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Scorpion actually got buffed/No Black Adam Nerf

lol, trust me hitting high is not a buff in any way. It might feel weird if you were just getting used to Scorpion and punishing him like I was...but we will learn to deal with it the correct way in time. I think -10 on flip kick isn't a huge deal but I would have made it something like -6 or 7 to make it safer. Honestly though when you really get down to it the only thing I really would have changed is teleport to hit high.

i am hearing different things now... does it whiff high or not?
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
i am hearing different things now... does it whiff high or not?
I don't have the hotfix but yes I am hearing it is a true high and both hits of the ex version still hit mid. You should be able to duck and punish, duck and throw, or duck and d1 link into a combo.
 

pogse

Ruthlesss Mayhem
People from SF holding a direction while blocking down and getting hit was probably the core cause of complaints, so yeah this is a nerf.

edit: Honestly, decent players were already punishing me for random cheeky teleports, bad players are still liable to freeze up and let me do whatever because they become confused when their zoning stops working.

This doesn't really change much.

you.. are on point.
 
I don't have the hotfix but yes I am hearing it is a true high and both hits of the ex version still hit mid. You should be able to duck and punish, duck and throw, or duck and d1 link into a combo.

MB tele still a true mid??? sounds like it is. i wonder if its still +9
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
this is all i really cared about bc scrub scorps are the only ones doing non MB teles. there are so many characters that are going to have issues dealing with it.
Yeah if you are in a situation where you have space between you and your opponent spamming tele will get you killed (and still will). People should really only use non-MB to counter jumps, as a well-disguised cross up, and to put them into the vortex when it is used as a combo ender.
 

Qwark28

Joker waiting room
Flip kick -10 means he no longer has a get-out-of-jail free card on wake-up. Bane pretty much can cruise control in and eat through everything now since the only thing that gave us problems was that.

Don't care about BA. Make his lightning bolts count as actual projectiles and that's all I want honestly. Bane buffs can take care of the rest.
they do count.
 
BTW- Black Adams divekick in no way received a nerf from what i can tell. It seems to have all the same properties as before. Punished if spaced wrong, and not punished when spaced right.

That is all. Discuss.

PND i2 Gaug3
After reading PLs post about the dive kick being punishable at least by d1 and it heldbtrue for all but maximum distance just before divekick whiffs and I tested it with high and low block as well as backdash. Has it always been this way or is this new?
 
flip kick getting nerfed wasn't a big nerf? wtf is his safe cancel now again? the one that covers all areas, made space, and is less than -2, and is spammable?
nothing thats what. I dont know how many yolo scorps you where fighting Smarr but that was maybe the stupidest thing you'v ever posted ever. Gotta start some where tho.
 

Sultani

Warrior
huh. I actually expected to come here to people whining about scorpion nerfs and attempt to explain that the change doesn't address at all what makes him good, but I guess other people have already seen it.

All they did was make regular teleport wiff punishable instead of block punishable, which is really no different at all, and even if the recovery on wiff is higher, all that does is make teleport (non MB) a less viable means of entry, which has nothing to do with what made scorpion ridic.

The MB version is still a mid on both hits... this, combined with the ability to easily hit confirm whether or not you're going to use MB is what makes him amazing. Effectively, you can make the standing reset vortex completely safe, and any jump attack cancelled into a teleport is effectively 100% safe. You aren't hit confirming the actual teleport. You're hit confirming whatever attack you're cancelling into it from. This is what that means. "Oh my jump attack was blocked? oh well, I'll just MB my teleport, now I'm totally safe and +9." or, "oh my jump attack landed? welp, no need to MB my teleport, I'll just setup my standing reset for free."

Same applies to the actual vortex. 11 teleport landed... use frame advantage to do your B2 or B12 starter... hit confirming each into your choice to MB the following teleport... vortex continuation if your opponent guesses wrong, +9 advantage for one meter if he guesses right. That isn't OK. The changes don't do anything to that.

What they need to do is make MB teleport either high hits and wiff unishable as well, or remove the ability to continue a combo off of landed teleport MB.
 

Solo

Shadow Priest
All they did was make regular teleport wiff punishable instead of block punishable, which is really no different at all, and even if the recovery on wiff is higher, all that does is make teleport (non MB) a less viable means of entry, which has nothing to do with what made scorpion ridic.
A lot of people was getting messed up for pressing down and back to block, now they can without getting hit. His regular tele can also be punished with a uppercut on reaction.

That was my only problem with Scorpion.
 

T4T|Nevan

"Burn baby! Burn!"
No, it would just make his vortex on standing reset and anything cancelled into a teleport not 100% hit confirmably safe. If that's wrecking him, then I'm really playing the wrong game.
But he's not a safe character, if you hinder most of his tools what would change in him to compensate losing those 'tools'.
 

The Gabriel

Mean Man
Yeah...I'm not seeing how this changes characters bad match-ups vs. Scorpion AT ALL. How is this a nerf?

Does the teleport have a longer start-up now? That would be significant.