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Goro Lives
The pressure depends on what decision the players will be after the reaction. Assuming you (Scorpion) did the reset (Far 2nd Spear ~ D+1) and forced your opponent to stand/block, if they jump, AA or NJP~Teleport. They rest of the options are self-explanatory.
is good for anti-airing as well, specially since you're pretty close to the opponent.So I'm wondering then, if that d3 is used to bring your opponent out of their grounded position, wouldn't they just jump out of any further pressure once they were brought back into a standing position? That's what I noticed with similar set-ups on my end. It seems like the favorite tactic regaurding low pressure like that. Looks pretty legit though if you figure out a form of pressure which acts as both pressure and potential anti-air.
So basically, doing + ~ has you covered for pretty much all important scenarios.
Only if for whatever reason they don't block the initial spear following the poke. Do what others have said, + ~ , and you can hit confirm into Spear from there.Meaty D3 seems short and self-explanatory once you know the individual terms.
Just a quick question, can this work after Poke~Spear, nj.P dash B2 jin.K~Teleport jin.K~Teleport? Or is at least possible to do Poke~Spear, nj.P dash B2 jin.K~Teleport 2 1+2 Spear?
Those combos should work as normal because the opponent is forced to stand up.