|
|
Line 12: |
Line 12: |
| ==Gameplay== | | ==Gameplay== |
|
| |
|
| Don't play Scarface. He has consistely placed low in older tier lists, and on modern tier lists, he is nigh-unanimously considered the worst character in the game. | | 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 are slow and not particularly long-ranged, he is on the larger side and his specials lack versatility: Scarface only has 6 specials, 4 of which are special throws. His slow buttons mean he struggle to get in and pressure opponents, and conversely, he has a very tough time escaping from pressure himself, as frame advantageous situations on paper are not so in practice due to Scarface lacking in fast buttons to capitalize off of the advantage. Unlike other large characters, Scarface lacks a fast, evasive special to get out of pressure, meaning he is entirely reliant on universal system mechanics. | | 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 are very slow and not particularly long-ranged, he is on the larger side and his specials lack versatility: Scarface only has 6 specials, 4 of which are just different special throws. His slow buttons mean he struggle to get in and pressure opponents, and conversely, he has a very tough time escaping from pressure himself, as frame advantageous situations on paper are not so in practice due to Scarface lacking in fast buttons to capitalize off of the advantage. To make his defense worse, unlike 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 toolkit; he just takes whatever he can get. |
|
| |
|
| It is debatable whether or not Scarface is viable in a competitive tournament setting (though to his credit, [https://youtu.be/Fo4W7ommRmA someone has won a Mikado tournament with him], so there's that), but he does still have access to all standard MGP2 tools, 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. | | It is debatable whether or not Scarface is even viable in a competitive tournament setting (though to his credit, [https://youtu.be/Fo4W7ommRmA someone has won a Mikado tournament with him], so there's that), 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. |
|
| |
|
| {{ProConTable | | {{ProConTable |
| |pros= | | |pros= |
| *Above average damage. | | *Decent damage output. |
| | *Above-average health. |
| *Good throw range. | | *Good throw range. |
| *Has a meter-draining attack. | | *Has a meter-draining attack. |
| | *His 5-bar chain throw does more damage than The Ninja's 9-bar super, I guess? |
| | *[https://twitter.com/Kao_Marx You get to be friends with Scarface's Strongest Soldier.] |
| | | |
| |cons= | | |cons= |
| *Slow buttons. | | *Bad frame data; slow startup, long recovery, etc. |
| *larger-than-average hurtboxes. | | *larger-than-average hurtboxes. |
| *Specials lacking in variety. | | *Limited, committal toolkit. |
| | *Redundant specials. |
| *Linear playstyle. | | *Linear playstyle. |
| | *'''Inability to punish throws.''' |
| | *Awful super. |
| | *[https://twitter.com/JyanVoi/status/1261664507631300609 "Everything else"] |
|
| |
|
| }} | | }} |
Revision as of 01:36, 9 December 2023
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, 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 still 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 are very slow and not particularly long-ranged, he is on the larger side and his specials lack versatility: Scarface only has 6 specials, 4 of which are just different special throws. His slow buttons mean he struggle to get in and pressure opponents, and conversely, he has a very tough time escaping from pressure himself, as frame advantageous situations on paper are not so in practice due to Scarface lacking in fast buttons to capitalize off of the advantage. To make his defense worse, unlike 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 toolkit; he just takes whatever he can get.
It is debatable whether or not Scarface is even viable in a competitive tournament setting (though to his credit, someone has won a Mikado tournament with him, so there's that), 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.
- Inability to punish throws.
- Awful super.
- "Everything else"
|
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
|
-
|
No
|
-
|
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. 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.
|
|
Strikes
A
A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
28
|
Block/Parry
|
LS
|
-
|
Yes
|
-
|
13/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Middle kick. Slow for a neutral A, but with a lot of range. One of Scarface's better neutral pokes, albeit a low-reward one since it does not combo into anything.
|
|
A,A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
14
|
Block/Parry
|
LS
|
-
|
Yes
|
-
|
9/18
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Follow-up to A. Despite its smaller range, this will still connect with the opponent even after a max range A. However, its slow startup means it would not combo.
|
|
A,A,A Vader Crash Combo
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
56
|
Block/Parry
|
HS
|
-
|
Yes
|
-
|
33/61
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Throw
|
Final hit of the string, virtually identical to 66A. Its slow 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
|
-
|
Yes
|
-
|
12/23
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Alternate faster follow-up to A,A. Natural combos from the previous hit.
|
|
A,A,4A,4A Back Knuckle Combo
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
28
|
Block/Parry
|
MS
|
-
|
Yes
|
-
|
8/21
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Extra hit that is further cancellable. Usable in juggles, as this hit can be cancelled into air throw. This use case comes up as a meterless combo option on a heavy stunned or rope bounced opponent, as the first two hits will knock down the opponent while the next two will juggle.
|
|
A,A,4A,4A,6A High Kick Combo
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
56
|
Block/Parry
|
HS
|
-
|
Yes
|
-
|
33/61
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Slow heavy-stunning kick ender to the string.
|
|
4A
4A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
42
|
Block/Parry
|
LS
|
-
|
Yes
|
-
|
13/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Visually similar to the 2nd hit of A,A, but with more damage. Scarface's fastest button, and the closest thing he has to a typical jab.
|
|
4A,A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
14
|
Block/Parry
|
LS
|
-
|
Yes
|
-
|
12/23
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Follow-up that is virtually identical to the last hit of the A,A,4A string. Combo/pressure filler.
|
|
4A,A,A Power Straight Combo
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
56
|
Block/Parry
|
HS
|
-
|
No
|
-
|
26/47
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Heavy-stunning finisher to the string. Decent range, though with lengthy startup and distinctive animation.
|
|
4A,A,4A Power Back Knuckle Combo
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
28
|
Block/Parry
|
MS
|
-
|
Yes
|
-
|
8/21
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Replaces the heavy-stunning punch for a much faster back knuckle. This is Scarface's most important 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 as he would need to hit opponents high up to have enough time to pick up with another string.
|
|
4A,A,4A,6A Scar Lariat Combo
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
84
|
Block/Parry
|
KD
|
-
|
No
|
-
|
17/29
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Ender for the string, borrowing the properties of 236A. Not a true combo, and the obvious startup animation of this move makes it very reactable.
|
|
4A,A,4A,64A Moonsault Combo
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
84
|
Block/Parry
|
KD
|
-
|
No
|
-
|
25/45
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Throw
|
Alternate ender to the 4A,A,4A string, this time mimicking the animation and propoerites of the standalone 64A. The slow startup makes it very reactable like the previous string, but it can be used in conjunction with the previous string to throw off parry timing.
|
|
8A
8A Elbow Drop
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
84
|
Block/Parry
|
KD
|
OTG
|
No
|
-
|
28/69
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Throw
|
Standard 8A. Scarface's most damaging meterless OTG, guaranteed on sufficiently advantageous knockdowns.
|
|
2A
2A Ground Swing
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
42
|
Block/Parry
|
MS
|
SKD,OTG
|
No
|
-
|
11/37
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Throw
|
Slow-ish sweep that recovers relatively quickly. Despite having an air throw, the SKD property of this attack still comes up to end awkward juggles. Like most 2As, its main utility comes from low-profiling pokes and throws, and as a quick OTG. Compared to 421A, this attack does more damage, but lacks the meter drain property of 421A.
|
|
66A
66A Vader Crash
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
56
|
Block/Parry
|
HS
|
-
|
Yes
|
-
|
33/61
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Throw
|
Forward-moving, airborne move that heavy stuns. 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. Since the move is cancellable, this makes confirming off of it much more consistent, and it can be charge-cancelled for more frame advantage on hit or block.
|
|
64A
64A Moonsault Drop
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
84
|
Block/Parry
|
KD
|
OTG
|
No
|
-
|
25/45
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Throw
|
Similar in use as 8A, being a slow, airborne move that knocks down and OTGs. It starts up slower than 8A, but has more range. 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
|
-
|
No
|
-
|
17/29
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Forward-moving attack with an extremely advantageous knockdown. Although the grounded untech time is fairly average, the opponent's long falling animation enable guranteed slower OTG attacks, such as 8A. 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.
|
|
214A
214A Flying Nail Kick
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
56
|
Block/Parry
|
HS
|
-
|
No
|
-
|
8/21
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Throw
|
Wheel kick with decent range. It goes airborne, but its slow startup and recovery limits its utility; an opponent can stuff its startup (though since this would usually be an air hit, this tend to be for little damage), and its slow recovery means that Scarface does not get anything off of it on hit, despite the heavy stun.
|
|
41236A
41236A Rolling Lariat
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
84
|
Block/Parry
|
KD
|
OTG
|
Yes
|
-
|
17/29
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Slower and longer-ranged counterpart to 236A, doing the same damage and advantageous knockdown. This move's cancel window is uniquely before it becomes active, allowing it to be cancelled into throws or specials as a "fake out" of sorts. Despite this, 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.
- This move can also hit OTG, but its very specific hitbox makes it especially challenging to use as an OTG.
|
|
623A
623A Left Upper
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
56
|
Block/Parry
|
Launch
|
-
|
No
|
-
|
8/21
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Scarface's launcher, with a more involved input that makes a dashing launcher more difficult, but not impossible. A somewhat slow and stubby launcher, but important as one of Scarface's highest damage meterless starters.
|
|
421A
421A Trample
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
28
|
Block/Parry
|
MS
|
OTG,Meter Drain
|
No
|
-
|
18/-72
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Meter-draining stomp, draining a little under 75% of a single bar. Its below average speed, poor range and no evasive properties relegate it to mostly just an OTG attack. For this purpose, it is a bit slower than 2A, but any knockdown that guarantees 2A should guarantee this move as well.
- 421A is also useful to hit the opponent repeatedly with post-KO. Instead of charging meter, Scarface can opt to do this to deny the opponent meter instead. Depending on the round ender, Scarface should be able to get 2-3 hits of 421A after the round ends.
|
|
WRA
(While Running) A Lariat
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
84
|
Block/Parry
|
KD
|
-
|
No
|
-
|
26/18
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
While running attack that functions like a faster version of 236A, doing the same advantageous knockdown. This is the fastest of Scarface's "lariat" moves, limited by the fact that it is only usable out of a run.
|
|
WGA
(While Grounded) A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
28
|
Block/Parry
|
MS
|
SKD,OTG
|
No
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
All,Throw
|
Generic wakeup sweep.
|
|
Throws
T
Armpit Armlock T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
168
|
Tech
|
KD
|
-
|
No
|
-
|
100/52
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Scarface's basic throw. Like most of his throws, it is a little on the slow side, but has excellent range. This throw does not guarantee any OTG hits.
|
|
66T
Spear 66T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
140
|
Tech
|
KD
|
-
|
No
|
-
|
90/60
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Tackling throw, with a distinct initial animation. 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
|
-
|
No
|
-
|
110/60
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Damaging throw that is advantageous enough to OTG afterwards with 2A or 421A.
|
|
64T
Shoulder Armbreaker 46T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
182
|
Tech
|
KD
|
-
|
No
|
-
|
105/55
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
A throw with lower base damage than 46T, but with a much longer untech time that guarantees an 8A, 64A or S OTG. This allows it to outdamage 46T.
|
|
236T
Head Punch 236T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
182
|
Tech
|
KD
|
-
|
No
|
-
|
109/57
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
A throw with a long grounded untech time. Despite this, Scarface himself recovers quite slowly, and so the only guaranteed OTG is a 2A or 421A.
|
|
MST
Bear Hug (Medium Stun) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
168
|
N/A
|
KD
|
-
|
No
|
-
|
110/50
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Scarface's medium stun throw. Scarface has no ways to natural combo into this throw, and so its use case is limited to a rope bounce 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
|
-
|
No
|
-
|
130/55
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Heavy stun throw. Scarface is unable to get any guaranteed OTGs whatsoever from this throw, to the point that off of heavy stuns, confirming into his medium stun throw via A xx T would out-damage this throw.
|
|
FBT
Viagra Driver (From Behind) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
196
|
Tech
|
KD
|
-
|
No
|
-
|
90/60
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Standard from behind throw, with the expected high damage. No guaranteed OTGs, but still solid damage. Scarface's 66S can sometimes cross up the opponent, and 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
|
-
|
No
|
-
|
40/200
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Very damaging air throw, essential to Scarface's juggles and a large contributor to his damage output. Its range is such that it can end juggles starting from a stun overflow knockdown midscreen. Unlike most air throws, Scarface is advantageous enough after it to get a guaranteed 2A or 421A OTG afterwards.
|
|
NC236T
Buffalo Branding (Near Corner) 236T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
238
|
Tech
|
KD
|
Meter Drain
|
No
|
-
|
150/-300
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Corner throw, with high damage and draining 3 whole bars from the opponent. Notably, 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. This move also leaves Scarface quite far from the opponent, guaranteeing no OTGs.
|
|
RT
Powerslam (Running) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
140
|
N/A
|
KD
|
Meter Drain
|
No
|
-
|
33/-100
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Standard throw on a running opponent, draining 1 bar from the opponent. Does not guarantee any OTGs.
|
|
WGT
Bear Hug (While Grounded) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
168
|
N/A
|
KD
|
-
|
No
|
-
|
110/50
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
All,Throw
|
Scarface's wake-up throw, with the animation and damage of (Medium Stun) T.
|
|
4T
Irish Whip 4T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
0
|
Tech
|
Run
|
-
|
No
|
-
|
0/0
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Universal Irish Whip.
|
|
44T
Side Switch 44T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
0
|
Tech
|
Special
|
-
|
No
|
-
|
0/0
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Universal side switch throw.
|
|
Specials
S
Swallow Tail S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
112
|
Block/Parry
|
HS
|
OTG
|
No
|
1
|
-100/80
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Throw
|
Heavy-stunning neutral S. A little on the slow side, but has deceptive range, as the actual hitbox is Scarface's tail which extends further than his leg and can be a little hard to see. This move can hit OTG, being Scarface's most damaging OTG option, albeit one that uses meter.
|
|
66S
Jumping Swallow Tail 66S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
84
|
Block/Parry
|
HS
|
OTG
|
No
|
2
|
-200/120
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Throw
|
Evasive heavy-stunning move. Relatively fast for a Scarface move, 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. This move can also be used offensively as an approach tool, though it is similarly telegraphed.
- 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
|
-
|
No
|
3
|
-300/82
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
The first of Scarface's special throws, with solid damage and a quick, easy input. A 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
|
-
|
No
|
5
|
-500/180
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
5-bar multi-part throw. Horrible damage for 5 bars, with no OTG opportunities; avoid ending on just this throw.
|
|
Powerbomb 236S,63214T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
350
|
N/A
|
KD
|
-
|
No
|
-
|
0/260
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Free extension from 236S. This bumps the damage up to 350, and gives a knockdown advantageous enough for an 8A, 64A or S. Hardly more damaging than 63214S, which similarly also guarantees a slow OTG, while costing 2 bars more. Setting aside the meter cost, this throw is still the most damage Scarface can get from a confirm short of a super, making it usable 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
|
-
|
No
|
3
|
-300/160
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Special throw with the same damage and meter cost as 46S, while building more meter for the opponent and not guaranteeing any OTGs. This generally 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.
|
|
63214S
Adult's German 63214S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
322
|
Tech
|
KD
|
-
|
No
|
3
|
-300/156
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Does the least damage among Scarface's special throws by a small margin, but it is the only 3-bar special throw that guarantees a slow OTG hit afterwards. This lets it more that cover the damage gap, and is Scarface's most damaging throw should he OTG afterwards.
|
|
Supers
41236A+S
Ultimate Scar Buster 41236A+S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
434
|
Block/Parry
|
KD
|
-
|
No
|
9
|
-900/480
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
All
|
Scarface's first super. The initial hit is on the slow side, especially for a super, but it has decent range. The knockdown of this super guarantees a slow OTG follow-up, potentially bringing the damage up to over 500.
|
|
NR41236T+S
Hell River Plunge (Near Ropes) 41236T+S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
462
|
Tech
|
KD
|
-
|
No
|
9
|
-900/480
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
All
|
A near ropes super. Does more damage than 41236A+S, but does not guarantee any OTG hits at all. Unlike most near-ropes supers, Scarface's is unique in that it is not a simple counterpart to his other super, being a throw instead of a strike. This is noticeably faster than his other super, and at the ropes, mixing up between this and 41236A+S forces a very damaging (though very costly) 50/50 mixup.
|
|
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 lariat moves, 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
Midscreen
- 66A xx 63214S, 8A
Basic confirm off of 66A into a special throw.
- 623A, 4A,A (cc), 4A,A,4A xx 41236T, 421A
Optimal juggle combo. Omit the 4A,A (cc) part for a more consistent combo.
Ropes
- (Heavy Stun/Rope Bounce) 66A, A,A,4A xx 41236T, 421A
Stun overflow juggle. Due to 66A's startup, some space from the ropes is required.
Colors
External Links