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...
Playstyle
Scrafty
Pick if you like
Avoid if you dislike
Chaotic Items: Scrafty has a host of fun and chaotic items which can make every matchup or game unique to play.
Good Meter Usage: With a mid screen command grab super Scrafty can move around during, a metered option that removes one meter from the opponent, and access to another queue of items.
Complex Combos: Scrafty has long and unique combos that are incomparable to the rest of the cast with the use of his items.
Complex Design: In comparison to the rest of the cast, Scrafty's kit is quite broad and unique, utilising certain aspects of the game most other characters ignore.
Item Storage Setup: Many of Scrafty's good combos and block strings require time to store your preferred item.
Lack of Good Cancels: Scrafty can cancel many of their normals into specials and supers, but not into another normal. Without reserving items through 5B or 24B, their special cancels are quite unsafe on block.
Normals
5A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2
1
Mid
Special
-
-
Startup
Active
Recovery
Advantage
Cost
10
6
21
3 [-2]
-
Total: 36
Scrafty whips his tail out in front of him.
A good special-cancellable poke
Most reliable combo ender due to its range
Toggle Hitboxes
Toggle Hitboxes
4A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
1
0
Mid
Special
-
-
Startup
Active
Recovery
Advantage
Cost
8
10
13
0 [-5]
-
Total: 30
Scrafty kicks up some dust.
Destroys projectiles
Fast and generally safe on whiff or block
Primarily used to anti air, but can be used in combos where 5A would not hit
Lacks horizontal range to the point of having less range than their own throw
Toggle Hitboxes
Toggle Hitboxes
6A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2+2
2+1
High
C-Cancel
-
-
Startup
Active
Recovery
Advantage
Cost
21
10
20
10 [-6]
-
Total: 50
An overhead hitting headbutt.
Great combo starter, especially against opponents blocking low.
Safe on block, allowing you to do defensive RPS.
Toggle Hitboxes
Toggle Hitboxes
2A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
4 (2 far)
2
Mid
2A2A, 26B
-
Knockdown
Startup
Active
Recovery
Advantage
Cost
11
26
33
+34 [-27]
-
Total: 69
Scrafty lunges forward headfirst.
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.
Toggle Hitboxes
Toggle Hitboxes
2A2A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
4
2
Mid
-
-
Knockdown
Startup
Active
Recovery
Advantage
Cost
5
14
32
+73 [-14]
-
Total: 50
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)
Toggle Hitboxes
Toggle Hitboxes
3A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
1
1
Low
-
-
Knockdown
Startup
Active
Recovery
Advantage
Cost
8
10
28
55 [-20]
-
Total: 45
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.
Toggle Hitboxes
Toggle Hitboxes
j5A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
3
0
High
26B
-
-
Startup
Active
Recovery
Advantage
Cost
9
28
8
+18 [+9]
-
Total: 44
Scrafty kicks out in the air.
Can be used as an overhead-hitting safe jump when used with jB.
Toggle Hitboxes
Toggle Hitboxes
j2A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2+2
0
High
26B
-
Knockdown (first hit)
Startup
Active
Recovery
Advantage
Cost
13, 26
4, 5
8
+49 [+8]
-
Total: 55
Scrafty kicks out twice at the ground beneath him.
First hit knocks down and pauses momentum.
Can enable juggle combos when only the first hit connects close to the ground.
Toggle Hitboxes
Toggle Hitboxes
Specials
Contraband 5B
How's he run with all that stuff in there!?
How's he run with all that stuff in there!?
Cancel
Invul
Property
Startup
Recovery
Cost
crouch (1,2,3)
-
-
17
16
-
Scrafty rifles through his pants in search of a smuggled item.
Cycles through 9 different items, all of which have their own unique uses
Pressing down cancels the search and stores the item you want for later
Smuggled Stash 5B
Instant OTG
Instant OTG
Cancel
Invul
Property
Startup
Recovery
Cost
crouch (1,2,3)
-
-
17
16
1
Almost exactly the same as 5B.
Cycle starts from Spring and removes any items from before it. It also has its own queue from 5B.
Cancelling the animation to store the item uses meter, but using the item does not. This means that scrafty can use five springs back to back, one from 5B, one store from 24B, and three from raw 24B.
Air Balloon 5B
Damage
Endurance Damage
Guard
Cancel
Invul
Property
1
-
-
-
-
-
Startup
Active
Recovery
Advantage
Cost
34
∞
35
-
-
The only happy birthday you'll get in a 1v1 fighter.
Only hits airborne opponents, but hangs in the air long enough to dissuade your opponent from jumping.
Lucky Punch 5B
Damage
Endurance Damage
Guard
Cancel
Invul
Property
5
-
-
-
-
-
Startup
Active
Recovery
Advantage
Cost
16
36
35
+22[-32]
-
Total: 86
A good ranged springloaded punch that deals good guard damage.
Scrafty's most reliable frame-trap after blocked 6B. Combos in corner.
Destroys projectiles
Smoke Ball 5B
Chaos
Chaos
Damage
Endurance Damage
Guard
Cancel
Invul
Property
-
-
-
-
-
-
Startup
Active
Recovery
Advantage
Cost
21
281 (smoke active frames)
26
-
-
Total: 47
Why does Scrafty have a smoke ball? Who gave it to them? Where'd it come from?
Overhead in smoke? This item has your back. Want to get meter from a sweep or throw? This is the item for you.
Harder to play around without game audio, especially after getting hit.
Poison Barb 5B
Damage
Endurance Damage
Guard
Cancel
Invul
Property
1
-
-
-
-
poison
Startup
Active
Recovery
Advantage
Cost
13
250 (poison barb active time)
35
+49[+40]
-
Total: 48
Scrafty throws a poison barb into the air.
Similar to Chesnaught's spike, except it deals poison damage as well.
Eject Button 5B
i heard you liked combos
i heard you liked combos
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2
-
-
-
-
-
Startup
Active
Recovery
Advantage
Cost
15
5
28
+106[+5]
-
Total: 47
Scrafty hits a suspicious button which summons an equally suspicious spring from the ground beneath the opponent.
The go to combo extender that hits OTG
Iron Ball 5B
Damage
Endurance Damage
Guard
Cancel
Invul
Property
3
-
-
-
-
-
Startup
Active
Recovery
Advantage
Cost
6, 38
5, infinite
25
+103[+33]
-
Total: 35
Ball.
After Scrafty swings the iron ball around, it rolls along the ground until it's completely until it reaches the corner of the screen.
Great combo extender, especially when used with 2A.
Frame chart refers to the initial throwing of the iron ball.
Light Ball 5B
Do NOT go towards the light
Do NOT go towards the light
Damage
Endurance Damage
Guard
Cancel
Invul
Property
5x3
-
-
-
-
-
Startup
Active
Recovery
Advantage
Cost
99,128,157
8,8,8
35 (Scrafty's recovery)
+134[40]
-
Total: 35
Another ball
Scrafty throws an electrifying ball into the air which strikes downwards 3 times
Slows down near the combo, allowing for extended pressure.
Flame Orb 5B
Damage
Endurance Damage
Guard
Cancel
Invul
Property
10,9
-
-
-
-
Knockdown, OTG
Startup
Active
Recovery
Advantage
Cost
9,185
75,40
35 (Scrafty's recovery)
+134[54]
-
Total: 35
Ha, you thought I'd say ball again, but this one is an orb.
Great combo extender tool that deals good damage, but only works with the correct setup
Can hit OTG, enabling you to combo this move off of options like Throw
Leftovers 5B
Damage
Endurance Damage
Guard
Cancel
Invul
Property
-
-
-
-
-
-
Startup
Active
Recovery
Advantage
Cost
60
-
23
-
-
Total: 82
Scrafty eats lunch.
Heals Scrafty 6 health alongside some endurance.
Scraggy Swing 6B
SCRAGGY NOOOO
SCRAGGY NOOOO
Damage
Endurance Damage
Guard
Cancel
Invul
Property
3,3
-
Mid
5B
-
-
Startup
Active
Recovery
Advantage
Cost
22,38
5,23
50
58[-17]
-
Total: 50
Scrafty swings a Scraggy into the opponent.
Can be cancelled into 5B, enabling new combos and frametraps with whatever item he pulls out.
Toggle Hitboxes
Toggle Hitboxes
Double Feint 2B
Damage
Endurance Damage
Guard
Cancel
Invul
Property
6
-
Mid
4C/6C
Full
-
Startup
Active
Recovery
Advantage
Cost
37
11
34
48[-20]
-
Total: 81
Scrafty dodges on the spot, swinging back with his pants.
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
Toggle Hitboxes
Toggle Hitboxes
Shedded Chute jB
Cancel
Invul
Property
Startup
Recovery
Cost
down (1,2,3)
-
-
-
-
-
Scrafty pulls out a parachute to slow his descent.
Can influence direction by holding forwards to backwards
Can cancel the chute by holding down or pressing jB again
Great for safe jumps and pressure
Hyper Moves
Knock-It-Off! 22B
Nice meter you got there
Nice meter you got there
Damage
Endurance Damage
Guard
Cancel
Invul
Property
9
-
Mid
-
-
Knockdown, Armor, Meter Deplete
Startup
Active
Recovery
Advantage
Cost
44
5
41
+73[-7]
1
Total: 89
For one meter, Scrafty headbutts the opponent, depleting their meter by one.
Armor activates at frame one, Scrafty's best reversal. Does not beat throws, but freezes the screen like parry
Can be combo'd into from Eject Button
Turns around when it counters an opponent that hits Scrafty while crossed-up
Toggle Hitboxes
Toggle Hitboxes
Wind Rider 24B / 26B /
Cancel
Invul
Property
Startup
Recovery
Cost
-
-
-
-
-
1
Scrafty pulls out a parachute and accelerates horizontally in the air.
Scrafty becomes invulnerable
Once the movement ends, Scrafty is no longer invulnerable, drops off the Chute, and is able to use air attacks
Can be canceled into from jA, the first hit of j2A, and the second hit of 2A
Super
Bad Rep Riot 426B
GET EM' BOYS
GET EM' BOYS
Damage
Endurance Damage
Guard
Cancel
Invul
Property
12
-
Unblockable
-
-
Knockdown
Startup
Active
Recovery
Advantage
Cost
75 [-68]
5
50
128
2
Total: 185
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
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.
Gives just enough time to pull Eject Button to enable a follow-up combo.
Toggle Hitboxes
Toggle Hitboxes
Throws
Forward Throw 6C
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2
-
Unblockable
-
-
Knockdown
Startup
Active
Recovery
Advantage
Cost
8
2
61
-
-
Total: 70
Applies Poison status on opponent if Leftovers is eaten before-hand, drastically increasing the reward.
Toggle Hitboxes
Toggle Hitboxes
Back Throw 4C
Damage
Endurance Damage
Guard
Cancel
Invul
Property
2
-
Unblockable
-
-
Knockdown
Startup
Active
Recovery
Advantage
Cost
8
2
61
-
-
Total: 70
Toggle Hitboxes
Toggle Hitboxes
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: