The issue isn't the teleport though. The real issue is his jump hit box on 1 and 3. Most characters have no answer for it. he can force you into a fuzzy situation where you have to l/r block and he almost always does a MB teleport if its not outside a combo. He doesn't use the mb spear in combos very often he just goes for situation resets so he always has meter for the teleport and if he doesn't he's mostly neutral jumping. It felt like sf 2 guile vs cpu zangief you just neutral jump and hit him when he gets close. He doesn't do any of the ground mix ups that I've seen like b1 and b2 because you could potentially react to them. His hellfire use is reserved for 100% safe situations for him. if you're full screen and can't punish a hellfire he'll just do it some times. Even if you react to it you're not getting anything except closer to him but that doesn't really matter. The key to the match is punished the neutral jump and keeping spacing so he can't forward jump on you but the hitbox/hurtbox on jump 1 make it difficult. its not so much the instant overheads or it being too fast to anti air its the spacing it extends a bit further out than the AA grab so it just flat beats it at times.I'm inclined to think that any character that can get a good punish off of a D1 stands a good chance. You can punish his teleport on whiff easily and you may even be able to interrupt his MB teleport. Not sure about that, tho. Have to test that.
I really start to think that when Scorpion is left untouched and people are getting the hang of the MU, he will drop down on the tier list immensly. Scorpions game will not evolve past his scrubby, random shit but the rest of the cast will evolve to deal with him.