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Vagrant

Champion
I notice alot of new scorpion players, and players in general making these mistakes, I know alot of this has been covered in different threads but I figured I'd make a thread kind of putting all of it together as well as some of my own advice...

Here are the main reasons your scorpion just got turned into an infant.....

Excessive reliance on 1,1,1 string pressure
Also known as the dollar menu. It's a solid string, safe on block but if you use it excessively eventually your oponnent will figure it out and counter you with a faster string. Mix up your string with 1, 11, 1 ,111 and other combinations but keep in mind scorpion has some of the best mix ups in the game f3, f4, b2 if your feeling risky and his d4 isn't to be taken lightly either

No hellfire
Hellfire can be very useful to let your oponents know they can't sit around and throw spam at you all day, it's great for baiting jumps and if you can read the jump, spear that mother while he's in the air and listen to him complain about it

Too much hellfire
While hellfire is good for mobilizing zoners, don't try to legitimitely spam trade with it, a whiffed hellfire can mean the end of scorpions life bar....

The random spear
There is a technique against certain characters in which I like to throw a spear at full screen after a knock down. (It usually wins or loses the round for me) I call it fishing. But until you understand when and against who to try this with, only use spear after you hit confirm a string, as aa or if your opponent wiffs something and you know you have the time.

Jumping too much
So many players in general make this mistake, jump ins and cross ups can be great to start combos and continue pressure but when you make yourself predictable they're easy to read and punish. It's a hard habbit to break but use jump ins sparingly to keep your opponent on their toes or when you're garunteed a jump (vortex), knockdown etc.

The panic teleport
This is the be all end all new players demise. I can't tell you how many smokes ermacs, sektors, noobs, and scorpions, make this mistake. Nothing is better to see after I combo you then the teleport animation soon to be followed by you spinning in the air off of my block waiting to be combo'd yet again.... STOP!! I know taking pressure is nerve wracking but so does your opponent and their banking on you panicking and trying to teleport your way out.

9 times out of 10 your not going to surprise them with a teleport either..... Use teleports for aa with the right timing for a combo set up, use teleports if you read pressure and know it's going to hit, or use them right before you land for a safe landing into pressure on the other side (This is tricky to pull off at times)... BUT STOP THROWING THEM AFTER GETTING COMBO'D STOP USING THEM TO START MATCHES, AND STOP USING THEM TO "BREAK SILENCE" AS YOU WILL SOON EAT ANOTHER COMBO.

I don't claim to be the best scorpion player but my game with him has improved dramatically after I broke these habbits. Relax realize when and how to attack, defend, and punish. Don't get discouraged and learn from your losses.


Red Raptor added this very useful bit: Common mistake new Scorpion players tend to do is when they catch the opponent off an anti-air spear or any anti-air then go for his NJP BnB combo instead of vortex. Gravity pulls the opponent down after his B2 so you won't be able to do his BnB.

Special thanks to Pimp Ugi, Slips, Red Raptor, Iniquity, KOE, and Quan Da Ghost for inspiration, helping me progress my play, and continuing to innovate for my favorite pissed off undead ninja...
 

SunnyD

24 Low Hat!
This is basically a guide for the online scrub scorpion, who would never care enough about the game to go on this website. Kinda fruitless if you are hoping to educate the general public, most people here take the game more seriously. A good thread nonetheless, a noob scorpion is one of the most painful things to watch, especially in KOTH. i practically cry when i see a KOTH match of two idiot spamming 111 and tele.

Nice guide, hopefully this will reduce the amount of dumbasses online.
 

Killphil

A prop on the stage of life.
I used to be guilty of the panic teleport with ermac. Same animation as his projectile be damned. People would rather block it than avoid it anyway so it always used to get me. I only use teleports outside of combos for positional reasons(opponent is getting AA tkp'd.). With scorpion I don't really 'main' him but I know enough to use him. I just do stuff..and more stuff happens, and then I win....or get owned.
 

Vagrant

Champion
This is basically a guide for the online scrub scorpion, who would never care enough about the game to go on this website. Kinda fruitless if you are hoping to educate the general public, most people here take the game more seriously. A good thread nonetheless, a noob scorpion is one of the most painful things to watch, especially in KOTH. i practically cry when i see a KOTH match of two idiot spamming 111 and tele.

Nice guide, hopefully this will reduce the amount of dumbasses online.
Well man I used to think 111spear njp b2 11 en hellfire was scorpions best combo.... Point being everyone starts somewhere lol....

For every 10 scrub scorpions if one of them takes the time to come on here and read this and improve their game play then it was worth the 20 min it took to write it up. (The other nine can contribute to my win column I guess.....)

Thanks for the kind words on the guide though man.
 

Tokiwartoothxdk

『T R I G G E R E D』
i still accedently panic teleport on reaction on like a wiffed jump kick, and then look up in the sky while im being combo'd and say "what the F*** was i thinking?"
 

Scoot Magee

But I didn't want to dash
I say abuse 111 all day, of course you should mix it up and not finish the string every time depending on how the other player reacts to it. Also the amount of hellfires that should be used is completely match up dependent, kabal and kitana are examples of characters that you have to be extremely careful about using it against. Hellfire is the perfect move to set up AA spear against characters without air mobility.

Everything else is something that all players should learn to control, jumping, teleports and random anything really.
 

Vagrant

Champion
I say abuse 111 all day, of course you should mix it up and not finish the string every time depending on how the other player reacts to it. Also the amount of hellfires that should be used is completely match up dependent, kabal and kitana are examples of characters that you have to be extremely careful about using it against. Hellfire is the perfect move to set up AA spear against characters without air mobility.

Everything else is something that all players should learn to control, jumping, teleports and random anything really.

Valid points

111 when mixed up has its definite use my my point was more a few cycles into that string take note of how they're blocking. If standing throw a f4 spear into vortex. If you think they'll expect that throw a b2, 1,1+2, or f3

Hellfire i think has some nasty cooldown time lets say I hellfire a smoke and it wiffs smoke has time for a smoke toward into combo. I do agree with you that it is matchup dependent
 

ryublaze

Noob
Common mistake new Scorpion players tend to do is when they catch the opponent off an anti-air spear or any anti-air then go for his NJP BnB combo instead of vortex. Gravity pulls the opponent down after his B2 so you won't be able to do his BnB.
 

Vagrant

Champion
Common mistake new Scorpion players tend to do is when they catch the opponent off an anti-air spear or any anti-air then go for his NJP BnB combo instead of vortex. Gravity pulls the opponent down after his B2 so you won't be able to do his BnB.
Yes! always know where you're gravity level is in your combo. do you mind if I add this?
 

Lord Beef

Death Metal and Trance
Vagrant, good stuff brutha. Learning to walk instead of dash is also pretty damn huge, just my two cents. Btw, what is your bands website? We should swap tunes, ^_^
Sent from my SPH-D700 using Tapatalk
 

Vagrant

Champion
Vagrant, good stuff brutha. Learning to walk instead of dash is also pretty damn huge, just my two cents. Btw, what is your bands website? We should swap tunes, ^_^
Sent from my SPH-D700 using Tapatalk
Just google beyond threshold. we're on facebook, reverb nation, myspace, all that shit.

The label is still working on the website but it should be up around the time our second cd gets released

Thanks for the kind words on the guide
 

Lord Beef

Death Metal and Trance
Just google beyond threshold. we're on facebook, reverb nation, myspace, all that shit.

The label is still working on the website but it should be up around the time our second cd gets released

Thanks for the kind words on the guide
You guys are pretty legit man. You don't hear slap bass too often any more, I suppose cause peeps are afraid of sounding like old school mudvayne posers. Good shit though my friend.

My super secret new project- Echoes of One
http://Soundcloud.com/beef_supreme


Sent from my SPH-D700 using Tapatalk
 

STB Sgt Reed

Online Warrior
I don't play scorpion, but I'm probably the number 1 offender of too many jump-ins/cross-ups ... For the life of me, I just can't stop jumping!! It's so much faster than walking or dashing ... and it's hard enough to get in with Sub-Zero without getting AA'd all the time! lol
 

OutworldKeith

Champion
Nothing wrong with relying on 1,1,1 Vagrant you just need to play the metagame while your doing it. 1,1,1 is a great and underrated pressure string. You can use it to bait out multiple reactions from your opponent using these options:
1. Stagger ( Put slight pauses in the string to bait your opponent into opening up there guard. Can also land a spear from this tactic. ) EXP 1,1-1,1,1
2. Cancel ( Use takedown to keep pressure up on your opponent. Can also frustrate your opponent into jumping. ) EXP 1,1 xx takedown or 1,1,1 xx takedown
3. High/Low mix-up ( Finish 1,1,1 and follow up with an overhead or low. ) EXP 1,1,1 - B+2 or 1,1,1 F+4
4. Hellfire ( Finish 1,1,1 and Hellfire. This is very risky because if your opponent jumps your getting combo punished. After you use this once, your opponent will look for it because the opportunity for punish is too rewarding. Your opponents only option is to jump, so you can bait it and anti-air. )​
5. Sweep ( Finish 1,1,1 and sweep. This is very good for oki, and the knockdown gives you a chance for meaty setups. )​
6. D+4 ( Finish 1,1,1 and D+4. This is the best option because it's EXTREMELY safe. it can be canceled into (EX)spear or takedown. It can also be used to bait jump ins. )​
It is possible to combine most of these. For example, if 1,1,1 is blocked it will leave your opponent at max distance for you to land D+4 xx Takedown. After a landed Takedown, use a Hellfire. Now that situation is locked down in your opponents mind. When faced with the situation again you can get multiple reactions. After the Takedown you can bait wake-ups, jump ins, or stay patient. You are effectively getting in your opponents head using these types of tactics.
 

Seapeople

This one's for you
I don't play Scorpion often, but I have the problem of relying on ex teleport too much even though it is still very punishable.

But for the anti air spear into the normal bnb/great void, you just have to remove b2 from the combo. Gravity doesn't affect the combo otherwise.