Zafina relies on scarecrow stance for her best mixups, however her mixups aren't always guaranteed. the only time her scarecrow mix is guaranteed is when she enters SCR at +9. Her 1,3 10 frame punish leaves her at +7 in stance. at +7 there is still counterplay for the defender. In general when she isn't at +9 powercrushes beat most of her options. Sidestepping right is also very strong against scarecrow when she delays her mixups or is staying in stance for longer. Zafina can cancel all her scarecrow stance transitions by holding back leaving her with worse frames, but is very useful to bait out opponents who challenge her scarecrow mixups.
Dealing with SCR stance at -2 (1,3 on block)
Defence
jab
down jab
powercrush
Rage art
sidestep right
SCR.1,4
yes
yes
yes
yes
yes
SCR.2,1
yes
yes
yes
yes
yes
SCR.3,3
yes
yes
yes
yes
yes
SCR.1+2
yes
yes
yes
yes
no
SCR.4
yes, absorbs attack leaves defender at +8 with pushback
no
yes, except powercrushes that are faster than 18 frames such as heat burst
yes
yes
SCR.df4
no
yes
yes, except high powercrushes and mid powercrushes that are slower than 21 frames
yes
no
SCR heat smash
yes
yes
no
yes
no
Dealing with SCR stance at 0 (3, ws3 on block)
Defence
jab
down jab
powercrush
Rage art
sidestep right
SCR.1,4
trades, leaves defender at -5
yes
yes
yes
yes
SCR.2,1
yes
yes
yes
yes
yes
SCR.3,3
yes
yes
yes
yes
yes
SCR.1+2
yes
yes
yes
yes
no
SCR.4
yes, absorbs attack leaves defender at +8 with pushback
no
yes
yes
yes
SCR.df4
no
yes
yes, except high powercrushes and mid powercrushes that are slower than 19 frames
yes
no
SCR heat smash
yes
yes
no
yes
no
Dealing with SCR stance at +4 (ff3 on block)
Defence
jab
down jab
powercrush
Rage art
sidestep right
SCR.1,4
no
yes
no
no
yes
SCR.2,1
trades, leaves Zafina at +10
Trades, leaves Zafina at +5
yes
yes
yes
SCR.3,3
no
no
yes
yes
yes
SCR.1+2
yes
yes
yes
yes
no
SCR.4
no
no
yes
yes
yes
SCR.df4
no
yes
no, CH launch
yes
no
SCR heat smash
no
yes
no
yes
no
Dealing with SCR stance at +7 (1,3 on hit, wr3 on block)
Defence
jab
down jab
powercrush
Rage art
sidestep right
SCR.1,4
no
yes
no
no
no
SCR.2,1
no
no
yes
no
no
SCR.3,3
no
no
no
no
no
SCR.1+2
no
trades
yes
yes
no
SCR.4
no
no
yes
yes
no
SCR.df4
no
no, evades
no, CH launch
yes
no
SCR heat smash
no
yes
no
no
no
Dealing with SCR stance at +9 (3, ws3, ff3 on hit)
Defence
jab
down jab
powercrush
Rage art
sidestep right
SCR.1,4
no
yes
no
no
no
SCR.2,1
no
no
no
no
no
SCR.3,3
no
no
no
no
no
SCR.1+2
no
no
yes
yes
no
SCR.4
no
no
no
no
no
SCR.df4
no
trades
no
yes
no
SCR heat smash
no
yes
no
no
no
Punishment
-15 or more standing
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
NumThe move number as it appears on the full move list of the given character in the game.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe hit level of the move.Capital letters mean it hits grounded.For strings, the hit level of the previous moves in the string is shown but washed out.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe maximum range recorded of the move hitting Lars on-axis. (For Tekken 7, it's vs Heihachi.) Assume an error of about ±0.03.For strings, this is the range of the whole string.This measurement shouldn't on its own be used to compare characters: larger characters get more "range" by this measure, but their opponents do too.
Left TrackingThe tracking score to the attacker's left.Roughly speaking, when up close, if the defender sidesteps or sidewalks right for no more than this many frames, the move still connects.
Right TrackingThe tracking score to the attacker's right.Roughly speaking, when up close, if the defender sidesteps or sidewalks left for no more than this many frames, the move still connects.
BlockThe frame advantage on block.Blank if the move can't be blocked (e.g., an unblockable or an aerial attack).For breakable throws, this is the frame advantage when the throw is broken.
HitThe frame advantage on hit.Blank if the move is not an attack, e.g. is a stance transition only.For throws, this is the frame advantage after the throw.
CHThe frame advantage on counter hit.Blank if this is the same as on normal hit, i.e. there is no special behavior on counter hit.
StartupThe active frames of the attack. The "i" stands for "impact", i.e. impact frame.If there is more than one hit, a comma indicates that frame 1 is now the frame after the last active frame of the previous hit.For strings, therefore, this usually has a leading comma.
RecoveryThe total number of frames, the recovery frames, and what stance the move recovers in, if any.The "t" stands for total and "r" for recovery. If no stance is listed, the move recovers in the default, standing position.For strings, the total frame count is from the start of the string with no delays.
NotesAnything that doesn't fit elsewhere.Many common move properties, such as whether a string can be delayed, go here.See Movelist#Notes for standard wording of common properties.
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
NumThe move number as it appears on the full move list of the given character in the game.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe hit level of the move.Capital letters mean it hits grounded.For strings, the hit level of the previous moves in the string is shown but washed out.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe maximum range recorded of the move hitting Lars on-axis. (For Tekken 7, it's vs Heihachi.) Assume an error of about ±0.03.For strings, this is the range of the whole string.This measurement shouldn't on its own be used to compare characters: larger characters get more "range" by this measure, but their opponents do too.
Left TrackingThe tracking score to the attacker's left.Roughly speaking, when up close, if the defender sidesteps or sidewalks right for no more than this many frames, the move still connects.
Right TrackingThe tracking score to the attacker's right.Roughly speaking, when up close, if the defender sidesteps or sidewalks left for no more than this many frames, the move still connects.
BlockThe frame advantage on block.Blank if the move can't be blocked (e.g., an unblockable or an aerial attack).For breakable throws, this is the frame advantage when the throw is broken.
HitThe frame advantage on hit.Blank if the move is not an attack, e.g. is a stance transition only.For throws, this is the frame advantage after the throw.
CHThe frame advantage on counter hit.Blank if this is the same as on normal hit, i.e. there is no special behavior on counter hit.
StartupThe active frames of the attack. The "i" stands for "impact", i.e. impact frame.If there is more than one hit, a comma indicates that frame 1 is now the frame after the last active frame of the previous hit.For strings, therefore, this usually has a leading comma.
RecoveryThe total number of frames, the recovery frames, and what stance the move recovers in, if any.The "t" stands for total and "r" for recovery. If no stance is listed, the move recovers in the default, standing position.For strings, the total frame count is from the start of the string with no delays.
NotesAnything that doesn't fit elsewhere.Many common move properties, such as whether a string can be delayed, go here.See Movelist#Notes for standard wording of common properties.
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
NumThe move number as it appears on the full move list of the given character in the game.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe hit level of the move.Capital letters mean it hits grounded.For strings, the hit level of the previous moves in the string is shown but washed out.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe maximum range recorded of the move hitting Lars on-axis. (For Tekken 7, it's vs Heihachi.) Assume an error of about ±0.03.For strings, this is the range of the whole string.This measurement shouldn't on its own be used to compare characters: larger characters get more "range" by this measure, but their opponents do too.
Left TrackingThe tracking score to the attacker's left.Roughly speaking, when up close, if the defender sidesteps or sidewalks right for no more than this many frames, the move still connects.
Right TrackingThe tracking score to the attacker's right.Roughly speaking, when up close, if the defender sidesteps or sidewalks left for no more than this many frames, the move still connects.
BlockThe frame advantage on block.Blank if the move can't be blocked (e.g., an unblockable or an aerial attack).For breakable throws, this is the frame advantage when the throw is broken.
HitThe frame advantage on hit.Blank if the move is not an attack, e.g. is a stance transition only.For throws, this is the frame advantage after the throw.
CHThe frame advantage on counter hit.Blank if this is the same as on normal hit, i.e. there is no special behavior on counter hit.
StartupThe active frames of the attack. The "i" stands for "impact", i.e. impact frame.If there is more than one hit, a comma indicates that frame 1 is now the frame after the last active frame of the previous hit.For strings, therefore, this usually has a leading comma.
RecoveryThe total number of frames, the recovery frames, and what stance the move recovers in, if any.The "t" stands for total and "r" for recovery. If no stance is listed, the move recovers in the default, standing position.For strings, the total frame count is from the start of the string with no delays.
NotesAnything that doesn't fit elsewhere.Many common move properties, such as whether a string can be delayed, go here.See Movelist#Notes for standard wording of common properties.