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Combo List - Scorpion All Optimal combos as of 6/25 patch.

Triplswing

your soe will BERRN
FJP = forward jump 2
FJK = forward jump 3
NJP = neutral jump 2
xx = special cancel
TP = Teleport
EXTP = Enhanced Teleport
MG = low minion grab (inferno)
MS = minion slam (inferno)
MD = minion drop (inferno)
FA = flame aura (hellfire)
FBC = Fireball run cancel (hellfire)
EXFIRE = Hell-ferno (hellfire)
s3/s4 = standing 3/4



INFERNO

  • 123xxTP, run, 21xxMG, walk, FJP, s3xxSpear, FJP, 21xxMS = 34%
  • 114xxTP, 21xxMG, walk, FJP, s3xxSpear, FJP, 21xxMS = 30%
  • 214xxTP, 21xxMG, walk, FJP, s3xxSpear, FJP, 21xxMS = 35%
  • b2, run, f3xxTP, 21xxMG, walk, FJP, s3xxSpear, FJP, 21xxMS = 27%
  • b3xxMG, walk, NJP, MS, s4xxTP, b12xxSpear, FJP, 21xxMS = 32%
  • f3xxMG, walk, NJP, MS, s4xxTP, b12xxSpear, FJP, 21xxMS = 34%
  • f4xxSpear, FJP, 214xxTP, 21xxMG, walk, FJP, 21xxMS = 31%
  • FJP, 214xxTP, 21xxMG, walk, FJP, s3xxSpear, FJP, 21xxMS = 36%
  • FJKxxTP, 21xxMG, walk, FJP, s3xxSpear, FJP, 21xxMS = 33%
  • NJP, MS, s4xxTP, b12xxSpear, FJP, s3xxMG, walk, FJP, 21xxMS = 40%
  • 123xxTP, run, 214xxEXTP, run, 21xxSpear, FJP, s3xxMG, walk, FJP, 21xxMS = 39%
  • 114xxTP, 21xxMG, walk, FJP, s4xxEXTP, run, 21xxSpear, FJP, 21xxMS = 33%
  • 214xxTP, 123xxEXTP, run, 21xxSpear, FJP, s3xxMG, walk, FJP, 21xxMS = 40%
  • b2, run, f3xxTP, 214xxEXTP, run, 21xxSpear, FJP, s3xxMG, FJP, 21xxMS = 32%
  • b3xxMG, walk, NJP, MS, s4xxTP, b12xxEXTP, run, 21xxSpear, FJP, 21xxMS = 35%
  • f3xxMG, walk, NJP, MS, s4xxTP, b12xxEXTP, run, 21xxSpear, FJP, 21xxMS = 37%
  • EXTP, walk, 214xxTP, 21xxSpear, FJP, s3xxMG, walk, FJP, 21xxMS = 31%
  • f4xxEXTP, walk, 214xxTP, 21xxSpear, FJP, s3xxMG, walk, FJP, 21xxMS = 37%
  • FJP, 214xxTP, 123xxEXTP, run, 21xxSpear, FJP, s3xxMG, walk, FJP, 21xxMS = 41%
  • FJKxxTP, 214xxEXTP, run, 21xxSpear, FJP, s3xxMG, walk, FJP, 21xxMS = 38%
  • NJP, MS, s4xxTP, b12xxEXTP, run, 21xxSpear, FJP, s3xxMG, walk, FJP, 21xxMS = 43%
insert notable 2/3 bar combos here

HELLFIRE


  • 123xxTP, run, b12xxFA, s4xxSpear, FJP, 21xxFBC, s4xxTP = 36%
  • 114xxTP, 21xxSpear, FJP, f4xxFA, 21xxFBC, s4xxTP = 30%
  • 214xxTP, 21xxSpear, FJP, f4xxFA, 21xxFBC, s4xxTP = 35%
  • 21xxFBC, b12xxFA, 214xxTP, 21xxSpear, FJP, s4xxTP = 35%
  • b2, run, s4xxTP, b12xxSpear, FJP, f4xxFA, s4xxTP = 27%
  • (close)b3xxFBC, b12xxFA, 214xxTP, 21xxSpear, FJP, s4xxTP = 34%
  • (far)b3xxFBC, f3xxSpear, 123xxTP, run, b12xxFA, s4xxTP = 27%
  • b3xxSpear, 123xxTP, run, b12xxFA, s4xxTP = 26%
  • (close)f3xxFBC, b12xxFA, 214xxTP, 21xxSpear, FJP, s4xxTP = 36%
  • (far)f3xxFBC, f3xxSpear, 123xxTP, run, b12xxFA, s4xxTP = 28%
  • f3xxSpear, 123xxTP, run, b12xxFA, s4xxTP = 28%
  • f4xxFA, 214xxTP, 21xxSpear, FJP, 21xxFBC, s4xxTP = 39%
  • f4xxSpear, FJP, 123xxTP, run, b12xxFA, s4xxTP = 30%
  • FJP, f4xxFA, 214xxTP, 21xxSpear, FJP, s4xxTP = 40%
  • FJKxxTP, 21xxSpear, FJP, f4xxFA, 21xxFBC, s4xxTP = 33%
  • NJP, walk, 214xxTP, b12xxSpear, FJP, f4xxFA, 21xxFBC, s4xxTP = 35%
  • 123xxTP, run, 214xxEXTP, run, 21xxSpear, FJP, f4xxFA, 21xxFBC, s4xxTP = 40%
  • 114xxTP, 21xxEXTP, run, 21xxSpear, FJP, f4xxFA, 21xxFBC, s4xxTP = 33%
  • 214xxTP, 123xxEXTP, run, 21xxSpear, FJP, f4xxFA, 21xxFBC, s4xxTP = 40%
  • b2, run, f3xxTP, 214xxEXTP, run, 21xxSpear, FJP, f4xxFA, 21xxFBC, s4xxTP = 32%
  • (close)b3xxFBC, b12xxFA, 214xxTP, 123xxEXTP, run, 21xxSpear, FJP, s4xxTP = 38%
  • (far)b3xxSpear, FJP, 123xxTP, run, 214xxEXTP, run, FA, f3xxTP = 29
  • (close)f3xxFBC, b12xxFA, 214xxTP, 123xxEXTP, run, 21xxSpear, FJP, s4xxTP = 40%
  • (far)f3xxSpear, FJP, 123xxTP, run, 214xxEXTP, run, FA, f3xxTP = 31%
  • f4xxFA, 214xxTP, 123xxEXTP, run, 21xxSpear, FJP, 21xxFBC, s4xxTP = 44%
  • f4xxSpear, FJP, 123xxTP, run, 214xxEXTP, run, FA, f3xxTP = 33%
  • FJP, f4xxFA, 214xxTP, 123xxEXTP, run, 21xxSpear, FJP, 21xxFBC, s4xxTP = 45%
  • FJKxxTP, 214xxTP, run, 21xxSpear, FJP, f4xxFA, 21xxFBC, s4xxTP = 39%
  • NJP, s4xxTP, 214xxEXTP, run, 21xxSpear, FJP, f4xxFA, 21xxFBC, s4xxTP = 40%
  • f4xxFA, 214xxTP, 123xxEXTP, run, 21xxSpear, FJP, 21xxFBC, d2, EXFIRE = 54% (2 bars) (tech combo)



NINJUTSU
  • 123xxTP, njp, b2, run, 21xxSpear, fjp, s4xxTP = 34%
  • 114xxTP, 21xxSpear, fjp, s4xxTP = 25%
  • 214xxTP, 21xxSpear, fjp, s4xxTP = 29%
  • f2 (far), b2, b2, b2, bjkxxTP, 21xxSpear, fjp, s4xxTP = 35%
  • f2 (close), b2, b2, njp, fjkxxTP, 21xxSpear, fjp, s4xxTP = 34%
  • b2, b2, b2, b2, bjkxxTP, 21xxSpear, fjp, s4xxTP = 36%
  • b3xxSpear, fjp, s4xxTP = 16% (go for knockdown)
  • f3xxSpear, fjp, s4xxTP = 18% (go for knockdown)
  • f4xxSpear, fjp, s4xxTP = 20% (go for knockdown)
  • fjp, b2, b2, b2, b2, bjkxxTP, 21xxSpear, fjp, s4xxTP = 37%
  • fjkxxTP, b2, run, 21xxSpear, fjp, s4xxTP = 30%
  • njp(far), walk back, b2, b2, b2, fjkxxTP, 21xxSpear, fjp, s4xxTP = 34%
  • njp(close), walk back, b2, b2, b2, bjkxxTP, 21xxSpear, fjp, s4xxTP = 34%
  • 123xxTP, njp, b2, run, 21xxSpear, fjp, b32f2 = 35%
  • 114xxTP, 21xxSpear, fjp, b32f2 = 27%
  • 214xxTP, 21xxSpear, fjp, b32f2 = 31%
  • f2 (far), b2, b2, b2, bjkxxTP, 21xxSpear, fjp, b32f2 = 36%
  • f2 (close), b2, b2, njp, fjkxxTP, 21xxSpear, fjp, b32f2 = 35%
  • b2, b2, b2, b2, bjkxxTP, 21xxSpear, fjp, b32f2 = 37%
  • b3xxSpear, fjp, b2, b2, b2, b2, bjkxxTP, b32f2 = 29%
  • f3xxSpear, fjp, b2, b2, b2, b2, bjkxxTP, b32f2 = 31%
  • f4xxSpear, fjp, b2, b2, b2, b2, bjkxxTP, b32f2 = 33%
  • fjp, b2, b2, b2, b2, bjkxxTP, 21xxSpear, fjp, b32f2 = 38%
  • fjkxxTP, b2, run, 21xxSpear, fjp, b32f2 = 31%
  • njp(far), walk back, b2, b2, b2, fjkxxTP, 21xxSpear, fjp, b32f2 = 34%
  • njp(close), walk back, b2, b2, b2, bjkxxTP, 21xxSpear, fjp, b32f2 = 34%
 
Last edited:

yzzerdd

levitate levitate levitate levitate
Are you gonna post new match vids anytime soon? Excited to see what kind of fbc pressure mindgames you come up with.
 
Great thread for ninjutsu scorpion I have been using
Back 2, back 2, back 2, jump 3 teleport, 21 spear,crossover 1, 21 teleport into vortex as a whiff punisher for 32%. I think someone here could get more meterless damage into vortex. I think you can connect back 2 4 to 5 times in a row but I'm not sure. It was cool to see ppj playing scorpion at gga last night.
 
Last edited:

Eddy Wang

Skarlet scientist
Guys, be aware that Gravedigger (123) string last hit has a very short hitbox, so don't just make that your typical starter on occasional hits, it might whiff when you're not expecting to, it works more like a punisher of really unsafe stuff just as 214 now. Gravedigger is a juggle filler to readjust the exTP to connect.

Same to Ninjutsu's B2~rc 214~tp 21~spear, if you connect the B2 with the tip of the blade run canceling to connect 214 used to whiff, that is why it wasn't that much of a pratical combo before, which forced us to use B2 twice in the combo to reajust the height, but that is not a problem anymore.

@Triplswing it would be a good idea to relocate the new Ninjutsu's BnBs to this location as well, i haven't updated my PS4 yet because i will be switching internet companies really soon, and i'm using my cellphone data by turning him into a router and log into TYM on these last days, so i would ask you to research F2~xTp BnBs as well, the point of this 15f punisher is to combo while gaining position advantage, so it might be worth looking at it.
 

Eddy Wang

Skarlet scientist
Also, since we lost the blockstring pressure, maybe Hellfire scorpions want to add the 21~fbc~string to extend damage being that saving that stamina to apply pressure is just optional now.
 

Triplswing

your soe will BERRN
then how does that connect? unless you teleport or theres a run cancel somewhere. 214 sends em flying pretty far.
Every combo is tested before being posted. Whatever you are referring to, I can assure you it works on at least the majority of the cast. Only character I can't account for is Goro...and possibly F/T. That may have to be tested at a later date.

@Eddy Wang I'll get on that when I get back to my PS4.

*Looks around the place* Not bad
. All that's missing are 2/3 bar combos, and they're not even essential. STICKIED!

It would be great if we could get a combo video with most of these in there as well. *Wink wink, nudge nudge*
If I don't get hammered this weekend I may just do that.
 

JDE

Pick up & kill it & kill it & kill it!
Here's a few that I've found.

214 xxTele xx 21 xxMGxx Ji2 F4 xxSpearxx Ji2, F4 xxTelexx = 34% (Inferno, meterless)

214 xxTele xx 123 xx Ex Tele xx RC 21 xxSpearxx Ji2 21 xxMGxx Ji2, F4 xxSpear (Inferno, 1 bar) 40%

21 xxFAxx 214 xxTelexx 123 xxEx Telexx RC 21 xxSpearxx Ji2 F4 xxTelexx 41% (Hellfire, 1 bar)

214 xxTele xx 123 xxEx Telexx RC 21 xxSpearxx Ji2 F4 xxTelexx (All variations, 1 bar) 37%

Most of his meterless 214 combos will still work in all variations.
 

Triplswing

your soe will BERRN
then how does that connect? unless you teleport or theres a run cancel somewhere. 214 sends em flying pretty far.
Looks like it was an oversight. it was supposed to be 214xxTP, 21. Fixed.

Also, I'm adding the ninjutsu ones from my ninjutsu thread. Then all the staple combos will be added, except the metered ninjutsu which I haven't bothered to work out on account of not adding more than 1-2% damage.
 

BloodyNights

"My kunai will find it's mark."
Inferno Scorpion:

Meterless

114/214>DB3, 21>DB4, JIP, 4>BF1, JIP 4>DB3. = 29%/34% Note: Bread and Butter
123>DB3, Barely Run, 4>DB4, JIP, 4>BF1, JIP, 4>DB3 = 35%
11>DB4, NJP, DB1, 4>DB3, Run Slightly, 21>BF1, JIP, 4>DB3 = 32%
JIK>DB3, 21>DB4, JIP, 4>BF1, JIP, 4>DB3 = Air to Air 31% / Grounded 32% Note, If you land an air to air 1, you can can follow up with this combo.
JIK>DB3, 21>BF1, JIP, 3>DB4, JIP, 4>DB3 = Air to Air 30% / Grounded 31% Note: More likely to connect on opponents lower to the ground.
JIK>DB3, 4>DB4, JIP, 4>BF1, JIP, 4, DB3 = 32% Note: Air to Air Only
Air to Air JIP, Run, 214>DB3, 21>BF1, JIP, 3>DB4, JIP, 4>DB3 = 33%
Anti-Air D1, F3>DB3, 21>DB4, JIP, 4>BF1, JIP, 4>DB3 = 32%
Anti-Air D1, F3>DB3, 21>BF1, JIP, 3>>DB4, JIP, 4>DB3 = 31% Note: Easier Variation
F4>BF1/EX BF1, JIP, 214>DB3, 21>DB4, JIP, 4>DB3 = 30%/32%
B3>EX BF1, JIP, 214>DB3, 21>DB4, JIP, 4>DB3 = 28%
B3>DB4, NJP, DB1, 21>DB3, Run, 21>BF1, JIP, 4>DB3 = 30%
B3>DB4, JIP, 214>DB3, 21>BF1, JIP, 4>DB3 = 28% Note: Easier Variation
Anti-Air DB3, Run, 21>DB4, NJP, DB1, 21>BF1, JIP, 4>DB3 = 31%
Anti-Air DB3, Run, 21>DB4, JIP, 4>BF1, JIP, 4>DB3 = 28% Note: Easier Variation
Anti-Air B2, Run, 214>DB3, B12>BF1, JIP, 3>DB4, JIP, 4>DB3 = 28%
Anti-Cross Up B12, 21>DB3, Run Slightly, 21>BF1, JIP, 3>DB4, JIP, 4>DB3 = 33%
Anti-Cross Up B12, 21>DB4, JIP, 4>BF1, JIP, 4>DB3 = 27% Note: Easier Variation
F3>DB4, NJP, DB1, 4>DB3, Run Slightly, 21>BF1, JIP, 4>DB3 = 34% Note: Punishes Uppercuts, & Unsafe Specials With Push Back
F3>DB4, JIP, 214>DB3, 21>BF1, JIP, 4>DB3 = 30% Note: Easier Variation
NJP, DB1, 4>DB3, Run Slightly, 21>DB4, JIP, 4>BF1, JIP, 4>DB3 = 40%
Anti-Air DB1, 4>DB4, JIP, 214>DB3, 21>BF1, JIP, 4>DB3 = 41%

1 Bar

EX DB3, Walk/Run Slightly, 4>DB4, JIP, 214>DB3, 21>BF1, JIP, 4>DB3 = 30%
EX DB3, JIK>DB3, 21>DB4, JIP, 4>BF1, JIP, 4>DB3 = 29% Note: Easier Variation.
JIK>DB3, 214>EX DB3, Run, 21>BF1, JIP, 3>DB4, JIP, 4>DB3 = 36% Air to Air/ 38% Grounded
JIK>DB3, 4>DB4, JIP, 214>EX DB3, Run, 21>BF1, JIP, 4>DB3 = 37% Note: Air to Air Only
114/214>DB3,123>EX DB3, Run, 21>BF1, JIP, 3>DB4, JIP, 4>DB3 = 34%/39%
123>DB3, Barely Run, 4>DB4, JIP, 214>EX DB3, Run, 21>BF1, JIP, 4>DB3 = 39%

X-Ray!

214>DB3, f3>X-RAY! = 48%
BF1/DB4, X-RAY! = 28/32% Note: Unbreakable, use as match ender only.

Using 21>DB1 instead of 4>DB3 as your ender will increase all combos by roughly 1%, just don't throw yourself into the corner.
 
Last edited:

Harlequin969

Always press buttons
With Hellfire why would you burn the meter for EX TP. It only adds about 3-5% more damage which doesn't seem worth the bar to me.
 

Harlequin969

Always press buttons
Whether it's worth it or not is up to you, I've only posted optimal combos for those who want max damage.

Besides, you don't know what I'd do for 3%. :DOGE
Lol just wondering if there was some frame bonus or something else hidden that I didn't know. Oh well to each their own.
 

STRYKIE

Are ya' ready for MK11 kids?!
With Hellfire why would you burn the meter for EX TP. It only adds about 3-5% more damage which doesn't seem worth the bar to me.
It's not for the damage, it's to buy yourself more time to re-activate Flame Aura if it was already active before the combo.
 

Slips

Feared by dragons. Desired by virgins.
With Hellfire why would you burn the meter for EX TP. It only adds about 3-5% more damage which doesn't seem worth the bar to me.
EX Hellfire OTG's. So after certain knockdowns, namely b121 and throw, you can get a free 9% of damage. After an AA uppercut it's usually free too.
 

Triplswing

your soe will BERRN
EX Hellfire OTG's. So after certain knockdowns, namely b121 and throw, you can get a free 9% of damage. After an AA uppercut it's usually free too.
I do that all the time with AA d2 but in combos I wouldn't bother unless it'll end the round because his reset options are way too valuable.
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
EX Hellfire OTG's. So after certain knockdowns, namely b121 and throw, you can get a free 9% of damage. After an AA uppercut it's usually free too.
i love throw to ex firefire, especially when people try jump out of it and it catches them in the air :D
after a interactable that knocks you down is another way to get one in also