Skim's Moveset : The Unbreakable Cobalt Blue.
((Legend :
A = Weak Attack, B = Medium Attack, C = Strong Attack, D = Drive.
GT = Gatling, that means that this normal can be cancel into another normal, it’s also called a “chain”, SC = Special Cancellable, SuC = Super Cancellable, JC = Jump Cancellable (including Hyper Jump), CH = Counter Hit (hitting an opponent during the duration of a move), FC = Fatal Counter, a counter that gives more hitstun to every hit in the combo that follows it, making better and more powerful combo that wasn’t possible to do without one.
c.= Close to the opponent, f.= Far from the opponent, j.= Jumping or air attack.
Crumple state = makes the opponent stagger then makes him slowly fall to the ground, Stagger state = puts the opponent in a stagger state where he can’t move for a moment before recovering. Spinning state = makes the opponent spins before falling. Ground bounce = makes the opponent bounce on the ground. Wall bounce = same as GB but with a wall. Wall Stick = The opponent is sticked to the wall before falling (corner only).
For the commands, I will use the Numpad system : look at your numpad and imagine it being a stick : neutral becomes 5, jump forward becomes 9 and quarter circle forward becomes 236.
Playstyle :
Skim is a trickster so you better be careful fighting him. His style is to make you thing you can easily attack him, while actually, punishing you for being a little too arrogant. Skim, thanks to his scythe, sports good pokes that brings the opponent closer to trick you even more with his awkward Drive that allows him to easily counter his opponent.
Unfortunately, most of his moves don't have big invincibility frames and his mobility is lacking. Intelligent people will see through his tricks and punish him accordingly or use moves with good invincibility frames to bypass his defense. Zoners will also be a problem but he can counter them with his "teleport" and his Drive.
Movement :
Skim's movement isn't that great. While he does have a really fast walk speed, he can't dash and can only jump once with no air dash. His jump is also really awkward, ressembling more of a high hop than anything else, making him able to make tricky overhead attack but he prefers to fight on the ground. But you want the opponent to get in to punish them so his movement are only important when he is the one who must gets in or if he needs to run away.
Normals :
5A : fast claw slash in front of him, usually used to stuff opponent's attack. GT, SC, SuC.
5B : fast thrust in front of him, stagger on CH. GT, SC, SuC, JC (not on Block)
5C : slash forward then followed by returning his scythe back, hits two time, the second hit brings the opponent closer to Skim. Bit unsafe on block. SC, SuC.
2A : a low poke, his fastest move and good combo starter. GT, SC, SuC.
2B : long poke that hits low. Good for stopping the opponent from getting in. GT, SC, SuC, JC (not on Block)
2C : upward claw motion. Launch in CH. SC, SuC, JC.
3C : a slash through the opponent's feet. Knockdown on hit. SC, SuC.
j.A : Skim agitates his claws in front of hit. Holding down the button scores up to 8 hits but you don't really care about this move. Can stuff opponent's attack. GT.
j.B : a forward thrust. Good air-to-air move and probably the only one. GT.
j.C : Skim hammers down his claw. Knockdown on hit, ground bounce on CH. A bit slow but can be a good overhead.
6A : a fast upward thrust. Probably Skim most useful and fastest anti-air. SC, SuC, JC.
6B : An overhead a bit slow but with good hitstun and brings the opponent in. SC, SuC.
6C : Skim stabs his opponent two times then brings back his scythes. Hits four times and locks the opponent, even in the air, usually making the move scoring all the hits most of the time. Good damage and frame advantage on hit. SC, SuC.
Forward Throw : Stabs the opponent that falls down to the ground.
Backward Throw : Dig down and makes them trips while passing under them and sprouts out behind them.
Air Throw : Grabs them and falls on them to the ground.
Drive :
Skim's Drive is quite simple to use but is one of his most useful tool. When pressing D, Skim quickly goes into his carapace making him invincible. If an opponent hits his while he's in his carapace, the attack will bounce and the opponent won't be able to move for a set period of time, allowing Skim to quickly punish them. A moves that have been countered will usually recover before Skim as the time to punish them while C countered move will let him plenty of time to make you regret your cockyness. You can hold down the button to add more time, for a maximum of 5 seconds.
Don't think that Skim is invincible during this move. You can easily grab him in this stance since he can't stop you.
Any D moves : Goes into his carapace.
Any j.D moves : Goes into his carapace and quickly falls to the ground.
Specials :
214 D : Skim digs himself in the ground. While Skim is in the ground, he is completely invincible. He will stay underground for a maximum of 5 seconds. Moveing left or right will make you move underground in the corresponding direction. This move has 4 follow-ups :
A Follow-up : Skim claws through the ground. Hits low, knocks down on CH.
B Follow-up : Skim stabs to the sky. Good vertical range, can be used as an anti-air if you think that the opponent will try to jump. Crumple on CH.
C Follow-up : Skim jumps out of the ground followed by a downward slash. Knocksdown on hit, Ground Bounce on Airborne opponent and on CH. Skim will leave the ground if he does this move.
D Follow-up : Skim gets out of the ground.
623 A/B : Skim uses his claws yo attack. A version slash in front of him. B version stabs in front of him and stagger on Hit, crumple on CH.
623 C : Anti air version of 623A/B. Skims slashes in a 40° upward angle. One of Skim's anti-air but not the greastest. You want the opponent in anyway so just learned how to block or use your Drive.
623 EX : Skim's fastest special. Have good invincibility and amazing speed and range. Skim stabs in front of him, brings the opponent closer and launches them in the air, allowing him to easily combo afterward or set a mix-up.
236 A/B/C/EX: Skim uses his water beam. A hits on the ground and OTG, B hits in front of him and C is an anti-air. EX Version hits in front of him, is really fast and crumples on hit, allowing to get in really fast.
Supers :
236236A : Uses one bar. Skim's super version of the 236A/B/C/EX moves. He spits a giant water beam upward, starting from the ground to the sky, really fast. Crumples on HIT.
236236C : Uses one bar. Skim's super version of the 623 moves. Skim stabs in front of him, brings the opponent to him and stabs them multiple times and finally slashes them away. Good damage and combos really easily.
214214D : Uses one bar. Skim's rage mode. Can cancel any of his moves into his Drive moves and vice-versa. He's also faster.
632146C : Uses three bars. Can be done during 214D for faster start-up. Skims digs in the ground and dashes through the opponent. If hits (must be blocked low), Skim grabs them into the ground where he attacks them multiple time (but you can't see it) and throws them out of the ground with a huge water beam. Good damage and quite fast and is actually safe on block.
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Finish. I tried to make an original moveset while giving him normal Ceanataur move. Hope you like it.
Next one will be a certain screeching monster...













