Skarlet

Move List


INPUT COMMANDS
Quick Prick
1
Slick Scimitar
Back+1
Silent Stab
Down+1
Slicing Scimitar
2
Scythe Slam
Back+2
Whip Snap
Forward+2
Cutter
Down+2
Crack The Whip
3
Spear Stab
Back+3
Spear Strike
Down+3
Snap Kick
4
Reaching Whip
Back+4
Gut Buster
Forward+4
Spinning Scythe
Down+4
JUMPING ATTACKS
Bleeding Dagger
1
Downward Stab
2
Blood Kick
3or4
HOP ATTACKS
Punishing Spear
Up,1orUp,2
Krimson Kick
Up,3orUp,4
GETUP ATTACKS
Bloody Boots
Up+2
Side Slice
Up+3
FLAWLESS BLOCK ATTACKS
Bloody Boots
Up+2
Side Slice
Up+3
THROWS
Toward Throw
1+3+ForwardorForward+1+3
Back Throw
1+3or1+3
ROLL ESCAPES
Forward Roll Escape
Forward+Stance Switch
Away Roll Escape
Back+Stance Switch
AIR ESCAPE
(Air) Breakaway
Down+Block
MOVE DATA
DAMAGE BLOCK DAMAGE F/BLOCK DAMAGE
N/A N/A N/A
MOVE TYPE VARIATION
N/A N/A
PROPERTIES
N/A N/A
DESCRIPTION
N/A
FRAME DATA
START-UP ACTIVE RECOVERY
N/A N/A N/A
CANCEL ADVANTAGE
N/A
HIT ADVANTAGE BLOCK ADVANTAGE F/BLOCK ADVANTAGE
N/A N/A N/A


Version 1.19
Last Updated: June 12, 2020

Strategy


Skarlet is a zoning character who relies on using multiple projectiles and long-reaching attacks to attack opponents from a distance. Her Heart Pierce variation allows her to teleport away from opponents while also giving her a parry to defend against attacks up-close. In Skarlet’s Blood Drive variation, she gains the ability to adjust the speed of her projectiles and restand opponents at the end of combos, draining their health. Skarlet’s Hemorrhage allows her to restand opponents as well as create and aura around herself, dealing damage over time.

Key Moves

Back+1,2 – Slow 19 frame mid, triggers a Krushing Blow if it is a Kounter or Punish, can be Flawless Blocked on 2nd hit
2,1,2 – High, hit confirmable
Back+2 – Slow 22 frame overhead, great range, used for mix-ups, triggers a Krushing Blow on second hit in a row
Back+3,4 – Low, used for mix-ups, can be Flawless Blocked on 2nd hit
4,4 – High, +6 on block
Forward+4,3 – Mid, hit confirmable, -1 on block, can be Flawless Blocked on 2nd hit
BackForward2 (Bloodshot) – High projectile, Amplified Blood Shot regenerates health
DownBack2 (Blood Ball) – Slow 33 frame high projectile, large hitbox
BackForward3 (Blood Splatter) – Mid, Armor Break
DownBack3 (Blood Trail) – Slow 28 frame low projectile, Amplified Blood Trail is +19 on hit restand
DownBack4 (Blood Tentacle) – Slow 26 frame mid projectile

Strengths

  • Strong zoning
  • Long-ranged normals
  • Health regeneration

Weaknesses

  • Low damage
  • Slow normals
  • Flawless Blockable gaps

Combo Starters

Skarlet’s main combo starter is her 2,1,2 string. 2,1,2 is a long-ranged attack that will launch the opponent up for a combo. It’s important to be able to hit confirm this string because it is unsafe on block. This is done by only using the full string if it hits and stopping the string short after the first two hits if the string is blocked. 2,1 is completely safe, leaving Skarlet at -5 on block. Be careful when using this string because the 1st hit is a high and can be avoided if the opponent is ducking.

Combo Enders

The usual way to end combos with Skarlet is to use her Blood Tentacle (DownBack4). This will send the opponent fullscreen where Skarlet will be able to start her zoning. Alternatively, combos can be ended with Bloodshot (BackForward2) and Amplifying it, which will regenerate Skarlet’s health. While this will sacrifice damage, it can be useful when low on health. In the corner, combos can be ended with Blood Trail (DownBack3) and Amplifying it, which will restand the opponent and leave Skarlet at +19 on hit. In Skarlet’s Blood Drive variation, she can restand opponents meterlessly with Cell Siphon (BackForward4), leaving her at +4 on hit. When Amplified, Cell Siphon will regenerate Skarlet’s health. In Skarlet’s Hemorrhage variation, combos can either be ended with Boiling Point (BackForward4) for maximum damage, or Red Mist (DownBack4) to restand the opponent. Red Mist will leave Skarlet at +7 on hit while dealing damage over time.

The End is Nigh

One of Skarlet’s strongest attacks is her The End is Nigh (2,1,2) string. 2,1,2 is great not just because it is a combo starter, but also because it allows Skarlet to combo meterlessly. This string is also a weapon attack allowing Skarlet to attack safely from a distance. After the first 2 hits of this string are blocked, Skarlet will be at -5. When used at maximum range, backdashing afterwards will allow Skarlet to avoid enemy attacks. This can then be followed up with 2,1 again to whiff punish the opponent. While normally 2,1,2 should be hit confirmed, it can also sometimes be worthwhile to finish the string on block. If the opponent tries to move immediately after blocking the first 2 hits, they will be launched up by the 3rd hit for a combo. The threat of being launched by the final hit of 2,1,2 will force opponents to continue blocking and allow Skarlet to safely retreat after 2,1.

Marrow Massacre

Marrow Massacre (1,2,4) is a high attack mainly used at close-range. The 1st hit of this string can be staggered as it is only -1 on block. The full string leaves Skarlet at -1 as well while creating pushback on block, however it can be Flawless Blocked on the final hit making it unsafe if the opponent has meter. To stay safe, use 1,2 which leaves Skarlet at -6 on block. It should be noted that if the opponent is attempting to Flawless Block the final hit, Skarlet will be able to stagger 1,2.

Thicker Than Water

Skarlet’s Thicker Than Water (Back+1,2) string is a slow 19 frame mid attack. If blocked, it will leave Skarlet at -3 while pushing the opponent away. It will also trigger a Krushing Blow if it hits as a Kounter or Punish. This is usually used to attack while maintaining distance from the opponent, as well as a way to potentially gain high unbreakable damage due to its Krushing Blow. Although this string can be Flawless Blocked on the 2nd hit, many characters’ Flawless Block Attacks will whiff due to pushback making this string safe.

Bleeding

Bleeding (Forward+4,3) is a 13 frame advancing mid into low attack that leaves Skarlet at merely -1 on block. Skarlet can counter enemy attacks by using her 7 frame Down+1 after Forward+4,3, which will stop any attack that is slower than 8 frames. Be careful when using this string as the 2nd hit can be Flawless Blocked and punished. If the opponent is looking to Flawless Block however, this will allow Skarlet to stagger her Forward+4.

Quick Transfusion

Skarlet’s Quick Transfusion (Forward+2,1) string is a 13 frame mid attack. This string has a good amount of vertical range, useful for hitting opponents out of the air. The 2nd hit of this string is a low attack and leaves Skarlet at -7 on block, but can be Flawless Blocked. To prevent from being punished by Flawless Block, use a Special Move such as Blood Tentacle (DownBack4) after Forward+2. While this can still be Flawless Blocked, many Flawless Block Attacks will whiff when done at maximum range. Alternatively, using Blood Shot (BackForward2) will counter Flawless Block attempts as it will hit earlier.

Simple Slaughter

Simple Slaughter (Back+3,4) is a 13 frame low attack with great range. This is a great move to use at mid-range to stop opponents from walking and force them to block low. If blocked, it will leave Skarlet at -5 with pushback. However, this string can be Flawless Blocked on the 2nd hit. Similar to Skarlet’s Forward+2,1, using a Special Move such as Blood Tentacle or Blood Shot after the 1st hit will keep Skarlet safe.

Mix-ups

Skarlet’s primary mix-up involves using her Back+2 and Back+3,4 attacks. Back+2 is a 22 frame overhead and is one of Skarlet’s longest-reaching attacks. Despite being -17 on block, it is much safer when used at maximum range. It will also trigger a Krushing Blow after hitting twice in a row. If the opponent is hit by Skarlet’s Back+2, her next mix-up becomes much stronger as the opponent must block high in order to prevent triggering the Krushing Blow. This in turn will make Skarlet’s Back+3,4 more effective. Keep in mind that the low hits much earlier than the overhead and it is possible for the opponent to block Skarlet’s Back+2 on reaction. This mix-up should only be used sporadically for obtaining damage.

Koagulation

Koagulation (4,4) is a 10 frame high attack that is best used up-close for pressure. 4,4 is +6 on block. This will create a frametrap with attacks such as 2,1,2,Forward+2 and Back+3. This is mainly used in the corner as the opponent will have a difficult time escaping. 4,4 is especially strong when done after a jump punch because the opponent will not be able to interrupt or duck underneath it.

Reaching Whip

Reaching Whip (Back+4) is a long-ranged sweep. This is one of Skarlet’s longest-reaching attacks and is an amazing tool for stopping opponents from walking back. It can also be used as a mix-up with Back+2 at ranges where Back+3,4 won’t reach. While this move is -12 on block, it is usually safe when done at a distance.

Zoning

One of Skarlet’s strengths is her ability to zone opponents out. Skarlet has a variety of projectiles that can be used in her zoning. These include her Blood Ball (DownBack2), Blood Shot (BackForward2), Blood Trail (DownBack3) and Blood Tentacle (DownBack4).

Blood Ball

Blood Ball is a slow high projectile with a large hitbox. Once thrown, it will travel slowly towards the opponent. While this move can be easy to avoid on reaction, it becomes stronger when used at a distance. The farther away Blood Ball is thrown, the more advantage it will give on block.

Because of its slow travel speed, Skarlet will also be able to throw out another projectile by the time it reaches the opponent. For example if Skarlet uses Blood Ball and the opponent is fullscreen, it will create a frametrap with Skarlet’s Blood Tentacle. When fullscreen, the opponent will not be able to duck underneath Skarlet’s Blood Ball because if Blood Tentacle is used it will hit them due to being a mid. If the Blood Ball blocked, it will give enough advantage to guarantee a Blood Tentacle afterwards.

Blood Shot

In contrast to Blood Ball, Skarlet’s Blood Shot is a quick high projectile with a small hitbox. Blood Shot is much better suited at closer ranges due to its fast travel speed and being harder to avoid on reaction. When Amplified, it will regenerate Skarlet’s health. Amplifying Blood Shot is best used when Skarlet is low on health and needs to heal.

A strong tactic to use at mid-range is to mix up Skarlet’s Blood Shot with her Blood Ball. Because both moves have similar start-up animations, it can be difficult for opponents to distinguish between the two. If the opponent attempts to jump on reaction to a Skarlet throwing a projectile, they will hit by a Blood Shot. If the opponent ducks in anticipation to a Blood Shot, this will allow Skarlet to safely throw out a Blood Ball.

Blood Trail

Blood Trail is a slow low projectile. Like Blood Ball, Skarlet’s Blood Trail is best used at mid-to-long range. Although it is -13 on block, it is more advantageous the farther away it’s used. At mid-range, Blood Trail is useful for hitting opponents trying to duck underneath Skarlet’s Blood Shot and Blood Ball.

Blood Tentacle

Blood Tentacle is a mid attack that can be directed close, mid, far or very far. This is an amazing zoning tool because it can hit almost anywhere on the screen while being difficult to avoid due to its large hitbox. It’s also great for catching opponents out of the air and stopping their movements. Once the opponent is conditioned to block the Blood Tentacle, Skarlet will be able to safely throw her other projectiles.

Blood Ball Pressure

Aside from zoning, Blood Ball can be used at mid-range as well for pressure. This is best done in the corner after attacks such as Forward+2 and Back+3. Since opponents will be expecting to block or Flawless Block the entire string, this will allow Skarlet to use Blood Ball after these attacks. If blocked, Blood Ball will leave Skarlet at an advantage, allowing her to use Forward+2 or Back+3 again. In addition, a blocked Blood Ball allows Skarlet to apply her 50/50 mix-up between Back+2 and Back+3,4. To counter opponents trying to duck underneath Blood Ball, use Blood Tentacle instead. Make sure to mix up Blood Ball with Blood Shot and Blood Tentacle to stay unpredictable.

Restand

In the corner, Skarlet has the option to restand opponents by Amplifying Blood Trail at the end of combos. After the restand, Skarlet will be at +19 on hit, which will guarantee any attack. It’s advised to use Skarlet’s 4,4 after restanding the opponent because they will not be able to duck underneath it and it will leave Skarlet at +6 on block. Once the opponent is conditioned to block after the restand, Skarlet will be able to mix this up with a throw.

Blood Ritual

Skarlet also has the ability to deal damage to the opponent without attacking. In her Heart Pierce variation, Skarlet can use Blood Ritual (DownBackForward1) and can be delayed by holding 1. When delayed, it will inflict damage to the opponent anywhere on the screen. This however comes at the expense of damaging Skarlet as well. Blood Ritual will continously deal 0.5% damage to Skarlet, while dealing 1% damage to the opponent. This is a great move to use when the opponent is low on health and Skarlet has more health than the opponent.

Dagger Dance

In Skarlet’s Heart Pierce variation, she gains the Dagger Dance (DownBack1) Special Move. Dagger Dance is a parry that allows Skarlet to counter enemy attacks. Dagger Dance can be delayed by holding 1. When Amplified after a successful parry, it will replenish Skarlet’s health as well as trigger a Krushing Blow on the 3rd parry in the match. Dagger Dance can very effective when done after blockstrings such as 1,2,4 and Forward+4,3 as it will counter certain Flawless Block Attacks. If the opponent does not Flawless Block these strings, Skarlet will recover in time to block. This essentially makes these strings completely safe against characters with slower Flawless Block Attacks.

1,2,4 Dagger Dance = Parries 11 frame or slower Flawless Block Attacks
Forward+4,3 Dagger Dance = Parries 10 frame or slower Flawless Block Attacks

Dagger Dance is especially useful when done after Down+1 and Forward+4,3 because it will counter opponents trying to attack or poke immediately after blocking. When using Dagger Dance, it’s a good idea to vary the length of which it is delayed. Since Skarlet is left vulnerable after using Dagger Dance, delaying will stop opponents attempting to punish too quickly. It’s worth mentioning that Dagger Dance does not parry low attacks, so it is less effective against characters with low combo starters.

Bloodport

Skarlet’s Heart Pierce variation gives her the ability to teleport as well using Bloodport (DownUp). Skarlet can either teleport behind (DownUp), in front (DownUpBack), far (DownUpForward) or in place (DownUpDown). Teleporting in front or in place requires 1 bar of Defensive Meter, while teleporting far requires 2 bars of Defensive Meter.

Bloodport can be used as a way to get around projectiles and quickly approach the opponent. This can however be risky if the opponent reacts to the Bloodport and punishes before Skarlet is able to recover. A way to safely teleport in is to throw a Blood Ball while at fullscreen before using Bloodport. If timed correctly, the opponent will not be able to punish without being hit by the Blood Ball. After teleporting, Skarlet will be at enough advantage to start her offense.

Bloodport can be used to retreat as well. Doing the Far Bloodport will allow Skarlet to teleport away from the opponent. This is incredibly strong while zoning because if Skarlet is backed up into the corner, she can safely teleport away and continue her zoning. Far Bloodport can also be used after blockstrings such as 1,2,4 and Forward+4,3 to run away from the opponent.

Cell Siphon

In Skarlet’s Blood Drive variation, she gains access to Cell Siphon (BackForward4). Cell Siphon is long-ranged attack that pulls the opponent in on hit. When Amplified, it will regenerate Skarlet’s health. Using Cell Siphon at the end of combos will restand the opponent and leave Skarlet at +4 on hit. This creates a frametrap with Skarlet’s Down+1 which cannot be interrupted.

Outside of combos, Cell Siphon can also be thrown out on its own due to its range. Cell Siphon is very hard to avoid as it covers a large portion of the screen, but must be used with caution because it is extremely punishable on block. Cell Siphon is useful for stopping the opponent’s movements while dragging them in. The threat of Cell Siphon will force opponents to block, allowing Skarlet to freely approach or retreat.

Krimson Shield

In Skarlet’s Hemorrhage variation, she is given the Krimson Shield (DownDown3) ability. While active, Krimson Shield will reduce incoming damage both on hit and on block. Due to its slow start-up, it’s best to activate Krimson Shield at a far distance to be safe.

Red Mist

Skarlet can create an aura around herself in her Hemorrhage variation by using Red Mist (DownBack4). Red Mist will restand the opponent at the end of combos, leaving Skarlet at +7 on hit. Skarlet will then be able to guarantee attacks such as Down+1,Forward+2,1 and Forward+4,3. Once the opponent is conditioned to block after the restand, Skarlet can then mix this up with a throw.

Additionally, Red Mist will deal damage to the opponent while making contact. A good strategy is to use both Krimson Shield and Red Mist while the opponent is low on health. Krimson Shield will protect Skarlet and reduce damage, while Red Mist will inflict damage when the opponent attacks. By combining both moves, this will make it very difficult for the opponent to mount a comeback while low on health.

Combos


Blood Drive

Skarlet - Blood Drive - Beginner Combos

Skarlet – Blood Drive – Beginner Combos


Skarlet - Blood Drive - Beginner Combos
Skarlet - Blood Drive - Advanced Combos

Skarlet – Blood Drive – Advanced Combos


Skarlet - Blood Drive - Advanced Combos

Heart Pierce

Hemorrhage

Guides


General

How to Fight Skarlet - Beginner Guide

How to Fight Skarlet – Beginner Guide


Pokes Skarlet’s has very little hit advantage as it is only +8 on hit. Skarlet also does not have very fast mid attacks to follow this up with. If you are hit by her , don’t be afraid to poke back. She must react very quickly to beat out your poke. Since Skarlet doesn’t get very much damage off of her mid attacks, poking after her isn’t very risky. The End is Nigh The End is ...
How to Fight Skarlet

★ How to Fight Skarlet


Pokes Skarlet’s has very little hit advantage as it is only +8 on hit. Skarlet also does not have very fast mid attacks to follow this up with. If you are hit by her , don’t be afraid to poke back. She must react very quickly to beat out your poke. Since Skarlet doesn’t get very much damage off of her mid attacks, poking after her isn’t very risky. The End is Nigh The End is ...
Skarlet - All Gaps

Skarlet – All Gaps


https://youtube.com/watch?v=pp_UyrALLb4 Kombo Attack Gaps 124 – Flawless Block, 6 Frame Attack B12 – Flawless Block, 6 Frame Attack Note: Flawless Blocking B12 is character specific. F21 – Flawless Block, 6 Frame Attack B34 – Flawless Block F43 – Flawless Block Special Move Gaps Heart Pierce 124 Dagger Dance – DB1 – Flawless Block (10 Frame Attack) F43 Dagger Dance – DB1 – Flawless Block (9 Frame Attack) Blood Drive Cell Siphon – BF4D1 – Flawless Block (9 Frame Attack), Interactable

Blood Drive

Heart Pierce

Hemorrhage