I read through all these comments hoping to find some kinda tech related to the characters discussed, but holy shit can you guys talk a lot a bout nothing.
I understand the fears of trying to learn a game with the possibility of the "end game" product being imbalanced. Luckily, most players including myself, will never be affected by them. As stated before, balancing the game around the mass of players is a mistake. I would guess that more than half of the people that complained about scorpion did not have one to train against. I do not have much scorpion experience and can only go off of match vids. He is a different character, but he is a fair character if you look at him from a risk reward perspective. It is true he is an awkward character to get used to, but it is not like his telepunch is safe on block. You should not and cannot base your game upon the idea that an opponent will not know how to block.
I did want a nerf for scorpion in one category though, I think his air whiff cancel is too strong to bait counters. By itself it would not be a problem, however the move is a swiss army knife and has too many situations where it shines antizone, interactable control, anti air, standing 50/50 setup. There should be a level of commitment to use the move. What people are failing to understand is that the left right block itself is not the problem (even though they think it is). It is the fact that he can mercilessly threaten you with jumpins and punish AA attempts. In most cases the best option would be to air to air trade or stuff, but Scorpion denies that option for obvious reasons. However, since the recent nerfs he almost needs this dimension of play to stay relevant.
Short version - play the game out and support the game enough that they would be willing to do expansions or overhaul patches once a year. There will always be upper echelon characters, pick one or deal with it.