Pokemon: Close Combat/Scrafty

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PKMNCC Scrafty Stats.png
PKMNCC Scrafty Portrait.png
Archetype: Bully, Setplay
Health: 40
Endurance: 14
Walk Speed: 2.05/-1.65
Dash Speed: 5.0/-5.0
Prejump Frames: 5
Fastest Attack: 4A, Grab (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 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...

Scraftyhood.png Scraggy.png


Playstyle
PKMNCC Scrafty NavboxIcon.png 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.

Normals

5A
PKMNCC A.png
PKMNCC Scrafty 5A.png
Damage Endurance Damage Guard Cancel Invul Property
2 1 Mid Special - -
Startup Active Recovery Advantage Cost Unique
10 6 21 3 [-3] - -
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
PKMNCC4.pngPKMNCC A.png
PKMNCC Scrafty 4A.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 Mid Special Upper Body (8-15) Anti-Projectile
Startup Active Recovery Advantage Cost Unique
8 7 16 0 [-6] - -
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
PKMNCC6.pngPKMNCC A.png
PKMNCC Scrafty 6A.png
Damage Endurance Damage Guard Cancel Invul Property
2+2 2+1 High C-Cancel, Special - -
Startup Active Recovery Advantage Cost Unique
33 10 20 10 [-6] - -
Total: 62

Scrafty leans back and headbutts the opponent from above.

  • Great combo starter against opponents blocking low
  • Safe on block, allowing you to do defensive RPS with 2B/throw/up-back
  • Special cancel is very late into the recovery, barely allowing Scrafty to counter the opponent's attack using 2B after a blocked 6A
Toggle Hitboxes
Toggle Hitboxes


2A
PKMNCC2.pngPKMNCC A.png
PKMNCC Scrafty 2A.png
Damage Endurance Damage Guard Cancel Invul Property
3 (2 far) 2 Mid 2A2A - Knockdown
Startup Active Recovery Advantage Cost Unique
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
PKMNCC2.pngPKMNCC A.png
PKMNCC Scrafty 2A2A.png
Damage Endurance Damage Guard Cancel Invul Property
3 2 Mid 26B - Launch
Startup Active Recovery Advantage Cost Unique
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
PKMNCC3.pngPKMNCC A.png
PKMNCC Scrafty 3A.png
Damage Endurance Damage Guard Cancel Invul Property
1 1 Low - - Sweep
Startup Active Recovery Advantage Cost Unique
9 10 28 55 [-20] - -
Total: 46

Scrafty grabs at the opponent's feet to trip them.

  • Essential throw loop/RPS tool as Scraf's only low
  • Leads to either meter gain or a longer-than-normal juggle
Toggle Hitboxes
Toggle Hitboxes


j5A
PKMNCC A.png PKMNCC J.png
PKMNCC Scrafty j5A.png
Damage Endurance Damage Guard Cancel Invul Property
3 1 High 26B - -
Startup Active Recovery Advantage Cost Unique
9 28 6 +20 [+17] - -
Total: 42

Scrafty kicks out in the air.

  • Can be used as an overhead-hitting safe jump when used with jB.
Toggle Hitboxes
Toggle Hitboxes


j2A
PKMNCC2.pngPKMNCC A.png PKMNCC J.png
PKMNCC Scrafty j2A.png
Damage Endurance Damage Guard Cancel Invul Property
2+2 0+1 High 26B - Knockdown (First hit)
Startup Active Recovery Advantage Cost Unique
13, 13 4, 5 6 +51 [+9] - -
Total: 53

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
PKMNCC B.png
PKMNCC Scrafty 5B.png
How's he run with all that stuff in there!?
How's he run with all that stuff in there!?
Cancel Invul Startup Recovery Cost Unique
crouch (1,2,3) - 17 16 - -

Scrafty rifles through his pants in search of a smuggled item.

  • Can be used to bait approaches with the threat of charging higher-tier items
  • 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
  • If used with Leftovers stocked, Scrafty will consume it immediately
Air Balloon
5B
PKMNCC B.png
PKMNCC Scrafty 5B1.png
The only happy birthday you'll get in a 1v1 fighter
The only happy birthday you'll get in a 1v1 fighter
Damage Endurance Damage Guard Cancel Invul Property
1 - - - - Knockdown
Startup Active Recovery Advantage Cost Unique
34 35 - - -

Scrafty releases a balloon into the air, where it floats in an upward curve.

  • Only hits airborne opponents
  • Lingering anti-air
  • Can extend juggles after Eject Button, though this doesn't play nicely with the juggle limit
Toggle Hitboxes
Toggle Hitboxes


Scraggy Swing
6B
PKMNCC6.pngPKMNCC B.png
PKMNCC Scrafty 6B.png
SCRAGGY NOOOO
SCRAGGY NOOOO
Damage Endurance Damage Guard Cancel Invul Property
3, 3 2, 1 Mid 5B, C-Cancel (1st hit only) - Knockdown
Startup Active Recovery Advantage Cost Unique
22, 38 5, 23 50 58 [-17] - -
Total: 50

Scrafty swings a Scraggy into the opponent.

  • Goes very far very fast relative to 2A, good burst option
  • Primary combo ender, giving a solid knockdown into a possible Eject Button extender
  • Can be cancelled into 5B, enabling new combos and frametraps
  • Actually making it safe on block generally requires 24B
Toggle Hitboxes
Toggle Hitboxes


Double Feint
2B
PKMNCC2.pngPKMNCC B.png
PKMNCC Scrafty 2B.png
Damage Endurance Damage Guard Cancel Invul Property
6 - Mid 4C/6C (startup), Contraband, Smuggled Stash (recovery) Full (3-28) Knockdown
Startup Active Recovery Advantage Cost Unique
37 11 34 48 [-20] - -
Total: 81

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
PKMNCC B.png PKMNCC J.png
PKMNCC Scrafty j5B.png
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 PKMNCC B.png again
  • Great for safe jumps and pressure

Hyper Moves

Smuggled Stash
24B
PKMNCC2.pngPKMNCC4.pngPKMNCC B.png
PKMNCC Scrafty 24B.png
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:
  • PKMNCC4.png (or no direction) for Eject Button
  • PKMNCC2.png for Iron Ball
  • PKMNCC6.png for Light Ball
  • PKMNCC8.png 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


Knock-It-Off!
22B
PKMNCC2.pngPKMNCC2.png PKMNCC B.png
PKMNCC Scrafty 22B.png
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 Unique
44 5 41 +73 [-7] 1 -
Total: 89

Scrafty crouches down before headbutting the opponent, scattering their loose change.

  • Drains 1 meter from the opponent on hit
  • Frame 1 armored reversal, meaning it loses to throws
  • Lightning fast reversal when triggered, crushing safejumps
  • Freezes the screen similar to parry
  • Somewhat lacking anti-air hitbox means it can whiff if they're too high
  • Can be juggled into from Eject Button
  • Turns around to hit cross-ups
Toggle Hitboxes
Toggle Hitboxes


Wind Rider
j24B / j26B
PKMNCC2.pngPKMNCC4.png/PKMNCC2.pngPKMNCC6.pngPKMNCC B.pngPKMNCC J.png
PKMNCC Scrafty j5B.png
Cancel Invul Startup Recovery Cost Unique
- Full 14 - 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 parachute, and is able to use air attacks
  • Can be canceled into from jA, the first hit of j2A, and the second hit of 2A
  • By inputting 268B while grounded, Scrafty can launch itself forward at a low height for a quick approach
  • Useful for some air combos

Super

Bad Rep Riot
426B
PKMNCC4.pngPKMNCC2.pngPKMNCC6.pngPKMNCC B.png
PKMNCC Scrafty 426B.png
GET EM' BOYS
GET EM' BOYS
Damage Endurance Damage Guard Cancel Invul Property
12 - Unblockable (Throw) - - Knockdown
Startup Active Recovery Advantage Cost Unique
79 [-68] 5 4/50 +128 2 -
Total: 133

Scrafty snaps its fingers, and its Scraggy Squad descends upon the opponent (or just the ground) at mid-range.

  • Acts as a mid-screen command grab super that can be used to whiff punish the opponent
  • Scrafty can act freely while the opponent is stunned
  • Gives just enough time to pull Eject Button to enable a follow-up combo
  • Startup is fully before the super freeze, making it impossible to jump/backdash out on reaction
  • Has extra recovery on whiff, noted in pink
Toggle Hitboxes
Toggle Hitboxes

Throws

Forward Throw
6C
PKMNCC6.pngPKMNCC C.png
PKMNCC Scrafty 6C.png
Damage Endurance Damage Guard Cancel Invul Property
2 - Unblockable (Throw) - - Knockdown, Poison
Startup Active Recovery Advantage Cost Unique
8 2 61 - - -
Total: 70

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
PKMNCC4.pngPKMNCC C.png
PKMNCC Scrafty 4C.png
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

PKMNCC5.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png


Overhead Meter Gain
6A 3A

PKMNCC6.pngPKMNCC A.png>> PKMNCC3.pngPKMNCC A.png


Overhead Damage
6A 3A 5A x 6B

PKMNCC6.pngPKMNCC A.png>> PKMNCC3.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png


Corner

Overhead Starter
6A 3A 4A x 6B 5A x 6B

PKMNCC6.pngPKMNCC A.png>> PKMNCC3.pngPKMNCC A.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png

Note: Doesn't work on big bodies.


Colors

A
B
C
D


General
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Netplay
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Blaziken
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