What's new

ask scorpion thread

Insane

Toasty!
BTW guys does somebody know anything about the ex spear from up close. Recently I did an ex spear from up close and the opponent duck blocked it :S. And when I tried to do it again it just went over him strange... is this stance specific or something?
Well in MK when you change the direction of your block, the character animation doesn't instantly change with it. So it could be that your opponent was already blocking high while the animation was still changing from low block to high block, that's why your opponent looked like he low blocked the spear.

@topic
When the patch comes out I'll be sure to add the takedown to my wake-up arsenal, and also in between strings.
 

eskuAdradit0

"Thanks" button abuser.
Also that 50/50 can be blocked consistently by blocking low first then just release down when you see or hear the overhead coming. You can get around that if you delay your attack though. The guys in valley stream do this consistently and just doing the basic 50/50 after a JIP results in me eating a big combo.
Yup, most of 50/50s in MK are blocked low until you see the 60-seconds-animation-overhead come. Resets are only good as a surprise factor. You could still just 1,1 and back out, then trade pressure.
But, I believe it's harder to punish B2 than whiffed F4, Spear or 2, 1+2, Teleport. Iunno, just a thought
 
training mode

Well in MK when you change the direction of your block, the character animation doesn't instantly change with it. So it could be that your opponent was already blocking high while the animation was still changing from low block to high block, that's why your opponent looked like he low blocked the spear.

@topic
When the patch comes out I'll be sure to add the takedown to my wake-up arsenal, and also in between strings.
Actually tried it out at training mode where i put the settings to crouch blocking, but then again its training mode so thats gonna be a mystery...
 
Hello everyone,

is there any attack/special move that is 100% unblockable that i can link after a Teleport?


Cheers
/NexNova
 

Shady

Noob
I'm assuming you mean on hit.... Because if you don't then no... On hit, only in the corner... you can link it into 111 Spear I think....
 
f

Hey guys, I have a ps3 so I don't have my hands on the new patch yet, so I was wondering if someone knows or could find out if the following is still a valid combo even with the new jump in mechanics in place.

Will Jip, F3, Spear still combo still connect as a combo?
Will Jip, 1, 1+2, teleport still combo?

I guess the problem with the new jump mechanics arises whenever the Jip is blocked. In the Post patch, I understand that some moves can just be jumped out of, since the frame advantage is no where nearly as significant. Can someone please find out for me if these combos are fast enough to no allow my opponents to escape out of when the jip is block? Many Thanks.
when did f3 ever connect with spear?
 
Dude calm down and dont panic lol

The Vortex still works perfectly

even the after a jip I can still get off a throw perfectly

and teleport on hit still grants safe jump the whole nine
 

Grayx7

Noob
Hmm...The only one that I know of while your opponent is grounded, is Hellfire. It's guaranteed after a Teleport Punch, Pre-patch. I haven't tried it post-patch yet. If you connect a TP when your opponent is airborne, you can do 1,1,1 into a spear [probably the best], or 2,1 into a spear, or 3,3 into spear [these two are a little harder to time compared to the 1 string]. in the corner after an EnTP, you can connect a B2.
 

Insane

Toasty!
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.
I agree with this. If you have full meter I guess you could go for the EX Hellfire, but I suggest saving up 2 meters for breakers and other EX moves. Besides, it's better to end combos with the 50/50 mix-up unless you're sure to win the round, IMO.
 
Hey guys, I'm no expert at Scorpion, I just mess around with him as a secondary, so forgive me if this has already been covered. With safe takedown, I'm finding that 2 1+2 is now a great poke/vortex string. It's totally hit-confirmable. If it's blocked, I cancel into takedown, which means they MUST fuzzy guard to block both the 1+2 and the takedown. If it's not blocked, I do (2 1+2~telepunch, dash, 111~spear, jip, f21~telepunch, safe jump = 33%). Is this legit? Is it well known? I've only played a few matches with it so far, but it's been pretty effective.

Edit: This has nothing to do with the above except that I never see any other Scorpions (my opponents or on stream) do it, but I've been mixing a deep jump kick~telepunch into my safe jump vortex and it works quite well. On hit I get 34% plus another safe jump, and on block the telepunch seems to whiff and leave me standing right next to them safely. Am I missing something about why this doesn't get used?
 

Scoot Magee

But I didn't want to dash
After you see someone throw out the 2 you'll know to block high and then blocking low next covers all of scorpions options after the overhead is blocked. I wouldn't really see that being useful against anyone that knows the game. You're better off just going into 1 pressure if you're not going to 50/50.
 

GamerBlake90

Blue Blurs for Life!
At first I was perplexed over why Scorpion's Takedown attack was receiving such a significant buff, despite that I was pleased with the news.

Then I realized how it would compensate for the fact that Scorpion is such an unsafe character.

If you think about it, Scorpion's been designed like a slot machine rather than a strategical character: if you guess right with him, you win; guess wrong, you lose. It helps to add proper spacing and pressuring mix-ups with his standing 1, his strings, his Hellfire, his R1, and low pokes, but the f4 and b2 have become big parts of his strategy and if either one got blocked, he'd be introduced to a massive dose of ownage. Never a pleasant experience.

I still love Scorpion and the way he was designed (no homo), but there is generally too much risk involved with him. It's almost like skill is not what you need to win with him, but rather exceptional luck. This is not to say there aren't skilled Scorpion players, of course, but even they are plagued by the excessive risk that comes with using him, especially if you whiff his Spear (have you ever taken note of the horrid amount of time it takes to recover from it? Understandable, but horrid all the same!).

So the improvement to his Takedown should be a big help, hopefully. It's not a bonus I would have seen coming, but I'm definitely gonna exploit it. I prefer to be a safe player rather than a gambler.
 

Saint

Noob
At first I was perplexed over why Scorpion's Takedown attack was receiving such a significant buff, despite that I was pleased with the news.

Then I realized how it would compensate for the fact that Scorpion is such an unsafe character.

If you think about it, Scorpion's been designed like a slot machine rather than a strategical character: if you guess right with him, you win; guess wrong, you lose. It helps to add proper spacing and pressuring mix-ups with his standing 1, his strings, his Hellfire, his R1, and low pokes, but the f4 and b2 have become big parts of his strategy and if either one got blocked, he'd be introduced to a massive dose of ownage. Never a pleasant experience.

I still love Scorpion and the way he was designed (no homo), but there is generally too much risk involved with him. It's almost like skill is not what you need to win with him, but rather exceptional luck. This is not to say there aren't skilled Scorpion players, of course, but even they are plagued by the excessive risk that comes with using him, especially if you whiff his Spear (have you ever taken note of the horrid amount of time it takes to recover from it? Understandable, but horrid all the same!).

So the improvement to his Takedown should be a big help, hopefully. It's not a bonus I would have seen coming, but I'm definitely gonna exploit it. I prefer to be a safe player rather than a gambler.
I'm not sure man, he's only risky if you choose to be, you can play him as safe as you want to.

Even taking B2 and F4 into consideration, if you study psychology, you'll be surprised how easy it is to condition people and how little luck there really is to it.

I'm not denying the fact that you can eat big damage being punished doing either two of the moves, but whenever it happens I just blame myself for not having conditioned my opponent the right way. Then again, you get punished for guessing wrong with any character in this game, so why put the spotlight on Scorpion.
 
Hey guys, I'm no expert at Scorpion, I just mess around with him as a secondary, so forgive me if this has already been covered. With safe takedown, I'm finding that 2 1+2 is now a great poke/vortex string. It's totally hit-confirmable. If it's blocked, I cancel into takedown, which means they MUST fuzzy guard to block both the 1+2 and the takedown. If it's not blocked, I do (2 1+2~telepunch, dash, 111~spear, jip, f21~telepunch, safe jump = 33%). Is this legit? Is it well known? I've only played a few matches with it so far, but it's been pretty effective.

Edit: This has nothing to do with the above except that I never see any other Scorpions (my opponents or on stream) do it, but I've been mixing a deep jump kick~telepunch into my safe jump vortex and it works quite well. On hit I get 34% plus another safe jump, and on block the telepunch seems to whiff and leave me standing right next to them safely. Am I missing something about why this doesn't get used?
Well my only problem with it is the 2 1+2 will knock your opp all the way across the screen. Depending on the matchup this could be really bad, Noob for instance, I want to stay as close to him as possible so I don't have to fight through his shadow slides/tackles. This might be useful near the corner though or to just randomly throw out to mess with your opp.
 

Saint

Noob
Hey guys, I'm no expert at Scorpion, I just mess around with him as a secondary, so forgive me if this has already been covered. With safe takedown, I'm finding that 2 1+2 is now a great poke/vortex string. It's totally hit-confirmable. If it's blocked, I cancel into takedown, which means they MUST fuzzy guard to block both the 1+2 and the takedown. If it's not blocked, I do (2 1+2~telepunch, dash, 111~spear, jip, f21~telepunch, safe jump = 33%). Is this legit? Is it well known? I've only played a few matches with it so far, but it's been pretty effective.

Edit: This has nothing to do with the above except that I never see any other Scorpions (my opponents or on stream) do it, but I've been mixing a deep jump kick~telepunch into my safe jump vortex and it works quite well. On hit I get 34% plus another safe jump, and on block the telepunch seems to whiff and leave me standing right next to them safely. Am I missing something about why this doesn't get used?
I'll let the other guys correct me if I'm wrong but I'm pretty certain 2 1+2 isn't hit confirmable so you'll have to 'commit' to the teleport as King puts it.

Meaning you cannot wait to see if your move hits before already having inputted the command for teleport, if you do, your combo will whiff and you'll drop your vortex.
 
Thanks for the answers everyone,

Precisely what I meant is, if my first move is a normal teleport and it doesn't get blocked is there something I can link to it and be sure it won't be blocked? other way to put it is can I start a combo with a teleport as opening move.

A friend tells me it's not possible cause after teleport punch hits you get into neutral state. so if he's correct then I can't link anything to it and be sure it will work :)
 
After you see someone throw out the 2 you'll know to block high and then blocking low next covers all of scorpions options after the overhead is blocked. I wouldn't really see that being useful against anyone that knows the game. You're better off just going into 1 pressure if you're not going to 50/50.
Well you're definitely the expert, so I'll defer to you. However, it seems pretty hard (to me) to read on reaction whether that little jab Scorpion just threw was a 1 or a 2. And if you mix 21~spear instead of just 11~spear into your game, that also adds to the confusion. Just my thoughts, though. 2 1+2~takedown is no less safe than 111, though it obviously changes the dynamic by requiring your opponent to be more on his toes or eat 35%.

Well my only problem with it is the 2 1+2 will knock your opp all the way across the screen. Depending on the matchup this could be really bad, Noob for instance, I want to stay as close to him as possible so I don't have to fight through his shadow slides/tackles. This might be useful near the corner though or to just randomly throw out to mess with your opp.
If you combo it into telepunch that doesn't matter.

I'll let the other guys correct me if I'm wrong but I'm pretty certain 2 1+2 isn't hit confirmable so you'll have to 'commit' to the teleport as King puts it.

Meaning you cannot wait to see if your move hits before already having inputted the command for teleport, if you do, your combo will whiff and you'll drop your vortex.
While I can't necessarily vouch for how good it is, I can say that it definitely is hit-confirmable.
 

Saint

Noob
So you're telling me you can 2 1+2, wait to see if 1+2 hits and then decide to teleport/takedown?

I'm gonna try this out right now.


Edit: It is in fact, just like I said, not confirmable.
 
So you're telling me you can 2 1+2, wait to see if 1+2 hits and then decide to teleport/takedown?

I'm gonna try this out right now.


Edit: It is in fact, just like I said, not confirmable.
I must've played nearly two-dozen running sets with my primary MK partner last night, and it IS confirmable. You have to be waiting for it, prepared to input either one command or the other (which really just means the difference between hitting 3 or 4 at the end), but it is doable.

Edit: I realized you said you're watching to see if the 1+2 hits. No. A single-hit is obviously not confirmable. I watch to see if the 2 hits. If it doesn't, buffer the 1+2 shoulder into takedown.
 

Saint

Noob
I must've played nearly two-dozen running sets with my primary MK partner last night, and it IS confirmable. You have to be waiting for it, prepared to input either one command or the other (which really just means the difference between hitting 3 or 4 at the end), but it is doable.

Edit: I realized you said you're watching to see if the 1+2 hits. No. A single-hit is obviously not confirmable. I watch to see if the 2 hits. If it doesn't, buffer the 1+2 shoulder into takedown.

You can't wait with your 1+2 and see if your 2 hits or not, same deal here brother. If you want to do a 2 1+2 tp you'll have to input it all straight away.

Edit: UNLESS, any of this has been changed in the patch, which is something I doubt.
 
You can't wait with your 1+2 and see if your 2 hits or not, same deal here brother. If you want to do a 2 1+2 tp you'll have to input it all straight away.

Edit: UNLESS, any of this has been changed in the patch, which is something I doubt.
We can argue about this all day, but it won't get us anywhere. I've tested this probably a hundred times in the last 2 days during actual play. I'm not theory fighting, and I'm assuming you're not, either. Therefore, the only solution is that either something changed in the patch (I'm on xbox) or we have different personal windows for what is "confirmable."

Edit: Just in case we are miscommunicating, I'm saying you input (2 1+2) all at once. Then, WHILE those two animations are playing out, you can hit-confirm and input either db3 (on hit) for combo or db4 (on block) to stay safe.
 
We can argue about this all day, but it won't get us anywhere. I've tested this probably a hundred times in the last 2 days during actual play. I'm not theory fighting, and I'm assuming you're not, either. Therefore, the only solution is that either something changed in the patch (I'm on xbox) or we have different personal windows for what is "confirmable."

Edit: Just in case we are miscommunicating, I'm saying you input (2 1+2) all at once. Then, WHILE those two animations are playing out, you can hit-confirm and input either db3 (on hit) for combo or db4 (on block) to stay safe.
2+1 is not hit confirmable, I dont see anybody hit confirm it. I do think it might be possible if youre really trained into and even then you wont be able to do it consistantly.
 

RE_4Alice

Banned
So you give a char that can spam hellfire and spear alllll day with his nooby guess games a safe takedown?? thanks nrs! if only there wasnt enough scorps online already smh -_-
 
At first I was perplexed over why Scorpion's Takedown attack was receiving such a significant buff, despite that I was pleased with the news.

Then I realized how it would compensate for the fact that Scorpion is such an unsafe character.

If you think about it, Scorpion's been designed like a slot machine rather than a strategical character: if you guess right with him, you win; guess wrong, you lose. It helps to add proper spacing and pressuring mix-ups with his standing 1, his strings, his Hellfire, his R1, and low pokes, but the f4 and b2 have become big parts of his strategy and if either one got blocked, he'd be introduced to a massive dose of ownage. Never a pleasant experience.

I still love Scorpion and the way he was designed (no homo), but there is generally too much risk involved with him. It's almost like skill is not what you need to win with him, but rather exceptional luck. This is not to say there aren't skilled Scorpion players, of course, but even they are plagued by the excessive risk that comes with using him, especially if you whiff his Spear (have you ever taken note of the horrid amount of time it takes to recover from it? Understandable, but horrid all the same!).

So the improvement to his Takedown should be a big help, hopefully. It's not a bonus I would have seen coming, but I'm definitely gonna exploit it. I prefer to be a safe player rather than a gambler.
70% of the time I play safe with scorpion, my main game plan is to pressure your opponent with 1,1 and keep doing block damage and building meter, I only take the risk if I almost reach X ray. Youll be surprised at how much block damage can do for you. next to that I really like to anti air, examples are d1 into 11 teleport and spear and start the vortex combo and continue the 1,1. When I DO take the risk I often go for the B2 overhead from the furthest distant possible, people often fail to punish it at that distant.

so the safe options with scorpion I use are basically:

D4(pretty good reach and almost guaranteed anti air, but only does 3%dmg)
D1 needs good timing and requires you to let go of guard more often, but has a great reward of almost 30% combo ending in a vortex situation for yourr opponent.
1,1, keep doing this and dash between each 1,1 after doing this twice in a row, people will try to jump over you, so neautral jump punch is the answer which can result in a high damaging combo and vortex again.

What u MUST prevent with scorpion is getting knocked down.