ryublaze
Noob
I open this thread for more discussion in this forum cuz Scorpion's a really fun character to play and maybe we can find some new strats or tech to use or help out other Scorpion players with their game. Some of this stuff has been talked about before but to recap:
Vortex Backdash into B2: We saw this for the first time when Slips was using it in a tourney and it makes B2 semi-safe. Characters with fast advancing moves can still punish it on block. Also if you already did B2 in your combo then the backdash into B2 will splat the opponent instead of giving you a combo. This is where delaying the B2 (below) comes into play.
Delayed B2/F4: People have been talking about reacting to both B2 and F4 by holding Down and releasing when they see the B2. I'm not exactly sure but I think I was able to do this until Slips started delaying the B2/F4 to throw off my timing.
2, 1+2 Mix-up: 2, 1+2 can be mixed up with 2, Takedown or 2, F4, Spear. The Takedown doesn't grant much reward, but it is safe. Also in the corner you can make the overhead mix-up safe by ending with Takedown instead of Teleport.
EX Teleport into B2/F4: I saw this when ScootMcgee was doing it on stream one day. If your opponent expects the 3, 3, 4 follow-up after an EX Teleport on block then instead you can go for a B2/F4 mix-up.
Whiffed Air Throw: After a Spear, you can jump over (or straight up) and whiff an Air Throw before touching the ground to build meter. It's important to know whether to jump over or straight up so you don't put yourself in the corner.
Throw/Air Throw into Hellfire: If your opponent doesn't do a wake-up attack, Hellfire is guaranteed. The timing after an Air Throw is to backdash into Hellfire.
Double Hellfire: If Scorpion does a Hellfire and is interrupted by certain projectiles, he can get another Hellfire, which is guaranteed. Sometimes your opponent will want to jump after the first Hellfire, so you can AA Spear them instead of going for the 2nd Hellfire.
1, 1, 1, Spear: After a teleport on hit into crossover jump punch, or anytime your opponent's stand blocking then you can use 1, 1, 1, Spear. The Spear cannot be avoided and if the opponent respects the Spear then you can do another 1, 1, 1 or a B2/F4 mix-up.
Deep Jump Kick Option Select: Recently brought up by K.O.E_18, Scorpion can option select his deep jump kick into Teleport. After a Teleport on hit allows Scorpion to use this option select, or anywhere else Scorpion can land a deep jump kick. This is not necessary as Scorpion can always hit confirm a deep jump kick into D4, Teleport, which works at max range and on crouching opponents where the option select won't work.
Avoiding the Corner: A lot of people like to breaker Scorpion's combo during the vortex to put him into the corner. Avoid this by doing 1, 1, 1 instead of F2, 1, Teleport and going for pressure, or you can teleport ending with the opponent's back to the corner.
Double Spear Crossup: After the 2nd spear in a combo if you don't want to risk the void then you can jump over them to get a crossup. I think they can tech roll and still anti-air you. You can also deep jump kick them if they stay grounded.
X-Ray into B2/F4: After an X-Ray, Scorpion can go for a B2/F4 mix-up if the opponent doesn't do a wake-up attack. The opponent has time to jump but the F4, Spear will still land. It can also be armored out.
Teleport Reversal: After an EX Teleport on hit or at the end of certain combos, Scorpion can Teleport to reverse the opponent's wake-up inputs.
Auto-Correct Spear: When dashing into standing 1, if the opponent jumps over you or uses a special such as Raiden's Teleport, it will auto-correct into Spear.
D4, EX Spear: D4 linked into EX Spear will jail the opponent even if they're crouching. This can be used if you are doing D4 then Hellfire afterwards. If the EX Spear is respected, then you can go for a B2/F4 mix-up or Hellfire.
2, 1 Whiff Punish: After a blocked 2, 1, it creates pushback so your opponent's D1 and D3 will whiff. You can whiff punish these with B2 or F4, Spear.
Vortex Backdash into B2: We saw this for the first time when Slips was using it in a tourney and it makes B2 semi-safe. Characters with fast advancing moves can still punish it on block. Also if you already did B2 in your combo then the backdash into B2 will splat the opponent instead of giving you a combo. This is where delaying the B2 (below) comes into play.
Delayed B2/F4: People have been talking about reacting to both B2 and F4 by holding Down and releasing when they see the B2. I'm not exactly sure but I think I was able to do this until Slips started delaying the B2/F4 to throw off my timing.
2, 1+2 Mix-up: 2, 1+2 can be mixed up with 2, Takedown or 2, F4, Spear. The Takedown doesn't grant much reward, but it is safe. Also in the corner you can make the overhead mix-up safe by ending with Takedown instead of Teleport.
EX Teleport into B2/F4: I saw this when ScootMcgee was doing it on stream one day. If your opponent expects the 3, 3, 4 follow-up after an EX Teleport on block then instead you can go for a B2/F4 mix-up.
Whiffed Air Throw: After a Spear, you can jump over (or straight up) and whiff an Air Throw before touching the ground to build meter. It's important to know whether to jump over or straight up so you don't put yourself in the corner.
Throw/Air Throw into Hellfire: If your opponent doesn't do a wake-up attack, Hellfire is guaranteed. The timing after an Air Throw is to backdash into Hellfire.
Double Hellfire: If Scorpion does a Hellfire and is interrupted by certain projectiles, he can get another Hellfire, which is guaranteed. Sometimes your opponent will want to jump after the first Hellfire, so you can AA Spear them instead of going for the 2nd Hellfire.
1, 1, 1, Spear: After a teleport on hit into crossover jump punch, or anytime your opponent's stand blocking then you can use 1, 1, 1, Spear. The Spear cannot be avoided and if the opponent respects the Spear then you can do another 1, 1, 1 or a B2/F4 mix-up.
Deep Jump Kick Option Select: Recently brought up by K.O.E_18, Scorpion can option select his deep jump kick into Teleport. After a Teleport on hit allows Scorpion to use this option select, or anywhere else Scorpion can land a deep jump kick. This is not necessary as Scorpion can always hit confirm a deep jump kick into D4, Teleport, which works at max range and on crouching opponents where the option select won't work.
Avoiding the Corner: A lot of people like to breaker Scorpion's combo during the vortex to put him into the corner. Avoid this by doing 1, 1, 1 instead of F2, 1, Teleport and going for pressure, or you can teleport ending with the opponent's back to the corner.
Double Spear Crossup: After the 2nd spear in a combo if you don't want to risk the void then you can jump over them to get a crossup. I think they can tech roll and still anti-air you. You can also deep jump kick them if they stay grounded.
X-Ray into B2/F4: After an X-Ray, Scorpion can go for a B2/F4 mix-up if the opponent doesn't do a wake-up attack. The opponent has time to jump but the F4, Spear will still land. It can also be armored out.
Teleport Reversal: After an EX Teleport on hit or at the end of certain combos, Scorpion can Teleport to reverse the opponent's wake-up inputs.
Auto-Correct Spear: When dashing into standing 1, if the opponent jumps over you or uses a special such as Raiden's Teleport, it will auto-correct into Spear.
D4, EX Spear: D4 linked into EX Spear will jail the opponent even if they're crouching. This can be used if you are doing D4 then Hellfire afterwards. If the EX Spear is respected, then you can go for a B2/F4 mix-up or Hellfire.
2, 1 Whiff Punish: After a blocked 2, 1, it creates pushback so your opponent's D1 and D3 will whiff. You can whiff punish these with B2 or F4, Spear.