Kinnikuman Muscle Grand Prix 2/Scarface

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Scarface

Story

Scarface was initially introduced as an unusually brutal Justice Choujin, and part of the second cohort of Hercules Factory graduates. However, "Scarface" is actually just an alias, and his real name is Mars, a member of the evil dMp. He had trained together with Kevin Mask during Kevin's time in the dMp, and at one point Mars even saved his life, striking a friendship and leaving Kevin indebted to Mars. Mars would subsequently adopt the Scarface alias and enroll into the Hercules Factory in order to learn the Justice Choujins' secrets. Scarface sees himself as a modernized Choujin for the 21st century, and makes use of "new and improved" versions of iconic Justice Choujin techniques.

After losing to Mantaro, Scarface would eventually pull a face turn and join the good guys (though with an antihero streak). Despite this, he spends most of his tenure as a proper Justice Choujin losing horribly just like (and sometimes with!) his buddy Jade.

In the Ultimate Muscle dub, Scarface is renamed "Eskara".

Gameplay

Don't play Scarface. He has consistently placed low in older tier lists, and on modern tier lists, he is nigh-unanimously considered the worst character in the game.

To elaborate more, Scarface does have several things going for him; his damage and throw range are above average, for example. However, that's about where it ends. His buttons generally have slow startup and recovery, and are not particularly long-ranged. He is on the larger side, meaning certain characters can even get character-specific combos on him, and to top it all off, his specials lack versatility: Scarface only has 6 specials, 4 of which are just different special throws. His poor frame data mean he struggle to get in, stay in, and pressure opponents, and conversely, he has a very tough time escaping from pressure himself, as frame advantageous situations on paper are not really so in practice due to Scarface lacking in fast buttons to capitalize off of the advantage. To make his defense worse, unlike most other large characters, Scarface lacks a fast, evasive special to get out of pressure, meaning he is entirely reliant on universal system mechanics. In truth, many of his "strengths" are not really that good within the context of MGP2 as a whole; instead, they are more so just what stands out in Scarface's limited toolkit.

It is debatable whether or not Scarface is even viable in a competitive tournament setting (though to his credit, someone has won a tournament at Mikado with him), but he does still have access to all standard MGP2 mechanics, letting him play the game (albeit somewhat poorly). This means Scarface certainly has the capability to win, although he is almost always looking at an unambiguously uphill battle. As a result, playing Scarface requires strong mastery of MGP2's mechanics (again, because that's sort of all he's got) and seriously outplaying your opponent. Arguably, one area Scarface shines in is as a "sandbag" character, to act as a handicap when playing against newer/less-experienced players.


Strengths Weaknesses
  • Bad frame data; slow startup, long recovery, etc.
  • larger-than-average hurtboxes.
  • Limited, committal toolkit.
  • Redundant specials.
  • Linear playstyle.
  • No throw punish outside of ropes super.
  • Mediocre throw invuln options.
  • Awful ropes super.

Character Stats

  • Health: 1100
  • Damage rating: 14
  • Size/weight: Large/Heavyweight
  • Movement speed: B

Reversals

4G
Flipping 6 to 9
(Against Kinniku Mantaro's 236S) 4G
Damage Guard Attribute Property Cancel Cost Meter Gain
224 N/A KD - - - 0/0
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Unique reversal animation that happens when teching Kinniku Mantaro's Kinniku Buster (236S) throw.

  • This reversal stays same-side and guarantees a 2A or 421A OTG.
  • Note that this reversal will only happen on this specific version; despite aesthetic similarities, it will not work on Kinnikuman's or SteCasse King's Kinniku Busters, nor Mantaro's similar Turn-Over Kinniku Buster.
  • Though extremely specific, Scarface's lack of throw punishes or good throw crush moves mean that this is Scarface's "optimal" option when the situation arises.

Strikes

A
A
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry LS - 27-32, 23-46 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
19 3 22 (25) -17 -5 -1 -

Slow middle kick with decent range.

  • An atypical neutral A, being a lot slower but with a lot more range than most neutral As. As a result, this does not really serve the purpose of Scarface's "jab"; for that, see 4A.
  • One of Scarface's better neutral pokes, albeit limited by its poor frame data and the fact that it does not guarantee anything on hit. A small saving grace is that its cancel window is somewhat early.
  • For some reason, this move does not have a special cancel window. In practice, this means Scarface is unable to do A cancelled into a special throw off of a heavy stun or rope bounce.
A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
14 Block/Parry LS - 24-29, 24-28 Sp, 22-45 KKD - 9/18
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 3 23 (25) -18 -6 -2 -

Follow-up to A. This uses the same animation as standalone 4A, but does less damage and recovers faster.

  • Despite its smaller range, this attack moves forward quite a bit, such that this will still connect with the opponent even after a max range A; however, this is not a natural combo.
  • The move's high hitbox causes more downsides than upsides within the context of this string. Aside from making it easier to low-profile, a niche but unfortunate interaction caused by this move's high hitbox is that hitting a HS/rope-bounced opponent with the preceding neutral A a certain way (i.e. point-blank, on-axis) causes the opponent to reel downwards, causing this hit to whiff over most characters. This is not a problem with the very large characters in the cast, however.
A,A,A
Vader Crash Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry HS-5 MBU 41-73, 41-72 Sp, 40-73 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
28 4 29 (42) -3 -13 +8~41 16-41 Throw

Final hit of the string, virtually identical to 66A.

  • All written in the 66A section generally applies here as well; it is slightly less useful due to being part of a string, though.
  • Within the context of this string, its slow and distinctive startup means there is a noticeable gap between the previous hit to this one.
A,A,4A
Middle Kick Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
14 Block/Parry LS - 21-26, 21-25 Sp, 19-40 KKD - 12/23
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
15 3 20 (23) -15 -3 +1 -

Alternate, faster follow-up to A,A, essentially identical to 4A,A.

  • Natural combos from the previous hit, (somewhat depressingly) being Scarface's only natural combo.
A,A,4A,4A
Back Knuckle Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry MS - 36-38, 36-37 Sp, 26-60 KKD - 8/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 3 34 (36) -23 -17 +1 -

Extra hit that is further cancellable, accordingly being this string's analogue to 4A,A,4A.

  • This string is usable in juggles, as this hit can be cancelled into air throw. One use case is as a meterless combo option on a heavy stunned or rope bounced opponent, as the first two hits will stun overflow KD the opponent (provided the A,A does not whiff, as detailed in the corresponding section above) while the next two will juggle.
  • However, even this utility is made obsolete by going for the standard juggle string (4A,A,4A) instead. Although it has less hits, juggle scaling makes it do identical damage, and it has the advantage of not having the inconsistency of A,4A while "launching" on its first hit, thus not giving the opponent any chance to KKD activate if done from a rope bounce.
A,A,4A,4A,6A
High Kick Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry HS-5 MBU 54-70 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
28 3 36 (40) -9 -19 +2~35 -

Slow, heavy-stunning kick ender to the string.

  • Owing to the previous hit's somewhat late cancel window and this move's own slow startup, this move comes out fairly delayed and telegraphed.
  • The move's frame advantage on hit is pretty good for a Scarface move, such that if it hits at the ropes, Scarface should be able to go for the stun overflow juggle or a special throw.
4A
4A
Damage Guard Attribute Property Cancel Cost Meter Gain
42 Block/Parry LS - 30-32, 30-31 Sp, 21-50 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 3 28 (31) -23 -11 -7 -

Punch with a similar animation to A,A, but with more damage.

  • This is Scarface's fastest button short of his ropes-only throw super, and the closest thing he has to a typical jab.
  • Despite this, it is still very slow, at 17f; for comparison, most characters' jabs clock in at 11-13f. Being 17f startup also means Scarface cannot punish teched throws with it.
  • One way that this is not a typical jab is that it causes a KD if used on a rope-bounced opponent, instead of a MS. This causes a MS when used on a heavy-stunned opponent, but the move's late cancel window does not let it to combo into (Medium Stun) T. For the purposes of bridging a HS/rope bounce into a throw, stick with neutral A.
  • Compared to A,A, this jab has noticeably longer recovery, and the cancel window is much later. This limits what Scarface can go for off of this, whether on hit or block.
  • This string has a rather high hitbox, which is a bit of a mixed blessing. The high hitbox enables it to juggle while the opponent is higher, but it also means it makes it easier to low profile by moves that even just slightly lowers the opponent's hurtbox, or even by accident if the opponent goes through the HS animation that has them reeling downwards.
4A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
14 Block/Parry LS - 21-26, 21-25 Sp, 19-40 KKD - 12/23
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
15 3 20 (23) -15 -3 +1 -

Follow-up that is virtually identical to A,A,4A.

  • Unlike A,A,4A, the later cancel window of 4A means that it does not natural combo from it.
  • This button is mainly relegated as combo filler in juggles, to bridge into the next hit.
4A,A,A
Power Straight Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry HS-5 MBU 53-65 KKD - 26/47
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
32 3 27 (31) ±0 -10 +11~44 -

Heavy-stunning finisher to the string.

  • This has decent range, though with lengthy startup and a distinctive animation. In exchange, it recovers rather fast for a HS move, even being neutral on block, a rarity for Scarface's moves.
4A,A,4A
Power Back Knuckle Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry MS - 36-38, 36-37 Sp, 26-60 KKD - 8/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 3 34 (36) -23 -17 +1 -

Replaces the heavy-stunning punch for a much faster, medium-stunning back knuckle.

  • This is Scarface's go-to string for juggles, being fast enough to juggle opponents while further being cancellable into air throw.
  • This string in general has pretty high hitboxes, which is important for Scarface's more complex juggles; these involves hitting the opponent while they are still higher up, to have enough time to pick up with another rep of this string.
4A,A,4A,6A
Scar Lariat Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry KD MBU 51-58 KKD - 17/29
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
26 6 23 (27) +1 -9 - -

Ender for the string, borrowing the properties of 236A; what's written there applies here as well.

  • Most certainly not a natural combo from 4A,A,4A, and in fact the obvious startup animation of this move makes it very doable to parry it on reaction.
4A,A,4A,64A
Moonsault Combo
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry KD OTG,MBU 84-94 KKD - 25/45
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
31 12 49 (52) -31 -41 - 9-42 Throw

Alternate ender to the 4A,A,4A string, this time being based on the standalone 64A.

  • The slow startup makes it very reactable like the previous string, but in conjunction with the previous string, they hit at different enough times that it can be used to throw off parry attempts.
8A
8A
Elbow Drop
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry KD OTG,MBU 81-87 KKD - 28/69
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
28 12 44 (48) -26 -36 - 10-37 Throw

Standard 8A, being a slow, diving move that goes airborne, knocks down, and hits OTG.

  • Scarface's most damaging meterless OTG, guaranteed on sufficiently advantageous knockdowns, such as the Lariats, 64T and 63214S.
  • Considering Scarface's lack of throw punishes, this 8A has the utility of being one of Scarface's better throw crush options, dealing 84 damage and a KD (albeit not a particularly advantageous one). However, since it only goes throw-invuln on frame 10, this makes it a lot stricter to use on reaction, especially against faster throws.
2A
2A
Ground Swing
Damage Guard Attribute Property Cancel Cost Meter Gain
42 Block/Parry MS SKD,OTG 60-67 KKD - 11/37
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 4 36 (40) -24 -20 -2 1-22 Throw

Slow-ish sweep that OTGs.

  • As is common with 2As, the move's recovery is lengthy enough such that Scarface is on-paper still punishable on block/parry, but spacing it properly should leave Scarface somewhat safe-ish.
  • Like most 2As, its main utility comes from low-profiling pokes and throws (being Scarface's only meterless move that is throw-invuln on frame 1), and as a quick OTG. The former is important for Scarface specifically, due to his lack of a throw punish; the frame 1 throw invuln makes it the most reliable and lenient throw crush option, though the reward on hit leaves a lot to be desired.
  • As an OTG, 2A draws comparisons to 421A; this attack does more damage, but lacks the meter drain property of 421A. 421A is actually slightly faster than 2A, but its more involved input can make 2A feel more lenient to consistently OTG with.
  • Despite having an air throw, the SKD property of this attack still comes up to end awkward juggles. Unlike some characters with air throws who can opt to end their juggles with an SKD instead to get more damage via OTG, Scarface's unremarkable OTGs and damaging air throw mean that even if he goes for his highest-damage OTG (neutral S) after the SKD, he would only tie the damage to the air throw (and this ignores the OTG the air throw sometimes guarantees). One reason to go for the SKD ender is to avoid giving the opponent 2 entire bars of meter, which the air throw does.
66A
66A
Vader Crash
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry HS-5 MBU 40-73, 40-72 Sp, 39-73 KKD - 33/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
27 4 29 (42) -3 -13 +8~41 15-40 Throw

Forward-moving, heavy-stunning move with some airborne/throw-invuln frames.

  • One of Scarface's most important moves in neutral, due to its relatively quick startup (for a Scarface move), its forward-moving property and its decent hitbox.
  • Another of the move's strength is that it is cancellable. On hit, this makes the move natural combo into (Heavy Stun) T or a special throw even on optimal mash, and on block, Scarface can go for mixups off of it, or simply charge cancel it to be +5 right in front of the opponent.
  • The move can also be charge-cancelled on hit to link into other things, but the pushback makes the possible links virtually non-existent midscreen. At the ropes, Scarface can link a charge-cancelled 66A into a 623A launcher, or A xx T to get (Medium Stun) T.
  • While getting the move parried and disabling its cancel frames is quite bad, its solid recovery means Scarface is only -13, so against most characters, Scarface should not take a big punish for it even if the opponent is on top of their punishes.
64A
64A
Moonsault Drop
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry KD OTG,MBU 83-93 KKD - 25/45
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
30 12 49 (52) -31 -41 - 8-41 Throw

A sort-of alternative to 8A, similarly being a slow, airborne move that knocks down and OTGs. However, for its primary utility of crushing throws and as an OTG, it falls short to 8A on both counts.

  • Compared to 8A, 64A has slightly slower startup, and slightly longer recovery. In exchange, it has more range, though this property hardly comes up within the context of a throw crush or an OTG.
  • As a throw crush, this move's throw invuln frames start up slightly earlier than 8A, but its more involved input makes it significantly harder than 8A to do on reaction. For this application, stick to 8A.
  • As an OTG, its slower speed and more involved input makes it more difficult to use compared to 8A, and since it does the same damage, there is little reason to use this for an OTG over 8A.
236A
236A
Scar Lariat
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry KD MBU 50-57 KKD - 17/29
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
25 6 23 (27) +1 -9 - -

Forward-moving attack that causes an extremely advantageous knockdown on hit.

  • This move has really solid frame data for a heavy-stunning move, with decent startup and good recovery such that it is one of the rare Scarface moves that is plus on block, and even safe on parry.
  • On hit, although the grounded untech time is average, the opponent's long falling animation allows Scarface to recover in time to guarantee slower OTG attacks, namely 8A, 64A, or S. This is to the point that doing the OTG too early will float the opponent instead of properly hitting OTG, allowing the opponent to tech roll.
  • This is the first of Scarface's 3 "lariat" moves, a set of forward-moving moves with different frame data and ranges, but shares the same advantageous knockdown detailed above. They are all also rather active and very safe on block (or even plus, in the case of this move and/or if the lariats hit in its latter active frames).
214A
214A
Flying Nail Kick
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry HS-5 MBU 76-81 KKD - 8/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
27 4 49 (51) -23 -33 -12~+21 20-72 Throw

Wheel kick with decent range, but lengthy recovery.

  • The move becomes airborne and throw-invuln, but between its input, low reward, and only becoming throw-invuln on frame 20, using it as a reactive throw crush is not recommended.
  • Due to the move's long recovery, Scarface would typically end up slightly minus on hit with the heavy stun reasonably mashed. Even completely unmashed, the pushback prevents any meaningful follow-ups, at least midscreen.
  • On block, parry, or getting the move hit during startup, the move is actually not that awful; at least, not as awful as it appears on paper. As Scarface is airborne for the bulk of the move's animation (including well into its recovery), getting a meaningful launch or special throw punish can be tricky, as too-early punish attempts will usually just cause a float instead.
41236A
41236A
Rolling Lariat
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry KD OTG,MBU 30-38, 30-37 Sp, 56-76 KKD - 17/29
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
40 7 28 (30) -5 -15 - -

Slower, longer-ranged counterpart to 236A, as Scarface spins forwards before doing the move. This is the 2nd of Scarface's lariats.

  • Does the same damage and advantageous knockdown as 8A; with the latter, this means that slow OTGs, such as 8A, 64A, or S, is guaranteed off of it, though it should be slightly delayed so as not to cause a float.
  • This move's cancel window is uniquely before it becomes active, allowing it to be cancelled into throws or specials as a "fake out". Some applications of this include going for a throw/special throw to catch an opponent preparing to block/parry the move, cancelling into a special like S or 66S to throw off parry attempts, or simply to charge cancel the move the bait a reaction from the opponent.
  • Despite this unique property, the very slow and distinctive startup of this move makes it very easy to react to or even interrupt, making it for the most part only usable as a knowledge check. Beyond that, it is most usable when Scarface is far away and/or the opponent is knocked down, so that he can have enough time to go through most of the move's long startup.
  • 41236A can also hit OTG, but its very specific OG hitbox makes it especially challenging (not to mention, pointless) to use as an OTG.
623A
623A
Left Upper
Damage Guard Attribute Property Cancel Cost Meter Gain
56 Block/Parry Launch MBU 44-51 KKD - 8/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
20 3 24 (29) +3 -7 - -

Scarface's launcher, with a more involved input than the typical character's 66A.

  • This is a somewhat slow and stubby launcher, but it is important as one of Scarface's highest damage starters, not to mention being KKD-safe due to the nature of juggles.
  • Incidentally, this is another in the very short list of Scarface moves that are/can be plus on block. At +3, this is Scarface's on-paper most advantageous move on block.
421A
421A
Trample
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry MS OTG,MD 61-67 KKD - 18/-72
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
20 3 43 (45) -30 -26 -8 -

Meter-draining stomp, draining a little under 75% of a single bar.

  • Its somewhat slow startup, poor range, and lack of evasive properties relegate it to almost strictly an OTG attack.
  • As an OTG, it is a bit faster than 2A, but the input can make it feel stricter to do; however, every KD that guarantees 2A should guarantee this OTG, and vice versa. In terms of damage, 2A outdamages this by 14 points, but 421A has the unique meter drain property.
  • 421A's meter drain property also applies post-KO. This gives Scarface the option to take away the opponent's meter by hitting the KO'd opponent with 421A, instead of the standard post-KO meter charge. Unfortunately, the move's long startup and especially recovery means that even off of a quickly-recovering round ender (e.g. an A or 4A), Scarface can only get 1-2 hits of 421A before transitioning into the next round.
WRA
(While Running) A
Lariat
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry KD MBU - - 26/18
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 6 27 -3 -13 - -

While running attack that functions like a faster version of 236A, though it recovers slightly slower. Scarface's 3rd and final lariat.

  • Like his other lariats (236A and 41236A), this does a very advantageous knockdown on hit, guaranteeing a slow OTG like 8A, 64A, or S. If done too early, the OTG can hit before the opponent is properly knocked down, causing a float.
  • This is the fastest of Scarface's lariat moves, limited by the fact that it is only usable out of a run. This is quite fast not just for a Scarface move but for a while running move in general, being a rather above-average while running attack all told.
WGA
(While Grounded) A
Damage Guard Attribute Property Cancel Cost Meter Gain
28 Block/Parry MS SKD,OTG - - -
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 8 17 (21) -9 -5 +13 1-22 Full, 23 Throw

Generic wakeup sweep.

  • With how slow Scarface's buttons are, he typically cannot really get anything off of this, even if it hits late.

Throws

T
Armpit Armlock
T
Damage Guard Attribute Property Cancel Cost Meter Gain
168 Tech KD - - - 100/52
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 - -16 - -

Scarface's default throw.

  • This throw stays same-side, but moves Scarface about 2 right sidesteps away.
  • Guarantees a 2A or 421A OTG, though it can be strict, especially in the case of the latter.
  • This throw, like most of Scarface's throws, have really good range, making it (and by extension, Scarface's throws in general) pretty decent neutral/whiff-punish tools.
66T
Spear
66T
Damage Guard Attribute Property Cancel Cost Meter Gain
140 Tech KD - - - 90/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
30 9 25 - -1 - -

Tackle-style throw, with the expected slower startup and safer recovery on tech.

  • This throw switches sides, but positionally, Scarface ends up as if he had sidestepped left from where he started the throw.

Does less damage than neutral T, and similarly offers no extra OTG hits.

46T
Tombstone Piledriver
46T
Damage Guard Attribute Property Cancel Cost Meter Gain
196 Tech KD - - - 110/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 - -16 - -

Damaging throw that does not side switch.

  • This throw is advantageous enough to OTG afterwards with 2A or 421A, dealing a total of 238 or 224 damage respectively.
64T
Shoulder Armbreaker
64T
Damage Guard Attribute Property Cancel Cost Meter Gain
182 Tech KD - - - 105/55
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 - -16 - -

Decently damaging throw that does not side switch.

  • As with most armbreaker-style throws, this throw has a long falling animation along with a long grounded untech, which effectively makes it an extremely advantageous knockdown for Scarface.
  • Because of the KD animation, this gives enough time to guarantee not only the fast OTGs in 2A and 421A, but also the slow OTGs: 8A, 64A or S OTG, although the latter can be a bit strict/inconsistent. OTG-ing with even just 8A brings up the total damage of this throw to 266, eclipsing the damage of 46T into it's guaranteed OTG.
236T
Head Punch
236T
Damage Guard Attribute Property Cancel Cost Meter Gain
182 Tech KD - - - 109/57
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 - -16 - -

A throw that side-switches, at almost a perfect position swap with the opponent akin to a 44T.

  • This throw has a fairly long grounded untech time on paper, but in practice, Scarface himself recovers quite slowly, and so the only guaranteed OTGs off of this KD is a 2A or 421A.
MST
Bear Hug
(Medium Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
168 N/A KD - - - 110/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 - - - -

Scarface's medium stun throw, staying same-side.

  • This throw is advantageous enough to just barely guarantee a 421A OTG; 2A OTG seems to be too slow.
  • Scarface has no strings that natural combo into this throw, and so its use case is limited to a rope bounce or heavy stun confirm. Scarface has more damaging options off of a rope bounce, both with meter or meterlessly, but this option tends to build the least amount of meter for the opponent.
HST
Vertical Drop Brainbuster
(Heavy Stun) T
Damage Guard Attribute Property Cancel Cost Meter Gain
182 N/A KD - - - 130/55
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 - - - -

Heavy stun throw, switching sides with the opponent.

  • This comes up as an easy, consistent hitconfirm off of hitting 66A.
  • Scarface is unable to get any guaranteed OTGs whatsoever from this throw. Because of this, off of a heavy stun at the ropes, opting to confirm into his medium stun throw via A xx T instead would be the more damaging option.
FBT
Viagra Driver
(From Behind) T
Damage Guard Attribute Property Cancel Cost Meter Gain
196 Tech KD - - - 90/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - -16 - -

Standard from behind throw, not switching sides and with the expected high damage.

  • This throw guarantees a 2A or 421A OTG.
  • Scarface's 66S can sometimes cross up the opponent if it is used too close to the opponent. If Scarface were to subsequently go for a throw, he would get this throw as a result.
AB41236T
Piledriver
(Airborne) 41236T
Damage Guard Attribute Property Cancel Cost Meter Gain
154 N/A KD - - - 40/200
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
1 10 84 - - - -

Very damaging air throw of the jumping variety.

  • This is essential to Scarface's juggles, and is almost always the go-to ender. Its high damage makes it a large contributor to his damage output.
  • Being the jumping variety, Scarface can use this air throw to end juggles starting from a stun overflow knockdown, even one midscreen.
  • Unusually for an air throw, Scarface is both advantageous enough and close enough after the throw that he can get a guaranteed 2A or 421A OTG off of the KD. This brings up the air throw's effective damage to 196 or 182 respectively.
NC236T
Buffalo Branding
(Near Corner) 236T
Damage Guard Attribute Property Cancel Cost Meter Gain
238 Tech KD MD - - 150/-300
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - -16 - -

Corner throw, with high damage and draining 3 whole bars from the opponent.

  • The throw stays same-side, But Scarface ends up in the center of the stage, with the opponent quite far away, being more than a dash away.
  • Owing to this post-throw situation, this throw guarantees no OTGs.
  • Note that the throw requires Scarface himself to be close to the ropes; due to Scarface's throw range, a max range 236T will result in the Head Punch, instead of this throw.
RT
Powerslam
(Running) T
Damage Guard Attribute Property Cancel Cost Meter Gain
140 N/A KD MD - - 33/-100
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 23 7 - - - -

Standard throw on a running opponent, with the typical meter drain.

  • This throw side-switches.
  • This throw barely guarantees a 421A OTG.
WGT
Bear Hug
(While Grounded) T
Damage Guard Attribute Property Cancel Cost Meter Gain
168 N/A KD - - - 110/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
39 3 28 - -16 - 1-33 Full, 34-40 Throw

Scarface's wake-up throw, with the animation and damage of (Medium Stun) T.

  • Like (Medium Stun) T, this throw guarantees 421A.
4T
Irish Whip
4T
Damage Guard Attribute Property Cancel Cost Meter Gain
0 Tech Run - - - 0/0
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
27 3 27 - -16 +17~35 -

Universal Irish Whip.

  • Off of a rope bounce, aside from the typical option of going for a special throw or bridging into a (Medium Stun) T, Scarface can also go for a stun overflow knockdown for a juggle by using his A,A,4A,4A or 4A,A,4A string.
44T
Side Switch
44T
Damage Guard Attribute Property Cancel Cost Meter Gain
0 Tech Special - - - 0/0
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 - -16 +10 -

Universal side switch throw.

  • Rarely used on purpose, as is often the case with 44T.

Specials

S
Swallow Tail
S
Why is this move 41f startup
Why is this move 41f startup
Damage Guard Attribute Property Cancel Cost Meter Gain
112 Block/Parry HS-5 OTG,MBU 58-73 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
41 4 28 (29) -2 -12 +9~42 23-49 Throw

Heavy-stunning neutral S.

  • Extremely slow for a neutral S, in part due to its deceptive animation (that also gives it a lot more range than it looks). Scarface's foot does 'not have a hitbox during this move; instead, the actual hitbox is along his tail, which extends further than his leg and can be a little hard to see.
  • Another upside with this move is that it has some throw-invuln (though it kicks in very late, and as a result is not viable to use as a reactive throw crush), and the move's recovery is quite decent; it's safe on block and safe-ish on parry, and it's plus enough on hit that Scarface should be able to confirm off of it at the ropes.
  • This move can hit OTG, being Scarface's most damaging OTG option, albeit one that uses meter. That said, the move's slow startup and specific OTG hitbox can make it somewhat hard to use as one, but it should be guaranteed off of pretty much every KD that guarantees 8A or 64A.
66S
Jumping Swallow Tail
66S
Divetail??
Divetail??
Damage Guard Attribute Property Cancel Cost Meter Gain
84 Block/Parry HS-5 OTG,MBU 47-67 KKD 2 -200/120
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
18 14 33 (36) -17 -27 -6~+27 1-3 Full, 4-32 Throw

Evasive, heavy-stunning move, highly similar to the Terrys' Texas Condor Kick (44S), where Scarface jumps up and comes downwards.

  • Relatively fast for a Scarface move (though the move almost never hits frame 1); this in conjunction with its evasive properties makes it the closest thing Scarface has to a "panic button", albeit not a very effective one due to still being able to be hit out of the move's startup while airborne.
  • 66S can also be used offensively as an approach tool and/or to call our neutral pokes, though it is similarly telegraphed.
  • When used point blank (or if the opponent moves forwards during the move's animation), the move has a tendency to cross over the opponent, causing a backturned HS. Using it anywhere further than point blank usually results in Scarface staying same-side.
  • Being fully invuln for its first 3 frames and throw invuln for a good while after, this is arguably Scarface's best throw crush move, especially since the HS can lead into decent reward. Its downside is that it costs meter, and the input can make it more difficult to do on reaction compared to a 2A or even 8A.
  • This move can also hit OTG, but between its long startup, meter cost and comparatively low damage, there is no real reason to use this move to do so.
46S
Swallow Tail Shovel Shoot
46S
Damage Guard Attribute Property Cancel Cost Meter Gain
336 Tech KD - - 3 -300/82
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 - -16 - 1-3 Full

The first of Scarface's special throws, with solid damage and a quick, easy input.

  • This throw stays same-side, and leaves Scarface reasonably close to the opponent.
  • 2A or 421A OTG is guaranteed after this throw.
  • The main property that sets it apart from the other special throws is that it builds the least meter for the opponent, at nearly half his next least.
236S
Scar's Lift
236S
Damage Guard Attribute Property Cancel Cost Meter Gain
168 Tech KD - 319-320* 5 -500/180
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 - -16 - 1-3 Full

5-bar multi-part throw.

  • Ending on just this side-switches, and sends the opponent to the right of where they initially were.
  • Not going for the extension equals horrible damage for 5 bars, with no OTG opportunities; avoid ending on just this throw.
  • This move's cancel window represents when during the move's animation it is cancelled into the extension.
Powerbomb
236S,63214T
Damage Guard Attribute Property Cancel Cost Meter Gain
350 N/A KD - - - 0/260
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
- - - - - - -

Free extension from 236S, bumping up the damage up to 350.

  • The post-throw situation is very similar to just 236S, side-switching and sending the opponent to the right.
  • This throw's knockdown is advantageous enough for a guaranteed 8A, 64A or S OTG.
  • With the extension, this multi-part throw is only slightly more damaging than 63214S, which similarly also guarantees a slow OTG while costing 2 bars less. Setting aside the meter cost, this throw is still the most damage Scarface can get from a confirm short of a super, making it useful in cases where maximizing damage is a priority.
41236S
Spinning Double Toe Hold
41236S
Damage Guard Attribute Property Cancel Cost Meter Gain
336 Tech KD - - 3 -300/160
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 - -16 - 1-3 Full

Special throw with the same damage and meter cost as 46S, while building more meter for the opponent.

  • This throw switches sides, while shifting Scarface about one sidestep-right away.
  • The KD from this throw guarantees no OTGs whatsoever.
  • Altogether, this makes it the weakest of Scarface's special throws; one of its only niche uses is that it has the reversed input as 63214S, meaning in situations where which side Scarface is on is ambiguous, inputting a half-circle motion with S will still result in a special throw regardless.
63214S
Adult's German
63214S
Damage Guard Attribute Property Cancel Cost Meter Gain
322 Tech KD - - 3 -300/156
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 - -16 - 1-3 Full

Scarface's 4th and final special throw.

  • Switches sides, and shifts Scarface 90 degrees to the left of where he initiated the throw.
  • This throw does the least damage among Scarface's special throws by a small margin, but it is the only 3-bar special throw advantageous enough to guarantee an 8A, 64A, or S OTG afterwards. This lets it more that cover the damage gap, and is Scarface's most damaging throw with the additional OTG damage taken into account.

Supers

41236A+S
Ultimate Scar Buster
41236A+S
Damage Guard Attribute Property Cancel Cost Meter Gain
434 Block/Parry KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
20 5 35 -10 -20 - 1-18 Full

Scarface's first super, being a strike super.

  • This has somewhat average startup for a strike super, but it has above average range.
  • After the super's cinematic, Scarface and the opponent end up close to each other on the middle of the stage, with the characters aligned to the stage's corners.
  • The knockdown of this super guarantees an 8A or 64A OTG; with the extra OTG damage taken into account, the super does 518 damage.
NR41236T+S
Hell River Plunge
(Near Ropes) 41236T+S
Damage Guard Attribute Property Cancel Cost Meter Gain
462 Tech KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 7 20 - -16 - 1-15 Full

Near ropes super, doing more damage than 41236A+S as is typical for a near ropes super.

  • Unlike 41236A+S, this super guarantees no OTGs. As a result, with the guaranteed OTG taken into account, 41236A+S ends up outdamaging this super.
  • Unusually, Scarface's near-ropes super is not a counterpart of his midscreen super, being a throw super instead of a strike super. At the ropes, Scarface is able to gamble 9 bars and go for this or his other super for a very damaging (albeit very costly) 50/50 mixup.
  • At 14f startup, this is Scarface's single fastest move, and is his only true throw punish. Being a 9-bar, rope-only super, it is extremely difficult to use this super for this purpose.
  • This super has a very unfortunate post-super situation where Scarface ends up in the corner, with the opponent only being one backdash away. To make matters worse, this super has very low grounded untech, such that the opponent can begin their wakeup option up to 3 frames before Scarface even recovers. In other words, this super is effectively minus on hit, while Scarface corners himself.

Strategy

Scarface will rarely if ever be able to dictate the pace of the match. Due to an inability to force his pressure, Scarface needs to be played relatively reactive and defensively. Scarface should aim to be in the midrange, where he would have the time to use his long-ranged and/or forward-moving buttons, such as A, 66A, the lariats, his long-ranged throws, or even 66S. Remember to not overextend, as the situation can quickly turn south for Scarface. When Scarface does get the hit, it is important to maximize damage; Scarface can potentially kill a character in 3-4 good hits, but that is only if he is able to make each hit count.

On defense, it is important to take a conservative approach. Most moves on block are difficult to challenge as Scarface due to his slow buttons; Scarface can really only take back his turn on parry or throw tech. Unlike other characters, Scarface might not be able properly or meaningfully punish after a successful parry or throw tech, but getting out of pressure and resetting into neutral is already a boon in and of itself for Scarface. Buttons to keep in mind while on the defensive are his relatively quicker buttons, namely A and 4A, as well as 66S due to its evasive properties.

Scarface benefits the most from Blue or Green KKD. The former's low health boost can raise Scarface's damage to the point that he might be able to two-touch the average character, while Blue True KKD activated at MAX bars can help Scarface force damage, as his key neutral buttons such as 66A or the lariats become unblockable. Green KKD is helpful in improving Scarface's overall survivability, and the armor during Green True KKD goes a long way in improving his neutral game. Red KKD is not very useful for Scarface, due to a lack of abusable specials. Some meter is nice for his special throws, but Scarface is not so meter-hungry that this is needed.

Combos

Combo Theory

Owing to Scarface's effectively complete lack of natural combos, Scarface does not have a lot going on in the way of standing combos. He has the expected "know what KDs guarantee what OTGs", but beyond that, his relevant standing combos are off of 66A. This is a cancellable forward moving attack, and Scarface can confirm it on hit by cancelling into a throw or special throw, or, at the ropes, it can be charge cancelled to link things off of it, notably 623A.

In terms of juggles, Scarface's only real launcher is 623A; every juggle he has starts from this, or from a stun overflow knockdown. For the juggle itself, 4A,A,4A is Scarface's go-to string. The string itself hits quite high; by timing the string to hit when the opponent is as high as possible, Scarface can do 4A,A (cc) before picking up with the 4A,A,4A. This is quite strict, but becomes more lenient at the ropes, where Scarface can even do 4A,A,4A (cc) before the 4A,A,4A. As for the ender, Scarface always wants to go for his 41236T air throw. It's damaging, and further guarantees a quick OTG, whether 2A for damage or 421A for the small meter drain.

For stun overflow juggles, Scarface can also use 4A,A,4A, but he can use A,A,4A,4A as well. Due to scaling, both due identical damage, though the former knocks down on its first hit and technically makes it more "KKD safe". An awkward thing to adjust with Scarface is that due to how high 4A and A,A is, if the opponent is in a hitstun animation where they lurch downwards, there is a high likelihood that it would whiff. While 4A,A,4A is generally more stable, use the A,A,4A,4A string instead if starting from a heavy stun with the downward-reeling animation. Regardless of which string is used, Scarface can end the combo similarly to the standard juggle, with a 41236T air throw into 2A or 421A.

Midscreen

  • (236A/41236A/(While Running) A/236S,63214T/63214S/41236A+S), 8A/S
    Knockdowns guaranteeing an 8A or S OTG. S OTG is not possible after super.
  • 66A xx 63214S, 8A
    Basic confirm off of 66A into a special throw. For a meterless route, cancel into T instead.
  • 623A, 4A,A,4A xx 41236T, 2A/421A
    Consistent juggle bnb.
  • 623A, 4A,A (cc), 4A,A,4A xx 41236T, 2A/421A
    Stricter juggle combo for 28 more damage. Becomes more consistent at the ropes.

Ropes

  • (Heavy Stun/Rope Bounce) (A,A,4A,4A/4A,A,4A) xx 41236T, 2A/421A
    Relatively consistent stun overflow juggle.
  • (Heavy Stun/Rope Bounce) 66A, A,A,4A xx 41236T, 2A/421A
    More damaging stun overflow juggle, but requires some space to get the 66A out.

Colors

Regular
Overbody

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