Menu Close

Fighting Skarlet

Gaps & Punishes

1,2,4

High attack that is used up-close. The final hit can be Flawless Blocked and punished with an Up+2.

Back+1,2

Mid attack. The 2nd hit can be Flawless Blocked and punished with an Up+2. Due to pushback, only Flawless Block Attacks with good range will be able to punish.

Forward+2,1

Mid into low attack. The 2nd hit can be Flawless Blocked, leaving Skarlet punishable at -12. Use an Up+2 for an easier punish.

Forward+4,3

Mid into low attack. The 2nd hit can be Flawless Blocked and punished with an Up+2.

Pokes

One of Skarlet’s main weaknesses is that she does not have very fast mid attacks. If you are at a slight disadvantage up-close against Skarlet, don’t be afraid to throw out a poke to prevent her from attacking. The only way for Skarlet to stop you from poking is for her to use her Down+1, which doesn’t yield much damage.

Interrupting Staggers

Skarlet can stagger many of her attacks to sustain offense. These staggers include her 1,1,2,2 and Forward+4. Skarlet’s staggers are especially strong if you are focused on Flawless Blocking during her strings. If you suspect that Skarlet will stagger any of these attacks, use a poke or jab to interrupt her out of her next attack. Unless you’re in the corner, it’s worth trying to interrupt Skarlet after her staggers as she doesn’t gain much damage off of her attacks.

The End Is Nigh

The End Is Nigh (2,1,2) is Skarlet’s main combo starter. Since 2,1,2 begins with a high attack, it can be avoided by ducking underneath it. If you predict that she will use her 2,1,2, duck under the 1st hit then quickly get up and punish her with a jab. It is worth trying to duck and punish this string due to the little damage Skarlet gets off of her mid attacks. If blocked, 2,1,2 will leave Skarlet punishable at -11. Although Skarlet will usually try to hit confirm her 2,1,2, it’s important to know that it can also be punished on block.

Bleeding

Skarlet’s Bleeding (Forward+4,3) string is an advancing mid into low attack and will leave her at only -1 on block. Skarlet will typically try to poke after this string which will beat out any of your attacks that are slower than 8 frames. To stop Skarlet from poking, use a Down+1 poke after blocking her Forward+4,3. Once Skarlet respects your poke, you’ll then be able to take your turn to attack.

Blood Ball Pressure

After Skarlet’s Forward+2, she can either finish the string by using Forward+2,1 or cancel it into her Blood Tentacle move. Once she has conditioned you to block, she may start cancelling her Forward+2 into her Blood Ball. If the Blood Ball is blocked, it will grant Skarlet huge advantage. If you predict that she will use Blood Ball after her Forward+2, jump over the Blood Ball to punish her. You may also react to the Blood Ball, move forward and Flawless Block it. Afterwards, you’ll be able to punish the Blood Ball with an Up+2. Another option is to use a long-reaching Down+4 poke which will go underneath the Blood Ball and interrupt Skarlet out of her pressure.

Mix-ups

Skarlet’s main mix-up comes from using her Back+2 and Back+3,4. Skarlet’s Back+2 is a slow 22 frame overhead attack while her Back+3,4 is a 13 frame low attack. When in range, it’s usually best to block low in case Skarlet uses her Back+3,4. Due to its slow start-up, the overhead can easily be blocked on reaction. After blocking her Back+2, Skarlet will be left at -17 allowing for a free punish. It’s important to not get hit by the overhead because it will trigger a Krushing Blow if it hits twice in a row. If you were hit previously by the overhead, be prepared to block her Back+2 in case she uses it again.

Dagger Dance

If Skarlet has the Dagger Dance ability equipped, she gains a parry that can counter any of her opponent’s attacks besides jump attacks and low attacks. Skarlet has the option to cancel many of her attacks into her Dagger Dance which will counter opponents trying to immediately attack after blocking. This is most notably used after Skarlet’s Forward+4,3 as the Dagger Dance will parry her opponent’s Down+1 poke. If you predict that Skarlet will use her Dagger Dance after her Forward+4,3, use a quick Down+3 low poke instead as it cannot be parried by the Dagger Dance. Moreover, characters with a low combo starter may use it as well to stop the parry.

Dagger Dance can be used to counter Flawless Block attacks as well. If using a character with a slow Up+2, Flawless Blocking becomes less effective against Skarlet.

1,2,4 – Punishable by Flawless Block Attacks of 10 frames or faster if Skarlet uses Dagger Dance.
Forward+4,3 – Punishable by Flawless Block Attacks of 9 frames or faster if Skarlet uses Dagger Dance.

Cell Siphon

The Cell Siphon ability is a long-distanced attack that Skarlet may throw out at any moment. Not only does the Cell Siphon cover a large portion of the screen, but it will regenerate Skarlet’s health while pulling her opponent inwards. However if the move is blocked, it will leave Skarlet extremely punishable at -53. If you suspect that Skarlet will throw out her Cell Siphon, stop all movements and continue blocking. Once blocked, you’ll be able to easily punish her from any distance.

Skarlet’s Cell Siphon can also restand her opponent at the end of her combos. This restand leaves Skarlet at +4 on hit, allowing her to guarantee a follow-up Down+1 or go for a throw. Normally, it’s best to block after the restand and focus on defending against Skarlet’s next attack. However another option is to use a poke after the restand. Poking is a pretty safe option because Skarlet can only use her Down+1 to stop you from poking, which only deals 2% damage. If you predict that Skarlet will try to throw after her restand, be ready to use a Throw Escape. It can also be a good idea to duck or jump after the restand, which will also avoid Skarlet’s throw. After ducking, use a Down+2KB to punish her throw for huge damage. Since Skarlet does not gain much damage off of her attacks, it can be worth trying to duck or jump after her restand.

Red Mist Restand

If Skarlet has the Red Mist ability equipped, she’s able to surround herself with an aura that will damage her opponent. Much like Cell Siphon, this attack can restand the opponent at the end of her combos, leaving her at +7 on hit. If used midscreen, there will be enough pushback after the restand to escape her next attack. However in the corner, there is no pushback so Skarlet will be able to guarantee almost any attack after her restand. Because Skarlet is at such a huge advantage, it’s usually best to block after the Red Mist restand in the corner and focus on defending against her next attack.

Blood Ball & Bloodshot

When trying to approach Skarlet, make sure to avoid blocking her Blood Ball and Bloodshot projectiles. If blocked, they will leave Skarlet at an advantage depending on the distance they are blocked at. It’s advised to duck underneath these projectiles instead of blocking them as they are high attacks. If Skarlet uses her Blood Ball from fullscreen and it’s blocked, she’ll be able to follow it up with a free Blood Tentacle. Make sure to not try to jump over the Blood Ball as she can hit you out of the air with her Blood Tentacle. It’s best to duck underneath the Blood Ball and block the Blood Tentacle on reaction.

If Skarlet has the Blood Flow ability equipped, she can vary the speed of her Blood Ball. From mid to fullscreen if she uses a Slow Blood Ball and it’s blocked, it will create a frametrap into her Blood Tentacle. You will not be able to duck or avoid the Slow Blood Ball, so make sure to continue blocking.

Blood Tentacle & Blood Trail

If Skarlet uses her Blood Tentacle or Blood Trail while zoning, it’s a good idea to Flawless Block them to lessen the amount of chip damage taken. These projectiles have very slow start-up and can usually be Flawless Blocked on reaction. Once Flawless Blocked, they will become more disadvantageous on block, allowing you to close the distance much easier. Additionally if using a character has an aerial Special Move, it will help to avoid Skarlet’s projectiles. Since Skarlet’s Blood Tentacle does not hit opponents high above the ground, jumping will avoid it. Using an aerial Special Move can punish the Blood Tentacle as well as avoid Skarlet’s other projectiles.

Breakaway

Skarlet has the ability to Armor Break with her Blood Splatter move to counter opponents attempting to use a Breakaway in her combos. This is usually done after Skarlet has hit you with her 1,2,4,2,1,2 or Down+2KB. Since Blood Splatter can be done at any point in Skarlet’s combos, it’s best to not use a Breakaway after these moves. By not using a Breakaway, you will avoid the risk of wasting Defensive Meter.

Last Updated on March 1, 2021

guest
0 Comments
Inline Feedbacks
View all comments