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Guide - Hellfire Hellfire Frequently Asked Questions and Answers

Student

Noob
As of the 6/23 patch, some information in this thread may be outdated. Please take this into consideration when reading this content, as it will take time to update it.

FOR A RUNDOWN OF WHAT HAS BEEN CHANGED IN THE 6/23 PATCH, PLEASE WATCH THE VIDEO IN THIS THREAD
(VERY IMPORTANT).


NOTES:
  • PLEASE post your answers to one or more of these questions if you have some experience or success to share.
  • If you have found useful Hellfire Scorpion information elsewhere on the forums that hasn't already been referenced in the OP, please post it so that it can be added.
  • Information that relates to multiple topics (such as thread links, quotes, etc.) may be presented more than once.
What is fireball cancelling (FBC, FBRC, FRC, etc.), how do I do it, and why is it important?
You block something that you KNOW you CAN’T full combo punish, you then: (would it be different if you DIDN’T KNOW if you could full combo punish or not?)
if in doubt, d1. 6 frames and ducks highs with surprising range. Very hard to punish even though it's -11, and on hit you can go straight into blockstring/hitconfirm a combo
otherwise, return with 214. If I get uppercutted/toekicked out of this then I know not to try it again.
Additional information on punishing as Scorpion (some information may not apply to Hellfire):

http://testyourmight.com/threads/scorpion-reversal-punishing-thread-post-patch.52924/
http://testyourmight.com/threads/scorpion-living-punishment-guide-tanya-guide-added.50993/
http://testyourmight.com/threads/complete-list-of-teleport-x-ray-vulnerable-strings.53207/

You do 2 reps of 214xxFBC against a blocking opponent, you finish with: (no meter vs. meter)?
  • No Meter:
    • Do a third 214xxFBC even though you can't run again, you can dash and then throw which will beat most punishes unless they neutralduck or armor through it
    • Do db2 after the second FBC if you think your opponent respects the string
    • If you're in the unsure about the matchup and you are out of meter, do b121 after the second FBC. Frametraps and is -1 on block.
  • Meter:
    • after the second FBC, do 214xxEXFB, d1. EXFB is +8 on block, so if you are fast enough d1 can actually be part of the frametrapping blockstring. And if it hits you can immediately do more 214 blockstring/hitconfirm due to stamina recovery rates.
214 FBC 214 FBC 214 EXFireball. +8 on block
214 FBC hellfire.
214 FBC b3 FBC 214. Gives a combo if they don't block low.
214 FBC f2/f4. Conditions them to block low.
214 FBC 214 FBC 214 Fireball dash cancel, throw. Throws won't connect from a run cancel but they will from a dash cancel.
Additional information on this topic can be found in the following thread(s):

http://testyourmight.com/threads/why-dont-more-scorpion-players-change-up-their-fireball-cancels.52622/
http://testyourmight.com/threads/blockstring-mixup-exploration.52678/

What do you do after knocking an opponent down?
That's actually not such a simple question. He has options but none of which are flawless.

-f2/b4 can be good for baiting wakeups but they can back dash both of those.
-close range jumpins (crossups) can be anti-aired by certain characters
-njk is a good pressure tool in the corner, especially if you time it properly, but some armored wakes can full combo punish it.
-after b121 and d2, EX hellfire is guaranteed if you do it fast enough because it has OTG properties, but it costs meter.
-f4 can be good if you have enough frames to get it out just as they stand.
-in most cases a simple teleport will stuff an armored wakeup, but that's a dangerous guess which you have to make on your own.

What are some common mistakes you see beginning Hellfire players make?
Failing the hitconfirm, panic teleports, failing the second rep of blockstring due to run cancelling too slow, teleporting randomly and trying to use FA in a combo when it's already active. Regular teleports should only be used to pre-emptively whiffpunish. And by that I mean do it at range when you see the opponent do an attack or projectile.

Any other basics that you think new Hellfire players should practice?
The following information was contributed by Triplswing. (A quote of this size wasn't functioning correctly when nested in a spoiler):

"Practice the fuck out of the FBC. You know you've got it on lock when you can do b12xxFBC, f3

Make your run cancel from fireball as fast as you possibly can. If your first run cancel takes longer than 15 frames then you won't have enough stamina to do a second run cancel.

I know it's 15 frames because that's a quarter of a second. Running consumes stamina at a rate of 1 bar per second. Dashing from fireball takes a quarter of a stamina bar, running from a dash takes another quarter of a bar. You need at least 1 full bar to initiate a run, so if you have less than 1+1/4 bar when you do your second one, you cannot run-cancel the dash.

When practicing links from FA, memorize the timing of the link, rather than use visual cues to identify when to attack. This makes you more consistent online, and when good enough you can literally do it with your eyes closed.

Don't just teleport during the neutralgame. Open up the opponent using db2, bait them into doing something stupid like forward jumping or even unsafe teleporting.

EX Teleport on wakeup might seem like a cool idea when you are getting pressured in the corner, but you really don't want to rely on this because if it gets blocked you'll probably lose the round if you have 40% or less health.

If perchance you do land EX teleport and launch the opponent into the corner, do 214xxFA, 214[HITCONFIRM]. If it gets blocked you can immediately do blockstring with FA on which is great, and if it hits you can get a full combo.

EDIT: Another thing I forgot to add, is that stamina use is extremely important for Hellfire. He is one of the few characters in the game where you have to wisely decide when and how to use stamina. Remember that you cannot perform blockstrings after doing a combo breaker, and when you run in after a knockdown. If you ever find that you tried to do a blockstring without the appropriate stamina, you will dash instead of run. If this happens, try a throw or d1."


COMBOS

What is your go-to BnB after landing a 214/114 (no meter vs. meter)?
No Meter with FA active: 214/114xxTP, 21xxSpear, fjp, standing 4xxTP, -> BLOCKSTRING

No Meter without FA active: 214/114xxTP, 21xxSpear, fjp, f4xxFA, 21xxTP, -> BLOCKSTRING

Meter: 214/114xxTP, 214xxEXTP, run, 21xxSpear, fjp, f4xxFA, 21xxTP -> BLOCKSTRING (standing 4 is slightly more damage after flame aura, but you can't hitconfirm it)

What is your go-to BnB after landing an air-to-air J3xxTP (do you have different ones depending on how high they were in the air, no meter vs. meter)?
Just wanna say the only reason I ever do fjk is as an anti-air. For jumpins and crossups, fjp is better because fjp, into 214 is actually legit blockstring.

No Meter with FA active: J3xxTP, 21xxSpear, fjp, standing 4xxTP -> BLOCKSTRING

No Meter without FA active: J3xxTP, 21xxSpear, fjp, f4xxFA, 21xxTP -> BLOCKSTRING

Meter: fjkxxEXTP, run, 214xxTP, b12xxSpear, fjp, f4xxFA, 21xxTP -> BLOCKSTRING
Jump Kick Starter - Meterless:
Jump Kick xx Air DB3 , 4 xx BF1 , J2 , F4 xx DB4 , 21 xx DB3

Jump Kick Starter - 1 Bar:
Jump Kick xx Air DB3 , 214 xx EN DB3 , Run 21 xx BF1 , J2 , F4 xx DB4, 21 xx DB3

What is your go-to BnB after landing a NJP (no meter vs. meter)?
NJP Starter - Meterless:
Neutral Jump Punch , 4 xx DB3 , F3 xx BF1 , J2 , F4 xx DB4 , 21 xx DB3

NJP Starter - 1 Bar:
Neutral Jump Punch , DB4 , 214 xx DB3 , 214 xx EN DB3 , Run 21 xx BF1 , J2 , F4 xx DB4 , 21 xx DB3

What is your go-to BnB after landing a normal into spear (like B3xxSpear, no meter vs. meter)?
You can actually hitconfirm a b3/f3 combo like this: b3/f3xxFBC, 214. If it hits you can do BnB combos and if it doesn't you can do blockstring. Note that they can armor through after b3 on block if they are experienced in the matchup.

b3xxSpear, fjp, 123xxTP, run, b12xxFA, 4xxTP

What is your go-to BnB after landing an EX Teleport?
EXTP, run, 214xxTP, b12xxSpear, fjp, f4xxFA, s4xxTP. Can be tricky if there is lag, but otherwise consistent across all characters.

What is your go-to BnB that starts with F4 (no meter vs. meter)?
No meter with FA active: f4xxSpear, fjp, 21xxTP ->BLOCKSTRING

No meter without FA active: f4xxFA, 214xxTP, 21xxSpear, fjp, standing 4xxTP ->BLOCKSTRING

Meter with FA active: f4xxEXTP, run, 214xxTP, b12xxSpear, fjp, f4xxFA, 21xxTP -> BLOCKSTRING

Meter without FA active: f4xxFA, 214xxTP, 214xxEXTP, run, 21xxSpear, fjp, f4xxFA, 21xxTP -> BLOCKSTRING
F4 Starter (Post Combo) - 1 Bar:
F4 xx EN DB3 , 214 xx DB3 , 21 xx BF1 , J2 , F4 xx DB4 , 21 xx DB3

What is your go-to BnB that starts with B3 (no meter vs. meter)?
B3 Starter - 1 Bar:
B3 xx FRC , 21 xx DB4 , 214 xx DB3 , 214 xx EN DB3 , Run 21 xx BF1 , J2 , F4 xx DB4, 21 xx DB3

B3 Starter (Post Combo) - Meterless:
B3 xx FRC , 214 xx DB3 , 21 xx BF1 , J2 , F4 xx DB4 , 21 xx DB3

B3 Starter (Post Combo) - 1 Bar:
B3 xx FRC, 214 xx DB3 , 214 xx EN DB3 , Run 21 xx BF1 , J2 , F4 xx DB4 , 21 xx DB3
B3xxFBC, B12xxFA, 214xxTP, 21xxSpear, JI2, F4xxTP

B3xxFBC, 21xxFA, 214xxTP, 214xxEXTP, run, 21xxSpear, JI2, F4xxFA, 12xxTP

B12 and 21 are interchangeable after the initial B3xxFBC. B12 is a better follow up due to the range of B1 but it's slower than 21.

What is your go-to BnB that starts with F3 (no meter vs. meter)?
F3 Starter (Close) - 1 Bar
F3 xx FRC , 21 xx DB4 , 214 xx DB3 , 214 xx EN DB3 , Run 21 xx BF1 , J2 , F4 xx DB4 , 21 xx DB3

F3 Starter (Far) - Meterless:
F3 xx FRC , F3 xx BF1 , J2 , 123 xx DB3 , Run B12 xx DB4 , 12 xx DB3

F3 Starter (Far) - 1 Bar:
F3 xx FRC , F3 xx EN DB3 , 214 xx DB3 , 21 xx BF1 , J2 , F4 xx DB4 , 21 xx DB3


ADDITIONAL READING

What are option selects and does Scorpion have any?
Option Select refers to combinations of buttons that will result in a different action depending on what the other player is doing. Different fighting games have different types of option selects. In MKX, option select typically refers to a combination of buttons that will perform one action if it gets blocked, and a different action if it hits.

You can option select a teleport, as a second command, it will erase the fireball you inputed first and replace with the teleport.

Its stupid but some idiots on TYM think option selects are fair, so learn to use them

Input FBC first, if the let go block on the first or second hit and you have already inputed fire ball, input teleport to cancel the fireball and use teleport instead.

You can also option select ex teleport out of B12

Input B12~~ex tp~~BB11

On hit, ex teleport comes out and you get a full combo, on block B121 comes out and leaves you at -1, which you can teleport cancel on purpose afterwards to avoid counter poking.

Its stupid but yeah, no one should've access to such things in the game, but it seems its not going away, so might as well just let the Computer do all the work for you, the time of balsy reads are gone.
Additional information regarding Scorpion's option selects can be found in the following thread(s):

http://testyourmight.com/threads/option-select-to-auto-stop-spear-on-block.53228/

What is important to know regarding Scorpion's match-ups?

What are some useful tech options for Scorpion?
The following thread(s) have information on various tech for Scorpion:

http://testyourmight.com/threads/flame-aura-ticks-eat-armor.51596/
 
Last edited:

Triplswing

your soe will BERRN
  • What is your go-to BnB after landing a 214/114 (no meter vs. meter)?
    • No Meter with FA active: 214/114xxTP, 21xxSpear, fjp, standing 4xxTP, -> BLOCKSTRING
    • No Meter without FA active: 214/114xxTP, 21xxSpear, fjp, f4xxFA, 21xxTP, -> BLOCKSTRING
    • Meter: 214/114xxTP, 214xxEXTP, run, 21xxSpear, fjp, f4xxFA, 21xxTP -> BLOCKSTRING (standing 4 is slightly more damage after flame aura, but you can't hitconfirm it)
  • What is your go-to BnB after landing an air-to-air J3xxTP (do you have different ones depending on how high they were in the air, no meter vs. meter)?
    • Just wanna say the only reason I ever do fjk is as an anti-air. For jumpins and crossups, fjp is better because fjp, into 214 is actually legit blockstring.
    • No Meter with FA active: J3xxTP, 21xxSpear, fjp, f4xxFA, 21xxTP -> BLOCKSTRING
    • No Meter without FA active: J3xxTP, 21xxSpear, fjp, standing 4xxTP -> BLOCKSTRING
    • Meter: fjkxxEXTP, run, 214xxTP, b12xxSpear, fjp, f4xxFA, 21xxTP -> BLOCKSTRING
  • What is your go-to BnB after landing a normal into spear (like B3xxSpear, no meter vs. meter)?
    • You can actually hitconfirm a b3/f3 combo like this: b3/f3xxFBC, 214. If it hits you can do BnB combos and if it doesn't you can do blockstring. Note that they can armor through after b3 on block if they are experienced in the matchup.
    • No meter with FA active: f4xxSpear, fjp, 21xxTP ->BLOCKSTRING (f4 is the only useful normal that can't combo from FBC)
    • No meter without FA active: f4xxFA, 214xxTP, 21xxSpear, fjp, standing 4xxTP ->BLOCKSTRING
    • Meter with FA active: f4xxEXTP, run, 214xxTP, b12xxSpear, fjp, f4xxFA, 21xxTP -> BLOCKSTRING
    • Meter without FA active: f4xxFA, 214xxTP, 214xxEXTP, run, 21xxSpear, fjp, f4xxFA, 21xxTP -> BLOCKSTRING
  • You block something that you KNOW you CAN’T full combo punish, you then: (would it be different if you DIDN’T KNOW if you could full combo punish or not?)
    • if in doubt, d1. 6 frames and ducks highs with surprising range. Very hard to punish even though it's -11, and on hit you can go straight into blockstring/hitconfirm a combo
    • otherwise, return with 214. If I get uppercutted/toekicked out of this then I know not to try it again.
  • You do 2 reps of 214xxFBC against a blocking opponent, you finish with: (no meter vs. meter?)
    • No Meter:
      • Do a third 214xxFBC even though you can't run again, you can dash and then throw which will beat most punishes unless they neutralduck or armor through it
      • Do db2 after the second FBC if you think your opponent respects the string
      • If you're in the unsure about the matchup and you are out of meter, do b121 after the second FBC. Frametraps and is -1 on block.
    • Meter:
      • after the second FBC, do 214xxEXFB, d1. EXFB is +8 on block, so if you are fast enough d1 can actually be part of the frametrapping blockstring. And if it hits you can immediately do more 214 blockstring/hitconfirm due to stamina recovery rates.
  • What are some common mistakes you see beginning Hellfire players make?
  • Failing the hitconfirm, panic teleports, failing the second rep of blockstring due to run cancelling too slow, teleporting randomly and trying to use FA in a combo when it's already active. Regular teleports should only be used to pre-emptively whiffpunish. And by that I mean do it at range when you see the opponent do an attack or projectile.
  • Any other basics that you think new Hellfire players should practice?
  • Practice the fuck out of the FBC. You know you've got it on lock when you can do b12xxFBC, f3
  • Make your run cancel from fireball as fast as you possibly can. If your first run cancel takes longer than 15 frames then you won't have enough stamina to do a second run cancel.
  • I know it's 15 frames because that's a quarter of a second. Running consumes stamina at a rate of 1 bar per second. Dashing from fireball takes a quarter of a stamina bar, running from a dash takes another quarter of a bar. You need at least 1 full bar to initiate a run, so if you have less than 1+1/4 bar when you do your second one, you cannot run-cancel the dash.
  • When practicing links from FA, memorize the timing of the link, rather than use visual cues to identify when to attack. This makes you more consistent online, and when good enough you can literally do it with your eyes closed.
  • Don't just teleport during the neutralgame. Open up the opponent using db2, bait them into doing something stupid like forward jumping or even unsafe teleporting.
  • EX Teleport on wakeup might seem like a cool idea when you are getting pressured in the corner, but you really don't want to rely on this because if it gets blocked you'll probably lose the round if you have 40% or less health.
  • If perchance you do land EX teleport and launch the opponent into the corner, do 214xxFA, 214[HITCONFIRM]. If it gets blocked you can immediately do blockstring with FA on which is great, and if it hits you can get a full combo.

  • EDIT: Another thing I forgot to add, is that stamina use is extremely important for Hellfire. He is one of the few characters in the game where you have to wisely decide when and how to use stamina. Remember that you cannot perform blockstrings after doing a combo breaker, and when you run in after a knockdown. If you ever find that you tried to do a blockstring without the appropriate stamina, you will dash instead of run. If this happens, try a throw or d1
 
Last edited:

Student

Noob
  • What is your go-to BnB after landing a 214/114 (no meter vs. meter)?
    • No Meter with FA active: 214/114xxTP, 21xxSpear, fjp, standing 4xxTP, -> BLOCKSTRING
    • No Meter without FA active: 214/114xxTP, 21xxSpear, fjp, f4xxFA, 21xxTP, -> BLOCKSTRING
    • Meter: 214/114xxTP, 214xxEXTP, run, 21xxSpear, fjp, f4xxFA, 21xxTP -> BLOCKSTRING (standing 4 is slightly more damage after flame aura, but you can't hitconfirm it)
  • What is your go-to BnB after landing an air-to-air J3xxTP (do you have different ones depending on how high they were in the air, no meter vs. meter)?
    • Just wanna say the only reason I ever do fjk is as an anti-air. For jumpins and crossups, fjp is better because fjp, into 214 is actually legit blockstring.
    • No Meter with FA active: J3xxTP, 21xxSpear, fjp, f4xxFA, 21xxTP -> BLOCKSTRING
    • No Meter without FA active: J3xxTP, 21xxSpear, fjp, standing 4xxTP -> BLOCKSTRING
    • Meter: fjkxxEXTP, run, 214xxTP, b12xxSpear, fjp, f4xxFA, 21xxTP -> BLOCKSTRING
  • What is your go-to BnB after landing a normal into spear (like B3xxSpear, no meter vs. meter)?
    • You can actually hitconfirm a b3/f3 combo like this: b3/f3xxFBC, 214. If it hits you can do BnB combos and if it doesn't you can do blockstring. Note that they can armor through after b3 on block if they are experienced in the matchup.
    • No meter with FA active: f4xxSpear, fjp, 21xxTP ->BLOCKSTRING (f4 is the only useful normal that can't combo from FBC)
    • No meter without FA active: f4xxFA, 214xxTP, 21xxSpear, fjp, standing 4xxTP ->BLOCKSTRING
    • Meter with FA active: f4xxEXTP, run, 214xxTP, b12xxSpear, fjp, f4xxFA, 21xxTP -> BLOCKSTRING
    • Meter without FA active: f4xxFA, 214xxTP, 214xxEXTP, run, 21xxSpear, fjp, f4xxFA, 21xxTP -> BLOCKSTRING
  • You block something that you KNOW you CAN’T full combo punish, you then: (would it be different if you DIDN’T KNOW if you could full combo punish or not?)
    • if in doubt, d1. 6 frames and ducks highs with surprising range. Very hard to punish even though it's -11, and on hit you can go straight into blockstring/hitconfirm a combo
    • otherwise, return with 214. If I get uppercutted/toekicked out of this then I know not to try it again.
  • You do 2 reps of 214xxFBC against a blocking opponent, you finish with: (no meter vs. meter?)
    • No Meter:
      • Do a third 214xxFBC even though you can't run again, you can dash and then throw which will beat most punishes unless they neutralduck or armor through it
      • Do db2 after the second FBC if you think your opponent respects the string
      • If you're in the unsure about the matchup and you are out of meter, do b121 after the second FBC. Frametraps and is -1 on block.
    • Meter:
      • after the second FBC, do 214xxEXFB, d1. EXFB is +8 on block, so if you are fast enough d1 can actually be part of the frametrapping blockstring. And if it hits you can immediately do more 214 blockstring/hitconfirm due to stamina recovery rates.
  • What are some common mistakes you see beginning Hellfire players make?
  • Failing the hitconfirm, panic teleports, failing the second rep of blockstring due to run cancelling too slow, teleporting randomly and trying to use FA in a combo when it's already active. Regular teleports should only be used to pre-emptively whiffpunish. And by that I mean do it at range when you see the opponent do an attack or projectile.
  • Any other basics that you think new Hellfire players should practice?
  • Practice the fuck out of the FBC. You know you've got it on lock when you can do b12xxFBC, f3
  • Make your run cancel from fireball as fast as you possibly can. If your first run cancel takes longer than 15 frames then you won't have enough stamina to do a second run cancel.
  • I know it's 15 frames because that's a quarter of a second. Running consumes stamina at a rate of 1 bar per second. Dashing from fireball takes a quarter of a stamina bar, running from a dash takes another quarter of a bar. You need at least 1 full bar to initiate a run, so if you have less than 1+1/4 bar when you do your second one, you cannot run-cancel the dash.
  • When practicing links from FA, memorize the timing of the link, rather than use visual cues to identify when to attack. This makes you more consistent online, and when good enough you can literally do it with your eyes closed.
  • Don't just teleport during the neutralgame. Open up the opponent using db2, bait them into doing something stupid like forward jumping or even unsafe teleporting.
  • EX Teleport on wakeup might seem like a cool idea when you are getting pressured in the corner, but you really don't want to rely on this because if it gets blocked you'll probably lose the round if you have 40% or less health.
  • If perchance you do land EX teleport and launch the opponent into the corner, do 214xxFA, 214[HITCONFIRM]. If it gets blocked you can immediately do blockstring with FA on which is great, and if it hits you can get a full combo.

  • EDIT: Another thing I forgot to add, is that stamina use is extremely important for Hellfire. He is one of the few characters in the game where you have to wisely decide when and how to use stamina. Remember that you cannot perform blockstrings after doing a combo breaker, and when you run in after a knockdown. If you ever find that you tried to do a blockstring without the appropriate stamina, you will dash instead of run. If this happens, try a throw or d1.
Thank you SO much!!! There's so much good info here for me to work on
 

yzzerdd

levitate levitate levitate levitate
This thread was extremely helpful. I've been trying to level up with hellfire, transitioning from inferno. In inferno I go for the vortex reset after ending a combo with teleport, and was trying to figure out the best option with hellfire same scenario. Going into block string fbc makes so much sense, keeps the opponent afraid to let go of block and you can set up all sorts of stuff after that respect has been established. I can do fbc's pretty consistently, I just have trouble linking after FA and usually go for 11 since its the easiest to link, but I still miss it sometimes.
 

Student

Noob
This thread was extremely helpful. I've been trying to level up with hellfire, transitioning from inferno. In inferno I go for the vortex reset after ending a combo with teleport, and was trying to figure out the best option with hellfire same scenario. Going into block string fbc makes so much sense, keeps the opponent afraid to let go of block and you can set up all sorts of stuff after that respect has been established. I can do fbc's pretty consistently, I just have trouble linking after FA and usually go for 11 since its the easiest to link, but I still miss it sometimes.
I'm in the same boat when it comes to linking 21 after FA. I think one of the benefits is that we're given some wiggle room seeing that if we don't make the link, we could simply begin a block string and go from there. The difficulty comes from, assuming that your 21 actually connects after FA, determining whether you're still in your original combo or you dropped it but started a new one.

So if you go for the 21 after flame aura and you notice it got blocked, just quickly complete the string into 213 and go into a blockstring. Otherwise if it hits, try and "combo confirm" and see if you're still in the original combo or started a new one (probably by just checking the combo counter in your periphery). I imagine that if 21 hits after FA it's most likely that you made the link.

Also something that Triplswing has mentioned is that the visual cue of Scorpion's hand beginning to move away from his chest as the end of the FA animation. Once we grind it out we can rely on the timing that we're used to rather than the visual cue to land the link consistently. But again, I'm still in the stage you're in.
 
Im having difficulties with B3xx FBC. Are there any viable B3xxSpear options available to use until I can nail the B3xxFBC?
 

Triplswing

your soe will BERRN
Im having difficulties with B3xx FBC. Are there any viable B3xxSpear options available to use until I can nail the B3xxFBC?
For meterless combos, there is one other way to get a restand from b3.

b3xxSpear, fjp, 123xxTP, run, b12xxFA, 4xxTP.

If you can't do that, then you have to decide between low damage (no launching), doing a knockdown combo, or spending meter. I would go for the first option because TP on a standing opponent is by far the best way to end any combo, even if you lose 10-20% damage to get it.

Try and get the FBC down ASAP though.
 
For meterless combos, there is one other way to get a restand from b3.

b3xxSpear, fjp, 123xxTP, run, b12xxFA, 4xxTP.

If you can't do that, then you have to decide between low damage (no launching), doing a knockdown combo, or spending meter. I would go for the first option because TP on a standing opponent is by far the best way to end any combo, even if you lose 10-20% damage to get it.

Try and get the FBC down ASAP though.
Not exactly true, off of the b3 spear, you can do a NJP JIK TP and using flame aura while they're falling stands them back up
 

Triplswing

your soe will BERRN
Not exactly true, off of the b3 spear, you can do a NJP JIK TP and using flame aura while they're falling stands them back up
Ah. I didn't think of that. Actually, could you get a JIP before the JIK? Off a NJP launcher you can.

I haven't gotten a chance to play for like 3 days and it might be another 2 before I get to see post-patch MKX on the PS4.
 

Student

Noob
Try and get the FBC down ASAP though.
With regards to B3 xx FBC, I am just having the hardest time getting it down. In training mode, I can combo out of it when in the corner (which eliminates B3's pushback or stagger), but midscreen when I try it the first hit seems to whiff as a result of the pushback. I've tried lingering slightly, allowing the run to last just a little longer to get close, and yet it doesn't combo. I'm also making sure to be as close as possible when B3ing so as to lower the initial distance, but still no dice. Is there something I'm missing?
 

Triplswing

your soe will BERRN
Um, If that's an issue, there are alternative options. F3 has enough range that it pretty much never whiffs, and 114 gives the same combo but with more range on the first hit and a 1f faster startup.

Actually, if you don't have enough stamina do to another FBC, 114 might be a better option overall since it's safe. Harder to HC, though.

f3xxFBC also has similar issues at tip range, where the only option is another f3xxspear or remove the hitconfirm and simply start with f3xxspear. There are not that many opportunities to play footsies in hellfire, though. So f3 doesn't get too much action in the first place.
 

Student

Noob
Um, If that's an issue, there are alternative options. F3 has enough range that it pretty much never whiffs, and 114 gives the same combo but with more range on the first hit and a 1f faster startup.

Actually, if you don't have enough stamina do to another FBC, 114 might be a better option overall since it's safe. Harder to HC, though.

f3xxFBC also has similar issues at tip range, where the only option is another f3xxspear or remove the hitconfirm and simply start with f3xxspear. There are not that many opportunities to play footsies in hellfire, though. So f3 doesn't get too much action in the first place.
That's my bad, I actually didn't clarify enough what the problem was. The B3 xx FBC hits, but when I try to follow up with a 214 the 2 whiffs due to the B3 staggering them back. When I try to run just slightly further it doesn't link, even when I'm at point blank range when I do the B3 xx FBC. When I'm in the corner though I can get the 214 to link after the B3 xx FBC. I just don't know how to get it midscreen. I feel like there's something I'm missing.
 

Triplswing

your soe will BERRN
You should be able to start running before they stagger all the way back. There's only one possible conclusion if you're whiffing at point blank and you're not going to like it.

Your run cancel is not fast enough Your game is obviously broken.
 
Great questions to start the thread OP

Thanks @Triplswing for the details your breakdown really helped...

Ive been practicing EB, and Reptile stopped with Rep after a buddy was saying its hard to connect combos online with him so there goes my back up to my main ha..

its been a lil rough trying to find a new main after Kabal didnt make the cut.. Hellfire Scorp feels close though and im liking how he makes an opponent have to think where the combos are coming from and going...
 

Student

Noob
I did a quick update to the original post in the hopes that it would be more beneficial to new Hellfire players. I have a few more questions in mind that I've seen asked often that I might add with quotes to various answers but really the goal is to touch on Hellfire's fundamentals as a starting point for newcomers like myself. Any suggestions for changes or additions would really be appreciated.
 

Triplswing

your soe will BERRN
Excellent cleanup. Should I wipe my post now for tidiness?

Also there are a couple other useful tidbits I'd like to gloss over some time.
 

Student

Noob
Excellent cleanup. Should I wipe my post now for tidiness?

Also there are a couple other useful tidbits I'd like to gloss over some time.
Thank you! And yeah if you'd prefer to have that cleaned up that'd be great. And any additional information, modifications, or anything else from you would be super appreciated!
 

Obi

Ninja
I feel like this is sort of a silly question, but why is it that every time I try to FA during a combo I end up throwing a fireball instead?
 

Scoot Magee

But I didn't want to dash
What're the best opportunities to actually use Fire Ball, the projectile? Is it even worth it at all?
Ex version eats projectiles but that's about it. It's probably most useful against characters like reptile. I didn't know this until slips mentioned it.

I haven't done much testing but it could maybe work on other moves like Tempest hat.
 

Obi

Ninja
I feel like this is sort of a silly question, but why is it that every time I try to FA during a combo I end up throwing a fireball instead?
I still don't really know why this is happening. :mad:
Maybe I'm just dumb/bad?