spidey300
Warrior
i absolutely hate the scorpion vs cetrion matchup for now. then there's wonky shit with scorpion like b3 going over opponents
i absolutely hate the scorpion vs cetrion matchup for now. then there's wonky shit with scorpion like b3 going over opponents
Definitely. Even in AI battle, put him up against some of the higher tier characters and watch him really have no option at all vs their strings.well I mean aesthetically this is probably my 2nd favorite scorpion but mechanically he's pretty underwhelming
As of the hotfix 1, b2 and f42 is now 'kind of okay' to just throw out so that's at least something. But... go fight say... a good Liu Kang, or Noob... Scorp will lose out most of the time. At the very very least, they need to make his b1 safe... that would be a fair buff. Liu Kang can spam f43 all day say until he gets in, and that's one of his main starters like in MKX... where's the fairness?Not many characters in MK11 have good meterless damage. You gain meter very easily anyway so it’s rarely an issue. Especially since with Scorpion you can play very patiently and keep away until you get your meter back. But with his f34 KB he can get some okay meterless damage, about 30% or so iirc.
Anyway let’s talk about neutral.
f3 and b1 are the go to neutral tools. They are also the go to footsie tools. Another great footsie tool is his D4, one of the better D4’s in the game.
f4 is okay to mix in there as it’s a low starter, but it’s a littler slower. Down the road the f42 low oh gimmick won’t be working very often if ever, so use this string sparingly.
The best options I’ve been using is f3 staggers, f32 raw, f32 canceling into burning spear or teleport, f34 as it’s safe and has good push back. There’s gaps in this but if you mix all these up it’s gonna be harder for them to punish it.
f3 on hit into dash is good. After the dash you have a lot of options, including a throw. f3 on block is only -2 iirc so f3 on block into throw is really good.
For anti airs he has several options. s3 is one of his best options. s3 into spear to extend the combo. s4 is also decent for longer range jump ins. You can teleport on reaction to jump ins as well. And obviously his uppercut (d2) is good as an aa as well.
He also can trip guard very well. Trip guarding is when you punish someone’s jump as they’re landing if they didn’t make contact with you. You can walk back into b14 combo starter. Since it starts with a back (b1), it’s very easy to do. f3 can also trip guard but b1 is definitely easier and more consistent, for me at least.
What have y’all been doing in neutral and in footsies?
His b1 is safe if you finish the string. b143 I believe it is, it’s -5 iirc but might have a gap. At a baseball game rn so can’t test it.As of the hotfix 1, b2 and f42 is now 'kind of okay' to just throw out so that's at least something. But... go fight say... a good Liu Kang, or Noob... Scorp will lose out most of the time. At the very very least, they need to make his b1 safe... that would be a fair buff. Liu Kang can spam f43 all day say until he gets in, and that's one of his main starters like in MKX... where's the fairness?
I know its a bit of an edge case but if you ask me, all of the cast need to have their MAIN combo starters to be reasonably safe to have everyone on sort of an even tier. Otherwise right now there are some characters that are just glaringly head and shoulders over the rest.
i mean you've pretty much covered the bases. I d1 into deathspin to check reversal d1s. with searing rage variation I use the 21 2+4 string and d1 to test their respect. it sometimes gets taxing chasing people down as there is a quite a bit of screen space so i do like 2-3 dashes into j2. there are some characters that can't punish max range d4 into death spinNot many characters in MK11 have good meterless damage. You gain meter very easily anyway so it’s rarely an issue. Especially since with Scorpion you can play very patiently and keep away until you get your meter back. But with his f34 KB he can get some okay meterless damage, about 30% or so iirc.
Anyway let’s talk about neutral.
f3 and b1 are the go to neutral tools. They are also the go to footsie tools. Another great footsie tool is his D4, one of the better D4’s in the game.
f4 is okay to mix in there as it’s a low starter, but it’s a littler slower. Down the road the f42 low oh gimmick won’t be working very often if ever, so use this string sparingly.
The best options I’ve been using is f3 staggers, f32 raw, f32 canceling into burning spear or teleport, f34 as it’s safe and has good push back. There’s gaps in this but if you mix all these up it’s gonna be harder for them to punish it.
f3 on hit into dash is good. After the dash you have a lot of options, including a throw. f3 on block is only -2 iirc so f3 on block into throw is really good.
For anti airs he has several options. s3 is one of his best options. s3 into spear to extend the combo. s4 is also decent for longer range jump ins. You can teleport on reaction to jump ins as well. And obviously his uppercut (d2) is good as an aa as well.
He also can trip guard very well. Trip guarding is when you punish someone’s jump as they’re landing if they didn’t make contact with you. You can walk back into b14 combo starter. Since it starts with a back (b1), it’s very easy to do. f3 can also trip guard but b1 is definitely easier and more consistent, for me at least.
What have y’all been doing in neutral and in footsies?
Duck it and get a D2 KBI honestly don't like to use b143 as it puts me to close to them on block and I usually end up getting thrown. i use it but sparingly
you just cancel every unsafe string into misery blade faint or misery blade pokeAs I’ve only played the the searing rage variation in ranked mostly. Can someone enlighten me on how they use the misery blade effectively?
Fair enough, that make it totally safe?you just cancel every unsafe string into misery blade faint or misery blade poke
You have to have the teleport cancel move equipped then just hold down during teleport.Scrub question, but what’s the input for the non attacking teleport in this game?
All that’s good stuff, I definitely need to use raw f3 more.Not many characters in MK11 have good meterless damage. You gain meter very easily anyway so it’s rarely an issue. Especially since with Scorpion you can play very patiently and keep away until you get your meter back. But with his f34 KB he can get some okay meterless damage, about 30% or so iirc.
Anyway let’s talk about neutral.
f3 and b1 are the go to neutral tools. They are also the go to footsie tools. Another great footsie tool is his D4, one of the better D4’s in the game.
f4 is okay to mix in there as it’s a low starter, but it’s a littler slower. Down the road the f42 low oh gimmick won’t be working very often if ever, so use this string sparingly.
The best options I’ve been using is f3 staggers, f32 raw, f32 canceling into burning spear or teleport, f34 as it’s safe and has good push back. There’s gaps in this but if you mix all these up it’s gonna be harder for them to punish it.
f3 on hit into dash is good. After the dash you have a lot of options, including a throw. f3 on block is only -2 iirc so f3 on block into throw is really good.
For anti airs he has several options. s3 is one of his best options. s3 into spear to extend the combo. s4 is also decent for longer range jump ins. You can teleport on reaction to jump ins as well. And obviously his uppercut (d2) is good as an aa as well.
He also can trip guard very well. Trip guarding is when you punish someone’s jump as they’re landing if they didn’t make contact with you. You can walk back into b14 combo starter. Since it starts with a back (b1), it’s very easy to do. f3 can also trip guard but b1 is definitely easier and more consistent, for me at least.
What have y’all been doing in neutral and in footsies?
Am I the only one that feels like he's mentally challenged or something?
I can't for the life of me hit-confirm b+1,4,3.
It's fucking impossible for me. The cancel window is so small and the sword noise doesn't help either since it's hard to hear if it's hit or block.
I've played Shao Khan and Skarlet as well and I can hit-confirm their strings easily.
I don't know if it's the sound or the length of the move, but my old man reactions can't deal with this and without this string I don't even have to bother using Scorpion because everything would come down to doing random strings into hellport cancel and then hoping they didn't block.
Oh, B14.. That's not that hard but personal preference. For me Cassie's F41 was a bit more difficult.Yeah I thought the idea behind b+1,3,4 is to confirm visually if b+1,3 hit and then cancel that into teleport or spear or just hit the 4 if it's blocked.
Nice to know that I'm not the only one who has trouble doing that.
Really weird design, especially since every other character I tried has easy to confirm strings.
Also the range on b+1 is really terrible, so it's not even a great whiff punishment tool imo.
I guess Scorpion isn't for me in this game.
Just bear in mind that against a potent opponent it can be full combo punishable with 7F move long term against most of the chars as -8 on block. So okay not flawless blocked but still punishable.f+4,2 is super easy to flawless block too.
Still ok to throw out here and there. If you don't overuse it people might not be ready.
Cancel adv? How do you cancel B1???It's about that time to start the new age of Scorpion!
Here's some of his frame data:
Tournament Variations:
- Reborn: Demon Slam, Hell Port Cancel (2)
- Searing Rage: Death Spin, Death Spear Kombo, Burning Spear