Yeah i agree that if your spacing isn't perfect you shouldn't even hit a button against his JI3 its not worth it. What i need to do more in the matchup is move in and out of erron's d4 range or challenge his jumpin's sometimes by max distancing erron's 11 jabs to hit him right as he jumps and follow with a 21122 setup. How do you play the matchup KNX? I could use some advice on it tbh.
Depends what you're having trouble with in particular, but assuming we're talking Hellfire here and just in general. Obviously spacing yourself so his ji3 wont blow you up or force you to block is key. I don't bother with Sand Grenades in neutral, he can reaction teleport every time. Also be wary when poking with d3 or d4 as he can Flame Aura to counterpoke. You can punish Flame Aura on block with 11 or 211 but it's tight. Respect his ground game because d4 is good and he has the Flame Aura option if it isn't active already. And of course, try to keep mobile since there's always the threat of his unblockable whenever you're at a distance (EX Hellfire can catch you even when running, useful to keep in mind).
Regarding his 214 run cancel blockstring, 2 is a high so be sure to check him a few times with d4 to make sure he doesn't just run in and 214 you for free. If you're forced to block it, his stamina will give you an idea of his next option (either to continue pressure or go for a mixup). The mixup is typically throw or low so guess accordingly. His threatening overhead (f3) is reactable and his faster overhead (b2) will only knock you down. I generally block low or I'll njp if I predict a throw; while f3 is slow, it can also catch you jumping and still lead to a full combo so it's just a case of you making the right read. And finally, a nice option against his pressure midscreen is to purposely eat the last hit of 214. It'll knock you away then you can tech roll safely out of pressure (playing so much Erron and D'Vorah helped me in this scenario), in some situations it's better than eating the chip damage and/or the mixup. If a Scorpion reacts to this they'll hold the fireball and release on your wakeup, it's high though so just neutral duck it. If they read that you're going to take the hit, they can go straight into EX Spear which is safe and will combo. Again, all about making the right read and mixing up your options.
Inferno is a little more straightforward. Any blockstring into low or overhead Minion is pretty gimmicky but I've seen it work in tournaments. EX Sand Toss (Outlaw) or EX Slide to interrupt will cover both options without even needing to react to the overhead or low. You can run past the Minion projectiles if he's throwing them out in neutral. In situations where you have to block the Minions (like on wakeup or no stamina), generally just block low and react to the overhead (definitely harder online but perfectly doable). Eating 9% from just the overhead is straight better than eating a full 30%+ combo from the low Minion... That's just a rule I follow anyway.
Ninjutsu... Haven't really ran into any outside of online so I dunno. I've just heard from Scorp mains it isn't worth using.
At first I was convinced Scorpion won this matchup, but nowadays I'm thinking it's even. I go with Outlaw because EX Sand Toss and njp add a lot to Erron's neutral game. They at least ensure that he can't bully you with d4 on the ground for free.