YOMI MITYEAP
Warrior
With the Playstation Experience this past weekend, many players set out for Las Vegas to go play the latest build of Mortal Kombat X including a local high-level competitor, Malik Terry a.k.a. "MIT". MIT has put together a great write-up focused on Scorpion. From pokes to combos to setting up mind-games with the "Run Button", Mortal Kombat X sounds like it will be packing quite a blow come April 2015.
Without further ado, here's his awesome write-up! Relax. Just because there's no official news or reveals doesn't mean we can't just get excited about mechanics! ~ STORMS
"Ok guys I got to play scorpion a bit and I would like to explain what I experienced and some interesting things I noticed. I didn't get to use inferno style but I utilized ninjutsu and hellfire variations. I shall list what comes to mind.
Pokes: We all know that back in mk9, scorpion's pokes were horrible. I tried out his d1, d3, and d4 and they all served their purpose fairly well (his d4 was the best out of all of them and it was safe on block and advantage on hit. It also had pretty good reach and it allowed him to duck under jump in hits at times because of how much it lowered his hitbox).
Teleport: His normal teleport was pretty fast, but unsafe on block as usual. His ex teleport was safe on block and launched for a full combo on hit (I noticed he can be hit out of his teleports and that his teleports were mid so you couldn't duck them like in mk9). The really interesting thing about his teleport was he has 3 different ways he can do it. He can do down, back, 3 and do it the normal way or he can do down back 3 and hold down at the same time and do an empty teleport or he can do down back 3 and hold (I think forward or back forgot which one) at the same time and he'll just tele backwards. This opens up a lot of mind games for scorpion and I'm interested in what he'll be able to do with these new teleport options he has.
Combos: His combos seemed very similar to how they were in mk9, so no worries there if you play scorpion but I had to get used to the timing of them in mkx.
Spear: The spear worked similar to how it did in mk9 and is just as unsafe too lol.
Leg Takedown: ABSOLUTELY HORRIBLE lmao. It was unsafe without meter and still unsafe with meter. The only advantage it had with meter was the fact that it had armor but that was it. Unless this move changes, I highly doubt it will be that useful.
*Ninjutsu stance: He keeps his basic special moves, but he has some interesting sword attacks. I decided to embark on seeing if he had his vortex still.............. and he does #YEEAAAPPP. So he has a overhead option (forward 2) which had great reach and was double hitting and seemed safer than his mk9 overhead which was back 2. His low option was f3 with didn't have the same reach as his forward 4 in mk9 but it was safe on block if u just did it with nothing else (apparently u can use it to stuff wakeups as I stuffed subzero's slide with it when playing DJT lol). He certainly still has his mini vortex as well so that is great .
*Hellfire stance: In this stance he has his basic special moves added with his hellfire (down back 2), fireball (down back 1), and his injustice trait looking move haha (down back 4). His hellfire worked similarly to how it did in mk9 and was just as slow or maybe slower. I couldn't manage to get down how to do the gremlins version of it, but I'll have to learn that later. I'm not too sure what his injustice trait looking move does, but I'm sure it has some use. His fireball was very interesting as I could zone with it and use the fireball cancel for mind games and even pressure so I loved that move the most out of his hellfire variation. I don't think he can vortex the same way with this style because he doesn't have his f2 overhead that he has in ninjutsu variation but I think he can still do a vortex in a different manner.
Now I just did this real quick, but if you have any questions because I may have missed something that I will gladly answer them.
P.S.: Standing normal still work as AAs and D2s were godlike. Also the run button mechanic sets up so many mind games so I can't wait to see what people find out with that."
edited/promoted by STORMS*
Without further ado, here's his awesome write-up! Relax. Just because there's no official news or reveals doesn't mean we can't just get excited about mechanics! ~ STORMS
"Ok guys I got to play scorpion a bit and I would like to explain what I experienced and some interesting things I noticed. I didn't get to use inferno style but I utilized ninjutsu and hellfire variations. I shall list what comes to mind.
Pokes: We all know that back in mk9, scorpion's pokes were horrible. I tried out his d1, d3, and d4 and they all served their purpose fairly well (his d4 was the best out of all of them and it was safe on block and advantage on hit. It also had pretty good reach and it allowed him to duck under jump in hits at times because of how much it lowered his hitbox).
Teleport: His normal teleport was pretty fast, but unsafe on block as usual. His ex teleport was safe on block and launched for a full combo on hit (I noticed he can be hit out of his teleports and that his teleports were mid so you couldn't duck them like in mk9). The really interesting thing about his teleport was he has 3 different ways he can do it. He can do down, back, 3 and do it the normal way or he can do down back 3 and hold down at the same time and do an empty teleport or he can do down back 3 and hold (I think forward or back forgot which one) at the same time and he'll just tele backwards. This opens up a lot of mind games for scorpion and I'm interested in what he'll be able to do with these new teleport options he has.
Combos: His combos seemed very similar to how they were in mk9, so no worries there if you play scorpion but I had to get used to the timing of them in mkx.
Spear: The spear worked similar to how it did in mk9 and is just as unsafe too lol.
Leg Takedown: ABSOLUTELY HORRIBLE lmao. It was unsafe without meter and still unsafe with meter. The only advantage it had with meter was the fact that it had armor but that was it. Unless this move changes, I highly doubt it will be that useful.
*Ninjutsu stance: He keeps his basic special moves, but he has some interesting sword attacks. I decided to embark on seeing if he had his vortex still.............. and he does #YEEAAAPPP. So he has a overhead option (forward 2) which had great reach and was double hitting and seemed safer than his mk9 overhead which was back 2. His low option was f3 with didn't have the same reach as his forward 4 in mk9 but it was safe on block if u just did it with nothing else (apparently u can use it to stuff wakeups as I stuffed subzero's slide with it when playing DJT lol). He certainly still has his mini vortex as well so that is great .
*Hellfire stance: In this stance he has his basic special moves added with his hellfire (down back 2), fireball (down back 1), and his injustice trait looking move haha (down back 4). His hellfire worked similarly to how it did in mk9 and was just as slow or maybe slower. I couldn't manage to get down how to do the gremlins version of it, but I'll have to learn that later. I'm not too sure what his injustice trait looking move does, but I'm sure it has some use. His fireball was very interesting as I could zone with it and use the fireball cancel for mind games and even pressure so I loved that move the most out of his hellfire variation. I don't think he can vortex the same way with this style because he doesn't have his f2 overhead that he has in ninjutsu variation but I think he can still do a vortex in a different manner.
Now I just did this real quick, but if you have any questions because I may have missed something that I will gladly answer them.
P.S.: Standing normal still work as AAs and D2s were godlike. Also the run button mechanic sets up so many mind games so I can't wait to see what people find out with that."
edited/promoted by STORMS*
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