Student
Noob
As of the 6/23 patch, some information in this thread may be outdated. Please take this into consideration when reading this content, as it will take time to update it.
FOR A RUNDOWN OF WHAT HAS BEEN CHANGED IN THE 6/23 PATCH, PLEASE WATCH THE VIDEO IN THIS THREAD (VERY IMPORTANT).
NOTES:
You block something that you KNOW you CAN’T full combo punish, you then: (would it be different if you DIDN’T KNOW if you could full combo punish or not?)
http://testyourmight.com/threads/scorpion-reversal-punishing-thread-post-patch.52924/
http://testyourmight.com/threads/scorpion-living-punishment-guide-tanya-guide-added.50993/
http://testyourmight.com/threads/complete-list-of-teleport-x-ray-vulnerable-strings.53207/
You do 2 reps of 214xxFBC against a blocking opponent, you finish with: (no meter vs. meter)?
http://testyourmight.com/threads/why-dont-more-scorpion-players-change-up-their-fireball-cancels.52622/
http://testyourmight.com/threads/blockstring-mixup-exploration.52678/
What do you do after knocking an opponent down?
What are some common mistakes you see beginning Hellfire players make?
Any other basics that you think new Hellfire players should practice?
COMBOS
What is your go-to BnB after landing a 214/114 (no meter vs. meter)?
What is your go-to BnB after landing an air-to-air J3xxTP (do you have different ones depending on how high they were in the air, no meter vs. meter)?
What is your go-to BnB after landing a NJP (no meter vs. meter)?
What is your go-to BnB after landing a normal into spear (like B3xxSpear, no meter vs. meter)?
What is your go-to BnB after landing an EX Teleport?
What is your go-to BnB that starts with F4 (no meter vs. meter)?
What is your go-to BnB that starts with B3 (no meter vs. meter)?
What is your go-to BnB that starts with F3 (no meter vs. meter)?
ADDITIONAL READING
What are option selects and does Scorpion have any?
What is important to know regarding Scorpion's match-ups?
What are some useful tech options for Scorpion?
FOR A RUNDOWN OF WHAT HAS BEEN CHANGED IN THE 6/23 PATCH, PLEASE WATCH THE VIDEO IN THIS THREAD (VERY IMPORTANT).
NOTES:
- PLEASE post your answers to one or more of these questions if you have some experience or success to share.
- If you have found useful Hellfire Scorpion information elsewhere on the forums that hasn't already been referenced in the OP, please post it so that it can be added.
- Information that relates to multiple topics (such as thread links, quotes, etc.) may be presented more than once.
The following thread(s) should help in explaining the fundamentals of fireball cancelling as well as additional information:
http://testyourmight.com/threads/scorpion-fireball-cancel-tutorial.52827/
http://testyourmight.com/threads/hellfire-blockstring-tutorial.52133/
http://testyourmight.com/threads/blockstring-mixup-exploration.52678/
http://testyourmight.com/threads/why-dont-more-scorpion-players-change-up-their-fireball-cancels.52622/
http://testyourmight.com/threads/how-do-you-guys-cluster-your-inputs-when-fbcing.52524/
http://testyourmight.com/threads/b1-fbc-allows-a-true-combo-on-hit-from-a-dash-without-running.53339/
This thread has information on how to effectively counter Scorpion's FBC pressure:
http://testyourmight.com/threads/dealing-with-scorpion-fbc-pressure.53551/
http://testyourmight.com/threads/scorpion-fireball-cancel-tutorial.52827/
http://testyourmight.com/threads/hellfire-blockstring-tutorial.52133/
http://testyourmight.com/threads/blockstring-mixup-exploration.52678/
http://testyourmight.com/threads/why-dont-more-scorpion-players-change-up-their-fireball-cancels.52622/
http://testyourmight.com/threads/how-do-you-guys-cluster-your-inputs-when-fbcing.52524/
http://testyourmight.com/threads/b1-fbc-allows-a-true-combo-on-hit-from-a-dash-without-running.53339/
This thread has information on how to effectively counter Scorpion's FBC pressure:
http://testyourmight.com/threads/dealing-with-scorpion-fbc-pressure.53551/
Additional information on punishing as Scorpion (some information may not apply to Hellfire):if in doubt, d1. 6 frames and ducks highs with surprising range. Very hard to punish even though it's -11, and on hit you can go straight into blockstring/hitconfirm a combo
otherwise, return with 214. If I get uppercutted/toekicked out of this then I know not to try it again.
http://testyourmight.com/threads/scorpion-reversal-punishing-thread-post-patch.52924/
http://testyourmight.com/threads/scorpion-living-punishment-guide-tanya-guide-added.50993/
http://testyourmight.com/threads/complete-list-of-teleport-x-ray-vulnerable-strings.53207/
You do 2 reps of 214xxFBC against a blocking opponent, you finish with: (no meter vs. meter)?
- No Meter:
- Do a third 214xxFBC even though you can't run again, you can dash and then throw which will beat most punishes unless they neutralduck or armor through it
- Do db2 after the second FBC if you think your opponent respects the string
- If you're in the unsure about the matchup and you are out of meter, do b121 after the second FBC. Frametraps and is -1 on block.
- Meter:
- after the second FBC, do 214xxEXFB, d1. EXFB is +8 on block, so if you are fast enough d1 can actually be part of the frametrapping blockstring. And if it hits you can immediately do more 214 blockstring/hitconfirm due to stamina recovery rates.
Additional information on this topic can be found in the following thread(s):214 FBC 214 FBC 214 EXFireball. +8 on block
214 FBC hellfire.
214 FBC b3 FBC 214. Gives a combo if they don't block low.
214 FBC f2/f4. Conditions them to block low.
214 FBC 214 FBC 214 Fireball dash cancel, throw. Throws won't connect from a run cancel but they will from a dash cancel.
http://testyourmight.com/threads/why-dont-more-scorpion-players-change-up-their-fireball-cancels.52622/
http://testyourmight.com/threads/blockstring-mixup-exploration.52678/
What do you do after knocking an opponent down?
That's actually not such a simple question. He has options but none of which are flawless.
-f2/b4 can be good for baiting wakeups but they can back dash both of those.
-close range jumpins (crossups) can be anti-aired by certain characters
-njk is a good pressure tool in the corner, especially if you time it properly, but some armored wakes can full combo punish it.
-after b121 and d2, EX hellfire is guaranteed if you do it fast enough because it has OTG properties, but it costs meter.
-f4 can be good if you have enough frames to get it out just as they stand.
-in most cases a simple teleport will stuff an armored wakeup, but that's a dangerous guess which you have to make on your own.
What are some common mistakes you see beginning Hellfire players make?
Failing the hitconfirm, panic teleports, failing the second rep of blockstring due to run cancelling too slow, teleporting randomly and trying to use FA in a combo when it's already active. Regular teleports should only be used to pre-emptively whiffpunish. And by that I mean do it at range when you see the opponent do an attack or projectile.
Any other basics that you think new Hellfire players should practice?
The following information was contributed by Triplswing. (A quote of this size wasn't functioning correctly when nested in a spoiler):
"Practice the fuck out of the FBC. You know you've got it on lock when you can do b12xxFBC, f3
Make your run cancel from fireball as fast as you possibly can. If your first run cancel takes longer than 15 frames then you won't have enough stamina to do a second run cancel.
I know it's 15 frames because that's a quarter of a second. Running consumes stamina at a rate of 1 bar per second. Dashing from fireball takes a quarter of a stamina bar, running from a dash takes another quarter of a bar. You need at least 1 full bar to initiate a run, so if you have less than 1+1/4 bar when you do your second one, you cannot run-cancel the dash.
When practicing links from FA, memorize the timing of the link, rather than use visual cues to identify when to attack. This makes you more consistent online, and when good enough you can literally do it with your eyes closed.
Don't just teleport during the neutralgame. Open up the opponent using db2, bait them into doing something stupid like forward jumping or even unsafe teleporting.
EX Teleport on wakeup might seem like a cool idea when you are getting pressured in the corner, but you really don't want to rely on this because if it gets blocked you'll probably lose the round if you have 40% or less health.
If perchance you do land EX teleport and launch the opponent into the corner, do 214xxFA, 214[HITCONFIRM]. If it gets blocked you can immediately do blockstring with FA on which is great, and if it hits you can get a full combo.
EDIT: Another thing I forgot to add, is that stamina use is extremely important for Hellfire. He is one of the few characters in the game where you have to wisely decide when and how to use stamina. Remember that you cannot perform blockstrings after doing a combo breaker, and when you run in after a knockdown. If you ever find that you tried to do a blockstring without the appropriate stamina, you will dash instead of run. If this happens, try a throw or d1."
"Practice the fuck out of the FBC. You know you've got it on lock when you can do b12xxFBC, f3
Make your run cancel from fireball as fast as you possibly can. If your first run cancel takes longer than 15 frames then you won't have enough stamina to do a second run cancel.
I know it's 15 frames because that's a quarter of a second. Running consumes stamina at a rate of 1 bar per second. Dashing from fireball takes a quarter of a stamina bar, running from a dash takes another quarter of a bar. You need at least 1 full bar to initiate a run, so if you have less than 1+1/4 bar when you do your second one, you cannot run-cancel the dash.
When practicing links from FA, memorize the timing of the link, rather than use visual cues to identify when to attack. This makes you more consistent online, and when good enough you can literally do it with your eyes closed.
Don't just teleport during the neutralgame. Open up the opponent using db2, bait them into doing something stupid like forward jumping or even unsafe teleporting.
EX Teleport on wakeup might seem like a cool idea when you are getting pressured in the corner, but you really don't want to rely on this because if it gets blocked you'll probably lose the round if you have 40% or less health.
If perchance you do land EX teleport and launch the opponent into the corner, do 214xxFA, 214[HITCONFIRM]. If it gets blocked you can immediately do blockstring with FA on which is great, and if it hits you can get a full combo.
EDIT: Another thing I forgot to add, is that stamina use is extremely important for Hellfire. He is one of the few characters in the game where you have to wisely decide when and how to use stamina. Remember that you cannot perform blockstrings after doing a combo breaker, and when you run in after a knockdown. If you ever find that you tried to do a blockstring without the appropriate stamina, you will dash instead of run. If this happens, try a throw or d1."
COMBOS
What is your go-to BnB after landing a 214/114 (no meter vs. meter)?
No Meter with FA active: 214/114xxTP, 21xxSpear, fjp, standing 4xxTP, -> BLOCKSTRING
No Meter without FA active: 214/114xxTP, 21xxSpear, fjp, f4xxFA, 21xxTP, -> BLOCKSTRING
Meter: 214/114xxTP, 214xxEXTP, run, 21xxSpear, fjp, f4xxFA, 21xxTP -> BLOCKSTRING (standing 4 is slightly more damage after flame aura, but you can't hitconfirm it)
What is your go-to BnB after landing an air-to-air J3xxTP (do you have different ones depending on how high they were in the air, no meter vs. meter)?
Just wanna say the only reason I ever do fjk is as an anti-air. For jumpins and crossups, fjp is better because fjp, into 214 is actually legit blockstring.
No Meter with FA active: J3xxTP, 21xxSpear, fjp, standing 4xxTP -> BLOCKSTRING
No Meter without FA active: J3xxTP, 21xxSpear, fjp, f4xxFA, 21xxTP -> BLOCKSTRING
Meter: fjkxxEXTP, run, 214xxTP, b12xxSpear, fjp, f4xxFA, 21xxTP -> BLOCKSTRING
Jump Kick Starter - Meterless:
Jump Kick xx Air DB3 , 4 xx BF1 , J2 , F4 xx DB4 , 21 xx DB3
Jump Kick Starter - 1 Bar:
Jump Kick xx Air DB3 , 214 xx EN DB3 , Run 21 xx BF1 , J2 , F4 xx DB4, 21 xx DB3
What is your go-to BnB after landing a NJP (no meter vs. meter)?
NJP Starter - Meterless:
Neutral Jump Punch , 4 xx DB3 , F3 xx BF1 , J2 , F4 xx DB4 , 21 xx DB3
NJP Starter - 1 Bar:
Neutral Jump Punch , DB4 , 214 xx DB3 , 214 xx EN DB3 , Run 21 xx BF1 , J2 , F4 xx DB4 , 21 xx DB3
What is your go-to BnB after landing a normal into spear (like B3xxSpear, no meter vs. meter)?
You can actually hitconfirm a b3/f3 combo like this: b3/f3xxFBC, 214. If it hits you can do BnB combos and if it doesn't you can do blockstring. Note that they can armor through after b3 on block if they are experienced in the matchup.
b3xxSpear, fjp, 123xxTP, run, b12xxFA, 4xxTP
What is your go-to BnB after landing an EX Teleport?
EXTP, run, 214xxTP, b12xxSpear, fjp, f4xxFA, s4xxTP. Can be tricky if there is lag, but otherwise consistent across all characters.
What is your go-to BnB that starts with F4 (no meter vs. meter)?
No meter with FA active: f4xxSpear, fjp, 21xxTP ->BLOCKSTRING
No meter without FA active: f4xxFA, 214xxTP, 21xxSpear, fjp, standing 4xxTP ->BLOCKSTRING
Meter with FA active: f4xxEXTP, run, 214xxTP, b12xxSpear, fjp, f4xxFA, 21xxTP -> BLOCKSTRING
Meter without FA active: f4xxFA, 214xxTP, 214xxEXTP, run, 21xxSpear, fjp, f4xxFA, 21xxTP -> BLOCKSTRING
F4 Starter (Post Combo) - 1 Bar:
F4 xx EN DB3 , 214 xx DB3 , 21 xx BF1 , J2 , F4 xx DB4 , 21 xx DB3
What is your go-to BnB that starts with B3 (no meter vs. meter)?
B3 Starter - 1 Bar:
B3 xx FRC , 21 xx DB4 , 214 xx DB3 , 214 xx EN DB3 , Run 21 xx BF1 , J2 , F4 xx DB4, 21 xx DB3
B3 Starter (Post Combo) - Meterless:
B3 xx FRC , 214 xx DB3 , 21 xx BF1 , J2 , F4 xx DB4 , 21 xx DB3
B3 Starter (Post Combo) - 1 Bar:
B3 xx FRC, 214 xx DB3 , 214 xx EN DB3 , Run 21 xx BF1 , J2 , F4 xx DB4 , 21 xx DB3
B3xxFBC, B12xxFA, 214xxTP, 21xxSpear, JI2, F4xxTP
B3xxFBC, 21xxFA, 214xxTP, 214xxEXTP, run, 21xxSpear, JI2, F4xxFA, 12xxTP
B12 and 21 are interchangeable after the initial B3xxFBC. B12 is a better follow up due to the range of B1 but it's slower than 21.
What is your go-to BnB that starts with F3 (no meter vs. meter)?
F3 Starter (Close) - 1 Bar
F3 xx FRC , 21 xx DB4 , 214 xx DB3 , 214 xx EN DB3 , Run 21 xx BF1 , J2 , F4 xx DB4 , 21 xx DB3
F3 Starter (Far) - Meterless:
F3 xx FRC , F3 xx BF1 , J2 , 123 xx DB3 , Run B12 xx DB4 , 12 xx DB3
F3 Starter (Far) - 1 Bar:
F3 xx FRC , F3 xx EN DB3 , 214 xx DB3 , 21 xx BF1 , J2 , F4 xx DB4 , 21 xx DB3
ADDITIONAL READING
What are option selects and does Scorpion have any?
Option Select refers to combinations of buttons that will result in a different action depending on what the other player is doing. Different fighting games have different types of option selects. In MKX, option select typically refers to a combination of buttons that will perform one action if it gets blocked, and a different action if it hits.
http://testyourmight.com/threads/option-select-to-auto-stop-spear-on-block.53228/
Additional information regarding Scorpion's option selects can be found in the following thread(s):You can option select a teleport, as a second command, it will erase the fireball you inputed first and replace with the teleport.
Its stupid but some idiots on TYM think option selects are fair, so learn to use them
Input FBC first, if the let go block on the first or second hit and you have already inputed fire ball, input teleport to cancel the fireball and use teleport instead.
You can also option select ex teleport out of B12
Input B12~~ex tp~~BB11
On hit, ex teleport comes out and you get a full combo, on block B121 comes out and leaves you at -1, which you can teleport cancel on purpose afterwards to avoid counter poking.
Its stupid but yeah, no one should've access to such things in the game, but it seems its not going away, so might as well just let the Computer do all the work for you, the time of balsy reads are gone.
http://testyourmight.com/threads/option-select-to-auto-stop-spear-on-block.53228/
What is important to know regarding Scorpion's match-ups?
Match-up related information can be found in the following thread(s):
http://testyourmight.com/threads/complete-list-of-teleport-x-ray-vulnerable-strings.53207/
http://testyourmight.com/threads/scorpion-living-punishment-guide-tanya-guide-added.50993/
http://testyourmight.com/threads/scorpion-reversal-punishing-thread-post-patch.52924/
http://testyourmight.com/threads/complete-list-of-teleport-x-ray-vulnerable-strings.53207/
http://testyourmight.com/threads/scorpion-living-punishment-guide-tanya-guide-added.50993/
http://testyourmight.com/threads/scorpion-reversal-punishing-thread-post-patch.52924/
What are some useful tech options for Scorpion?
The following thread(s) have information on various tech for Scorpion:
http://testyourmight.com/threads/flame-aura-ticks-eat-armor.51596/
http://testyourmight.com/threads/flame-aura-ticks-eat-armor.51596/
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