EGP Wonder_Chef
Official Quan Chi Nerf Demander™
I play Hellfire Scorpion a lot online, so I figured I would post what his optimal combos are for most of his common conversion situations:
Wait, am I understanding correctly that the blockstring after the combo can't be avoided in any way, giving you 48% meterless for that first combo?I play Hellfire Scorpion a lot online, so I figured I would post what his optimal combos are for most of his common conversion situations:
It's unavoidable yes, but if you intentionally take the third hit then it can mess up the hitconfirm and you will be knocked away.Wait, am I understanding correctly that the blockstring after the combo can't be avoided in any way, giving you 48% meterless for that first combo?
3 frame linksAny tips on connecting 21 after flame aura I can't get it down consistently
I've never had such a problem. Are you on PC?3 frame links
btw everyone, Emperor's courtyard has a weird frame rate capable of making consistent links drop.
Nope.I've never had such a problem. Are you on PC?
So I realized that jumping 2 actually gives more hitstun than jumping 1. Pardon me for my noobishness (I am still quite new) but the move list didn't give a distinction. J2 F4 is really easy to land compared to J1 F4 (in fact, I can't even manage to land a J1 F4 despite a lot of practice).Nice resets out of teleports, if his overhead was only a bit faster, it requires a lot of conditioning to land that.
Yes you can't link F4 out of J1 because it has less hitstun compared to J2, but its not about combo that i was talking about.So I realized that jumping 2 actually gives more hitstun than jumping 1. Pardon me for my noobishness (I am still quite new) but the move list didn't give a distinction. J2 F4 is really easy to land compared to J1 F4 (in fact, I can't even manage to land a J1 F4 despite a lot of practice).
Oh were you talking about vortex set up? hurr...ignore me...back to lurking and learning for me...Yes you can't link F4 out of J1 because it has less hitstun compared to J2, but its not about combo that i was talking about.
FA is +13 on hit. Do a move 13 frames or faster after it connects and it will combo. Normals can't be buffered from FA so you have to time it manually.Correct me if I'm wrong but after FA shouldn't I be able to block? Also what is that B3 into run. I should be able to block that too if I'll guess the vortex right?? I really love hellfire and it's the only scorp I play when I'm not playing sub so hellfire combos is something I was looking for but all these look like they canbe blocked after FA. My friend was actually poking me from F4 and F2 when I was trying to mix up after FA.
.....although now I remember it was FA on block so I guess nvm the last bit but I still believe that FA on hit doesn't give enough advantage to follow with combo. Pls correct me if I'm wrong and explain the whole use of FA