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(4/22) Lesser Known Facts About Insects - The Real Entomology

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This topic is a depository for things that get placed in the Scizor Discord's #bug-facts channel.  This channel is designed for one-liners about random things we find out in our adventures with Scizor that could be useful.  It is tested for accuracy, cataloged, & sorted, here.


This topic is updated, and the Discord channel is wiped, on Sundays.



:MegaScizor: Generally


Field Phase

Round start Swords Dance is a good way to lose field phase in under 5 seconds against most characters.


In field phase you can go straight to guard from dash or Hover Dash by pianoing homing into blocking. Since you're going from homing into block, you're also doing the command for perfect blocking, as well.

j.Y and back y buzzsaws get a big speed boost when they contact the ground, but it also lowers the damage they deal.

Burst Attack has a wide hitbox around it if you miss the first hit and could pick people up that did a dodge to escape

Burst will sometimes go past someone using a very fast forward moving attack at the same time you BA and also right in front of you. (See: Aqua Jet)

Staples are lows, and the opponent has the option of jumping them on oki.

j.A, the first hit does not have hitstun, unless you have Attack Up status (Eevee, Mismagius, Popplio, steal it from your opponent)

If you shift phases into field and you grab your opponent immediately, your throw movement will pick up the small size burst nuggets that appear from the shift.

If you hit someone with the first hit of j.X three times during this Field Phase, the third one will cause them to flip backwards invincibly.

Hitting someone with side[Y] twice at any point will cause them to flip out invincibly.

Side[Y] combos into side Y for good damage and causes a flip tech. You can use this to get a Swords Dance and chase.

The field phase Metal Claw > Sword has the just frame on it, too.

If you shift into Field Phase with a special cancelable move on the ground, you may go into Bullet Punch > Bug Bite, cancel it with a dash and may Bullet Punch again as long as you remain in this Hover state.

b[Y] interacts with projectiles, so it cancel out other projectiles and triggers Smog.

If you hit with Homing 1 and charge Homing 2, it is uninterruptable and inescapable unless the opponent has a 9 frame grab, a fast jump (Lucario) or a badass backdash (Darkrai) or the opponent goes into Burst Attack.

You can cancel jump into Swords Dance, although doing so appears to be useless



Duel Phase

4[X] can be avoided by anti-airs, such as 8Y

4[X] can be backdashed

5X, in the later part of the animation, has the crouching properties and can duck highs.

Metal Claw is an aerial move and can be anti-aired and slid under, but cannot be used to go over grounded attacks.

did you know there are Japanese hornets that spit acid???

8Y Anti-Air is a real anti-air, so you can go under things like Emolga.

6AA puts the opponent in a stagger state that allows grab attacks to connect. It does the 120 damage, scaled per previous move. Same as if you did 6YY.

J.y is untechable until they hit the ground and it gatlings into j.yy or j.x. If you sniff (or based on the character if you see!) A jump try going air to air and get a basketball combo

After getting your raw BA blocked, by timing a backdash upon landing you can backdash people's punish attempts. It must be timed, you can't buffer it. Doesn't work against all attacks, obviously, but you should be okay for the most part.

j.A, the first hit does not have hitstun, unless you have Attack Up status (Eevee, Mismagius, Popplio, steal it from your opponent)

Play mid-range. Please. You have no business being up close unless you're going for a confirm or doing Hover Dash > Guess.

If you get Close Bullet Punch but hit in such a way that you don't get all the hits, a player mashing jump to avoid non-sword followups will get snatched by Bug Bite.

Crouching extends Scizor's hurtbox slightly. Be careful when prepping.

The graphics for Bullet Punch are random, but the hitboxes are always the same, and each range of Bullet Punch overlaps with the next closest range slightly.

Scizor can CADC and go back to CA very quickly, as fast as Pikachu can.

Doing a j.Y allows you to slightly change your directional momentum, even if you don't Hover Glide first.

Scizor is not in guard point state the entire time he's doing Swords Dance > Throw Sword. He leaves guard point before the hitbox activates.

If you're going for Metal Claw > Sword just frames, peep your combo count during your conversion so you can alter your route so that you don't shift before the ender.

The absolute tip or extremely low versions of Aerial Ace 1 if you can get hitstun on a grounded hit (combos, attack up, burst mode) links into 9frames.

Against normal and large sized characters, 5YY > 2A~X is more consistent at more ranges than 5YY > 1A~X

Bullet Punch cancels are delayable.

Parry Pikachu's WGF and feel like a god.

You can cancel jump into Swords Dance, although doing so appears to be useless

Hover Y is hitconfirmable and the special cancel is delayable, so you can space out your Pokemon move followups, especially Bullet Punch, to catch attempts to punish your blocked Hover Y.





Burst Mode Scizor has 10 hits built right into his kit with Hover Y to Bullet Punch. Useful for overriding armor moves!


CADC > CA is fastest in the game with proper execution.

Any move that puts you in the air (5X chase, 1AA chase, 6XX) and Hover Glide (j.R) can be jump canceled with Popplio. 

Scizor has two kara grabs to help close distance and snatch people up. 6Y~B gets him up to an extra foot's length of grab distance, sort of rocking your thumb between the buttons.  You can also dash kara grab and gain an incredible amount of distance, up to two Scizor lengths!





Scizor can bY and b[Y] Aegislash's Iron Head in field phase

If you block Aegislash's 6X, you can bullet punch punish it



Vs. :Blastoise:

If you block 6A, 5Y 4A is a true punish to ALL options.

you can high stance blastoise 5A

you can high stance the 5AA follow up, but none of the other ones can you high stance, this is ok in burst too you just cant high stance the 5AAA follow-up


Vs. :Blaziken:

If you can't do the real tech of duck > React 8Y to Blaze Kick and Flare Blitz, then you can just mash U-Turn and it beats everything.

Ducking EX Blaze Kick gets you full damage punishes.

Burst vs. Burst interactions. Blaziken - If you go immediately before Blaziken, you can block the upkick. If you go after him, you die.


Vs. :Braixen:

BA punishes Braixen 8X > Air backdash on shield


Vs. :Charizard:

If Charizard is a backdash or more away and he does his Burst Attack on the ground, you can BA in response and win the exchange. Air version is trickier.

You can parry j.6YY for full damage.


Vs. :Croagunk:

In Field Phase, if Scizor does fY and Croagunk does Thief, neither pokemon gets hit.

You can Swords Dance clean through a Junk Ball boulder.

Moving CA is incredibly useful to deal with all of the possibilities that can come from Croagunk's j.A


Vs. :Darkrai:

You can bY and b[Y] every Darkrai trap except their activated fY


Vs. :Decidueye:


U-Turn will sometimes beat Decidueye's dive grab, Acrobatics. We don't have deal with the bs mixup all the time.

Swords Dance > Throw Sword nukes all of Decidueye's release Y arrows and hits Decidueye in Duel Phase

You can parry release Y by holding 8

Decidueye 5X goes under highs, so they can 5X under CA, 4Y, 6Y... etc.

Decidueye Soar X (the big wing stomp thing) is minus -13. Punish this with 6YX and get your fat damage. Field phase, you have staples, grab, or U-Turn.

If Decidueye does 6A and you block, U-Turn will punish all followups. If you get hit by 6A or 6AA and the Decidueye goes into Soaring Stance, U-Turn will punish all followups. Note that the Decidueye can punish the U-Turn by exiting Soaring Stance and immediately performing a j.A.


Vs. :Empoleon:

If you CA Aqua Jet, and backdash you get out of it

Empoleon can 4X Metal Claw, which leads into a full combo, so be careful.

After a level 1 Aqua Jet on block, Scizor can forward jump over Cut



Vs. :Garchomp:

You can high stance Garchomps 8A while they are in or out of burst


Vs. :Libre:


U-turn will clash with Libre's wake-up Wild Charge.

Do not let 4[X] rip on oki. She can 2X and high crush it.

Parry Libre 6XX and immediately backdash the 6XX will whiff outside corner

If you CA any part of Libre 5YY, you can release or full charge and it will beat electroweb. Don't be scared.

You can CA and then time a backdash to invuln through 5YY, which stops their string.

If Libre does 8Y on you, immediately do a 2A. It beats every option that isn't backdash > nothing and is safe vs. that.


Vs. :Chandelure:

Hover Dash triggers Smog

b.[Y] can go over Will o' Wisp

Hover Dash goes through all of those small or double fireballs in field phase.


Vs. :Lucario:


Field Phase Oki, block 5Y in field and do b[Y] over force palm


Vs. :Mewtwo:

You can parry any variation of Mewtwo Fire Punch with Hover X.


Vs. :ShadowMewtwo:


You can 6X and Hover X underneath Psywave Level 1 > Blast



Vs. :Suicune:

You pretty much always have time to punish Aurora Beam if you CADC it with Metal Claw.

You can parry Suicune 4/5/6 X with Hover Y You can parry 7/8/9 X with Hover Y Good luck doing it online, though. The cancel must be immediate.


Vs. Weavile

Weavile can Agility or Knockoff through staples on wakeup

If Weavile ever tries to j.A, you can react with an immediate Rotom

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