames).
  • Used against moves with slow recovery.
Blood Stomp ( :exbd)
:d, :l+:bk+:blk
Hit Level: M
  • Slow startup (31 frames, 26 frames in air).
  • Unsafe on block (-13 frames).
  • Used against moves with slow recovery.
  • Deals slightly more damage than bd.
Blood Bank ( :x)
Stance Switch+:blk (Can be done during rd)
Hit Level: H, M, M, O
  • Large hitbox.
  • Deals 29% damage.
  • Super armored special.
  • Safe on block (-2 frames).
  • Unsafe on block if last hit misses (-14 frames).
  • Last hit can be fuzzy guarded on reaction.
  • Can be used as an AA.
  • Best used for unbreakable damage and to end the round/match.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------
Skarlet can play average rushdown, zoning, turtling, or footsies to her little bloody heart's content. There are a variety of ways to play Skarlet, and the way she is played can differ depending on the situation and match-up.

Rushdown
Skarlet's offensive game and pressure rely on her use of rd and blockstrings. Every time Skarlet uses a rd, the opponent is forced to guess whether Skarlet will end with us, ds, rs, :exus, :exds, or nothing at all (a.k.a. empty rd). One wrong guess can lead into a full combo or blockstring where your opponent will have to guess again in order to get out of Skarlet's pressure.

Starting Skarlet's pressure may seem difficult since most of her strings are slow or whiff on crouch. One of the best ways to start pressure is to link :d+:bk into rd. Skarlet's :d+:bk has the highest cancel advantage on block (+25 frames). This means that all rd follow-ups besides ds cannot be interrupted. After an empty rd, Skarlet has the option of doing another :d+:bk, a blockstring such as :l+:fp, :fp, :r+:bk, or throwing her opponent. Be careful as Skarlet is always at a slight disadvantage after an empty rd.

Similar to :d+:bk, Skarlet's :r+:bk can also be used to start rd pressure. It has great reach and can be hit-confirmed into ds for a full combo. On block, it can lead into an empty rd or a rd follow-up. If it whiffs, it can be used as an option select, meaning :r+:bk, :fk comes out on whiff if you are inputting :d, :r+:fk after :r+:bk.

Another way to start pressure is by doing an empty :exrd then going into a blockstring. Assuming the opponent is blocking and expecting a rd follow-up, Skarlet can get in from anywhere on the screen to start her presure.

There are a couple of other ways to get Skarlet's offense going, such as after a dagger connects on hit. At any point where Skarlet is at a large enough advantage, she can move in for a rd or blockstring. In general, it is essential to link rd after any of Skarlet's strings.

Blockstrings
Skarlet's blockstrings build a substantial amount of meter and deal great chip damage as well. By making your opponent respect a rd follow-up, doing an empty rd allows you to start a blockstring. :fp, :fp, :bk is the ideal blockstring to use on high hitbox characters because :fp connects on crouch-block, while :l+:fp, :fp, :r+:bk is used on low hitbox characters. :l+:fp, :fp, :r+:bk must be used cautiously because any rd follow-up can be armored out of. :r+:bp, :fp, :bp, :fp+:bp builds the most meter, but it is slow and whiffs on low hitbox characters. The best way to use this string is to use it after a blocked jiP or :exdt.

Skarlet can extend her blockstrings with :exdt. When dash cancelling out of a blocked :exdt, Skarlet is at +21 frames, allowing her to use a blockstring after it. :exdt whiffs if the string used before it is crouch-blocked, which is why it is important to jail the opponent into stand-block. A good way to get your opponent to stand-block is by making him respect :exds after a rd. Then, you can start doing empty rdes into blockstrings.

The most effective strings that jail into stand-block are:
  • :fp, :fp, :bp
  • :fp, :fp, :bk
  • :bp, :fp
  • :r+:bp, :fp, :bp, :fp+:bp
By linking these strings into :exdt on a stand-blocking opponent, you can continue Skarlet's blockstrings for more chip damage and build Skarlet's meter back. You might be asking, "Which blockstring do I use after that?" The simple answer is to use her best blockstring, :r+:bp, :fp, :bp, :fp+:bp. The :r+:bp must be inputted immediately after dash cancelling in order to keep the opponent jailed into stand-block, otherwise :fp, :fp, :bp or :fp, :fp, :bkcan be used instead.

As stated before, :r+:bp, :fp, :bp, :fp+:bp is a great string to use after a blocked jiP, but it doesn't jail the opponent into stand-block after a jiP. However, :fp, :fp, :bp or :fp, :fp, :bk will jail into stand-block, meaning Skarlet can deal crazy amounts of chip damage just from one jiP. Here is an example of a blockstring progression:

jiP, :fp, :fp, :bk, :exdc, :r+:bp, :fp, :bp, :fp+:bp, rd~rs

The above blockstring progression does 17% chip damage. That's just the tip of the iceberg. With full meter, Skarlet can repeat the :r+:bp, :fp, :bp, :fp+:bp string five times and chip away half of the opponent's health from a blocked jiP. This is why Skarlet is one of the most dangerous characters when she has meter.

Blockstrings on Crouch-Block
On crouch-block, your opponent might think that he is safe from blockstrings, but Skarlet's pressure doesn't end there. There are actually a few strings and normals where :exdt will connect on crouch-block. However, the opponent can let go of block before the :exdt hits to make it whiff. If the opponent isn't expecting it, Skarlet will be able to move in for a blockstring.

The strings and normals that :exdt connects on crouch-block are:
  • :d+:fp
  • :d+:fk
  • :fp, :fp, :bp
  • :l+:fp, :fp, :r+:bk
Although Skarlet can be poked after using :exdt on crouch-block, Skarlet can dash cancel backwards instead of forward. This puts Skarlet out of range from being hit by low pokes. Due to Skarlet's :r+:bk having excellent reach, it can be used to beat out low pokes and gain a combo by linking it into rd and hit-confirming into ds. Knowing this, opponents will stay blocking, allowing you to dash cancel forward into a blockstring. Be careful as the opponent can always armor out.

Standing Reset
Skarlet can end any combo with :fp, :fp, :bp, which is a standing reset leading into her offensive game. When cancelled into rd, Skarlet can either end with :exds, rs, or an empty rd. The rs will only do around 3-4% damage on hit, but the :exds can launch the opponent into another combo if blocked low. Off of an empty rd, Skarlet is at +8 frames or higher, depending on how high the opponent is when hit with :fp, :fp, :bp. This allows Skarlet to start a :fp, :fp, :bk blockstring, which can only be armored out of if Skarlet is at +8 frames or lower. If the opponent is expecting an :exds and stand-blocks the :fp, :fp, :bk, then Skarlet can link it into :exdt and dash cancel into another blockstring. This blockstring or the :fp, :fp, :bk can be followed up with another rd, forcing the opponent to guess again.

Instead of using :fp, :fp, :bk, Skarlet can also use :bp, :fp, :bp. Skarlet's :bp is 2 frames slower than her :fp, so the opponent has more frames to armor out. Skarlet can also throw the opponent after a standing reset, forcing the opponent to guess whether to tech the throw or not. A wrong guess will give Skarlet a combo off of :bp, :fp. On stand-block, :bp, :fp can be linked into :exdt. On crouch-block, you can finish the string with :bp, :fp, :bp.

After Skarlet's standing reset, she can also cancel the :fp, :fp, :bp into :exdt instead of rd. The opponent cannot escape the :exdt, giving Skarlet a free blockstring. Skarlet is at enough advantage to use :r+:bp, :fp, :bp, :fp+:bp, but it will whiff on low hitbox characters. Instead, use :l+:fp, :fp, :r+:bk since it hits mid. By doing this, Skarlet can extend the damage of her combos and build meter back from the blockstring.

Double Dagger Problems
There are a few ways to get out of Skarlet's pressure, which can create problems in Skarlet's offense. Fortunately, there are ways around them that actually benefit Skarlet.

1. While jailed into stand-block, opponents can let go of block and get hit by :exdt so they can crouch-block. If Skarlet reads this, she can jump cancel into a safe-jump because :exdt grants great cancel advantage on hit (+39 frames). Landing a blocked jiP will jail the opponent into stand-block again.

2. If Skarlet jails the opponent into stand-block with :r+:bp, :fp, :bp, :fp+:bp, the opponent can let go of block and get hit by the last hit of the string, making an :exdt follow-up whiff. This turns into a guessing game as Skarlet can cancel the string into rd instead and combo with us. If by any chance the opponent lets go of block and Skarlet misreads it, Skarlet can quickly jump forward after :exdt and OTG the opponent with an iadd to disable wake-up attacks. Near the corner, the :exdt can hit the opponent in the air, allowing Skarlet to follow-up with a corner combo.

3. After a standing reset linked into :exdt, low hitbox characters can let go of block and get hit by the :exdt. This pushes them back and makes Skarlet's :l+:fp, :fp, :r+:bk whiff. On a correct read, Skarlet can do :r+:bp, :fp, :bp, :fp+:bp or go for a jiP, both of which are guaranteed due to the cancel advantage on hit given off of :exdt (+39 frames).

Delayed Red Dash Follow-Ups
Skarlet can delay any rd follow-up, making it look like Skarlet is doing an empty rd. This can easily add mind games to opponents who constantly try to escape Skarlet's pressure. rd~us is a good option to use here, but it is unsafe on block (-13 frames). A safer option is to use rd~:exus (-7 frames) or rd~rs (-3 frames). Be careful as delaying rd follow-ups will give the opponent more frames to armor out.

Cross-Over Pressure
Jumping over the opponent for a cross-over can be done after an empty rd or :exdt. As said before, landing any jiP or xjP is huge for Skarlet so she can start blockstrings. Crossing the opponent over is risky though as the opponent can AA or armor out.

Opponents who attempt to AA can be beaten by a xjK. Skarlet can combo off of a xjK by cancelling it intodd.

Stagger Strings
Stagger strings are strings that are either neutral or have slight disadvantage on block, and are usually a part of longer strings. By using stagger strings, Skarlet can create mix-ups inside of her blockstrings or extend her blockstrings.

The best stagger strings are:
  • :fp
  • :fp, :fp
  • :bp
  • :r+:fk
  • :u+:fk
If the opponent is expecting a :fp, :fp, :bk and instead you use :fp, you can throw the opponent or start a blockstring such as :l+:fp, :fp, :r+:bk. If the opponent tries to poke out after :bp, he risks being launched by :bp, :fp, :bp. Since Skarlet's :r+:fk has slow startup, it is best used after :exdt. It can be mixed up with :r+:fk, :fp, rd and hit-confirmed into ds. :u+:fk is best used in the corner when mixed up with :u+:fk, :bk, dd.

Corner Game
In the corner, an :exdt will whiff after a standing reset. Skarlet will be at enough advantage to get a guaranteed :r+:bp, :fp, :bp, :fp+:bp blockstring, even on low hitbox characters. If the opponent is low enough when hit by the standing reset, the :exdt will connect for an extra 2% chip damage, but low hitbox characters can duck the :r+:bp follow-up, in which case :l+:fp, :fp, :r+:bk should be used instead.

:u+:fk, :bk is most effective in the corner because when cancelled into dd, the dagger will always connect. All hits are neutral on block, so any part of this string can be used as stagger strings. Each hit can also be hit-confirmed into a full combo. :u+:fk should mainly be mixed up with :u+:fk, :bk, dd. If :u+:fk is blocked and the opponent does anything else after it, the last two hits will launch into a combo. If the opponent blocks the first two hits and gets hit by dd, Skarlet can dash in for a blockstring. :u+:fk, :bk should not be used often because if :u+:fk is blocked, then the second hit will not launch. If all three hits of :u+:fk, :bk, dd are blocked, Skarlet will be just outside of :d+:bk and :r+:bk range.

After a forward throw, Skarlet has enough time to OTG the opponent with an iadd. This disables the opponent's wake-up attacks and bumps Skarlet's measely 11% throw up to 12% if the dagger is blocked. dd can be used to OTG after any knockdown in the corner to disable wake-up attacks.

Skarlet has a couple of tools to keep the opponent in the corner. :r+:bk, :fk is great for attacking while creating distance on block. ad is useful against opponents who try to jump out. :exad or :exdd covers all areas of the corner, making it difficult for the opponent to escape.

--------------------------------------------------------------------------------------------------------------------------------------------------------------------
Zoning
Skarlet has the ability to zone with dt, ad, bb, bd, and rd. She has difficulty winning projectile wars against characters with fast recovery projectiles because her daggers do incredibly low damage on hit and block compared to other characters' projectiles. On the upside, Skarlet can fire daggers quicker than any other character in the game besides Kabal, making it hard for her opponents to avoid her projectiles.

Zoning (Ground)
Zoning on the ground is based on using dt and the many options Skarlet has off of it. Unlike most characters in the game, Skarlet can throw two projectiles on the ground. She can delay the second dagger to add mind games to her zoning. Not delaying it can hit opponents who try to move after the first dagger.

Skarlet can also dash cancel out of dt and throw another dagger, allowing her to rapid fire daggers on the ground. Because of how fast Skarlet can fire daggers, some characters might have a hard time throwing their own projectile in between daggers. When dash cancelling, Skarlet cannot block for a short while, but she can :d+:fk quickly to duck under projectiles or stance switch in order to block faster. Jump cancelling out of dt opens up a few more options for Skarlet.

Zoning (Air)
In the air, Skarlet has access to ad and dd. Her ad is great for punishing opponents who jump, which can lead into a combo if close enough. Up close, dd can be used as a defensive tool to keep the opponent away.

When ad is done at the lowest point in the air, the dagger will hit stand-blocking opponents. Doing an iad requires strict execution and timing, but being able to perform it in succession makes Skarlet's zoning much more effective because she recovers quickly and can fire daggers at a faster pace than dt.

Blood Ball
One of the most unique projectiles in the game is Skarlet's bb. It has a slow startup and drains 7% of Skarlet's health, but it has a very large hitbox and deals great damage on hit and block. Using bb is risky because it can be avoided easily and can be punished.

The usefulness of bb is match-up specific. It is best used when you have life-lead and/or after a fullscreen knockdown such as :r+:bk, :fk or a njP splat. A njP splat can be done at the end of combos where the opponent is high enough to be hit by a njP. These combos are usually short and end with an us. After a njP splat, bb should be aimed high with :u to limit the opponent's options of escaping. Skarlet has enough time to block all wake-up attacks and punish.

--------------------------------------------------------------------------------------------------------------------------------------------------------------------
Turtling
With all of the tools Skarlet has, she can play defensively as well. To turtle with Skarlet means to give up Skarlet's offensive pressure with rd and only use it when necessary. Instead, this type of playstyle focuses heavily on :r+:bk, :fk, :d+:fk, daggers and throws.

Keeping the opponent away is best done by using :r+:bk, :fk, which is one of the best keepaway strings in the game. It is safe on block and has outstanding pushback. On hit, it knocks the opponent midscreen. Both hits have great reach, allowing Skarlet to hit opponents at sweep distance. This string can be done at the end of combos to create distance.

Skarlet's :d+:fk lowers her hitbox significantly, making it a great way to avoid cross-overs and other moves that can be ducked under. It can also be used to get out of pressure and counter-poke. On neutral crouch, the advantage :d+:fk gives on hit (+10 frames) lets Skarlet start a blockstring or throw. Since rd is to be used less while turtling, the ideal blockstrings to use are ones that are safe on block such as :r+:bk, :fk and :fp, :fp, :bk.

dt and iad, while not damaging, are useful at long-range due to their speed. They serve more of as a poke from far away to keep the opponent from advancing forward. Up close, dd can be used as a defensive tool to hit opponents trying to move in or whiff punish low pokes.

Whenever Skarlet is at enough advantage to start a blockstring, she can throw her opponent instead. Her throw sends the opponent midscreen, away from Skarlet, and can possibly gain the life-lead. If you are getting close to the corner, throw the opponent to switch sides.

--------------------------------------------------------------------------------------------------------------------------------------------------------------------
Footsies
Playing footsies with Skarlet requires good spacing and patience while making use of her projectiles and pokes. When played correctly, Skarlet will be able to alternate between defense and offense accordingly. Baiting the opponent into making mistakes and punishing with rd~rs or :r+:bk is a key part in Skarlet's footsies.​
Close-Range Footsies
Up close, Skarlet has dd and low pokes to play footsies. Each of these tools must be used carefully as one mistimed dd can give your opponent a free jump-in, and a whiffed poke can be punished. By jumping out of opponents' low pokes, Skarlet can whiff punish them with iadd. On hit at the lowest point in the air, Skarlet has enough advantage (+15 frames) to move in for pressure. On block, Skarlet is at a minor disadvantage (-3 frames), making it a safer poking tool than Skarlet's :d+:fp and :d+:fk.​
Skarlet's :d+:fp should be used the least out of all of her pokes. The only reason to use it over :d+:fk is to use it as an AA or to get out of pressure because it is one frame faster (6 frames). :d+:fp gives decent cancel advantage on hit (+15 frames) for rd~rs, otherwise it either leaves Skarlet at a huge disadvantage or grants very little advantage for her to do much.​
:d+:fk is your primary close combat tool. It's fast, lowers Skarlet's hitbox, and is a great counter-poking tool. On neutral crouch it grants good advantage on hit (+10 frames). :r+:bk~rd is a good follow-up move to use because it is fast and can lead into a full combo. Once your opponent respects the :r+:bk, you can start doing longer blockstrings like :fp, :fp, :bk or go for a throw.​
As stated earlier, :d+:bk is one of the best ways to start pressure, but it doesn't always have to be linked into rd. On a standing opponent, Skarlet's :d+:bk gives great advantage on hit (+12 frames) when not linked into rd. At point-blank range, Skarlet gets a free :r+:bk check into rd. Once the opponent respects the :r+:bk, Skarlet can move in for a blockstring or throw.​
:r+:bk is great for whiff punishing, especially against whiffed pokes due to its range. On hit, :r+:bk~rd should be hit-confirmed into ds for a full combo. If you see that your opponent is blocking, either do an empty rd or go for a rd follow-up.​
Mid-Range Footsies
Outside of close-range, Skarlet has dt, ad, and rd~rs to poke from a distance. Although weak in damage, these are generally Skarlet's safest options to attack the opponent at mid-range.​
dt does minimal damage, but it is fast and harder to react to the closer you are to your opponent. dt should be used cautiously as you get closer because on a correct read, your opponent can jump over the dagger and get a jump-in. Knowing when and where to use dt allows you to bait these jump-ins so you can punish with an AA.​
ad gives Skarlet control over the air as it is a quick projectile that can lead into combos off of an aerial opponent. iad is a great poke because it allows Skarlet to hit standing opponents and has fast recovery. This can bait opponents into jumping over, armoring through, or dashing in between daggers and ducking with :d+:fk.​
rd~rs is Skarlet's best way at punishing whiffed pokes from afar. It is safe on block (-3 frames) and neutral on block at maximum range. Skarlet is also automatically put into a crouch-block state. From here, the opponent has a couple of options to start his offense.​
The fastest string a character has that hits mid takes 9 frames or more. Since Skarlet is at -3 frames, her :d+:fp, which is a 6 frame poke, will hit at the same time as a 9 frame move. Whoever's move hits first depends on who is Player 1. This is due to Player 1 Advantage in the game.​
The opponent can also throw Skarlet, which can be interrupted with :d+:fp as well. He can poke Skarlet to beat out her own poke, which turns into a guessing game as you can stay blocking and counter-poke instead. If your opponent tries to cross you up, you can AA the cross-up.​
--------------------------------------------------------------------------------------------------------------------------------------------------------------------​
Armor & Counter Strategies
Skarlet has one of the best armor moves in the game. :exrd has armor throughout its entire duration, including any of its follow-up moves. This means that Skarlet can beat out any other character's armor, depending on who activated their armor first. If it is an empty :exrd, Skarlet will still have a few active frames of armor while recovering.​
:exrd is meant to be used to counter the opponent's attacks. Being able to confirm whether the opponent can be punished or not is important when deciding on which :exrd follow-up to use. Ending with rs is the fastest and safest, but the damage off of it is too small to be a good punisher. us is the most reliable as it can lead into a full combo. ds is the slowest but deals the most damage. An empty :exrd into a blockstring or throw is to be used if the opponent cannot be punished.​
Because of how far :exrd travels, Skarlet can counter the opponent's moves from anywhere on the screen. At long-range, :exrd can be used to armor through projectiles on reaction. Projectiles with fast recovery cannot be punished, but an empty :exrd lets Skarlet get in for a blockstring or throw.​
As we all know, Skarlet puts herself at constant disadvantage from empty rd, rd and dd. We can use this to our advantage by using :exrd to counter any attempts at pressuring Skarlet. However, the opponent can bait the :exrd with a poke and still block any follow-up in time. :exrd is also very useful at getting out of pressure. Many characters have blockstring gaps where Skarlet can armor out and get a full combo.​
Counter-Armor / Counter-Reads
If the opponent makes a read in an attempt to armor out of Skarlet's pressure, Skarlet can counter with her own armor on a correct read. For example, if Skarlet hits a standing opponent with :d+:bk without linking it into rd, the opponent might try to armor out before Skarlet can follow-up with :r+:bk. By linking Skarlet's :r+:bk into :exrd, she can beat out the opponent's armor. The same can be applied in other situations where the opponent can armor out, such as after Skarlet hits a neutral crouching opponent with :d+:fk or after Skarlet hits the opponent low with a standing reset linked into an empty rd.​
Anti-Zoning
To counter zoning, bd can be used on reaction to projectiles. It is generally better to use it in the air as an iabd because it is faster. Against projectiles with fast recovery, stay away from bd because it is highly punishable on block (-14 frames). On hit, bd deals 8% damage and grants a knockdown.

At midscreen, Skarlet can whiff punish with rd~rs. While inputting rd, Skarlet goes into a crouch state due to the :d input in :d, :r+:fk. If timed correctly, Skarlet can duck under a projectile and rd immediately after it to punish certain projectiles. At longer ranges, Skarlet can armor through projectiles with :exrd and link it into us.
Wake-Up Attacks
When it comes to wake-up attacks, Skarlet doesn't have a whole lot of options without meter. Her best wake-up attack is :exrd. Since it is an :exwake-up attack, it has 20 frames of invincibility, while regular wake-up attacks have 10 frames. :exus is a decent wake-up attack due to its large hitbox and being semi-safe on block (-8 frames). Skarlet's other :exwake-up attacks are too slow and put her at a huge disadvantage on block. bd can be useful against opponents who try to go for a cross-up. rd, when timed right, can counter opponents trying to pressure Skarlet on knockdown, but the opponent can hit Skarlet during rd and give him a full combo.​
Anti-Wake-Up Attack
Skarlet can counter most wake-up attacks with :exrd because :exwake-up attacks have 20 frames of invincibility while the armor off of :exrd lasts much longer. If the opponent doesn't use a wake-up attack, Skarlet gets free pressure. It is best to link :exrd after :r+:bk or :d+:bk because :r+:bk can lead into a full combo on hit and :d+:bk has high cancel advantage on block (+25 frames) and can hit the opponent OTG. Even without :exrd, Skarlet's :r+:bk can dodge certain wake-up attacks due to it putting her in a crouch-block state.​
Anti-Breaker Combos
Opponents who try to use a breaker after Skarlet links a grounded combo starter into :exrd~:exus will get hit by the second hit of :exus instead of breaking the combo. Skarlet can then continue the combo without being affected by the breaker while the opponent loses two bars of meter in the process. Skarlet also loses two bars of meter so it must be used carefully. The opponent can also wait and breaker the second hit of :exus to avoid this anti-breaker combo. This only works against certain characters.​
Characters that :exus works on:​
Kabal, Kano, Kenshi, Quan Chi, Scorpion, Sektor, and Shang Tsung​
Characters that :exds works on:​
Ermac, Jax, Johnny Cage, Kabal, Kano, Kenshi, Noob Saibot, Quan Chi, Rain, Sektor, and Shang Tsung​
Characters that lose two bars of meter but don't get launched after :exus or :exds:​
Kitana, Raiden, Sindel, and Sonya​
Characters that take damage but don't lose meter after :exus or :exds:​
Baraka, Stryker​
There are other ways to keep your opponent from breaking combos. Linking a grounded combo starter into dt will give Skarlet a blockstring or throw, and :exdt will give Skarlet a safe-jump. Adding daggers and bb to certain combos will also extend combo damage slightly.​
--------------------------------------------------------------------------------------------------------------------------------------------------------------------​
Anti-Airs
Anti-airing with Skarlet takes a good amount of practice due to her slow normals. The range, startup, and damage of each of her AAs vary, so being able to use each of them is important. It is best to link all AAs into us.​
Anti-Airs on Reaction
:d+:fp is Skarlet's fastest AA (6 frames) with a small hitbox. It can be used to AA cross-ups, but jiK and xjK can beat it. The damage output is low compared to her other AAs.​
:d+:bp is one of Skarlet's fastest AAs (10 frames) with a large hitbox. It can stuff out any jiP, jiK, and cross-up. If Skarlet is right underneath the opponent at the top of his jump, Skarlet can combo off of it with :d+:fp. Otherwise, it does not lead into combos.​
:d+:bk lowers Skarlet's hitbox and has decent range. It has a startup of 12 frames and because it hits low, it must be timed right before the opponent is landing from his jump.​
:fp is one of Skarlet's fastest AAs (10 frames) with a small hitbox. It can stuff out the opponent's jiP and jiK, but a well-timed jiK can still beat it. If fast enough, it can beat out cross-ups as well. Dashing forward during a cross-up helps avoid it while AAing with :fp.​
:bp has decent startup (12 frames) with a large hitbox. It can stuff out the opponent's jiP and jiK, but a well-timed jiK can still beat it.​
:r+:bk is a bit slow (13 frames) with a large hitbox. Because it puts Skarlet in a crouch-block state, it can be used to avoid any jiP and jiK that hits high. It can be used as an option select by inputting :r+:bk, :d, :r+:fk, :l+:bp. On hit, it will lead into a rd~ds combo. On whiff, :r+:bk, :fk will come out instead. The only problem with using rd after an AA is that the combo might drop due to differing heights in the air, so linking :r+:bk into us is a more consistent AA.​
ad is a fast AA (11 frames). It can AA opponents anywhere on the screen and can lead into a combo.​
Anti-Airs on a Read
:u+:fk is a slow AA (16 frames). It has a large vertical hitbox, allowing her to punish opponents going for a cross-up. On hit, it leads to great damage. On whiff, it can be cancelled into dd to hit opponents trying to move in.​
us is a very slow AA (27 frames). Skarlet steps back a little while performing us, allowing her to avoid any xjP while whiff punishing the opponent as he recovers upon landing. The opponent recovers too fast from a whiffed xjK for it to be punished.

dt is a slow AA (19 frames). It can AA opponents anywhere on the screen. If dash cancelled, it can lead into a combo.
njP is a decent AA. It can be used to AA cross-ups. On whiff, it can be linked into dd to hit opponents trying to AA you.​
--------------------------------------------------------------------------------------------------------------------------------------------------------------------
Miscellaneous
There is a lot more to Skarlet other than daggers and blockstrings. These tips and tricks might or might not be helpful, but they add more options to Skarlet's arsenal.

Blood Ball Setup
Skarlet has the option of cancelling into bb after a standing reset. The bb can be avoided depending on how high the opponent is hit by the standing reset and which direction the bb is aimed at. It can be armored out of, but it might not be wise because of the 15% damage bb does on hit. The bb is only guaranteed in the corner. It is unsafe on block (-7 frames), but the pushback it creates makes it harder to punish. This setup is usually not worth it as Skarlet can get the same amount of chip damage from an empty rd into a blockstring. However, it is a great finisher when the opponent has 6% or less health.

Deep Jump-Kick Option Select
A deep jiK can be used as an option select with ad by inputting :d, :r+:fp after a deep jiK and right before Skarlet lands. If done correctly, Skarlet will combo off of the deep jiK on hit with ad. On block, the ad won't come out and Skarlet will be at enough advantage (+18 frames) to start a blockstring.

Blood Stomp Reset
At the end of certain combos, :exbd will hit the opponent OTG and deal 12% damage. The most notable way of landing this is after a njP splat. This is not very useful because unless the opponent isn't expecting it, :exbd can be blocked everytime and it is extremely punishable on block (-14 frames).

Blood Sacrifice Reset
This is a ghetto reset where Skarlet is able to reverse the opponent's wake-up attack inputs and can possibly give her another combo. When ending a combo with :r+:bk, rd, Skarlet will move right underneath the opponent. If not tech rolled, Skarlet can get a xjP and reverse the opponent's wake-up attack inputs. iadd can also be used to OTG the opponent if he tries to tech roll. The Blood Sacrifice reset is very risky and usually not worth it because it sacrifices damage in combos and loses the opportunity to hit the opponent with a standing reset for blockstrings and mix-ups.

OTG Air Dagger
As stated before, dd can hit the opponent OTG. It is usually best done in the corner where the opponent cannot tech roll away. When Skarlet ends her corner combos with :l+:fp, :fp, :fk, she has enough time to iadd the opponent OTG to disable wake-up attacks. In higher damaging corner combos, she can end with :u+:fk, dd for a surprise OTG. On hit, Skarlet has enough advantage (+15 frames) to move in for a blockstring. iadd is neutral on block because it takes longer to hit an opponent OTG. dd is also useful after dropped combos in the corner.

OTG Red Dash
If the opponent stays grounded, Skarlet can move in for a rd mix-up. Both rd~rs and rd~:exds hit OTG. If the opponent tries to tech roll, an empty rd into a rd mix-up will still hit him.

Red Dash Cross-Up Escape
As the opponent tries to go for a cross-up on Skarlet, she can use rd to escape. This must be done quickly because if it's mistimed, a :fk might come out and give the opponent a full combo off of a jiP.​

Flesh and Blood Mix-Up
The overhead in :r+:bp, :fp, :bp, :fp+:bp is often blocked on reaction. This gives Skarlet the opportunity to jail the opponent into stand-block while doing this string on crouch-block. By cancelling :r+:bp, :fp, :bp into :exdt on crouch-block, the dagger will fly over the opponent's head while Skarlet can dash cancel quickly into :fp, :fp, :bk, which can catch opponents in stand-block if they are expecting the overhead. This usually isn't worth it because the overhead (20 frames) can be fuzzy guarded on reaction.

Blood Clot Mix-Up
Similar to the Flesh and Blood mix-up, this one requires the use of :exdt after :l+:fp. The difference is that the overhead in :l+:fp, :r+:fk cannot be fuzzy guarded on reaction while trying to avoid Skarlet's :fp, :fp, :bk. This mix-up is not worth it because the overhead is full combo punishable on block.

Flesh and Blood OTG
If the opponent stays grounded, the overhead in :r+:bp, :fp, :bp, :fp+:bp can hit the opponent OTG. This means that the opponent will either get launched into a full combo, or he must get up and be jailed into stand-block. If blocked, the string can be confirmed into :exdt. The opponent can avoid this by tech rolling or getting up in between hits and poking Skarlet out of the string.

Anti-Counter-Poke
Cancelling Skarlet's :d+:fp or :d+:fk into :exus can beat out opponents who try to counter-poke and launch into a full combo. While performing :exus, Skarlet steps back a little, which will make the opponent's pokes whiff. The same can be done with us, ds, and :xds, but they are either too slow or unsafe on block. :exus is semi-safe on block (-8 frames).​
Baiting & Reversing Wake-Up Attacks
After a forward throw, Skarlet can use an empty rd to bait the opponent into using a wake-up attack. She has enough time to block and punish wake-up attacks that take 8 frames or more. This also works in the corner to reverse the opponent's wake-up attack inputs and lets Skarlet go for a cross-up, but it is very risky because Skarlet is putting herself in the corner and the opponent can AA her as she goes for a cross-up.​
Phantom Knee
The hitbox of Skarlet's :r+:fk is large as it can hit opponent without touching them. The pushback from a blocked :d+:fk at maximum range creates good distance for :r+:fk. Skarlet can use this string as an option select by inputting :r+:fk, :d, :r. On hit or block, it will link into rd.​
Invisible Wall
In the corner, if Skarlet jump cancels out of a blocked :exdt, she will hit an invisible wall. This allows her to go for a jump-in without putting herself in the corner. The easiest way to do this is after a blocked :fp, :fp, :bp. Be careful when jump cancelling farther away from the corner because the invisible wall can prevent Skarlet from reaching the opponent.​
Toasty Boost
When landing a :d+:bp, Dan Forden will randomly appear in the bottom-right corner of the screen. By quickly inputting :l, :d, :d+:fk, Skarlet will get a Toasty Boost and gain three full bars of meter.​
Credit: JAP

Glitches
1. Skarlet cannot dash into :u+:fk, :bk. She can only dash into :u+:fk. A solution to this is to block after dashing then let go and do :u+:fk, :bk.​
2. Skarlet does not gain meter from an us linked from a rd if you hold :r or press any button in between rd and us. To gain meter, you have to let go of :r after rd and input :r+:bp for us.​
3. After a njP splat or :l+:fp, :fp, :r+:bk if Skarlet throws an :exdt and immediately dash cancels into :exbd or jump cancels into iad, iadd, :exiad, or :exiabd, the :exdt will hit the opponent OTG, disabling wake-up attacks. There is not much practical use for this.​
4. After winning the first round when finishing with certain moves, Skarlet is able to crouch in between rounds. If Skarlet is still crouching during the second round, she will be invincible to any attack thrown at her. This has something to do with Skarlet's long win pose animation where she stabs the ground.​
--------------------------------------------------------------------------------------------------------------------------------------------------------------------
Skarlet's combos require a high level of execution and practice. She has very high damage output, so being able to land these combos without dropping them is crucial.
KEY
xx = Full Dash​
x = Half Dash​
-- = No Movement​
:l = B​
:u = U​
:d = D​
:r = F​
:fp = 1​
:bp = 2​
:fk = 3​
:bk = 4​
Notes
  • Combo starters should be linked into rd~ds or rd~us for hit-confirming and meter building.
  • :l+:bp is the most damaging combo starter.
  • :r+:fk, :fp deals less damage than :l+:bp, but is more consistent because it hits mid.
  • :r+:bk is the main punisher because it has great reach.
  • :u+:fk deals the most damage in combos.
  • :bp and :r+:bk do the same damage in combos.
  • :fk deals slightly more damage than :bp in combos.
  • :fp, :fp, :bp should be used to disable wake-up attacks and start pressure at the end of combos.
  • :r+:bk, :fk should be used to send the opponent away at the end of combos.
  • :bp, :fk, rd~rs should be used to maximize damage at the end of combos.
  • :ex special moves should almost never be used in combos because it is better spent on blockstrings, armor, :exds, and breakers.
Standing Reset Combos
Midscreen
F4, rd~ds -- 2, rd~ds -- 2, rd~ds xx 1, 1, 2 (9 Hits, 36%) (+13 frames after empty rd)​
F4, rd~ds x U3 -- 2, rd~ds xx 1, 1, 2 (8 Hits, 36%) (+13 frames after empty rd)​
F4, rd~ds x U3 -- 2, rd~us x 2, dc xx 1, 1, 2 (10 Hits, 37%) (+12 frames after empty rd)​
F4, rd~ds x U3, ad -- F4, rd~ds xx 1, 1, 2 (9 Hits, 37%) (+11 frames after empty rd)​
rd~:xds xx 2, 3, rd~ds xx 1, 1, 2 (8 Hits, 30%)​
2, 1, 2, dc, 2, 3, dc xx 1, 1, 2 (10 Hits, 29%)​
2, 1, 2, dc, 2, 3, rd~us xx 1, 1, 2 (10 Hits, 31%)​
F2, 1, 2, 1+2, rd~us x 2, dc xx 1, 1, 2 (11 Hits, 31%)​
B1, 1, F4, rd~us xx 2, 3, rd~ds xx 1, 1, 2 (10 Hits, 35%)​
(Reserved)​
Reverse Midscreen
(Reserved)​
Corner
F2, 1, 2, 1+2, ds -- B1, 1, F4, ds -- 1, 1, 2 (13 Hits, 40%)​
F4, rd~ds -- B2, ds -- B1, 1, F4, ds -- 1, 1, 2 (11 Hits, 41%)​
rd~:xds -- B2, ds, -- B1, 1, F4, ds -- 1, 1, 2 (11 Hits, 38%)​
B1, 1, F4, rd~ds xx B1, 1, F4, ds -- B1, 1, F4, ds -- 1, 1, 2 (15 Hits, 44%)​
F4, rd~ds -- U3 -- 2, ds -- B1, 1, F4, ds -- B1, 1, F4, ds -- 1, 1, 2(16 Hits, 52%)​
F4, rd~ds -- U3 -- U3, iad -- B1, 1, F4, ds -- B1, 1, F4, ds -- 1, 1, 2(16 Hits, 53%)​
Reverse Corner
rd~ds -- 2, rd~us -- B1, 1, F4, rd~us x 1, 1, 2 (10 Hits, 32%)​
rd~us xx 2, 3, rd~us, B1, 1, F4, rd~us x 1, 1, 2 (11 Hits, 32%)​
rd~:xds x 3, rd~us -- B1, 1, F4, rd~us x 1, 1, 2 (11 Hits, 34%)​
rd~:xds x 3, rd~us xx B1, 1, F4, rd~ds, B1, 1, F4, rd~ds, 1, 1, 2 (15 Hits, 41%)​
Anti-Airs
D1, us xx 2, 3, rd~ds, xx 1, 1, 2 (8 Hits, 26%)​
U3 -- NJP -- B2, ds -- F4, rd~ds xx 2, 3, rd~rs (9 Hits, 44%)​
F4, ds xx U3, iad x 2, rd~us x 2, 3, rd~rs ( 9 Hits, 38%)​
NJP -- B2, ds -- 2, rd~ds xx 1, 1, 2(8 Hits, 32%)​
1, us x U3, iad x F4, dc xx 1, 1, 2 (9 Hits 27%)​
1 -- F4, rd~ds x 2, dc xx 1, 1, 2 (8 Hits , 24%)​
D1 -- F4, rd~us x 2, rd~ds, 1, 1, 2 (9 Hits, 25%)​
F4, rd~us, 2, rd~ds, 2, rd~ds x 2, 3, rd~rs (9 Hits, 38%)​
U3 -- U3 -- U3, iad x F4, rd~ds x 2, 3, rd~rs (9 Hits, 49%)​
U3 -- U3 -- U3, iad x 2, 3, rd~:xds x 2, 3, rd~rs (9 Hits, 51%)​
Corner Anti-Airs
U3 -- NJP -- B2, ds xx B1, 1, F4, ds -- 1, 1, 2 (11 Hits, 42%)​
U3 -- U3, iad -- B1, 1, F4, ds -- B1, 1, F4, ds -- 1, 1, 2 (14 Hits, 48%)
NJP -- U3 -- U3, iad -- B1, 1, F4, ds --1, 1, 2 (11 Hits, 42%)
U3 -- U3 -- U3, iad -- B1, 1, F4, ds -- B1,1,3 ( 11 Hits, 50%)
U3 -- U3 -- U3, iad -- B1, 1, F4, ds -- B1, 1, F4, ds -- 1,1,2 (15 Hits, 55%)

Red Slide Combos
Midscreen
B1, 1, F4, rd~us -- F4, rd~ds -- F4, rd~ds xx 2, 3, rd~rs (11 Hits, 41%)​
F4, rd~ds x U3 -- 2, rd~ds -- 2, rd~ds x 2, 3, rd~rs (10 Hits, 46%)​
F4, rd~ds -- rd~ds -- 2, rd~ds -- 2, rd~ds x 2, 3, rd~rs (10 Hits, 43%)​
U3 -- 2, rd~ds -- 2, rd~ds x 2, 3, rd~rs (8 Hits, 40%)​
(Reserved)​
--------------------------------------------------------------------------------------------------------------------------------------------------------------------​
(Reserved)
(Reserved)​
Note: The guide is basically ready, it will be updated as soon as possible with the small missing pieces. Combos section and Other section are still in progress. High quality videos will be added later.
 

Eddy Wang

Skarlet scientist
We tried to make the simplest possible, thanks to RedRaptor10 GLoRToR and everyone in the Skarlet community, we reduced the complex stuff into simple.
we hope it helps, especially to those who're trying to pick her and dunno where to start, this might be the best way to understand the character in a whole.

We've been working in this guide since 2 days after we been selected as the new mods ^^
 

NKZero

Premium
Premium Supporter
Holy shit. This may be the most in depth char guide ive ever seen. Great stuff
*cough cough cough* The Ultimate *cough*..tor Guide. Sek..*cough* :p

Anyways yeah this is a great guide, good shit to everyone who worked on it. Need to know how to fight this character.
 

Eddy Wang

Skarlet scientist
*cough cough cough* The Ultimate *cough*..tor Guide. Sek..*cough* :p

Anyways yeah this is a great guide, good shit to everyone who worked on it. Need to know how to fight this character.
The sektor guide is actually pretty good ^^
 

AssassiN

Premium
Premium Supporter
And finally it has been released :).
Sorry I couldn't work more on it with you guys, been a busy bee these past few months.
 

GLoRToR

Positive Poster!
A few weeks of work and people letting one another do what they thought was good and then discussing it in a civil manner. If this forum had more work like this, every character's community could be this lucky.
Shrug. Thanks for letting me be a part of it guys.
You all rock fucking socks.

STORMS
Tim Static
 

fr stack

Noob's saibot or noob saibot's?
A few weeks of work and people letting one another do what they thought was good and then discussing it in a civil manner. If this forum had more work like this, every character's community could be this lucky.
Shrug. Thanks for letting me be a part of it guys.
You all rock fucking socks.

STORMS
Tim Static
pick up skarlet maybe ?? :)
 

A F0xy Grampa

Problem X Promotions
Premium Supporter
What do you mean inconsistent?
Basically, your character doesnt follow the rules.

Your F22 string is -14 and you can cancel it into a slide, but the slide should be interuptable, sometimes it works other times it doesnt.
Same shit happens on basic strings, I've had Skarlet players do B11F4 into slide and repeat, without be being able to interupt, when that is the EXACT scenario that you can mash buttons against her since her normals are so slow, but I just end up being launched for it.

114 dash 114 seems to be the worst for this kinda shit tbh.

Also you should note that her 114 string is fucking stupid, theres no point in having it a high if you cant interupt it properly either. Can neutral duck the first hit, but the 2nd comes out so quick its nearly impossible to neutral duck & punish, even with KL and his 7f 2.

I just get the feeling that theres something up with her red dash, maybe she has a way of getting random advantage off of it or something.

Skarlet does F22 string into empty red dash, that leaves her at -1, and she is still able to get 114 out before I can get moves out that are 7-10f on too many occassions basically.
 

Eddy Wang

Skarlet scientist
A F0xy Grampa, only the first hit off 114 is high, the rest is all mid, you can't interrupt that

B11F4~rd~rs has only 2f gap if ppl hold (4) right after they input the red dash command that is why, you have to armor out of it.
 

A F0xy Grampa

Problem X Promotions
Premium Supporter
A F0xy Grampa, only the first hit is high, the rest is all mid, you can't interrupt that

B11F4~rd~rs has only 2f gap if ppl hold (4) right after they input the red dash command that is why, you have to armor out of it.
I'm not talking about straight into slides. I know you can armour that (even then it seems pretty rediculous to get the timing, it should be easy like Sonya). I'm talking string into Rd into string again.
 

AssassiN

Premium
Premium Supporter
Basically, your character doesnt follow the rules.

Your F22 string is -14 and you can cancel it into a slide, but the slide should be interuptable, sometimes it works other times it doesnt.
Same shit happens on basic strings, I've had Skarlet players do B11F4 into slide and repeat, without be being able to interupt, when that is the EXACT scenario that you can mash buttons against her since her normals are so slow, but I just end up being launched for it.

114 dash 114 seems to be the worst for this kinda shit tbh.

Also you should note that her 114 string is fucking stupid, theres no point in having it a high if you cant interupt it properly either. Can neutral duck the first hit, but the 2nd comes out so quick its nearly impossible to neutral duck & punish, even with KL and his 7f 2.

I just get the feeling that theres something up with her red dash, maybe she has a way of getting random advantage off of it or something.
I'm guessing you mean F31 instead of F22.
Well immediate slide takes 20 frames, that means there is a 6 frame hole right there. Armor shouldn't be a problem to input, but I wouldn't trust poking in this situation.
B11F4 has +18 cancel advantage, meaning slide is pretty much guaranteed but anything else can be poked or jumped out of.

114, ERD(Empty Red Dash) leaves her at +4 on hit, -6 on block.
Poking is always an option for the opponent, jumping is not when you got hit.
I get poked out a lot out of 11 strings, Qwark28 does it all the time.

Never experienced any random frame advantage with her.
 

A F0xy Grampa

Problem X Promotions
Premium Supporter
I'm guessing you mean F31 instead of F22.
Well immediate slide takes 20 frames, that means there is a 6 frame hole right there. Armor shouldn't be a problem to input, but I wouldn't trust poking in this situation.
B11F4 has +18 cancel advantage, meaning slide is pretty much guaranteed but anything else can be poked or jumped out of.

114, ERD(Empty Red Dash) leaves her at +4 on hit, -6 on block.
Poking is always an option for the opponent, jumping is not when you got hit.
I get poked out a lot out of 11 strings, Qwark28 does it all the time.

Never experienced any random frame advantage with her.
F2121+2 or something, I know what it looks like and what buttons it has, but not the order :p
I dont poke skarlet when the slide situations are up, I'll either just armour, blockstring, or do a jab since jabs can still hit her and give you time to block an Ex RD followup and punish.
 

Qwark28

Joker waiting room
F2121+2 or something, I know what it looks like and what buttons it has, but not the order :p
I dont poke skarlet when the slide situations are up, I'll either just armour, blockstring, or do a jab since jabs can still hit her and give you time to block an Ex RD followup and punish.
all strings look like rape, what you on about?
 

A F0xy Grampa

Problem X Promotions
Premium Supporter
No, Skarlet is not sonya:p, you just need to risk more and not hold block for too long, but this will also be a risk
The RD and MS game is pretty much identical from a defending POV. Its just that its alot harder to retaliate against Skarlet because she seemingly gets away with more BS than Sonya does. Both of their offensive gaps are obvious, I'm just sure theres something we dunno about Skarlets frame data.

Outta curiosity, have any of you Skarlet mains ever played against another good Skarlet? It's really weird if you know how to stop her, make the right read and still get punished for it.
 

AssassiN

Premium
Premium Supporter
F2121+2 or something, I know what it looks like and what buttons it has, but not the order :p
F2121+2 has +25 cancel advantage. Poking out of any immediate cancels is impossible.
She has 17 frames from which she can decide to cancel, so any late slides or slashes can get poked out of.
Empty red dash leaves her at -4, so canceling at the last frame into slide will take 8 more frames before it becomes active.
 

A F0xy Grampa

Problem X Promotions
Premium Supporter
F2121+2 has +25 cancel advantage. Poking out of any immediate cancels is impossible.
She has 17 frames from which she can decide to cancel, so any late slides or slashes can get poked out of.
Empty red dash leaves her at -4, so canceling at the last frame into slide will take 8 more frames before it becomes active.
I'm not talking about poking.

The options you have against Skarlets slide are these:

- Block low or overhead for the slide or OH slice
- Mash out a string - expecting the opponent to empty red dash into another string, where they put themselves at disadvantage, Skarlet doesnt get infinite free strings, well she shouldnt... This is where the problems start. You make the right read that they want to do another string, but they get another string anyway.
- Armour the slide.

Leave poking outta this argument it has no place in her RD mixups. NO LOW POKES.
You dont low poke her because theres no point, she SHOULD be negative and SHOULD have to block your string after an empty RD if you predict it.
 

Eddy Wang

Skarlet scientist
The RD and MS game is pretty much identical from a defending POV. Its just that its alot harder to retaliate against Skarlet because she seemingly gets away with more BS than Sonya does. Both of their offensive gaps are obvious, I'm just sure theres something we dunno about Skarlets frame data.

Outta curiosity, have any of you Skarlet mains ever played against another good Skarlet? It's really weird if you know how to stop her, make the right read and still get punished for it.
its like Kabal NDC game, but a lot weaker.

Every time skarlet ends with a empty dash, you should retaliate with low pokes, instead of high or mids, if you don't have a mid or high faster than 12f her dodging normal will be used to trade and avoid the high and punish the character in process, that is why is advised to retaliate with lows, because her fastest string will hit high at 10f first before hits mid again, and her mid only will hit after 13 frames. Beware because she is able to block after some of this strings.
F4 isin't that safe and she can be punished from it the same way kabal can.