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Pokemon: Close Combat/Scrafty: Difference between revisions
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|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. | |||
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|description= An overhead hitting headbutt. | |description= An overhead hitting headbutt. | ||
*Great combo starter, especially against | *Great combo starter, especially against opponents blocking low. | ||
*Safe on block, allowing you to do defensive RPS. | |||
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|description= Scrafty lunges forward headfirst. | |description= Scrafty lunges forward headfirst. | ||
*Can be | *Can be spaced to be safe, allowing Scrafty to confirm on hit while representing little risk. | ||
*Scrafty's fastest way to move forward on the ground, a solid tool for escaping the corner. | |||
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|description= Scrafty launches off the ground in an upward headbutt. | |description= Scrafty launches off the ground in an upward headbutt. | ||
*Can whiff on far connects of 2A. | |||
*A fantastic anti-air if you catch the opponent neutral jumping. | |||
*Enables great juggle combos on counterhit (when frame-trapped from 2A) | |||
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|description= Scrafty grabs at the opponent's feet to trip them. | |description= Scrafty grabs at the opponent's feet to trip them. | ||
*Enables a juggle combo on hit, essential part of Scrafty's offensive RPS as his only low. | |||
*Only builds a bar if Scrafty does not do the juggle combo. | |||
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|description= Scrafty kicks out in the air. | |description= Scrafty kicks out in the air. | ||
*Can be used as an overhead hitting safe jump when used with jB. | *Can be used as an overhead-hitting safe jump when used with jB. | ||
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|description= Scrafty kicks out twice at the ground beneath him. | |description= Scrafty kicks out twice at the ground beneath him. | ||
*First hit knocks down and pauses momentum | *First hit knocks down and pauses momentum. | ||
*Can enable juggle combos when only the first hit connects close to the ground. | |||
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Revision as of 12:40, 19 February 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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EX 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