Scoot Magee
But I didn't want to dash
I think Ninjitsu is viable and maybe in the upper mid tier. Granted I lack match experience vs a decent amount of characters but I think I have a decent understanding of ninjitsu.My stance here is that: where ninjutsu stands now it's not probable for us to win. If the opponent just takes the throw every time, it'll take 9 throws. If they duck it once, we'll take the damage of at least 3, if not more, into a set up for more damage. I'm not saying that we don't have options, I'm just saying that our options combined aren't sufficient to make Ninjutsu a viable character. I would love to be wrong a watch a high level match of a ninjutsu player getting openings off knockdowns and controlling the neutral. I mean all cons aside, we only need to land 3 whiff punishes to win. B2, F2, and Njp and deal at least 33%. B3 does less, but with some meter it can also do a third.
I never said those moves were useless. It was a question because I had not found a viable use for them. It sounds like 4 has a niche use to it. 1 has more range is good advantage on block, but the push back on 4 is worth something. Do you have any viable uses for the rest of the moves on that list?
It's not like Ninjitsu is just go for grabs and f2, there's a lot more to it than that imo. D4 is an amazing option with the threat of f2 and b2. D4 leads to +18 on hit and can start your whole offense. They will respect and crouch block your high 9 frame st1 that leaves you at advantage again. If people think you will throw they will try to counter it in some way. Some people will eat a ton of throws in a row to play it safe but I just put you in the corner and got a massive life lead. Positioning is huge with ninjitsu, it's not just about the damage he's getting. Harass with s1 into grab, finish 114, d3 and etc. they will push bottuns because they have to. Everything relies on the threat of f2 and b2. When those moves are respected there's a whole lot you can do.
When they respect grab start doing things like b121 when up close instead of grab. It does 14% and pushes them to the corner. It's also -1 which leaves you open to walk back for whiff punish or d1. Everything relies on the threat of f2 and b2. When those moves are respected there's a whole lot you can do.
He also has his teleport which can completely turn around a match at any time. Mixed with all his other options his teleport can be extremely useful. You have to keep people honest with it and it requires risk but imo it's what keeps him viable.
I don't think the use of st4 is very niche. There's a lot of good options Scorpion can go for from the positioning granted after st4 is blocked. The range of the move is irrelevant to me because I pretty much mostly use it after a landed teleport. The character is all about positioning so being able to push somebody to a preferred distance is a big deal. 8 frame d4 works great in that situation and you can either grab or space out harder to punish b2's off the d4.
I'm not the best but I have some matches uploaded in the video thread of mostly ninjitsu. I pretty much started playing it heavily after the June 25th patch. I feel I can compete with the tools given but there's obviously better characters. I'm not claiming Scorpion is anywhere above Upper mid tier but that's ok with me.