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Thoughs on Hemorrage and Skarlet in general, + some bug reporting

Eddy Wang

Skarlet scientist
So i though i can finally share my most honest opinion on this character i've been playing since MK9? the good the bads and all stuff related in MK11 mostly.
In the last day i played a full day of Hemorrage (3rd variation) just and see the how it handles on the field.

So in order to give a clear point across of what i think i will be signaling everything with +(the good), -(the bad) and+~-(more or less, kinda indiferent)

Hemorrage
+ Boilling point works really well on Skarlet tool set now, the damage she gets compensates a lot for many things, and setups up oki, pressure when a bar is spent even for a free bood ball or a throw/strike 50-50. 212 combo punish for 31% with no bar and 34% with 1 bar and pressure.

- Boiling point has aiming issues, something i hope it gets fixed soon, for some reason can be annoying to aim when opponents are further away and just doesn't work, it compromises her zoning game a lot in this aspect specially when you know your opponent is on a hurry but your move keeps missing the target, you do bf4u, but bf4 comes out. Sometimes you want bf4 and bf4f comes out.

- Red Mist. this move isn't good imo, the most important aspect of this move was crippled, which is the advantage that allowed 50-50 pressure, i think being at +11 at least would be great which would be giving the same frame advantage her d1 gives on hit, +7 doesn't really help at all considering the way the game is designed and how skarlet was designed in this game, its worse than her d1 poke used to be, it feels like the game stop for both of you after, but better than cell siphon is, i literally can take this move out and have the tentacle and would definitely make a better variation. Besides the effect doesn't work when your being hit and the time it stays active its too short, from the time being the unblockable half chip damage its what make us use this move, without mentioning that its -19 on block

+~- Krimson Shield i'm indifferent to it, i still don't think Skarlet needs this move and definitely just like blood sacrifice in heart pierce its just there, sure it reduces damage but i feel like the time to use this move is more inexistent because the amount of time you use to set up defense, you can start a whole new one with blood ball into red mist, 50-50 offense. Maybe use after 44 hits midscreen because its the only variation with no follow up in this move.

There are MU where opponents usually make more mistakes and take way more risks, for those players this seems to be the variation to go, you will be forced to take more risks here, and will feel kinda naked without the teleport, parry and tentacle at times, and there are instants where you won't really miss them. You have to play around your gaps more, which will help you in the other variations.

+Stealth buff
The last hit of 212 now launches character slightly higher on hit, you can connect 44 into tentacle or fatal blow much easier, this is a general buff so it helps heart pierce connect tentacle much easier after 212, 212 repitions, it also buffs her combo in the corner making, 212, 4~bf3 amp, 1, 2 slightly easier to land.

- stealth nerfs
Jump kick nerfed, easier to anti air
advantage of foward throw nerfed, used to give a meaty tentatcle

Personal rank
  1. Heart Pierce (due variety and the inumerous ways to control her gaps with the parry, teleport mobility and mask long range pokes in between with tentacle and blood ball)
  2. Blood Drive (due the neutral blood ball pressure which helps a lot, tentacle space control and anti airs, making overhead safe and literally ending the hardest combos with it)
  3. Hemorrage (I feel like its a draw with Blood drive, but the damage is far superior than in the other two variations, her neutral tools aren't that bad so it helps compiling mistakes and pokes into boiling point, making them respect long range pokes by canceling into boiling point and at -19 with range feels a lot like a weak searing rage variation.)
Bugs and personal wishes
Sometimes you get escape failed and if you don't use throw KB in the same round it expires and they have to tech a throw again for it to work, i was hoping this to get fixed in this patch, it wasn't​
the animation opponents do when they get hit by B3 and B1 needs to go if done at max range b3,4 doesn't connect and b1, 2 definitely doesn't connect this takes away a lot of the character and makes her miss punishes, krushing blows most of the time because when they get hit by the first move it moves them away from skarlet.​
the hitbox of her U2 is way too vertical there are moves she can't even launch after she flawless block and its kinda annoying because sometimes are key to her MU, adding horizontal hitbox to that animation would be good, or change animation completly, maybe using her up slash would be a better animation.​
Her u3 is low profiled by d3s and its a mid, like why?​
buff her dash distance coverage a bit so she can step in dash(wavedash), just like nightwolf does please, moving forwward with skarlet its tough.​
The last hit of b3,4 really needs to be special cancelable.​
Reduce amplified bf3 recovery to 26 frames instead of 31, so she can do better combos in the corner, someimes f4,3 is all we can hit​
Reduce parry startup by 2 frames i don't care about the gaps but if this move can counter flawless block punishes then it definitely should counter all flawless block punishes even the 9f ones and 8f ones, and this will only be possible if her parry is 2f faster.​
 
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ShepherdOfFire

Kombatant
I didn't see this thread, damn.

You have a lot of solid points and I agree with most of them. Red mist can still useful in corner, where boiling point is tight to use in a juggle combos, and its recovery is long so it is a free full combo punish if you miss it. And it is useful because wake ups in MK11 are very good, so If you can't have the great oki from the MB Boiling Point, I think it is better to restand the opponent with Red Mist. But I think they should add a few more frames of advantage, like 2 or 3 frames so we can jail into 12. Red Mist can be decent to end a round if you are playing with a decent life lead. I just don't understand why they nerfed also the ability of Red Mist to deal damage if Skarlet is hit. I mean the point of the move is to damage the opponent over time just by being close. The move only removes 0.5% per tick, it does not heal Skarlet with the absorbed health and you have to wait like 10 seconds next to the opponent just to absorb the max 5% per Red Mist. And now we have to add to that already weak move that being hit just neutralize the threat that the move can represent. I'm not asking to buff everything that I just said about Red Mist, but the move is currently not that good.

I think Red Rain could have been a way more logical pick than Krimson Shield, but I can understand that having Red Rain on top of the already big damage of the variation could have been a little too much. Krimson Shield seems a bit out of place in that variation.
 
I'm just praying i'm heard, someday.
I hear you
  1. Skarlet needsto have 1-3 more strings preferably a mix up string. I’ll expand more on this later. And at least one that don’t scream flawless block me with ease. As of now Skarlet has only 9 strings all useful I guess BUT the fewest in the game I believe and the easiest to fb all of them. Two of these are one hit extensions of the another string while some characters have upwards of 15-20 strings, 3 more at least would do a lot of justice and add tons more depth to her gameplay. As much as I like skarlet I can’t lie, she is extremely vanilla in the combo department. 212 212 44~CS,BP, RR, or BT is her only real combo and a far cry from her mk9 days. However this combo while my favorite because it has to be, is not exactly ideal. The 212 string is not a go to punish string or go to standard string because of its 13 frame start up (should be 12) and being a high starter. Not to mention even as a skilled Skarlet player I drop this combo 10% of the time because the timing on the last 212 and 44 must be impeccable, another 15% of the time my opponent breaks away from it because it’s a pure juggle the opponent spends the whole time in the air so it’s easy to break away or get out of this combo. I’m not advocating any changes to 212 or 44 but I am advocating 2-3 completely new faster 4 or 5 hit strings that are ground based (ie you don’t have to juggle the opponent she has enough of those). With NO FLAWLESS BLOCK GAPS. My 10 year old son can flawless block Skarlets 124 and F43.
  2. Move adjustments and changes: The 2nd hit in 124 needs and should be an overhead just for some variety in her strings they are so vanilla. I lean more towards the 2nd hit since it looks like it was meant to be a overhead anyway. Being her only real punish string it should absolutely have some variety to it so the opponent can’t just block low and they’re ok with Skarlet. The second hitin 44 needs and should be a mid. S3 should be 15 frames to start up the move itself is already near useless perhaps it would get a little use if it didn’t take longer to start up then her overhead B2. D4 should be 12 frames on start up instead of 13 but ok just make it safe on block. F4 should be a blunt chest/stomach kick high +16 on hit and -6 on block. F1 should be a dagger lunge/stab mid hitting and the dagger is pointed straight out for more range, 10 on start up. D2 should uppercut with the dagger for a little more range. F43 should really be F33
  3. Red mist: I love red mist it’s one of my favorites, but... it needs to be how it was originally. It needs to restand ANDbe at least +9 to +12 on hit as it was originally+17 on hit, nerfed to +7. Especially since it substitutes for blood tentacle, one of Skarlets best moves actually the best bar none, red mist is -19 on block, and inevitably leaves you close. I’m aware the initial hit of RM works as a anti air but the initial hit only does 6% damage, the jump in must be a read and not already be active in order to work, as a anti air it’s viable but not a go to anti air. Fixing this involves adding utilities that would justify losing blood tentacle and being -19 on block which is perfectly fine it should be super punishable on block. However, just because a move restands does not make it good if you can’t even capitalize off the restand. Most sufficient players use wake ups sparingly anyway so while the restand is definitely not nothing it doesn’t make a move good in itself. The DOT is not that rapid either with red mist and the initial hit is on the weaker side but it’s fine. Red mist is one of the moves I mentioned earlier that would be a great move in itself if the plus frames were readjusted how they were originally or at least +10. Its one of those moves that should only be a 8 second buff not the usual 10 I suggest because my buffs make it solid. And simply for depth you should be able to amp red mist because why not? Everyone else can amp almost everything at least once, plus amplifying adds depth to the move and the characters respectively. For an offensive bar you should get stronger red mist doing 80.00 on initial hit and 7.00 DOT, the DOT hurt box is slightly larger all around Skarlet, and the aura itself visually is more misty/cloudy it also has a distinct deep red vermillion color like red rain. Same duration for amplified though 8 seconds. Don’t get me wrong I think Red Mist is ok, but it needs this to have a little more viability, especially since it replaces one of Skarlets best moves. Red Mist should do DOT regardless of weather Skarlet is in hit stun or not, albeit it should be reduced to minuscule DOT while in hit stun, 2.25 and 3.25 amp while she’s in hit stun. The opponent should also be able to reduce the DOT by 25% by stance blocking.
  4. Red rain is a solid move as is and my personal favorite move of Skarlet. The only thing it needs to have is a 8 second duration for the base version and you should be able to amplify Red Rain with offensive meter to have it move with Skarlet instead of staying stationary. It should have a slightly slower start up 18-20 frames for amplified, and still 8 second duration though being as though red rain gives a solid damage buff and comes with the bonus of reducing the incoming damage while in it. Also skarlet should get 15% more health back from a blood shot or any other health regaining move than she normally would if she gets it back while in the rain.
  5. Killer klot....where should I begin? The nerf to this move was far more disappointing than the red mist one at least red mist is still useable. And to this day and the recent patch continue to nerf such a great idea into almost uselessness. I was excited upon discovering that this move that I originally thought, just tinkering with it was useless, but that it was actually pretty good. What the game did not tell you back then in the abilities menu is not only did killer klot prevent canceling into specials but also prevents anythingthat costs meter offensive or defensive period ANDprevented the opponent from doing a fatal blow while “trapped”. I found this incrediblyuseful. This move is extremely viable if your familiar with frame data and which one of your opponents strings are unsafe. Most people’s coolest, or most effective or most used strings are a unsafe one and they usually close this gap in negative frames by canceling into a special that is safe, with this move active you can be sure that string is ending right where the special would start, and wala you punish. And it would prevent fatal blows! In any event this move no longer prevents fatal blows, sucks but okay it still prevents canceling into them though just like with specials so I was still all for it because I could see how that particular mechanic was a little op. Now the move already had its core issues with slow start up I was okay with it because of its vast/creative utility in preventing certain attacks and opening up potential punish opportunities on strings that would normally end safe and especially on the out of the blue MB roll, wake up attacks, and fb’s but now since that’s no longer the case, let’s address killer klots many many issues and how they should be fixed. From far away zoners don’t care about this move at all because it cannot effect them, all they gotta do is step back and throw their fireballs because it only takes affect if within a little less than jumping distance of Skarlet, and guess what else? It affects Skarlet negativity because just having killer klot replaces Skarlets own projectile blood trail arguably her second best move after blood tentacle but easily in her top 3, the fast moving, low hitting projectile that restands on amp, has a hit advantage of +17-23, one of her most essential zoning/counter zoning tools. This would not be a problem if the move offered proper compensation for blood trails replacement, but in comparison this move is a sad replacement. This move starts up way too slow, a whopping 51 frames and that’s just to get it on screen not counting the extra 23-30 active frames to actually attach and do its duty, unless the opponent is right in skarlets face then it will attach in 2 frames. Butreally Now who’s going to do this move that close on a 51 frame move? Why not cancel into it you say for safe activation? Onblock (it doesn’t hit at all it relies on the string to knockdown or stun enough to come out safely) its highly punishable and should be, but on hit especially a knockdown however let’s say you you land 124~KK, the move is so slow on start up/active frames the opponent can U2 you, U3 you or MB roll before this move even takes effect and does what its supposed to do which is prevent those courses of action. Essentially you can safely activate it like this but you won’t get any use out of it because how long it takes to become active. How do you safely get this move to activate and be able to take advantage of it’s ability? Plant it at full screen and hope your opponent comes charging into it before it dissipates? You can’t even throw this down while the opponent is on approach and not get punished. If that’s your plan oh it’s nothing your opponents pair of fireballs or flying kick can’t handle. You must be close for this ability to even go “active” and while killer klot is a unblockable “trap” it does 0%damage in itself. You can get trapped and it won’t hurt you a bit, which is the goal of a fighting game I thought. It’s not like sub zeros Artic trap that does 0% damage also, but it poses an immediateand constant threat/obstacle on screen just being there because touching it means a fullcombo punish. That’s not so with KK it must be attached, and then other circumstances must play out for it to actually lead to potential of damage but ultimately those circumstances are choices the opponent must make poorly in order to be fruitful. It doesn’t guarantee anything and does no damage. On top of that once the klot does attach itself and become active, it’s only active for 6 very short seconds!Get that 6 seconds. If the opponent does not immediately wake up and try to combo you with something unsafe, or try to special cancel, or amp anything within that 6 quick seconds you’ve wasted the investment in that original knockdown combo by special canceling into killer clot rather than something that actually causes damage and offers better positioning like blood tentacle, blood shot or dare I say even blood spatter. To fix this, this moves start up needs to be 40 frames start to finish, and take effect immediately upon hitting the ground with 2 active frames, 2 for the clot to appear on ground and disappear, the next frame it’s formed on the opponent, provided the opponent is in its trap/hit box (close version), none of that clot traveling slow thru the air taking an additional 21-30 frames of animation to attach before finally taking effect. If said opponent is on the ground still, but in the trap box, it should attach while the opponent is still on the ground, not when they get up, or while they’re getting up, this he should not be able to U2, U3, or MB roll for that knockdown! That should be your reward for sacrificing your final hit (usually the most damaging hit) to cancel into KK. I could 124~retch retribution for a solid 26% but if you 124~kk your settling for a measly 9% and a slim chance you might get another opportunity. Remember the ability itself does 0%damage. So we need to make that chance more likely and so first of all Killer klot needs to last 8 seconds while attached, not “active” on the ground when attached close, 9 seconds when attached 1/2 screen, and 10 seconds when attached full screen. Now It should stay on screen (active frames) able to trap for only 5 seconds for close, 3 seconds for 1/2 screen, and single second for the full screen clot, the opponent should be able to well time a neutral jump for the full screen version and avoid it all together, it should dissipate before they even hit the ground. This would make it not ignorable at full or half screen but In essence killer clots trap capability gets weaker the further away it is. Also say an opponent gets trapped by this and still tries to use meter, if he puts the inputs in the controller, he should still lose his baralthough the move doesn’t come out. That would make this move a little threatening at the least. DB3 to plant one at foot. DB3F to aim it a little further for 1/2 screen plant, DB(hold)3 plants one 1/4 screen behindSkarlet for incoming teleport reads, and pushback situations and stays for 3 seconds. And should be active but just off screen for unsuspecting opponents. This version should not be close enough to trap an opponent standing in front of skarlet but slight pushback should trigger it also there should be DB3F(hold) for the full screen KK. The startup should be the same on all versions 40 frames. The clot travels along/under the ground just like blood trails animation hence the loss of it. For the full version and 1/2 screen versions, this should work similar to scorpions hell flame ability where it will pass thru/under the opponent in route to its designated spot on the ground. The far version only traps if the clot manifests between the opponents feet directly and he is grounded or if he walks into it. The 1/2 screen version will also not trap a airborne opponent, but its trap box width is a little wider than the far version being slightly smaller than forward jumping distance making it able to be circumvented with a well planned forward or back jump. The close version is the true trapper and will trap all the way up to full jump height the close versions trap box extends the whole 1/4 of the screen in front and top of skarlet. Basically the KK trail animation will not effect the opponent at all, if the opponent is standing half screen and skarlet throws out a full screen KK it should travel right thru/under him with no damage or trap. Let’s say Scorpion teleports and she has one planted at foot or behind her, it will not stop the teleport itself or the first hit, however if he attempts to amp it, it should very well prevent the extension and take his bar. IT SHOULD TAKE EFFECT THAT FAST to compensate for its slow start up and easy escapability on further versions. Now KK amp, yes I said KK AMPED I think should be a unique mechanic that works in tandem with throws, if you do the KK input press the amp button (at the cost of an defensive bar)AT THE VERY BEGINNING of a throw during the grab animation and before the first hit of the throw, during the hit she should attach a 10 second killer clot to the opponent, and he wakes up across screen with a clot attached. And Just another fun and unique mechanic to defending against killer clot, say it attaches, if the opponent presses the stance switch 6 times consecutivelythey should be able to “shake” the clot off immediately with no “chip” damage! It should be viable but not easy being able to do this it should not make Killer klot worthless all over again, but be a out for the opponent if they can execute quickly and effectively. I’m highly disappointed in how they have treated this move the more i think about it the more I think how awesome it used to be, even with its slow startup issues, and lack of variety. It makes me want to buff it like crazy. It had major utility and promise in the beginning however, an ability that does no damage in itself but instead prevented the opponent from doing certain damage. The idea and concept of it was awesome, the execution and practicality of it continues to get worse and I don’t understand why at all. Why do you keep nerfing this move into nothingness? How do you really expect to get any usefulness out of this being as though it such a slow start up and so many active frames before actually working? Especially with its limited range. You can even enter the trap box slightly back dash and it will literally just go away. The most damaging string you can cancel into this from and safely get results is 124, D4, or S3, which is crap, all which are not rewarding at all. D4 on hit into kk will get it attached for 3% damage. Or 124 will get it attached for a petty 9% damage. They’ll still be able to do all the wake ups but hey now you have a potential to punish, maybe, at least for the next 6 seconds or so. No that’s a pos. It truly makes me angry thinking what they’ve done here it’s like they don’t get it or are determined to make skarlet a trash low tier character. I truly don’t understand it was a ok move with a great idea behind it, and still can be if changed, but it’s not overpowered, it doesn’t stop the opponent from being able to hit you, combo you, throw you, use special moves raw, it just prevents them from taking certain courses of action that might be safe normally, but characters still have safe combos, so why nerf it? It needs buffs not nerfs. Update:after further analysis of the wake up frames of this game I’ve come to see how this might not be viable due to a opponent getting up having 20 invincible frames upon getting up, making killer klots ability to attach while the opponent is on the ground or while getting up....difficult. The only way to make this viable is to make it so KK attaches before the opponent hits the ground which would involve making the move much faster on start up in 22 frames then they could make the recovery like 38-40 frames. Wala the move would then attach before the opponent hits the ground on close knockdowns, would still be punishable if cancelled into with anything other than that and on block, and you would get your utilityour of the move. Which I’m not opposed to being as though that’s not exactly fast even still it’s the same speed as blood shot but they may be able to even go up to like 25 frames as long as it attaches from skarlets close knockdowns before the opponent hits the ground is the goal it could be 30 frames. It would then work similar to terminators incapacitator even though that move starts up in 15 frames must be nice to be a DLC. (Btw Terminators “Incapacitator” needs to be 8 seconds as well, but you already know that.)
  6. Krimson shield-has a lot of the same problems as killer klot so I’ll try to keep this shorter. Anyone whose remotely tinkered with this move knows why it sucks. The start up is 64 FRAMES!!! 64 all to do a 1 frame activation on a non damaging buff! Even kotal Kahn’s totems come out faster than this. Do I even need to go into why this is terrible. Skarlet has one of the slowest teleports in the game at 42 frames I can see this move starting up, teleport behind her, and throw her or 124~whatever and get the punish before she can D1 me or block. Need I say more? It’s just way too slow to be useful. Especially for something who’s main usefulness is to reduce incoming damage, being able to get it out pretty quickly is vital. It doesn’t need to be like single digits, but come on 64 frames? Also it needs to scale 15% against fatal blows and krushing blows too, if it’s active during them. I understand your buff goes away after a FB or KB animation, but it should still be active during. This core issue coupled with the fact that this move doesn’t last long enough at all, just like KK and starts up way too slow there’s only 2 strings you can cancel into this move and barely be safe or able to block in time 44 and 124 you better not try to D1 after 124~KS. And I dare you to F33 or anything else into this you’re getting punished so hard. D4~KS works most of the time but D4 damage sucks 30.00 and it’s not hit confirmable ç, S3~KS works but well you all know why S3 is never seen and is also not hit confirmable. Just like killer klot this move needs safe activation on cancel and hit. Krimson shield needs to be 45 frames in total from start to finish, there no reason why I can hit you with a knockdown combo and you still get up with no wake up and easily punish me because I have -31 hit advantage if I activate krimson shield. There’s no way to safely activate this near or far thus making it unviable. This ability needs to last for 10 seconds The base damage reduction at 15% can stay as is. This moves primary but not only major issues lies in its start up frames. I keep hearing people say oh well the shield is good for reducing damage when trading projectiles attacks, how??? Clearly they have not tried to use this move during a projectile battle or at all for that matter. You’ll be lucky to get it activated in the middle of a zoning session and if you do you’re eating a projectile to do so. To wrap this up, krimson shields moment to shine absolutely should be its ability to amp for defensive bars, the first amp gives you a stronger shield that reduces 19-20%. The shield also has a brighter/larger aura, and have a 48 frame amp x1. But hold up it doesn’t end there! (Unique mechanic time FYI I’m not opposed to having this next part shared with another member of the cast that has a shield damage reduction type ability but everyone should not have it. See my unique mechanics section) Skarlet should be able to double amp with 2 defensive bars and it gives her a 30% damage reduction for 12 seconds, andit would prevent KB’s while active, I can hear the out rage now so let me clarify;if the opponent met the requirements for their KB while KS was 2X amp/active and it prevented it, the next time they use that particular move and it connects they should get their “loaded” KB no requirements need be met over again. The shield does not stop the combo it simply dismisses your KB. These improvements would add a ton of depth to a seemingly basic move and well, just be awesome in itself. And I have ideas for addendums to other characters buffs that are just as good if not better. This ability just needs to be better period and this I think would be some very interesting mechanics added to this ability and a welcomed addition to this moves utility and value, as of right now though I use this move almost never, it’s in the box with killer clot and blood ritual as almost useless and I so wish it wasn’t. I would love to use krimson shield and killer clot in a defensive/preventative play style.
man. Check this out:
 
R
I didn't see this thread, damn.

You have a lot of solid points and I agree with most of them. Red mist can still useful in corner, where boiling point is tight to use in a juggle combos, and its recovery is long so it is a free full combo punish if you miss it. And it is useful because wake ups in MK11 are very good, so If you can't have the great oki from the MB Boiling Point, I think it is better to restand the opponent with Red Mist. But I think they should add a few more frames of advantage, like 2 or 3 frames so we can jail into 12. Red Mist can be decent to end a round if you are playing with a decent life lead. I just don't understand why they nerfed also the ability of Red Mist to deal damage if Skarlet is hit. I mean the point of the move is to damage the opponent over time just by being close. The move only removes 0.5% per tick, it does not heal Skarlet with the absorbed health and you have to wait like 10 seconds next to the opponent just to absorb the max 5% per Red Mist. And now we have to add to that already weak move that being hit just neutralize the threat that the move can represent. I'm not asking to buff everything that I just said about Red Mist, but the move is currently not that good.

I think Red Rain could have been a way more logical pick than Krimson Shield, but I can understand that having Red Rain on top of the already big damage of the variation could have been a little too much. Krimson Shield seems a bit out of place in that variation.
Red rain would have been perfect man, I hate that netherealm keeps throwing in some bs move with the variation to make it “balanced”. Let the characters execute their full ability and I mean this for all. I dislike all skarlets tournament variations which is why I don’t play kombat league, if I couldn’t play custom I wouldn’t play at all. Skarlets variations should have went as such T1 dagger dance, teleport, and cell siphon as her all around variation. T2 blood flow, blood ritual (as useless as that shit is it). T3 boiling point, Red mist and Red rain as a high damage rushdown variation, and T4 should be retch retribution, killer clot, and krimson shield as a defensive/prevention variation. That would be perfect. If it was like this I may be able to disregard the fact they nerfed Red mist into almost bs you can still jail off it but you have to be exactly on point with your follow up attack down to the exact frame, and it should still do damage in hit stun I agree I could see it doing even half what it does now which is barely nothing but I’d be okay with it to make it not do anything in hit stun kinda ruins its utility. krimson shield sucks it takes too long to start up and doesn’t last long enough (I think all buff moves in this game should be a min of 8 seconds even.....jades dodging shadows as much as it pains me to say it). They just don’t last long enough to be useful that 5-7 seconds goes by quick. Killer clot man I was I love with this move when I first came across it before they nerfed it into the ground it used to prevent the opponent from using their fatal blow too as well as any meter or canceling into specials. It already has 0 range and does zero damage and they just made it worse....don’t get me started. They act like opponents see that move and actively avoid it. Opponents don’t care about killer clot which would be cool if it had its original capability, but they act like it’s sub zeros artic trap which poses an immediate threat on screen. I just really wish netherealm would get it together. It’s like they keep holding their own game back from being great with all this nerf and balance nonsense. There will always be some characters better than others, but don’t purposely hold some back when they have potential, and let others fly, make moves better not worse. Don’t nerf Sonya or Geras buff Raiden and Kano. Anyway one skarlet main to another I feel you man.
 
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Eddy Wang

Skarlet scientist
R

Red rain would have been perfect man, I hate that netherealm keeps throwing in some bs move with the variation to make it “balanced”. Let the characters execute their full ability and I mean this for all. I dislike all skarlets tournament variations which is why I don’t play kombat league, if I couldn’t play custom I wouldn’t play at all. Skarlets variations should have went as such T1 dagger dance, teleport, and cell siphon as her all around variation. T2 blood flow, blood ritual (as useless as that shit is it). T3 boiling point, Red mist and Red rain as a high damage rushdown variation, and T4 should be retch retribution, killer clot, and krimson shield as a defensive/prevention variation. That would be perfect. If it was like this I may be able to disregard the fact they nerfed Red mist into almost bs you can still jail off it but you have to be exactly on point with your follow up attack down to the exact frame, and it should still do damage in hit stun I agree I could see it doing even half what it does now which is barely nothing but I’d be okay with it to make it not do anything in hit stun kinda ruins its utility. krimson shield sucks it takes too long to start up and doesn’t last long enough (I think all buff moves in this game should be a min of 8 seconds even.....jades dodging shadows as much as it pains me to say it). They just don’t last long enough to be useful that 5-7 seconds goes by quick. Killer clot man I was I love with this move when I first came across it before they nerfed it into the ground it used to prevent the opponent from using their fatal blow too as well as any meter or canceling into specials. It already has 0 range and does zero damage and they just made it worse....don’t get me started. They act like opponents see that move and actively avoid it. Opponents don’t care about killer clot which would be cool if it had its original capability, but they act like it’s sub zeros artic trap which poses an immediate threat on screen. I just really wish netherealm would get it together. It’s like they keep holding their own game back from being great with all this nerf and balance nonsense. There will always be some characters better than others, but don’t purposely hold some back when they have potential, and let others fly, make moves better not worse. Don’t nerf Sonya or Geras buff Raiden and Kano. Anyway one skarlet main to another I feel you man.
I don't really feel the toolset in this MK at all aside from the parry which is what is replacing her MK9 armor move, MK9 tool set was still better overall, besides that variation could fire projectiles in the air, this one can't and fires it much slower.
 
I didn’t play mk9 but I went and watched videos of her moves from that game to get ideas for my dissertation on skarlet and giving her 2-3 new strings.
 

Eddy Wang

Skarlet scientist
I didn’t play mk9 but I went and watched videos of her moves from that game to get ideas for my dissertation on skarlet and giving her 2-3 new strings.
MK9 Skarlet was a much more interesting character with a bottomless depth in tools.
Her zoning wasn't to keep ppl out, it was more to disrupt ppl trying to zone her and make them stop for a bit so she could go in
She could fire projectiles in the air or ground, in different angles, this Skarlet can only do one thing.
MK9 Skarlet had a tool for pressure in red dash, with a 8f slide and a 18f overhead, the whole purpose was to make you block because once you started to block her standing, she started to become a much more stronger character. With meter she could loop pressure with heavy chip damage so one had to crouch to avoid pressure opening for overheads, 10f jab punishes, 13f overhead launchers, and a bulk load of armor that would keep anyone in check with zoning.
This MK11 Skarlet doesn't do anything, just zones and controls space, has terrible anti-air combos, a bland combo route, and terrible frames. Its far from a bootleged version, its way worse, i don't even know what she is, she can't even jump projectiles in this game.
 

Komatose

The Prettiest
I love this variation but I have no idea why they gave her krimson shield instead of blood rain...

I would like Krimson Shield if it lasted longer, maybe, but blood rain would have been the icing on the cake. Great corner damage on top of blood mist and solid zoning damage when you’re away from the opponent... But nah, just gave her something I would consider highly useless...

The rest tho, I like. EX BF4 gives you enough time to setup and it has great damage which Skarlet lacks a tad. Couple this with red mist and it’s a ball game.
 

STB Sgt Reed

Online Warrior
Hemorrhage is trash.
Blood Drive is trash.

If you aren't playing Heart Pierce, you're doing it wrong. :REO

My thoughts on her currently are, she's still really fun to play and the throw KB nerf doesn't really hurt her. The teleport nerf sucks, but her best setup with tele doesn't require far teleport so it's only a "OH FUCK" nerf when you're playing someone that's really oppressive.
 

Inzzane_79

Every time someone farts, a demon gets his wings
Hemorrhage is trash.
Blood Drive is trash.

If you aren't playing Heart Pierce, you're doing it wrong. :REO

My thoughts on her currently are, she's still really fun to play and the throw KB nerf doesn't really hurt her. The teleport nerf sucks, but her best setup with tele doesn't require far teleport so it's only a "OH FUCK" nerf when you're playing someone that's really oppressive.
Just curious, what setup uses the teleport? Need to put that into my game asap lol
 

STB Sgt Reed

Online Warrior
Just curious, what setup uses the teleport? Need to put that into my game asap lol
Someone posted a video on here a while back and it requires super tight timing but it's:

B34 into tele slight dash back into b12 kb.

So basically if they try to do anything after they stand up, they get kb'd. (it avoids a lot of wakeup attacks and kb's them for it)
 

Eddy Wang

Skarlet scientist
Just curious, what setup uses the teleport? Need to put that into my game asap lol
you can set up teleport in your zoning, if they like to block blood ball, tele before it hits allows to close up space.

while i was playing KL i was in this heart pierce mirror where my opponent has showed me what her teleport is really for:
If you zone and they block a tentacle, usually your zoning pressure should end, anyone can try to fire back a projectile there, with this you can teleport in advance and catch them while they recover depending on the character.
This condition them to be scared of it next time they block a tentacle they might not try to relataliate right away, instead they will become hesitant which helps you to freeze them long enough to put another blood ball on screen and start all over again.
 

STB Sgt Reed

Online Warrior
Tentacle is only like -6 or something right?

That shouldn't end your zoning pressure. I'm gonna throw more projectiles/tentacles as they try to move in after a blocked tentacle. But yes, a read on a projectile CAN get you a punish depending on their recovery. Unfortunately Skarlet's teleport is like the slowest recovery teleport in the game. Meanwhile, cetrion gets away with murder.