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 with an arsenal of dirty tricks like an Air Balloon to restrict air movement or a Smoke Bomb for unseeable mixups. 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. When the opponent's cornered, Scraf can reach into its Smuggled Stash and trap its victim in a veritable Rube Goldberg machine for unbelievable combos! If the threat of these items has you hesitant to try and squirm your way out, then Scraf's done its job well; the Scraggy Squad can launch an all-out beatdown on patient opponents, battering them down while giving the boss ample setup time! Choose Scrafty if you want to leave your opponent feeling like calling the cops.
However, for all its strengths, Scrafty is rather unorthodox - Scrafty's gameplan lives and dies by its items. Additionally, all that junk weighing it down gives it very low mobility; if you want to rush your opponent down, play another character.
Overall -wha- AAAaaaahhhhhhh!
Scrafty here. As I always like to say - 4 Scraggies a day keeps the Blaziken away, perfect for pulling items! 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 plays a slow, reactive neutral before pulling out powerful items for dominant pressure and incomparable combos.
Pick if you like
Avoid if you dislike
Smuggling Setups: Scrafty can perform powerful pressure strings with items like Light Ball & Flame Orb.
Complex Combos: Scrafty has long and unique combos that are incomparable to the rest of the cast with the use of its items.
Midrange Control: Moves like 2A and 6B give Scrafty a surprisingly good burst range, while 5B can bait approaches and give access to neutral-controllers like Air Balloon & Poison Barb.
Deadly Defense: Scrafty's one-button pseudo-reversal and meter-draining parry can make traditional offense ineffective against it.
Weighed Down: Scrafty has very low walk speed, funneling it into a more defensive neutral game.
Unusual Design: In comparison to the rest of the cast, Scraf's normals are somewhat unorthodox, requiring you to learn its unique playstyle.
Resource Spending: Scrafty's combos and pressure rely on strong items, requiring either time to store an item or 1 bar of meter.
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, severely limiting their itemless pressure.
Scrafty dodges on the spot, swinging back with its 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
Startup
Recovery
Cost
Unique
down (1,2,3)
-
19
-
-
-
Scrafty pulls out a parachute to slow its descent.
Influence direction by holding forwards or backwards
Cancel the parachute by holding down or pressing again
Great for safe jumps and pressure
Hyper Moves
Smuggled Stash 24B
Instant OTG, corner carry, overhead projectile or oki
Instant OTG, corner carry, overhead projectile or oki
Cancel
Invul
Startup
Recovery
Cost
Unique
crouch (1,2,3)
-
17
16
1
-
Scrafty rifles through its pants in search of a smuggled item.
Has a set duration unlike 5B
Hold a direction and press B to choose an item:
(or no direction) for Eject Button
for Iron Ball
for Light Ball
for Flame Orb
If you don't press B before the animation ends, Scrafty will pull out the item corresponding to the direction you're holding (Leftovers for no direction)
Grants instant access to your strongest combo & pressure tools, most notably Eject Button
Scrafty exhales his foul breath on the opponent, then kicks them over a prone Scraggy.
Poisons 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 (Throw)
-
-
Knockdown
Startup
Active
Recovery
Advantage
Cost
Unique
8
2
61
-
-
-
Total: 70
Scrafty leans backwards as two Scraggy hit his opponent over his head.
Toggle Hitboxes
Toggle Hitboxes
Combos
Combo Theory:
Scrafty's itemless combo structure is centered around 3A. 3A can be linked into from 6A or a jump-in, and juggles into quick normals before a Scraggy Swing (6B) ender.
Scrafty's combos are mainly centered around items, which can be stored via Contraband (5B).
Smuggled Stash (24B) gives instant access to Eject Button, Iron Ball (which is faster than normal, letting it juggle out of 3A), Light Ball, and Flame Orb.
Iron Ball is Scrafty's primary combo tool, launching opponents for 2A2A into either a 6B ender or another Iron Ball.
Eject Button extends combos by OTGing, which notably works after Scrafty hits the juggle limit.
Light Ball & Flame Orb are more useful as oki tools than combo extensions, though they act as potent juggle starters.
Meterless BnBs
Midscreen
Neutral Poke
5A x 6B
>>
Overhead Meter Gain
6A 3A
>>
Overhead Damage
6A 3A 5A x 6B
>>>>>>
Corner
Overhead Starter
6A 3A 4A x 6B 5A x 6B
>>>>>>>>>>
Note: Doesn't work on big bodies.
One Meter Combos
Any combos using 24B (Smuggled Stash) can be done meterless if the right item is stored with 5B (Contraband)
2A combos require you to either get the late hit of the first 2A or land it as an anti-air to get the 2A2A.
Midscreen
Headbutt Extension
2A2A x j26B jA 6B
>>>>>>>>
The first part of 26B's input is already covered by 2A, so you can simply do 6B.
Iron Ball Corner Carry
6A 3A 24B2B 5A 66 5A x 6B
>>>>>>>>>>>>>>
The dashes are necessary to keep up with your opponent as you send them to the corner.
Corner
Headbutt Extension
2A2A x j26B jA 2A2A 4A 4A x 6B
>>>>>>>>>>>>>>>>
Note: While this is a corner combo, the corner carry from the two 2A2As means that as long as the opponent has less than half the stage to work with this will connect.
Use this combo after getting a knockdown from something like a 6B.
Does 8 hits of damage, so that's 8 extra damage at minimum to your combo.
Optimal 1 bar damage when combined with the corner Overhead Starter from the meterless section.
Air Balloon is not necessary, and in fact won't connect if you are either too close or far enough away, so if an item is in your stash you can skip it.
2A increments the juggle limit and may have to be skipped depending on the prior combo.
If the combo would drop after the first hit of 6B due to the juggle limit, Lucky Punch acts as a more advantageous ender.
Iron Ball Juggle - Overhead Starter
6A 5A 6B x 24B2B 2A2A 4A 4A x 6B
>>>>>>>>>>>>>>>>>>
Note: Iron Ball juggles are suboptimal on their own, but act as building blocks for longer combos.
Iron Ball Juggle - Low Starter
3A 24B2B 2A2A 5A 5A x 6B
>>>>>>>>>>>>>>
If you'd like to use a spring combo after this, use 1 or 2 4As instead of the 2 5As to prevent the juggle limit from triggering.
Stray Iron Ball Hit
24B2B 5A x 6B
>>>>>>
Light Ball Juggle
(24B6B bolt) 2A2A 2A2A 4A x 6B
>>>>>>>>>>>>>>
Note: Scrafty can't be up against the corner or the first 2A won't hit meaty enough. Use 4A x 24B2B to extend the combo.
Flame Orb Juggle
(24B8B explosion) 2A2A 4A 4A x 6B
>>>>>>>>>>>>
Note: Use 4A 4A x 24B2B to extend the combo.
Two Meter Combos
Bad Rep Riot
426B 5BB (Eject Button) 66 2A2A
>>>>>>>>>>
Note: Better conversions are available on neutral wakeup, but any knowledgeable opponent will backroll.
Iron Ball Juggle + Eject Button Extension
6A 5A x 6B x 24B2B 2A2A 4A 4A x 6B 24BB 4A 4A x 6B