quandaghost
kung lao swag walker
Ok the reason I'm asking this is b/c everyone seems to use him differently. The scorpion forums are full of excellent people who play this character well. So since we know that scorrpion is all about vortex, how do you implement this into your game plan as a scorpion player. How do you take advantage of neutral safe set-ups like: f3, f4xx takedown, 2, 1+2xx takedown, 2,1xx takedown, or hellfire? How do we go about, setting up voids, should you use the void? Do you use a basic 1,1 xx spear, jip, 2, 1+2, spear? Should we go for the slips set-up? 1,1 xx spear, njp, (shortest possible dash) B2, jik, teleport, (shortest possible dash) f4,3 xx spear. More importantly how do we use this in our game plan?
I'm not Slips, PimpUigi, or @gamerblake but I do think I have an excellent grasp upon this character or atleast an idea. I know scorpion has poor footsies and yes this makes it hard for him. The question is with what we have how do we utilize it?
I like to use neutral set-ups with my scorpion if I'm doing the vortex. Why do you ask? I simply like the thought of me not having to risk anything, and having time to react to my opponent should he do anything. That being said his neutral set-ups do have some mix-up potential. These are already known and don't really add alot, its something more that f4, spear, or B2 and they are safe.
2,1,xx takedown
2,1, xx takedown: this is the grandaddy of scorpion mix-ups. the reason I would use this though not very often is b/c it makes the opponent guess as to what you are gonna do. cause form that 2 you could go 21,2, 2,1 xx takedown, 2,1+2. those are three safe options that are mix-ups in their own right that you are guaranteed from a vortex. I know 2, 1+2 isn't safe, but it is very easy to see if you hit confirmed this or not and use a takedown to make it safe.
f3
F3: Alot people are gonna see this, and say hey nobody is gonna take that its way to slow, and it's not gonna net me any real damage. The reason to use it is simply it leaves you at no risk at all. So many scorpion players get so into doing the F4xx spear, or the B2 that they rub the vortex off. The f3 is neutral on block. It's also +6 on hit, and slowy advances the opponent into the corner. If they block it you can always d1 its 6 frames has a good anti-air hitbox and can potentially anti-air. You can combo with a 3 to juggle and get a full combo back into the vortex. Since this is +6 on hit your opponent must respect the 3 afterwards. You also get a free throw attempt. If you feel a jump is coming you could njp2 , if your feeling like they aren't gonna press a button you could grab them. This has uses, but you have to apply it, and be patient.
Hellfire
Hellfire; Why is it here? Well simply b/c after any teleport you can do this for free. This move also if you don't jump in or dash leaves with enough space to react to any move thrown out. Allows you to backdash B2 or spear, or just Njp 2 if you feel like a jump in will happen. You can armor most things on reation. You can pretty much start the game back like at the start of the where both people have to look to see what the other is doing. Its not much, but it is something.
Void
Void: the void is the act of taking the opponents wake-up with scorpions d1,d3,d4,F4, or B2. All scorpion players need to be using this. Most things that apply to the vortex apply to the void. The thing about the void is form certain set-ups only certain options are available @K.O.E did a really good vid on this. Those will be included at the end. The reason you want to use the void is b/c this can add an element of surprise to your game, and can lead to some potentially devastating mind games.
Non-vortex mixups
Non-vortex mixups: scorpion has a couple of great mixup tools that don't use the vortex. These mix-ups are things that do quick safe damage, or can be far more deadly in use. Scorpion can like listed in the vortex section has 2,1 mix-ups. He can off cancel a takedown after the first two hits of most of his strings, this is not powerful, it may never catch a smart player, but once again is a option.
1,1 xx spear, njp, B2, 3 xx teleport, 3, xx teleport, teleport.
Scorpion can after this combo do another teleport that will either cross-up the inputs for a character, or make nothing come out at all. The last teleport is safe, if your opponent is sub-zero for example, if done right sub-zero will do his slide, but he will be blocked and punished. If he ice cloned it will not appear and you can spear punish the whiff. Other characters can be shut down by a B2. i will elaborate on this in a later post .
(corner only) 1,1 xx spear, jip, F2,1, xx flameport, 2,1, 3,3, xx teleport, 1,1, xx spear
This is a void combo that can be done only in the corner. It has tricky timing, but allows for a reset, back into that same combo. this combo is 47% when performed. (F4 or d3 options only)
(Corner only) 1,1 xx spear, jip, F2,1, xx flameport, 2,1, xx teleport, (shortest possible dash) F4,3, xx spear.
This combo is another void combo that works only in the corner this is a bit easier to execute than, the top one. This leaves every option that is available to the void mix-up.
I would appreciate the input of the community on this and the thoughts of various pros to help evaluate this.
When to punish with vortex
vortex: We all know what Scorpion's vortex is, and most should know how it's applied. I went over his options in the beginningof this thread now I wanna cover when should you punish with this. The vortex is indeed a powerful tool, but it should never be take precedence in an instance where your opponent has doesn't have meter, and is punished by a 3,3,xx spear xx, or a 1,1, xx spear xx. The reason why I say this is because you will get more guaranteed damage from, and a better mix-up from a void. Yous should never take a risk when you have a choice to use something less risky, and equally rewarding.
I personally prefer to use slips void combo if I need to create a life lead, or regain a life lead. The reason being it's not as high risk as the vortex itself, seeing as you can visually tell if the spear is gonna hit or not. You could choose to sacrifice damage for a more reliable, and easier void such as the 2, 1+2, xx spear xx. It's no doubt the easiest void combo, you should still try to master the slips combo, or the Njp version though. The great thing about the void is that the opponent has to commit to a guess, they cannot fuzzy guard it, this of course makes it have more inherent risk for opponent if they were to guess wrong.
To me the best time to punish with vortex is when you're in the life lead and have nothing to risk. Now why is that. Cause when you're in the life lead all you're doing now is doing safe chip damage, or getting the occasional F3, throw. This make it so that if you indeed do use the F4, or B2 that it will not be looked for. From my experience online nobody ever sees the F3 coming, or they never guess a 2. 1+2, and if they do you have nothing to worry about cause those are safe, options being that 2, 1+2 can be cancelled into take down.
The void, vortex, and random advantage 3,3,4 are Scorpion's best tools you need to be using those. all of those have their place in his game.
Void videos by K.O.E_18
A vid done by red raptor a while ago I dont personally advocate it, but it might help.
I'm not Slips, PimpUigi, or @gamerblake but I do think I have an excellent grasp upon this character or atleast an idea. I know scorpion has poor footsies and yes this makes it hard for him. The question is with what we have how do we utilize it?
I like to use neutral set-ups with my scorpion if I'm doing the vortex. Why do you ask? I simply like the thought of me not having to risk anything, and having time to react to my opponent should he do anything. That being said his neutral set-ups do have some mix-up potential. These are already known and don't really add alot, its something more that f4, spear, or B2 and they are safe.
2,1,xx takedown
2,1, xx takedown: this is the grandaddy of scorpion mix-ups. the reason I would use this though not very often is b/c it makes the opponent guess as to what you are gonna do. cause form that 2 you could go 21,2, 2,1 xx takedown, 2,1+2. those are three safe options that are mix-ups in their own right that you are guaranteed from a vortex. I know 2, 1+2 isn't safe, but it is very easy to see if you hit confirmed this or not and use a takedown to make it safe.
f3
F3: Alot people are gonna see this, and say hey nobody is gonna take that its way to slow, and it's not gonna net me any real damage. The reason to use it is simply it leaves you at no risk at all. So many scorpion players get so into doing the F4xx spear, or the B2 that they rub the vortex off. The f3 is neutral on block. It's also +6 on hit, and slowy advances the opponent into the corner. If they block it you can always d1 its 6 frames has a good anti-air hitbox and can potentially anti-air. You can combo with a 3 to juggle and get a full combo back into the vortex. Since this is +6 on hit your opponent must respect the 3 afterwards. You also get a free throw attempt. If you feel a jump is coming you could njp2 , if your feeling like they aren't gonna press a button you could grab them. This has uses, but you have to apply it, and be patient.
Hellfire
Hellfire; Why is it here? Well simply b/c after any teleport you can do this for free. This move also if you don't jump in or dash leaves with enough space to react to any move thrown out. Allows you to backdash B2 or spear, or just Njp 2 if you feel like a jump in will happen. You can armor most things on reation. You can pretty much start the game back like at the start of the where both people have to look to see what the other is doing. Its not much, but it is something.
Void
Void: the void is the act of taking the opponents wake-up with scorpions d1,d3,d4,F4, or B2. All scorpion players need to be using this. Most things that apply to the vortex apply to the void. The thing about the void is form certain set-ups only certain options are available @K.O.E did a really good vid on this. Those will be included at the end. The reason you want to use the void is b/c this can add an element of surprise to your game, and can lead to some potentially devastating mind games.
Non-vortex mixups
Non-vortex mixups: scorpion has a couple of great mixup tools that don't use the vortex. These mix-ups are things that do quick safe damage, or can be far more deadly in use. Scorpion can like listed in the vortex section has 2,1 mix-ups. He can off cancel a takedown after the first two hits of most of his strings, this is not powerful, it may never catch a smart player, but once again is a option.
1,1 xx spear, njp, B2, 3 xx teleport, 3, xx teleport, teleport.
Scorpion can after this combo do another teleport that will either cross-up the inputs for a character, or make nothing come out at all. The last teleport is safe, if your opponent is sub-zero for example, if done right sub-zero will do his slide, but he will be blocked and punished. If he ice cloned it will not appear and you can spear punish the whiff. Other characters can be shut down by a B2. i will elaborate on this in a later post .
(corner only) 1,1 xx spear, jip, F2,1, xx flameport, 2,1, 3,3, xx teleport, 1,1, xx spear
This is a void combo that can be done only in the corner. It has tricky timing, but allows for a reset, back into that same combo. this combo is 47% when performed. (F4 or d3 options only)
(Corner only) 1,1 xx spear, jip, F2,1, xx flameport, 2,1, xx teleport, (shortest possible dash) F4,3, xx spear.
This combo is another void combo that works only in the corner this is a bit easier to execute than, the top one. This leaves every option that is available to the void mix-up.
I would appreciate the input of the community on this and the thoughts of various pros to help evaluate this.
When to punish with vortex
vortex: We all know what Scorpion's vortex is, and most should know how it's applied. I went over his options in the beginningof this thread now I wanna cover when should you punish with this. The vortex is indeed a powerful tool, but it should never be take precedence in an instance where your opponent has doesn't have meter, and is punished by a 3,3,xx spear xx, or a 1,1, xx spear xx. The reason why I say this is because you will get more guaranteed damage from, and a better mix-up from a void. Yous should never take a risk when you have a choice to use something less risky, and equally rewarding.
I personally prefer to use slips void combo if I need to create a life lead, or regain a life lead. The reason being it's not as high risk as the vortex itself, seeing as you can visually tell if the spear is gonna hit or not. You could choose to sacrifice damage for a more reliable, and easier void such as the 2, 1+2, xx spear xx. It's no doubt the easiest void combo, you should still try to master the slips combo, or the Njp version though. The great thing about the void is that the opponent has to commit to a guess, they cannot fuzzy guard it, this of course makes it have more inherent risk for opponent if they were to guess wrong.
To me the best time to punish with vortex is when you're in the life lead and have nothing to risk. Now why is that. Cause when you're in the life lead all you're doing now is doing safe chip damage, or getting the occasional F3, throw. This make it so that if you indeed do use the F4, or B2 that it will not be looked for. From my experience online nobody ever sees the F3 coming, or they never guess a 2. 1+2, and if they do you have nothing to worry about cause those are safe, options being that 2, 1+2 can be cancelled into take down.
The void, vortex, and random advantage 3,3,4 are Scorpion's best tools you need to be using those. all of those have their place in his game.
Void videos by K.O.E_18
A vid done by red raptor a while ago I dont personally advocate it, but it might help.