Here is my current match-up chart post patch with a reason why. Feel free to discuss.
Flash- 5-5 Speed buff makes him a huge threat but at long range you have more options to soften him up.
Nightwing- 5-5. Staff-stance will outreach everything you have but has trouble with TP. Escrima stance still has trouble with J.3 but lack of NW players makes this match-up hard to practice.
Batman- 4-6 Trait makes this a really difficult match up for Scorpion. Scorpion needs to abuse Batman's relatively weak wake-up options while Batman is going for the same thing. His trait helping him reach this goal more easily makes ninjas salty.
Cyborg- ?/? I don't know if I have seen/played any Cyborg players since they took away his instant air soul fist.
Green Arrow- 4-6. His j.3/ d.1-> ice arrow shuts you down pretty hard. His wake up options are weak allowing you to mix him up, but his neutral game is terrifying to approach.
Superman- 4-6. Long range, you can keep him from doing any of his usual shenanigans and come out on top. Close range, Scorpion has some issues with the f+2,3 strings. Jump back 3 used to be an option but the hitbox shrunk making this a less viable option. Long as you maximize your damage or lead to vortex, this is winnable. If you drop everything, get ready to eat 40%+ per mistake. On a good Superman you can really afford to make 5-6 mistakes max before you lose.
Raven- 6-4. Raven has a strong zoning game and just a decent close up game. Scorpion has a great anti-zoning game and a good/great close-up. Nuff said.
Aquaman- 4-6. Can't jump on him. His shield causes rolling on TP. He outpokes you. Water takes out fire. Go for that knockdown and hope you guess right. You can also go into vortex on obvious zoning/poking from Aquaman.
Wonder Woman- 5-5. Great mid range/close up game. Tons of damage. Whip stance at mid-screen/shield-stance in the corner is nothing to scoff at. Take advantage of Scorpion's mobility to balance this match up.
Hawkgirl- 4-6. Want to see a character zone Scorpion? Flight mace throwing makes Scorpion need to approach more traditionally. A good zoning HG will mace you out of your neutral jump TP on reaction. The chance of wake up swoop move also makes pressuring HG a pain in the ass but this can be countered by j.3 into combo.
Shazam- 7-3. Shazam can't really do much to you. Long range, he'll jump, psycho crusher, or TP forward. Spear/Hellfire takes care of two of these options, and a succesful block leads to vortex. Its an uphill battle for Billy.
Green Lantern- 5-5. A smart Hal will punish you. Hard. You do however shut down any attempts of Oa's rocket shenanigans he might try to do and you can punish him just as hard for any mistakes he makes. You can't YOLO vs Hal and he can't do that against you either.
Bat Girl- 5-5. I was originally going to say this is 4-6 but with more practice, you realize your skillsets are really similar, and you would fight this a lot like the GL match up. Guess right, guess smart, and don't get punished.
Lobo- 5-5. Momentum based match up. The main-man once in will hurt you. A lot. Unfortunately for him thats our gameplan too. You do have your usual tools to soften him up from a far to make up for the discrepancy in damage Scorpion does.
Joker- 6-4. Joker has a hard time opening you up. You have lots of options to open him up. He is going to struggle to get in, and by the time he does, you're already winning.
Harley Quinn- 5-5. Got to know the match up. Harley has a similar playstyle once again to Scorp and will pressure you to open you. She also can get real high to approach any TP approaches. If played patiently however, this is once again very momentum base due to Harley's okay wake-up options.
Solomon Grundy- 5-5. Assuming Grundy isn't a psychic and stops all your approaches with d.2 and air grab (that means don't be predictable), this is winnable by zoning him out with Hellfire, spears and TP. You're looking at 40%+ damage if you let him get in though.
Zod- 6-4. Zod? He has a pretty good zoning game, and an okay close up game with Zod charge. Keep Zod Charge in mind, and make his life difficult.
Lex- 4-6. Yes, Lex actually wins this. Jump 3 will knock you out of your air attacks/tp. Trait up makes him damn near unapproachable. Corps charge will punish everything.
Catwoman- 4-6. Slight mid-range zoning, lots of damage. Momentum based. She also outreaches/outdamage Scorpion.
Deathstroke- 6-4. Slade has some good wake up options but you eliminate his gun game almost entirely. If he goes for any guns, show him what a vortex looks like.
Ares- 6-4. His gimmicks hurt. So does ours. He can't zone you so he'll try to TP and catch you surprised. Can't really surprise you if you seen it more than a dozen times. Still, pressure happens, so make sure to keep him on his toes instead.
Killer Frost- 5-5. Momentum based match-up again. You want to hit her into a vortex and she wants to make you open up for a 50/50.
Doomsday- 4-6. His trait laughs at you. His d.2/jumping dive attack takes away any aerial superiority you have. Overall, you just have to work really hard to amount to any offense. This is an uphill battle.
Sinestro- 7-3. Sinestro's close game is not great. He has footsies at sweep range but once you're in there, he has to just take it till he guesses right. If he tries to zone you? All his specials have really bad recovery...
Black Adam- 4-6. Black Adam does a lot of damage. Keep in mind to block low from a far, and block high when he's close and get ready to work for your damage. A defensive/turtling BA will be a little bit of a struggle to open up. Be wary of wake-up cage.
Bane- 4-6. Armor up grabs, and armor in general makes Scorpion sad. Jumping attacks into TP will make this fightable, but get ready to see that grab animation where he breaks you Dark Knight rising style a few times.
Change list (7/10/2013)
Ares from 5-5 to 6-4
Frost from 4-6 to 5-5
Black Adam from 5-5 to 4-6
Catwoman from 5-5 to 4-6
Aquaman from 3-7 to 4-6
Change list (7/9/2013):
Superman from 5-5 to 4-6
Hawkgirl from 3-7 to 4-6.