Pretty good at the Scorpion mirror.
Try flawless blocking the f34 gap, if he goes f3 into immediate throw you flawless block both the 4 and duck the the throw. Obviously he can just delay the throw and still get you or adapt and f3 into d3 to clip you for plus frames into a 11 jail.
That's where reading patterns comes in and conditioning comes in. If you have full defensive gauge, don't be afraid to contest f3 with with a standing 1 to full combo punish. If he kbs you that kb is off the table for the whole match and you can go for the interrupt with d1 or s1 every time and the worst you can eat is the 4 sending you to your preferred range.
This strategy doesn't work so well for Searing Rage though, because they have other options from f3. Searing Rage can use f32 which when blocked leads to a full combo punish, while on hit leads to you eating a full combo, which means you have to respect f3 and the throw a lot more than against Reborn.
f32 is a high risk play though, watch out for it especially when he does have full defensive gauge and you blocked f34 crouching a couple of times.
Against Misery Blade he can't cancel f3 gapless into a MB cancel so the same shit like with reborn applies.
Also be aware that Scorpion has shit +frames on both of his pokes, making it impossible to hit-confirm them. If you get jailed a lot by d1/d3 into 11 or 21, he's just doing that shit without confirming, so you can contest his pokes freely if you block them and sometimes even if you get hit, because he has to hit a 1 frame window to jail from d1 into s1, while being a bit more plus on d3 into s1.
Against Searing Rage be aware that he has no way to cancel b143 into anything that is less negative or plus on block like teleport cancel away or misery blade, so after that he's standing in you face with -7 leaving you free to condition him to try to duck your throw attempts, block your pokes or contest your mid kick string.
All in all if you run into a Scorpion that hit-confirms or option selects f3 and b2 into teleport/teleport cancel, knows how to fuzzy guard your overheard into overheard/overhead into low projectile and punishes both properly and fbs your kick string, you're pretty much on the backfoot of a losing matchup, as ED doesn't have the staggers and safe on block cancels to contest Scorpion's own close range game, and every air projectile you throw is a huge risk due to the threat of teleport.
I think your best range would be just outside of f3 where you can whiff punish it and throw instant air glaives without him being able to react. Once you run yourself into a corner or let him dash in, is where the trouble starts though.
I'd suggest learning either of the other two variations if you want to improve your chances of winning to a 5-5.