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Guide - Inferno "ARISE!" Inferno Scorpion Guide

BloodyNights

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

So you're new to MKX and want to play Scorpion? However you don't want to be like the millions of other Scorpion players who only know how to teleport and get punished for their efforts? Well than look no further. But first what are Scorpion's strengths and weaknesses?

STRENGTHS!
+Teleport
+Above Average Footsies
+Great Mix Ups
+Can Actually Beat Grandmaster Sub-Zero's Ice Clones
+Landing Throws Is Incredibly Easy.
+Controls The Sky's With RAGE!
+Vortex
+Easy Meter Management
+Can Do His Game Plan Anywhere On Screen
+Great Mobility, and Options to Escape the Corner

Weaknesses...
-Very Slow Zoning Tools
-Very Risky
-Needs A Solid Hit To Get Started
-Has Trouble Dealing With Opponents Who Do Not Jump
-Lacks Corner Pressure
-Not Very Fast Up Close

To be honest Inferno Scorpion is very well rounded, while he does struggle at certain ranges, he still has the tools to close the distance in a blink of an eye, while still being able to threaten his opponent from a distance with his demon minion projectiles. His general game plan is to poke and prod with D4, D3, and F2, to frustrate opponents until they let you get close enough for throw attempts and block strings. If they get jump happy meet them in the air with J3. If they are keeping their distance threaten them with demon minions, or teleport if you are not winning the zoning war but make sure you do this in response to a projectile as they may try to bait you. If they freeze up it's the perfect time to do several jump over punches, into throw attempts, F4, and B3. The end goal is landing a hit with his DB4, or BF1, do a combo and end the combo with a DB1 or DB3 while the opponent is still standing which will leave you with enough advantage to virtually do whatever you want to your opponent. Go low, overhead, throw, jump over into a block string...end that block string early and throw? You choose how you want to screw with your opponents head, all without worrying about that pesky wake up attack with armor.

Legend:

1 = Square/X, 2 = Triangle/Y, 3 + X/A, 4 = Circle/B, > = Cancel, ~ = Follow Up, JIP = Jump in Punch, JIK = Jump in Kick, NJP = Neutral Jump Punch

Best Normals & Combo Strings

• Attack: D1
Damage: 2.00% on Hit, 0.50% on Block
Hit Level: Mid
Range: Close
Frame Data: 6 Frame Start Up, -9 on block, +11 on Hit
Description: Scorpion's fastest grounded normal. It isn't safe on block, and offers very little advantage over D3. However if you need to punish a very quick move this may be your only option. It does not push back at all, allowing for easy throw, or block string attempts on hit.

• Attack: D2
Damage: 14.00% on Hit, 3.50% on Block
Hit Level: High
Range: Close
Frame Data: 8 Frame Start Up, -16 on Block, +25 on Hit
Description: A fast hitting uppercut that's primary use is to anti-air. It's full combo punishable by certain characters, that have quick far reaching normals, or punishable by characters with fast forward moving specials. So yeah, only use it to anti-air, or if you can end a round with it so you don't trigger a breaker.

• Attack: D3
Damage: 2.00% on Hit, 0.50% on Block
Hit Level: Low
Range: Close
Frame Data: 7 Frame Start Up, -4 on Block, +12 on Hit
Description: A short ranged kick. Mostly used when the opponent is right next to Scorpion, it's safe, quick, does not push back at all, and being advantageous as it is. Throws or block strings right after should be your go to options.

• Attack: D4
Damage: 3.00% on Hit, 0.75% on Block
Hit Level: Low
Range: Sweep
Frame Data: 8 Frame Start Up, -7 on Block, +18 on Hit
Description: Very fast low poking and counter poking tool that is safe on block, advantageous on hit. And will easily stuff a multitude of attacks. Has some push back after the attack which will create space. Running afterwards into a block string or throw is recommended. This attack is Scorpion's best poking tool.

• Attack: B2
Damage: 7.00% on Hit, 0.75% on Block
Hit Level: Mid
Range: Sweep
Frame Data: 17 Frame Start Up, -2 on Block, +44 on Hit
Description: A some what slow anti-airing tool, best used if the opponent jumps at you from max distance. You can run after the hit connects, and perform a full combo for about 28% into vortex. After the latest patch the damage was increased by 4%. I've found some luck throwing this move out sometimes at random when the opponent is in range. It's safe on block and only -2. Most opponents tend to freeze up, and while it may not always work out this way it's in my personal experience that they hesitate long enough for you to poke them before they press a button.

• Attack: F2
Damage: 9.00% on Hit, 2.25% on Block
Hit Level: Overhead
Range: Sweep
Frame Data: 17 Frame Start Up, -6 on Block, +18 on Hit
Description: A fairly quick overhead punch that leads into a hard knock down. Since the latest patch the move is a tad bit slower, but far more consistent at hopping over low attacks. it is only punishable by ridiculously fast moves. Namely Kano's up ball.

• Attack: B3
Damage: 3.00% on Hit, 0.75% on Block
Hit Level: Low
Range: Just shy of sweep distance
Frame Data: 11 Frame Start Up, -11 on Block, +5 on Hit
Description: A fairly quick hitting low kick, that is mainly used in your vortex, but you can surprise people with this move, especially if you've hit them with enough F2's. It can combo into DB4, or BF1, however you'll want to use EX BF1, if you want to make this move safe on block. However because this normal leads into an overhead ending with B32F2, a lot of people like to stand up to block the overhead. Letting you land more DB4's, however it's extremely negative, so you'll take a heavy punish if they block.
Keep in mind that after landing a DB3 a lot of people will block low first, wait a second, and then stand block expecting the F4 overhead. A trick I like to use, is to walk forward slightly, then throw the B3 out, it catches people quite a bit, especially if you mix throws in.

• Attack: F3
Damage: 5.00% on Hit, 1.25% on Block
Hit Level: Mid
Range: Far
Frame Data: 12 Frame Start Up, -8 on Block, +4 on hit
Description: A far hitting hop kick. Despite only being +4 on hit this can be canceled into DB4, or BF1 on hit, into a full combo. It's primary use is for punishing moves that have too far of push back that 114, or 214 cannot reach. Examples would be Uppercuts, Sonya's Dive Kick, Kung Jin's EX Spin etc. It is vital to Scorpion's punish game as it leads to around 34% damage into vortex. You can option select DB4, by inputting F3>DB4D. On block DB4 will not come out, and on hit it will. For some reason people like to move immediately after this is blocked anyway so if you feel like putting your life on the line you might try letting this move rock.

• Attack: F4
Damage: 7.00% on Hit, 0.50% on Block
Hit Level: Overhead
Range: Sweep
Frame Data: 25 Frame Start Up, -8 on Block, +10 on Hit
Description: A slow, but fairly far hitting overhead kick that combos into BF1, use EX BF1 to make this safe. This obviously leads back into Scorpion's vortex. However because it's so slow people can actually see it coming more times than not. You'll have to be tricky. The majority of players will block low, waiting for the much faster B+3, and then if they are not immediately hit with that, they will stand block. Some people immediately perform an uppercut after they block this trying to hit Scorpion's follow up EX Spear. Only BF4 is fast enough to stop any poke outs. However it isn't a bad idea to block immediately and prep a F3 if you notice how quick that are to d2 in response to this.

• Attack: Neutral Jump 1/2
Damage: 7.00% on Hit, 1.75% on Block
Hit Level: Mid While Rising, Overhead When Falling
Range: Close
Frame Data: 11 Frame Start Up, -7 on Block, +51 on hit
Description: A neutral jump punch with fairly mediocre air to ground range. You'll probably miss it more than not as the timing is strict. However, it does work pretty well as an air to air. It leads to 40% damage into vortex meterless! Which is almost the maximum amount of damage he can achieve that leads back into reset opportunities.

• Attack: Neutral Jump 3/4
Damage: 7.00% on Hit, 1.75% on Block
Hit Level: Mid While Rising, Overhead While Falling
Range: Just Shy of Sweep Distance
Frame Data: 7 Frame Start Up, -5 on Block, +35 on Hit
Description: A quick, and surprisingly high priority attack. It can stuff a lot of moves with it's huge hit box. It can get you out of cross ups pretty easy, and this move is actually + on block if used low enough to the ground. Which will allow you to beat out opponents attacks. On hit it leads to a hard knock down with hefty advantage to do just about anything.

• Attack: Jumping 1
Damage: 5.00% on Hit, 1.25% on Block
Hit Level: Overhead
Range: Just Shy of Sweep Distance
Frame Data: 8 Frame Start Up, 0 on Block, +12 on Hit
Description: Your go to jump in attack, it's fairly quick, easily combos, is decent at air to airs, and great for air to ground. Being 0 on block means you are more free to go for throws on block, rather than being forced to input your strings in early to stop the opponent from moving before you do. Jumping 2 has a worse hit box, but is more advantageous on hit, but you really do not need the extra advantage to complete Scorpion's combos, so I wouldn't worry about ever using that move.

• Attack: Jumping 3
Damage: 7.00% on Hit, 1.75 on Block
Hit Level: Overhead
Range: Sweep
Frame Data: 6 Frame Start Up, -3 on Block, +50 on hit. And a special note Active for 13 frames, and can be canceled within a 42 frame window
Description: This is without a doubt Scorpion's best attack. This amazing jumping 3 will eat other jump in attacks for lunch, give him a 30% combo into vortex at any point he lands it as well. It has a great hit box for air to air, or air to ground. Because it's active for a long time, feel free to throw this out super early. Most uppercuts will even be stuffed by this move due to it's huge hit box. This move makes Scorpion a nightmare to anyone who jumps around a lot, or does not have a great anti-air to work with. And is actually the reason for a lot of the complaints about anti-airs not being strong enough. To make it even better, if you see someone jumping at you, you can jump yourself and use it as a anti-air. It's cancel window is huge as well, allowing you to easily hit confirm if you landed the kick into teleport. It outclasses Jump 4 in every way, so this is as far as I'm concerned your only jump kick.

• Attack String: 114
Damage: 9.00%
Hit Level: High, Mid, Mid
Range: Just Shy of Sweep Distance
Frame Data: 9 Frame Start Up, 1st Hit is +2 on Block, 2nd is -4 on Block, 3rd is -1 on Block
Description: Scorpion's fastest combo starter. That is mostly used for punishing opponent's unsafe attacks. Luckily on block all three hits of this string is extremely safe. You could very easily end it on the first hit, and go for a throw. Or the second, or even the third. Starting with this string scales your combos much harsher than 214 does. So it's suggested to use this more as a punish tool/pressure tool. Cancelling 11 into DB4 leads into 32-33% combo more with meter.

• Attack String: 214
Damage: 10.00%
Hit Level: High, Mid, Mid
Range: Just Shy of Sweep Distance
Frame Data: 10 Frame Start Up, 1st Hit is -12 on Block, 2nd Hit is -7 on Block, 3rd Hit is -14 on block
Description: This is Scorpion's main combo starter. However thanks to the patch it's not nearly as useful to Scorpion's game plan due to no longer being able to force the opponent to block a DB1, or a DB2. They can simply jab you out of this and get a full combo punish. However you can still force them to block an unsafe DB4, unless they choose to use an armored reversal. But I wouldn't recommend this tactic unless you see your opponent immediately move after every 214 string. Your best cancel is probably DB3~F, to teleport back so you can attempt to zone and frustrate your opponent while looking for an opening.

• Attack String: B121
Damage: 10.00%
Hit Level: Mid, Mid, Mid
Range: Just Shy of Sweep Distance
Frame Data: 11 Frame Start Up, 1st is -8 on Block, 2nd is -4 on Block, 3rd is -1 on Block
Description: A mid hitting string, that I like to call the throw string. After a jump in punch, I'll throw this out and go straight into a throw on the second blocked hit. Or on the third one, really just depends on my mood. Just try not to be too obvious by always throwing after 2 hits for example. This string also has two other purposes. B12 can anti-air people who cross up jump punch at him into a combo. And of course it's also a quick string to stop people from ducking scorpion so you can actually use your high hitting strings. To top it off the third hit is only -1 on block, and it's especially useful against certain characters in the corner who do not have fast pokes. You can option select this into his spear by inputting B12>BF1D, or B12>BF1B. On hit the spear will connect, but on block the string will reach it's completion. Giving you a completely safe string, that will grant you a combo always on hit.

• Attack String: B32F2
Damage: 14%
Hit Level: Low, Mid, Overhead
Range: Just Shy of Sweep Distance
Frame Data: 11 Frame Start Up, 1st is -11 on Block, 2nd is -9 on Block, 3rd is -9 on block
Description: Scorpion does a quick barrage of a low, mid, and overhead attacks. However it's punishable on block, by quick moves. I would use this string sparingly, however this string existing is the reason why people will get hit by B3>DB4. It's smart to end the string short if you can see that the opponent is blocking in time, as most people will hesitate to punish immediately expecting the overhead. This string also chases the opponent, and will more than likely catch opponents who try to back dash Scorpion on wake up. This string also does 3.75% chip damage, 5% chip damage when used after a jump in, making it an excellent game ending string. You can option select Spear, or DB4 with the first B3 really easily, by inputting the direction in immediately after you use B3, and then hit a different direction like B3>DB4D. On hit a DB4 will come out, on block it will not.

Special Attacks

• Special Attack: DB3, Can Hold Down, or Forward to Cancel
Damage: 5.00% on Hit, 1.62% on Block
Hit Level: Mid
Range: Full Screen, Tracking
Frame Data: 21 Frame Start Up, -23 on Block, +18 on Hit/DB3~D Recovers in 24 Frames/DB3~F Recovers in 26 Frames.
Description: Let me just get this out of the way...STOP TELEPORTING RANDOMLY!!! Alright that is out of my system. This is a highly unsafe move, that is extremely threatening to a majority of the cast. Most people will stop what they are doing out of respect for the teleport, wanting to catch it on block for a free punish. Don't give them what they want. Use your teleport when you actively know it will hit. Like when you block a Grandmaster Sub-Zero string and he does Ice Clone, free teleport for you. You see a projectiles start up, toss the teleport out. But you do not want this blocked ever. It isn't worth the risk. This move being +18 on hit is the reason that Scorpion is the Vortex King. End your combos with this move while the opponent is still standing, and you'll have free reign to do whatever you like afterwards.

On a side note for all of your stamina bar you can cancel this move, holding down will teleport you behind your opponent like normal, however Scorpion will not attack. You can use this against opponents who are obviously blocking and waiting for that punish I was talking about. And go for a throw, or your own block string. Though the recovery is fairly long, so you're likely to get down poked, or worse full combo punished. So use this tactic sparingly. If you have above average reactions you can teleport and during it's animation see if you should cancel it or not based on how the opponent is moving. Holding forward on the other hand, will send you flying backwards, almost full screen where you can start your zoning up, or just to get some distance between you and your opponent, so you have some breathing room. Luckily the stamina bar fills up pretty quickly after the cancel only having about 6 seconds of cool down.

• Special Attack: EX Teleport, DB3 + Block, Can hold Down, or Forward to Cancel
Damage: 9.75% on Hit, 3.25% on Block
Hit Level: Mid, Mid
Range: Full Screen, Tracking
Frame Data: 21 Frame Start Up, -46 on Block, +46 on Hit
Description: Oh man this move, Scorpions best wake up attack hands down. This teleport leads into a full 30% damage combo into vortex that you can cancel? This is basically your get out of jail free card. Someone might risk not blocking a regular teleport and poking. But hardly anyone will attempt to do anything but block after you throw this out. If you are expecting a bait to block this move, cancel it by holding down and immediately do a throw. It will catch them about 90% of the time. Alternatively you can escape backwards for free almost. Besides EX BF1 this is where most of your meter will be going to.

EX teleport does not have armor in neutral, however it does have armor when done as a wake up attack.

• Special Attack: Air DB3, Can hold Down, or Forward to Cancel
Damage: 5.00% on Hit, 1.63% on block
Hit Level: Mid
Range: Full Screen, Tracking
Frame Data: 20 Frame Start Up, -26 on Block, +15 on Hit
Description: The aerial version of Scorpion's teleport has a much better hitbox for knocking people out of the sky, or rather for hitting people above his head. Jumping back, and looking for a air teleport against opponents who might be neutral jumping, or just jumping backwards is a great idea. Follow it up with a running 21>DB4, or if they are high + close enough a standing 4>DB4 works as well. This is especially useful against characters with amazing NJP's like Kung Jin, and Ferra/Torr. You can cancel air teleport in the same ways as the grounded teleport.

• Special Attack: Air EX Teleport, Air DB3 + Block, Can hold Down, or Forward to Cancel
Damage: 9.75% on Hit, 3.26% on Block
Hit Level: Mid, Mid
Range: Full Screen, Tracking
Frame Data: 20 Frame Start Up, -51 on Block, +42 on hit
Description: You probably won't use this very much, except perhaps for brutality finishers. It's best use is when you are jumping around, looking to bait something, and you see a projectile ready to fire. EX teleport for a combo punish into vortex. Other wise save your meter. I wouldn't use EX air teleport as an anti-air, as you can get more damage using a regular teleport as your starter. Once again people will more than likely block an ex teleport and take a throw rather than risk getting put into a combo.

• Special Attack: BF1
Damage: 3.00% on Hit, 1.37% on Block
Hit Level: High
Range: Full Screen
Frame Data: 23 Frame Start Up, -23 on Block, +56 on hit
Description: Scorpion's signature spear, it isn't a bad move. You can use it to catch people jumping full screen away. Or attempt to snag someone with this move while they are running at you to avoid your demon projectiles. However it's massive start up, and being so negative on block along with being a high make this move lack luster in anything but combos. This move is unbreakable through the use of meter.

• Special Attack: EX Spear, BF1 + Block
Damage: 5.00% on Hit, 1.62% on Block
Hit Level: High
Range: Full Screen
Frame Data: 19 Frame Start Up, -5 on Block, +56 on Hit
Description: Hey look at that reduction on block, -5 isn't punishable by a single move in the game. Despite the faster start up, it's still too slow for full screen punishes, and you don't want to spend your precious meter on a high projectile that probably won't hit as a zoning tool. Instead save this for your vortex. It's almost impossible to hit confirm from a B3, or a F4. You might be able to from a F4 if you have sick reactions, but just in case EX Spear will have your back, and your life covered. Please note they can duck this move and get a full combo punish, so it may be wise to throw in DB4 first, or see how they react. This move is also unbreakable from the use of meter.

• Special Attack: BF4
Damage: 11.00% on hit, 1.37% on Block
Hit Level: Low
Range: Just past Sweep Distance
Frame Data: 11 Frame Start Up, -32 on Block, -5 on Hit
Description: Scorpion performs a very fast sliding leg take down. This move puts Scorpion very low to the ground which will allow it to avoid some attacks, it's also a great reversal option after certain blocked attacks. Due to it's speed it's also hard to react to. Some opponents may not realize when you can actually punish the move, but I wouldn't risk my tournament life on it. Use it when you know it will kill to build meter, or for when you just need that extra damage. It's his meterless reversal of choice, and a somewhat great yolo move during wake up due to how low it will put you, and it's speed. But because of how negative it is on block I'd use it sparingly unless you know it will hit, or have meter to break. A fair warning, it is negative on hit, so it may not be in your best interest to go too crazy, as they may hit you with a wake up reversal.

• Special Attack: EX Take Down, BF4 + Block
Damage: 15.00% Damage on Hit, 1.37% on block
Hit Level: Low
Range: Just Past Sweep Distance
Frame Data: 11 Frame Start Up, -32 on Block, -5 on Hit
Description: An armored version of Scorpion's BF4. It is his only special in neutral that get's armor so if you see an attack coming you can plow through it, it can also be used when being pressured as a seriously unsafe reversal. On wake up go for ex teleport instead, unless your opponent has figured out a way to avoid it. For example mid screen Scorpion's B32F2 avoids EX teleport, but not EX Take Down.

• Special Attack: DB4
Damage: 3.00% on Hit, 1.37% on Block
Hit Level: Low
Range: Full Screen, Tracking
Frame Data: 28 Frame Start Up, -27 on Block, +69 on Hit
Description: The bane of many scrubs existence. The low projectile that puts the opponent in a stun state. This projectile is best used raw when the opponent is full screen, especially if they are attempting to zone you. The average person starts jumping at you like a bunny rabbit if they block this move once. A smart player will run at you and cover the distance. When this lands you have two options to close the distance. You can dash and jump punch from anywhere on screen, probably the smartest choice. Or you can use DB3~D and teleport behind them, gaining a little bit of meter, before you start up the combo. But you have to be very fast with this option, or they will be free right when you are about to strike. This move is unbreakable with the use of meter.

• Special Attack: EX Minion Grab, DB4 + Block
Damage: 5.00% on Hit, 1.37% on Block
Hit Level: Low
Range: Full Screen, Tracking
Frame Data: 21 Frame Start Up, -27 on Block, +69 on Hit
Description: Since the latest patch the EX Low minion now starts up 7 frames faster, and does 2 more points of damage. Being slightly faster than the regular is a fairly big help, but It's major benefit is that the tracking is greatly enhanced. While it is still risky, and probably a waste of meter this moves main use is to snatch people who run straight at Scorpion, which the regular one would miss. It can also be used to catch certain specials, like Sub-Zero's slide, and Mileena's roll that would normally avoid the regular DB4. Not on reaction of course, but because those moves punish while avoiding his minions. It may be a good idea to force them to think twice about using that as an approach while you attempt to zone. Other than that, you'll probably want to save your meter for EX teleport.

• Special Attack: DB1
Damage: 10.00% on Hit, 2.25% on Block
Hit Level: Mid
Range: Full Screen
Frame Data: 24 Frame Start Up, The game says the move is -21 which is not true, it is more than likely -7 on Block, +14 on hit
Description: Scorpion summons a demon minion from behind the opponent to smack them. It does great chip damage. And it is actually very scary for an opponent to attempt to jump over. As an anti-air from this mid hitting attack leads to Scorpion's most damaging meterless combo possible. It's also his safest zoning tool. This move is unbreakable with the use of meter.

• Special Attack: EX Minion Charge, DB1 + Block
Damage: 15.00% on Hit, 2.88% on Block
Hit Level: Mid
Range: Full Screen
Frame Data: 24 Frame Start Up, Game says -21 on block, I call it a liar and say -7 on Block, +14 on Hit
Description: A waste of meter for a small damage buff, save your meter for EX Teleport and EX Spear. This move is unbreakable with the use of meter.

• Attack: DB2
Damage: 9.00% on Hit, 2.13% on Block
Hit Level: Overhead
Range: Full Screen, Tracking
Frame Data: 29 Frame Start Up, -27 on Block, -8 on Hit
Description: This move is an interesting one, for starters it is an amazing projectile for anti-airing. But that's already Scorpion's thing he doesn't like people sharing the air with him, or even going in the air period. Next it is very deceptive on block. Most moves have block stun, this move has absolutely none. As soon as the demon touches the opponent they can move again, unlike the other two demon minion projectiles. Which can cause alot of players to miss time punishes.. It's an excellent projectile, but you'll only get about two shots before they are on top of you. The opponent can also run at you during it's start up. So be careful, and be smart about how you use this move. This move is unbreakable with the use of meter.

• Special Attack: EX Minion Drop, DB2 + Block
Damage: 13.00% on hit, 2.62% on block
Hit Level: Overhead
Range: Full Screen, Tracking
Frame Data: 29 Frame Start Up, -27 on Block, -1 on hit
Description: Yo that only -1 instead of -8 on hit tho.... useless move, don't spend meter on it as usual. This move is unbreakable with the use of meter.

• Special Attack: X-Ray From HELL! Block + Stance Change.
Damage: 33.70% on Hit, 3.50% on Block
Hit Level: Mid
Range: Full Screen
Frame Data: 22 Frame Start Up, +10 on Block, +2 on Hit
Description: Scorpion's X-ray...well you can hold down the the X-ray buttons and delay this move for quite a long while. Holding back will teleport you behind the opponent before he does the attack. Or while you are holding the X-ray buttons down, you can double tap forward or back to dash cancel out of it. Only purpose I see to using Scorpion's X-ray is if you know it will kill. Alternatively, You can can use X-ray, notice the opponent is ready to block it, dash towards them and throw them for a game ending kill. But using all that meter it should only be done on the final round, and your opponent better be dead by the end of it. This move cannot be broken through the use of meter.

Combos

Scorpion does not care where he is at on the screen to start his combos, however if you do not want to put yourself in the corner be mindful of where he will be teleporting too. If jumping over and using 4>DB3 will throw Scorpion into the corner, use 21>DB1 instead, it will do 1% more damage and keep you from worrying about corner pressure, the trade off is being slightly less advantageous. After a DB4 it might be best to take a slight step backwards before going for your jump in punches, as it has a tendency to whiff or cross over accidentally which could mess up your combo.

At any point in your combos after you land a BF1, or a DB4 you can go for a throw attempt. it's possible to tech this if they guess correctly. However throws are unbreakable, meaning you can possibly end the round just when they had the meter to get out. Also during your last stun from either BF1, or DB4. Do not be afraid to pause, let hit stun run out and then go for a throw attempt, or a reset opportunity with B3, or F4 . As most people will hold block while being hit, but won't be paying attention to how they are blocking.


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%
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-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
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, B12>BF1, JIP, 4>DB3 = 34% Note: Punishes Uppercuts, & Unsafe Specials With Push Back
NJP, DB1, 4>DB3, Run Slightly, 21>BF1, JIP, 3>DB4, JIP, 4>DB3 = 40%
Anti-Air DB1, 4>DB3, Run Slightly, 21>BF1 JIP, 3>DB4 JIP, 4>DB3 = 41%

1 Bar

EX DB3, Walk/Run Slightly, 4>DB3, 4>BF1, JIP, 3>DB4, JIP, 4>DB3 = 31% Note: Does 32% ending with 21>DB1
EX DB3, Walk/Run Slightly, 4>DB3, Run, 21>DB4, JIP, 4>BF1, JIP, 4>DB3 = 31%
EX DB3, JIK>DB3, 4>BF1, JIP, 3>DB4, JIP, 4>DB3 = 29% Note: Easiest 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
B3/F3>DB4, NJP, DB1, 4>DB3, 4>EX DB3, Run, 21>BF1, JIP, 4>DB3 = 36%/38%
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.
 
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BloodyNights

"My kunai will find it's mark."
I think this guide is pretty much complete at the moment. If there is anything else that you think I should add, or would like me to elaborate on let me know. And any other advice on how to structure, and make the guide better please feel free to tell me.
 

Indigoism

Mystic
Thank you, I've mastered the bread and butter though and changed some kombo strings for the first one into 40% using 1 meter.
 

JTB123

>>R2 - BF4 = Unblockable.
Very nicely put together guide here, just a few things to add / alter.

If you land a Demon Hands (what I call his DB4) fullscreen and you're without stamina for run, you can dash forward, cancel it into a forward jump and land a J3 tele combo. Requires no stamina or meter for a full combo off of this, very dangerous for characters that feel comfortable throwing fireballs full screen.

B121 String - In my opinion this is Scorps best offensive string, it's his only fast mid hitting string on start up, my personal uses for this string are:

- To check opponents after negative but not punishable block strings, as it's mid it cannot be duck so they must resect it.
- Completely safe and unavoidable follow up after a standard teleport combo ender which builds a good chunk of meter.
- As a combo ender (in particular inferno) to get a minion follow up.
- Very effective at punishing floating moves. Eg: Mileenas roll, dive kicks etc.
- Super effective in the corner as on block is only -1 so they opponent has to respect your D4 potential afterwards. If they they try and poke, B121 will whiff punish this into full combo.
- Fantastic OTG pressure when the opponent has no meter or non armoured wake ups, it can even stuff some armoured wake ups as the B12 hits are quite fast. You can pepper people all day who refuse to respect this string in the corner.

And perhaps its "best use" after a jip hits you can do B12 into Demon Hands provided you haven't used it in the combo already. This isn't a natural combo but it's lightning fast so the opponent must know about it. Definitely one of my first tests against someone when I play Inferno, catches everyone at least once.

Also his minions cannot be broken, nor can his spear. So if you catch someone with Demon Hands or spear, you can use the one you didn't use and mid or OH minion for some unbreakable damage.

I posted some new BnB's for inferno as well in the combo thread, but here they are:

21 starter: 21-minion grab-njp-mid minion-21-tele-21-spear-jip-21-tele = 35% damage
11 starter: as above = 34% damage
F3 starter: f3-minion grab- as above = 35% damage

These incorperate the mid minion so you're building extra meter and not sacrificing any damage. They are harder to do, but definitely worth it.

B2 really isn't a good anti air in my eyes, it's just too slow. If you're going to commit to this read then you might as well go for a mid minion anti air or your own J3.

F4 EX spear does not jail btw, niether does B3, the EX spear can be ducked and punished.
 

BloodyNights

"My kunai will find it's mark."
Very nicely put together guide here, just a few things to add / alter.

If you land a Demon Hands (what I call his DB4) fullscreen and you're without stamina for run, you can dash forward, cancel it into a forward jump and land a J3 tele combo. Requires no stamina or meter for a full combo off of this, very dangerous for characters that feel comfortable throwing fireballs full screen.

B121 String - In my opinion this is Scorps best offensive string, it's his only fast mid hitting string on start up, my personal uses for this string are:

- To check opponents after negative but not punishable block strings, as it's mid it cannot be duck so they must resect it.
- Completely safe and unavoidable follow up after a standard teleport combo ender which builds a good chunk of meter.
- As a combo ender (in particular inferno) to get a minion follow up.
- Very effective at punishing floating moves. Eg: Mileenas roll, dive kicks etc.
- Super effective in the corner as on block is only -1 so they opponent has to respect your D4 potential afterwards. If they they try and poke, B121 will whiff punish this into full combo.
- Fantastic OTG pressure when the opponent has no meter or non armoured wake ups, it can even stuff some armoured wake ups as the B12 hits are quite fast. You can pepper people all day who refuse to respect this string in the corner.

And perhaps its "best use" after a jip hits you can do B12 into Demon Hands provided you haven't used it in the combo already. This isn't a natural combo but it's lightning fast so the opponent must know about it. Definitely one of my first tests against someone when I play Inferno, catches everyone at least once.

Also his minions cannot be broken, nor can his spear. So if you catch someone with Demon Hands or spear, you can use the one you didn't use and mid or OH minion for some unbreakable damage.

I posted some new BnB's for inferno as well in the combo thread, but here they are:

21 starter: 21-minion grab-njp-mid minion-21-tele-21-spear-jip-21-tele = 35% damage
11 starter: as above = 34% damage
F3 starter: f3-minion grab- as above = 35% damage

These incorperate the mid minion so you're building extra meter and not sacrificing any damage. They are harder to do, but definitely worth it.

B2 really isn't a good anti air in my eyes, it's just too slow. If you're going to commit to this read then you might as well go for a mid minion anti air or your own J3.

F4 EX spear does not jail btw, niether does B3, the EX spear can be ducked and punished.
I'm not sure if I see much of a use of doing JIP B12>DB4 if it lands, it seems like you are giving up guaranteed damage for a highly unsafe option for a mere 10%. And inside of combos even if they do not block, B12>DB4 will not connect. But you are correct on it being great for strings that are not punishable but are safe, because people love to down poke. I wouldn't use the string into his own down poke much though on block, as it is still -1, and most of the cast has a down attack that will suddenly be faster than Scorpion's and he will lose his pressure. His fastest down attack will be his D1 a now unsafe 7 frame start up instead of 6. I prefer throw. Both tactics seem to rely on a slight hesitation. And if they slightly hesitate and do their own down attack, they will be thrown.

Is there certain attacks that B121 punishes that 214 does not? I know on both Mileena's teleport and roll, 214 does the job as a punisher.

Good to note on the DB4, and the BF1 being unbreakable, I didn't think to include that in the guide but I will now.

B2 is more match up dependent really, as character's like Raiden, or Kitana have comparable speed to Scorpion in the air, though still not as good of a hitbox. But sometimes it might be too late for an AA J3, and this is where this comes in. I rarely use it, but sometimes I do, and that's why I included and mentioned that it was slow.

I'll add your combos namely 11, and F3 combos to the list and give you credit for sure. I'd probably just go for the 214 bnb combo the majority of the time due to the ease of use and 1% more damage over the slight meter building boost. As it is way more hit confirmable.

F4, and B3 EX spear can be ducked and punished, I'll make sure to add that. Forgot to mention it. However with inferno I could easily do F4>DB4 for some ghetto mix up, which makes people not want to let go of block. But I'll add that to the move's description. Thanks for all the advice!
 
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JTB123

>>R2 - BF4 = Unblockable.
I'm not sure if I see much of a use of doing JIP B12>DB4 if it lands, it seems like you are giving up guaranteed damage for a highly unsafe option for a mere 10%. And inside of combos even if they do not block, B12>DB4 will not connect. But you are correct on it being great for strings that are not punishable but are safe, because people love to down poke. I wouldn't use the string into his own down poke much though on block, as it is still -1, and most of the cast has a down attack that will suddenly be faster than Scorpion's and he will lose his pressure. His fastest down attack will be his D1 and unsafe now 7 frames instead of 6. I prefer throw. Both tactics seem to rely on a slight hesitation. And if they slightly hesitate and do their own down attack, they will be thrown.

Is there certain attacks that B121 punishes that 214 does not? I know on both Mileena's teleport and roll, 214 does the job as a punisher.

Good to note on the DB4, and the BF1 being unbreakable, I didn't think to include that in the guide but I will now.

B2 is more match up dependent really, as character's like Raiden, or Kitana have comparable speed to Scorpion in the air, though still not as good of a hitbox. But sometimes it might be too late for an AA J3, and this is where this comes in. I rarely use it, but sometimes I do, and that's why I included and mentioned that it was slow.

I'll add your combos namely 11, and F3 combos to the list and give you credit for sure. I'd probably just go for the 214 bnb combo the majority of the time due to the ease of use and 1% more damage over the slight meter building boost. As it is way more hit confirmable.

F4, and B3 EX spear can be ducked and punished, I'll make sure to add that. Forgot to mention it. However with inferno I could easily do F4>DB4 for some ghetto mix up, which makes people not want to let go of block. But I'll add that to the move's description. Thanks for all the advice!
The DB4 after B12 will connect if DB4 hasn't been done yet in the combo, as I said it is a gimmick but it's a gimmick that gives you nearly 60% for no meter and isn't that easy to see. EG: 214-tele-21-spear-jip-b12-DB4. That DB4 will start a new combo in that situation. Sorry if I didn't make that clear.

Instant J3 is much faster than his B2 in the anti air situation, so if you read a jump use that instead. Jump kicks are always going to beat his B2 anyway and you get way less damage than if you do IJ3. In Ninjutsu I would agree but outside of it I personally think his B2 sucks, it's just too slow when compared against his other AA options. I agree it's not completely useless, it's actually not bad at check run ins due to its hitbox.

B12 is my go to to punish Mileena teleport, if Mileena cancels the teleport into Sai and you try to do S1 or S1 without ducking first, the sai will hit you and you won't get your punish. B12 punishes every single cancel option no matter how late or early she does. I meant teleport in my post not roll lol for that as you said use S2.

B12 isn't bad as a punisher as it has good horizontal range and lowers Scorpions hit box slightly. But the main advantage of it over S1 or S2 is for poking or pressure situations. When someone is very familiar with Scorpions strings, they know his S1 and S2 are extremely vulnerable to uppercuts or low pokes as S1 and S2 hit high. In these situations B12 is far superior. Some examples are:

Kung Lao Buzzsaw: After you block a low hat, B12 checks him and hits him if he tries it again. S1 and S2 whiff due them being high, also dependant on range. S2's horizontal hit box is lacking in these situations.

Rayden Thundergod strings: If it wasn't for B12 here you would be dead when Rayden corners you. All of his hold 2 strings jail you here and if you try S1 or S2 to retaliate they have a really bad habit of whiffing, B12 will hit and give you some frames to get out.

Sub zero clones: B12 can check him if he does a string that puts his hitbox past the clone and can even punish his B2.
 

BloodyNights

"My kunai will find it's mark."
The DB4 after B12 will connect if DB4 hasn't been done yet in the combo, as I said it is a gimmick but it's a gimmick that gives you nearly 60% for no meter and isn't that easy to see. EG: 214-tele-21-spear-jip-b12-DB4. That DB4 will start a new combo in that situation. Sorry if I didn't make that clear.

Instant J3 is much faster than his B2 in the anti air situation, so if you read a jump use that instead. Jump kicks are always going to beat his B2 anyway and you get way less damage than if you do IJ3. In Ninjutsu I would agree but outside of it I personally think his B2 sucks, it's just too slow when compared against his other AA options. I agree it's not completely useless, it's actually not bad at check run ins due to its hitbox.

B12 is my go to to punish Mileena teleport, if Mileena cancels the teleport into Sai and you try to do S1 or S1 without ducking first, the sai will hit you and you won't get your punish. B12 punishes every single cancel option no matter how late or early she does. I meant teleport in my post not roll lol for that as you said use S2.

B12 isn't bad as a punisher as it has good horizontal range and lowers Scorpions hit box slightly. But the main advantage of it over S1 or S2 is for poking or pressure situations. When someone is very familiar with Scorpions strings, they know his S1 and S2 are extremely vulnerable to uppercuts or low pokes as S1 and S2 hit high. In these situations B12 is far superior. Some examples are:

Kung Lao Buzzsaw: After you block a low hat, B12 checks him and hits him if he tries it again. S1 and S2 whiff due them being high, also dependant on range. S2's horizontal hit box is lacking in these situations.

Rayden Thundergod strings: If it wasn't for B12 here you would be dead when Rayden corners you. All of his hold 2 strings jail you here and if you try S1 or S2 to retaliate they have a really bad habit of whiffing, B12 will hit and give you some frames to get out.

Sub zero clones: B12 can check him if he does a string that puts his hitbox past the clone and can even punish his B2.
Oh now I see what you are talking about, never actually tried it like that, I'd usually do some weird delayed B3 as part of my resets instead of B12. As for Mileena's teleport it doesn't matter if she cancels into sai late or early, as soon as she lands you still get a free punish with 214.

For Sub-Zero's B2, I prefer the very slightest of run up into 11 as my punish, but if you got the timing F3 is good. If you don't want any timing or range dependent, BF4 punishes it easily. And yeah B121 is good against Raiden for sure. I'm a bit trolly with Kung Lao, I tend to low poke and then jump over his head after a blocked hat.
 
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Reauxbot

You think you bad? You aint bad.
So nust a quick question. Ive quite some success with his Inferno demons.
On some vortexs if you get the opponents respect you can do like B.1xxDemon Capture or B1xxOH Demon.
Just throwin some ideas out.
Im sure those arent really good. But itll catch some people off gaurd.
 

BloodyNights

"My kunai will find it's mark."
1 Bar standing reset 214>DB3, 1>F3>DB4, JI2 214>EX DB3, 21, BF1>JI2, 21,DB1 = 42%
As Swagtastic as it is to use 1, F3>DB4 in combos, I have such a hard time doing it consistently, that I'll take the 1% less damage for the much more simple combo. But it is good for the people who can do it with no issues.
 

BloodyNights

"My kunai will find it's mark."
So nust a quick question. Ive quite some success with his Inferno demons.
On some vortexs if you get the opponents respect you can do like B.1xxDemon Capture or B1xxOH Demon.
Just throwin some ideas out.
Im sure those arent really good. But itll catch some people off gaurd.
Ever since I read about the strange reset with B12>DB4 from @JTB123 I've been doing some tests with it across a multitude of games. I've come to the conclusion that it isn't a viable strategy to use against smart opponents. If you use the OH demon you may hit, and get 9% damage, but you probably sacrificed that much damage to get it. OH demon is also very slightly negative on hit...there is that too. On block players who have practiced can deliver a full combo punish.

Now going back to the low from a B12>DB4, smart players will block this, and unfortunately because they blocked this and it's so negative you'll probably eat a combo for trying. Instead I would suggest not ever using a minion demon from B12 unless you sincerely do not respect your opponent. Though even lesser opponents have a tendency to block low as a habit from other fighting games.

Instead complete you combo until you get to the last jump in punch. I always suggest using Jump in 1, not 2. 2's more advantageous and actually hurts Scorpion's reset potential. Do something like 214>DB3, 21>DB4, JIP, 4>BF1, JI"1", Delayed B3/F4, or wait till the stun wears off and throw. Jumping 1 into f4 will not combo but it will reset them if they are blocking low, and if you have 2 bars it may not be a bad idea to use F4>DB4 for a slow but still viable mix up. Just note that these do not combo together, but chances are they will get hit by the overhead, and then stand block and get hit by the low as a reaction to being hit.

I think the best use of B121, is for opponents who like to duck a lot against Scorpion, and for throw set ups. B12 throw, B121 throw, B1...throw! My success rate throwing with B121 is very high because they are all mids and barely negative on any strike.
 
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ciaran carrick

Lars a noob
As Swagtastic as it is to use 1, F3>DB4 in combos, I have such a hard time doing it consistently, that I'll take the 1% less damage for the much more simple combo. But it is good for the people who can do it with no issues.
Yeah if you can't land it 9/10 go with easier ones ofc
 
Interesting finds regarding the Minion Charge:
- Unlike the Low/Overhead demons, the Charge actually has blockstun.
- It appears to be at least -8.
- As far as punishment, the opponent needs at least a 6-7f normal to combo. It's very similar to Ninjutsu F2 in this regard.
- Fast advancing specials can punish it e.g KL's EX Spin, Reptiles Dash.

 

BloodyNights

"My kunai will find it's mark."
Interesting finds regarding the Minion Charge:
- Unlike the Low/Overhead demons, the Charge actually has blockstun.
- It appears to be at least -8.
- As far as punishment, the opponent needs at least a 6-7f normal to combo. It's very similar to Ninjutsu F2 in this regard.
- Fast advancing specials can punish it e.g KL's EX Spin, Reptiles Dash.

Where you actually able to punish it with with a 7 frame normal? I tried for a bit and couldn't do it, I was able to with a 6 frame normal some of the time. I was using an Asus monitor to test it. Granted I could have bad timing. So I assumed that I just couldn't react to it at any faster speeds.

I do know that when using a reversal special they come out 1 frame faster I believe, which would allow for Reptile to punish the move at 7 frames though it would be retarded difficult to do in a match.. Which is why I listed it as -7. But it could very well be -8 lol
 
Where you actually able to punish it with with a 7 frame normal? I tried for a bit and couldn't do it, I was able to with a 6 frame normal some of the time. I was using an Asus monitor to test it. Granted I could have bad timing. So I assumed that I just couldn't react to it at any faster speeds.

I do know that when using a reversal special they come out 1 frame faster I believe, which would allow for Reptile to punish the move at 7 frames though it would be retarded difficult to do in a match.. Which is why I listed it as -7. But it could very well be -8 lol
I used Raiden's F1 to punish it and that's 6f. I was also able to check Scorpion with 6-7f D1 and D3. I couldn't punish with reversal throw though.
 

BloodyNights

"My kunai will find it's mark."
I used Raiden's F1 to punish it and that's 6f. I was also able to check Scorpion with 6-7f D1 and D3. I couldn't punish with reversal throw though.
Let me know if you can punish it with a 8 frame move, I'll update it to -8 if you can, though it can't be an 8 frame move during a reversal. I think I was pretty spot on at -7
 

swp22

Noob
Hi guys.

This is my first fighting game since the old mk & sf games and very much enjoying the experience of learning the amount of depth in this game. I've played around with all the characters since release and I've settled on scorpion inferno as my main.

My punish combo of choice is:

214~TP, 21~MG, fj2, 4~Spear, fj2, 4~TP 36%

Which I can consistently do. But I'm finding that most of my combo set ups are coming from full screen MG run then:

213~tp, 21~spear,fj2,21~tp for 28% then I instant throw for the extra 12%. They land far enough to attempt a repeat cycle. And its actually working quite well for now.

So my question is. . After the MG being my opening move, what's my highest damage combo + vortex possibility?

Thanks
 
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