I agree completely, I use it if it wins the round for me. Other than that, I like having my meter for Ex Spear and tele.Only do it to end rounds. Ex helfire puts you at disadvantage, if you did it up close you're now on defence and if you did it when they were far you've given up offence. It's really not worth a bar better spent on ex teleport and spear.
Pretty much this. Taking away your opp wakeup is pretty significant. And if it will close out the match then of course I'll burn the meter.I'd say it depends on the amount of meter you have. If you have 3 bars at that point, then it is definitely worth it for the extra damage and for the ability to remove your opponent's wake up options. If you've got 2 bars, it is slightly more risky but I'd still say worth it. If you've got one bar, I'd say it's not worth it considering that you'd have no meter left and that's never a good thing for Scorpion.
I've only seen the shoulder bash used as part of his mix up vortex. Like say you've conditioned the opponent to block low after landing f2 1~TP (safe cross up jump) into f4~spear for example. And the takedown as it is, is ass. Just my $0.02Hi. This is my first post in the Scorpion forum. I was messing with 2, 1+2 and it seemed similar to Sub-Zero's F4, Iceball/Slide.
I don't know if this is old or not, but after pressing 2, 1+2, you can quickly input Down, Back because Teleport and Takedown both start with Down, Back. Then you can just confirm whether to press 3 or 4.
2, 1+2 not blocked then use Teleport.
2, 1+2 blocked then use Takedown.
I know the Takedown can be fuzzy guarded, but with the new patch coming around the corner this may work better. I posted about this at Gamefaqs but didn't get much replies. Any thoughts?
You dont have time to confirm a hit with the shoulder charge starter. You have to teleport immediately after the 2, 1+2 which is risky but worth it.Hi. This is my first post in the Scorpion forum. I was messing with 2, 1+2 and it seemed similar to Sub-Zero's F4, Iceball/Slide.
I don't know if this is old or not, but after pressing 2, 1+2, you can quickly input Down, Back because Teleport and Takedown both start with Down, Back. Then you can just confirm whether to press 3 or 4.
2, 1+2 not blocked then use Teleport.
2, 1+2 blocked then use Takedown.
I know the Takedown can be fuzzy guarded, but with the new patch coming around the corner this may work better. I posted about this at Gamefaqs but didn't get much replies. Any thoughts?
I take back my takedown statement to an extent. It's safe now....Yeah the move is something I generally use when I put my opponent into his vortex, even then it's risky because it can be punished if they block it. I only use it when my opponent gets duck happy on my F+4, spear after hitting a TP, then I use it followed by a spear to continue my vortex. Now on it's own the takedown isn't too great, however it's far from useless. I like to use it when I pressure game and the opponent tries to attack with a lot of high moves or a projectile up close, I can use it to go under the stuff as an alternative to teleporting if the opponent has enough time to block. I've used it once or twice to get out of a corner too if my opponent jumps or does something I can't react fast enough to, but overall he has other ways and punishers to get outta corners or avoid things and give you better damage.
This is a scary thought. I'm on PSN so I'll have to wait and see.Also, does the new JIP mechanics break Scorps safejump game? I gotta test this stuff later.