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Scorpion actually got buffed/No Black Adam Nerf

T4T|Nevan

"Burn baby! Burn!"
No, it looks like that the only thing touched regarding TP was it's on block frame data and being now a true high/duckable.
 
The only thing that was a "nerf" was his flip kick being -10 which isnt that big of a deal because most chars can't get a full combo punish out of it and if the spacing is right it is still safe. Teleport being a high is a buff I my honest opinion because now the only way to get the upball state now is to block it high in the opposite direction lol which for me ( a casual gamer who plays online is very hard to block on reaction.) I might just not be used to it yet but I find the whiff alot harder to punish than ball state because like it was said before you have no idea when his recovery starts. All in all people just need to calm down. None of these changes will change how you play scorpion if you've been playing him the right way. He still has all his tools that make him great.
 

Sultani

Warrior
But he's not a safe character, if you hinder most of his tools what would change in him to compensate losing those 'tools'.
yes he is. That's what the problem is. If you have one meter bar, anything he does can end in a standing reset vortex in 100% safety. The worst that can happen is you end up being +9. imo, that doesn't need to be compensated for if it's nerfed. Still useable, but no reason why it should be as safe as it is.
 

Garr123

Mortal
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.
He has to burn meter to make a move safe that can be blocked by holding a single input and leads into ~23% damage combos even if it does hit. It's fine how it is. If it wasn't safe, then I couldn't see a reason to ever use it since it would just be a waste of meter.

I don't think Scorpion's teleport is what makes him a dangerous character, especially now that it no longer blows up people who don't know how to block properly.
 

Garr123

Mortal
Also, Superman having both an amazing zoning game and a really easy/safe pressure game that involves pushing two or three buttons in a row and can often be made safe without meter is totally fine apparently.

I find this hilarious in light of people bitching about Scorpion having an easily blocked teleport.

Edit: Doesn't Superman's straight laser do the same damage as Hellfire in chip, or am I thinking of something else?
 

Death

Warrior
Also, Superman having both an amazing zoning game and a really easy/safe pressure game that involves pushing two or three buttons in a row and can often be made safe without meter is totally fine apparently.

I find this hilarious in light of people bitching about Scorpion having an easily blocked teleport.
Superman an amazing zoner? Do you even look at frame data. He's anything but an "amazing zoner"
 

Scarface

Noob
Alright i have to make this thread after the hotfix and all the possible stuff flying around.

Some of the changes include Scorps regular tele hitting high and on block is now -42.
Flip kick is now -10 but who really cares. Its not entirely that necessary anyway.

So this is what is fucked up. The tele whiffing high is not really a nerf. If you look at it, i see it as a buff. It is now even harder to punish. Youre almost never gonna block it and cause the -42 ball up state unless you are an insane jedi or crazy about trying to block that vs all his other options.

On high whiff the tele is probly around -21 (the previous ball up state) but you dont get confirmation of the block for the ball up state thus you dont really know when it has whiffed making your punish that much harder. On top on this, in the high whiff state, his head goes down making a lot more moves whiff like standing 1's thus making quick punishes much harder to time.

We all got trolled. Scorpion is the same if not better. Flip kick -10 who gives a fuck.


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.

After fighting many scorpians making his tele a high is the worst thing they can do because of the recovery frame son his tele when it does not hit anything.

That is all. Discuss.

PND i2 Gaug3
 

Enenra

Go to hell.
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.
Yes, in a game where every top tier character has loltarded shit to work with, let's take away a top 10 (not even top 5) character's best tool. You're retarded, these comments are exactly the kind of stuff that gets Killer Frost buffed and DeathStroke raped.
 

xKhaoTik

The Ignore Button Is Free
This thread makes no sense. How was he buffed? Tele is ass now, hella punishable on block and whiff, can be uppercutted on reaction, starts up slower, etc. How does this make the tele even better?
 

Garr123

Mortal
This update actually screwed up my ability to punish teleport because I got so used to watching for his little backflip and my dumb brain gets confused when it doesn't happen haha
 

RYX

BIG PUSHER
Not necessarily because we can eat through death strokes rifle with no problem and that's 7 hits.
But that's a true projectile.

Qwark28 Black Adam's Lightning and GL's Minigun don't count as projectiles for some reason, rather as physical hits, so they'll eat through Bane's armor no problem because NRS logic
 

MorbidAltruism

Get over here!
I care about the flip kick -10. I mean what kind of question is that? I care about anything happening to one of my characters. :confused:
 

Red Reaper

The Hyrax Whisperer
Administrator
Alright i have to make this thread after the hotfix and all the possible stuff flying around.

Some of the changes include Scorps regular tele hitting high and on block is now -42.
Flip kick is now -10 but who really cares. Its not entirely that necessary anyway.

So this is what is fucked up. The tele whiffing high is not really a nerf. If you look at it, i see it as a buff. It is now even harder to punish. Youre almost never gonna block it and cause the -42 ball up state unless you are an insane jedi or crazy about trying to block that vs all his other options.

On high whiff the tele is probly around -21 (the previous ball up state) but you dont get confirmation of the block for the ball up state thus you dont really know when it has whiffed making your punish that much harder. On top on this, in the high whiff state, his head goes down making a lot more moves whiff like standing 1's thus making quick punishes much harder to time.

We all got trolled. Scorpion is the same if not better. Flip kick -10 who gives a fuck.


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

Scorps tele nerfs actually did work for at least Arrow mains. I am sure it worked for others as well. It's just different and something that you have to get used to.

Tele wiffing allows for Arrow to kombo punish with his 11 string and though it isn't easy, it wasn't possible at all before. You were forced to do F2 which did less damage. Also, this way you avoid any chip damage from regular teleports, though this is negligible.

The balled up state from blocking the teleport high is also kloser now than it was before allowing for 11 starter kombos which were previously not possible. It isn't that hard to react to teleport and block it high.

Flip Kick used to be a very good on wake up and now it's punishable. This is very significant and allows for a greater oki game against him.
 

Red Reaper

The Hyrax Whisperer
Administrator
Alright i have to make this thread after the hotfix and all the possible stuff flying around.

Some of the changes include Scorps regular tele hitting high and on block is now -42.
Flip kick is now -10 but who really cares. Its not entirely that necessary anyway.

So this is what is fucked up. The tele whiffing high is not really a nerf. If you look at it, i see it as a buff. It is now even harder to punish. Youre almost never gonna block it and cause the -42 ball up state unless you are an insane jedi or crazy about trying to block that vs all his other options.

On high whiff the tele is probly around -21 (the previous ball up state) but you dont get confirmation of the block for the ball up state thus you dont really know when it has whiffed making your punish that much harder. On top on this, in the high whiff state, his head goes down making a lot more moves whiff like standing 1's thus making quick punishes much harder to time.

We all got trolled. Scorpion is the same if not better. Flip kick -10 who gives a fuck.

Scorps tele nerfs actually did work for at least Arrow mains. I am sure it worked for others as well. It's just different and something that you have to get used to.

Tele wiffing allows for Arrow to kombo punish with his 11 string and though it isn't easy, it wasn't possible at all before. You were forced to do F2 which did less damage. Also, this way you avoid any chip damage from regular teleports, though this is negligible.

The balled up state from blocking the teleport high is also kloser now than it was before allowing for 11 starter kombos which were previously not possible. It isn't that hard to react to teleport and block it high.

Flip Kick used to be a very good on wake up and now it's punishable. This is very significant and allows for a greater oki game against him.