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Pokemon: Close Combat/Scrafty: Difference between revisions
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<!------------> | <!------------> | ||
|startup = 10 | |startup = 10 | ||
|active = | |active = 6 | ||
|recovery = | |recovery = 21 | ||
|advantage = | |advantage = 3 [-2] | ||
| | | | ||
framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 10 | |startup = 10 | ||
|active = | |active = 6 | ||
|recovery = | |recovery = 21 | ||
}} | }} | ||
|description= Scrafty whips his tail out in front of him. | |description= Scrafty whips his tail out in front of him. | ||
*A good special-cancellable poke | *A good special-cancellable poke | ||
*Most reliable combo ender due to its range | *Most reliable combo ender due to its range | ||
}} | }} | ||
}} | }} | ||
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|description= A good ranged springloaded punch that deals good guard damage. | |description= A good ranged springloaded punch that deals good guard damage. | ||
*Scrafty's most reliable frame-trap after blocked 6B. Combos in corner. | *Scrafty's most reliable frame-trap after blocked 6B. Combos in corner. | ||
*Destroys projectiles | |||
}} | }} | ||
}} | }} | ||
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|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 6 | ||
|grddamage = | |grddamage = | ||
|guard = Mid | |guard = Mid | ||
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}} | }} | ||
|description= Scrafty dodges on the spot, swinging back with his pants. | |description= Scrafty dodges on the spot, swinging back with his pants. | ||
*Completely invulnerable (starting on frame 3), Scrafty's best meterless reversal | *Completely invulnerable (starting on frame 3), Scrafty's best meterless reversal | ||
*Can be cancelled into throw after the spotdodge animation to catch people waiting to block the hit | *Can be cancelled into throw after the spotdodge animation to catch people waiting to block the hit | ||
}} | }} | ||
}} | }} | ||
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==Hyper Moves== | ==Hyper Moves== | ||
{{MoveData | {{MoveData | ||
|name = Knock-It-Off | |name = Knock-It-Off! | ||
|subtitle = <big>22B</big> | |subtitle = <big>22B</big> | ||
|input = [[File:PKMNCC2.png]][[File:PKMNCC2.png]] [[File:PKMNCC_B.png]] | |input = [[File:PKMNCC2.png]][[File:PKMNCC2.png]] [[File:PKMNCC_B.png]] | ||
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|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 9 | ||
|grddamage = | |grddamage = | ||
|guard = Mid | |guard = Mid | ||
Line 962: | Line 963: | ||
|cost = 2 | |cost = 2 | ||
<!------------> | <!------------> | ||
|startup = | |startup = 75 [-68] | ||
|active = 5 | |active = 5 | ||
|recovery = 50 | |recovery = 50 | ||
Line 973: | Line 974: | ||
}} | }} | ||
|description= Scrafty summons the Scraggy Squad at mid-screen to beat up the opponent | |description= Scrafty summons the Scraggy Squad at mid-screen to beat up the opponent | ||
*Acts as a mid-screen command grab super that can be used to whiff punish the opponent, | *Acts as a mid-screen command grab super that can be used to whiff punish the opponent | ||
*After the frame 8 screen freeze, the opponent remains frozen until the hitbox lands and cannot be jumped | |||
*Scrafty can move and even store items while the Scraggy does the dirty work. | *Scrafty can move and even store items while the Scraggy does the dirty work. | ||
*Gives just enough time to pull Eject Button to enable a follow-up combo. | *Gives just enough time to pull Eject Button to enable a follow-up combo. |
Revision as of 18:10, 21 March 2024
Archetype: | Item |
Health: | 40 |
Endurance: | 14 |
Endurance Refresh: | 4 |
Walk Speed: | 1.8/-1.4 |
Dash Speed: | 4.5/-4.5 |
Prejump Frames: | 6f |
Fastest Attack: | 4A/3A(8f) *(Iron Ball 6f) |
Never gives up on the squad.
Introduction
1v1? No items? Scrafty doesn't give two Rattatas about your dumb rules. This rebellious reptile has smuggled a stash of banned battle items onto the field arming itself an arsenal of dirty tricks. Even worse, its gang of incorrigible Scraggies are lurking just out of sight waiting for every opportunity to ambush their opponent and give Boss Scrafty a sneaky advantage. While its booby traps may be infuriating, Scrafty's no punk in close combat either, with moves that deftly counter aggressive approaches. Choose Scrafty if you want to leave your opponent feeling like calling the cops.
However, for all his strengths, Scrafty is rather complex - compared to the rest of the cast, Scrafty mains are going to have to work a little harder for that KO.
Overall -wha- AAAaaaahhhhhhh!
Scrafty here. As I always like to say - 4 Scraggies a day keeps the Blaziken away, perfect for combos! Overall, I make a pretty good deal, don't I? Try me out! And if you resist, I have four burly Scraggies at the door...
Scrafty |
Pick if you like | Avoid if you dislike |
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Normals
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Specials
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Hyper Moves
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Super
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Throws
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Combos
A = normal attack, B = special attack, cc = C-cancel, xx = cancel, jc = jump cancel, edr = ender. Check the ender category for routes to finish combos with.
Combo Theory:
Scrafty is unique in the sense that he can store items with Contraband to use later in combos, with the main item used being the spring. It has the ability to extend combos by OTGing. He can also use one bar of meter to get an instant spring with Smuggled Stash. Iron Ball, Light Ball, and Flame Orb are all good meaty setups in the corner. With strong confirmes off of any of them. The main combo loop that will be used is Scraggy Swing into either a meaty setup or Spring OTG for a combo extension.
Midscreen:
6A, 3A Gains 1 meter
6A, 3A, Contraband: Spring, Scraggy Swing (you can replace Scraggy Swing with jc, j2A)
6A, 5A, Scraggy Swing
Corner Contraband Combos, you will need specific items stored from Contraband:
Spring:
6A, 5A, Scraggy Swing, Contraband: Spring OTG, Contraband: Balloon, edr
Iron Ball:
jA, 5A, Scraggy Swing, Contraband: Iron Ball (damage)
5A, Scraggy Swing, Contraband: Iron Ball (meaty setup)
Contraband: Iron Ball, Scraggy Swing, Smuggled Stash: Spring OTG, Contraband: Balloon, edr (1 meter)
Flame Orb:
jA, 5A, Scraggy Swing, Contraband: Flame Orb (meaty setup)
6A, 5A, Scraggy Swing, Flame Orb Explosion, Smuggled Stash: Spring OTG, Contraband: Balloon, edr (1 meter, immediate follow up combo after Flame Orb meaty setup)
Enders:
After Contraband: Balloon:
,2A, 2A2A
,Double Feint
,jc, j2A
Colors