5A
A
DamageGuardAttribute
22mid BODY

Hand swipe.

5B
B
DamageGuardAttribute
40mid BODY

Pokes umbrella forward.

5C
C
DamageGuardAttribute
-mid BODY

Large umbrella swipe. Vacuums the opponent inwards.
Charged version has increased hitstun and blockstun and a stronger vacuum effect.

2A
A
DamageGuardAttribute
32low FOOT

Crouching umbrella jab.
Higher damage and longer range than 5A, but slower and not self-chainable.

2B
B
DamageGuardAttribute
41low FOOT

Crouching umbrella poke.

2C
C
DamageGuardAttribute
78low FOOT

Scarlet pokes his umbrella downwards then swipes it back.
Launches the opponent higher than other 2Cs on the second hit.
Second hit isn't a low and vacuums the opponent inwards slightly.
To guarantee the knockdown, you can do 2C(1st hit) whiff 2A.

j.A
A while airborne
DamageGuardAttribute
44high DIVE

Pokes umbrella downwards, then opens it. Second hit is not an overhead if the first is blocked.

j.B
B while airborne
DamageGuardAttribute
48high DIVE

Forward umbrella slash.

j.C
C while airborne
DamageGuardAttribute
80high DIVE

Stabs umbrella straight down.
Very high blockstun and hitstun. Combos into j.236A even on ground hit.
On hit, the charged version has a second hit where Scarlet pulls up the umbrella, launching the opponent up towards himself. This also bounces Scarlet upwards slightly.

5AA
A after 5A
DamageGuardAttribute
33mid BODY

A downward hand swipe.

5AAA
A after 5AA
DamageGuardAttribute
44mid BODY

-

5BB
B after 5B
DamageGuardAttribute
-mid BODY

Scarlet pops open his umbrella.

5CC
C after 5C
DamageGuardAttribute
80mid BODY

-

3C
C
DamageGuardAttribute
67mid BODY

Scarlet thrusts his umbrella upwards and pops it open.
Upper body is DIVE invincible for the first hit.

j.4B
B while airborne
DamageGuardAttribute
56high DIVE

Scarlet swipes his umbrella behind him.
A proper cross-up move that requires the opponent to block correctly.
Useful for faking out jump-in attempts, or for trying to switch sides with an opponent on top of an Abyssal Affection (22S) midscreen.

j.2C
C while airborne
DamageGuardAttribute
80high DIVE

Scarlet pops his umbrella open in front of himself.
Bounces Scarlet backwards and resets vertical momentum.

66B
B while dashing
DamageGuardAttribute
50mid BODY

A large umbrella swipe that vacuums the opponent inwards. Same animation as 5C.

66C
C while dashing
DamageGuardAttribute
72mid CHEST

A powerful jab with the handle of Scarlet's umbrella.
Can be linked after 2C or 2C(1)→whiff 5A with low scaling.
The opponent suffers longer hitstop than Scarlet does when this move connects.

Ground throw
A+D or A+D
DamageGuard
81grab

Scarlet tosses the opponent aside. Doesn't cause HKD unless you get a counterhit throw (like from throwing a Super Block attempt). You can combo afterwards if they land on a Sweet Kiss (S) or – (22C).

Air throw
A+D or A+D while airborne
DamageGuard
115grab

Scarlet grabs the opponent, slamming them on the ground while advancing forwards.
Has good corner carry and leaves you next to the opponent.

Sweet Kiss
S
CostDamageGuardAttribute
SP240all DIVE

Scarlet blows out a kiss that stops a short distance away. The spot it stops at depends on the direction you hold as you input the move.
2S version rests at foot height, 5S version rests at head height, 4S version starts higher than 5S but slowly falls down.
In the air, the 2S version rests at foot-height on the ground, the 5S version rests in front and slightly below Scarlet, and the 4S version starts higher than 5S but slowly falls down.
The move will not connect if the opponent has been hit with a SNARE move already.
Heals 10HP on hit.

Lovers' Embrace
S
CostDamageGuardAttribute
SP550grab BODY

Scarlet grabs and kisses the opponent, healing himself for 50HP in the process. When landed raw, you can combo afterwards, otherwise it's an ENDER and requires resources to combo.
The ground version can connect on airborne opponents only within a combo.
The air version has Scarlet rush forwards and slightly upwards. If the opponent is grabbed, he'll kiss them and toss them to the ground.
It's somewhat slow, so longer combos require resources to land the aerial version. When used in a combo, the healing increases by 10% (up to a max of an extra 100%) for every lifesteal move that lands in a combo.

Abyssal Affection
S
CostDamageGuardAttribute
SP290all FOOT

Scarlet places a magic field on the ground that can slowly drain the opponent's HP as long as they stand on it.
Goes away if Scarlet techs a throw or is hit, but not if he guards.
You can detonate the field by inputting 22S again, which is similar to a charged Blossom Fall () with more range.
In Active Flow, you can cancel other Skills into a field placement or detonation.
Drains 15HP per second (1HP per 4F).

236A/B
A or B
CostDamageGuardAttribute
SP255all BODY

Scarlet swipes his umbrella, shooting a pink fireball.
The A version is fast, but travels only about half-screen.
The B version takes a moment to accelerate, but travels full-screen and the pause gives you more frame advantage.
You can input the move twice in a row to fire two fireballs in quick succession (costs SP4 total). If you fire a B then an A fireball, they can combine into a more powerful projectile with improved properties.
The initial swing of the B fireball can cancel one-hit fireballs.
In the air, both versions travel diagonally downwards. The B version cuts your horizontal momentum and makes you fall forwards, while the A version maintains horizontal momentum.
Heals 5HP on hit, or 15HP for the combined version.

Doting Dive
A or B
CostDamageGuardAttribute
SP370high DIVE

Scarlet jumps into the air and dives down, stabbing with his umbrella. Forces crouch on hit.
The A version is faster, but generally has less reward on hit without meter. It's just barely safe on block, but can be punished if Super Blocked.
The B version is slower, but you can combo after meterlessly. However, it is always punishable if blocked.
Heals 10HP on hit.

Blossom Fall
A
CostDamageGuardAttribute
SP290low FOOT

Scarlet raises his arm, creating a flowery explosion at his feet.
Safe on block and pushes the opponent far away.
You can't really combo afterwards, but it makes for a good combo ender at any time due to its speed and range.
The charged version has reduced recovery and launches higher, allowing for a juggle as long as you're close enough.
Heals 10HP on hit.

Helenic Rise
B
CostDamageGuardAttribute
SP3144mid BODY

Scarlet leaps backwards, creating a geyser of magic about a half-screen away. The geyser cannot spawn past the edge of the screen.
On hit or block, the move can be chained into any other air normals or Skills and can be JUMP- or ed.
Heals 15HP on hit.

Love-Me Chain
C
CostDamageGuardAttribute
EX100235mid BODY

Scarlet swipes his umbrella upwards.
On hit, he circles around the opponent a few times, leaving a chain of pink magic before passing them one last time, closing the chain and detonating it.
Heals Scarlet for 60HP.

214C
C
CostDamageGuardAttribute
EX100-all DIVE

-

Saccharine Kiss
C
CostDamageGuardAttribute
EX100100all BODY

Scarlet blows a large kiss that slowly floats across the screen.
If it hits the opponent, they will be locked for a very long period of time. You can use this time to set up a couple Sweet Kisses, or to continue a combo.
It's also very plus on block, so you can use it to extend pressure or as okizeme.
Heals Scarlet for 40HP.

Love and Beauty Shock
S
CostDamageGuardAttribute
EX200360grab BODY

Scarlet tries to grab the opponent.
On a successful grab, Scarlet takes the opponent and holds them in a romantic pose, before the screen fades to black and he takes a big bite out of them.
Heals Scarlet for 100HP.
Recovers SP8 on hit.