TheIrishFGCguy as mentioned to start scorpions vortex you end a combo on a standing opponent with telepunch ,generally 112~telepunch
generally you do this with MB spear but you can also use trait off a b3/stage interaction if you have no meter.
because of the normalazations to scorpion alot of his vortex options were taken away aswell as some made worse.
one of the best things thats isnt possible anymore was instant j3, this will now whiff because of changes to j3 hitbox.
of course wanting to end any mixup in MB telepunch is the standout thing that got worse because of changes.
if you want any kind of damage off the vortex you going to have to do something unsafe and even then the risk/reward in opponents favor vs alot of the cast.
unsafe mixup options
- b1 (low) -9 on block
*b12 -12 on block (B12~flipskick is safe vs a few characters to be fair but its mu dependent)
- b2 (overhead) -7
- hellfire - this is not guaranteed after a vortex even though alot of people put it in there combos,full combo if wrong
- any form of telepunch mixup, full combo if wrong
safe options
- df1 (low) 0 on block +10 on block, not hit confirmable so you must yolo a special cancel
*2u3 (mid,overhead) +4 on block,launch on hit, hard to hit confirm after just 2nd hit hitting but alot easier than df1 lol
- crossover j3 (overhead) you can to time a crossover j3 well well now or the opponent can just duck it or you have to do it so late theres no mixup of its a crossup over not.
* there are stars next to this two because as of v1.05 2nd hit of these strings whiff on certain characters, hopefully the 2u3 gets a fix soon as its a overhead so its the more important of the two but id like both too get fixed eventually,
anyway i made a chart of who they both do and dont currently whiff on...
http://testyourmight.com/threads/2u3-b12-hit-whiff-data-on-block-full-cast.35741/