2,1,4 is a f2,1,2 punish on block if Scorpion doesn't special cancel it, the f2 can not be mashed however and needs to be timed as Scorpions leg is coming back from the kick. Point blank overhead demon has very little blockstun but even standing 4 punishes it.
Ninjutsu b2 is an f2,1,2 punish anywhere on the screen. Ninjutsu f2 from too close gets ex kanoball punished. Ninjutsu b3,2,f2 is also a CT f2 punish on block.
My take on the Scorpion match up is the following: As Kano you want to use Cutthroat due to the better mix-up potential, better corner game, higher combo damage and better punishes regardless of what variation the Scorpion player uses. Scorpion only gets a d1 on f2,1,2 even when finished, same goes for bladeslice, so even bladeslice can be used at neutral. Since Inferno and Ninjutsu are not that big of a deal anyway I am going to discuss Hellfire.
My gameplan is to just push Scorpion to the corner. I walk forward against Hellfire as I am not really forced to low block and fuzzy demons into dashes as you have to do against Inferno. Walking short distances into blocking will condition to Scorpion player not to react to you releasing block by just ex teleporting at neutral if he sees that you are not blocking. I just walk forward and block, throw a knife here and there to stop random flame aura activations, hellfires or maybe even ex spears. Getting too happy with knives is not the way to go obviously due to the threat of the teleport, but I just sprinkle them here and there to make the Scorpion player at least think about them so he won't just get to activate aura for free or do free hellfires. I don't try to bait Scorpion to whiff jump-in attacks that much to punish them with f2 due to the threat of ex tele, I try to get him to do the first move though. I'll just try and react to what he is doing (play at a distance where I can still react to run up normals) and stop him from getting his offence going by winning the neutral. In terms of footsie tools, I do think Kano has a slight advantage due to his f4, bladeslice and knife, d4's are almost identical. I try to maintain a very specific distance against Scorpion, basically, anywhere from a distance where I can upball him before he reaches the highest point of his jump to an angle where I can still uppercut him right before his jumping 3 hits Kano in crouch block. Uppercut at the last possible time seems to be the best AA against Scorpion's jumping 3/potential air tele mix-up. F3 into fire ball run cancel pressure can be armored through and a 2,1,4 follow-up can be backdashed and punished before the last hit comes out so I don't think f3 is that big of a factor in the footsie game, mostly Scorpion will have to run up to d4 if he is gonna approach on the ground, or run up f2, both of these can be beat out with f4 or a d4 of your own or a backdash or jump back to see if you can Kanoball a whiff every now and then. If the Scorpion player is not blocking at neutral you should always be within range to check him with a bladeslice, bladeslice also has a hitbox above Kano towards the end of the animation so when properly spaced it will not get stuffed and will even hit jumps. If Scorpion does a normal tele, chances are it will just be a fake-out into a throw and he is negative anyway so I'll just NJP or cross him over to maintain positioning as his feet touch the ground.
Scorpion is in the driver's seat in this match-up definitely, he can empty jump and there is not much you can do about it due to threat of ex tele, but he has to take the initiative to avoid getting cornered, he can't really build meter or do chip at a distance and neither can you. Being too greedy to run up and d4 or f4 Scorpion is a bad plan due to once again his jump/tele and maybe even a random flame aura activation as a defensive measure. But I do believe that if you just maintain distance where you are moving forward more then you are giving ground and throwing a knife here and there and reacting to what he does you can just "keep on keeping on" and eventually push him to the corner without getting hit by his jump attacks, tele or d4 into offence. Once he is cornered you can just keep him there until he is forced to tele/tele cancel, armor or do something else unsafe.
Kano is at a slight disadvantage, but I don't see this MU being that bad. Maybe I need to play this MU more but this is how I feel at this point. The avalanche effect also works in Kano's favour in this MU, when Scorpion is cornered or knocked down it can all go down the shitter for him pretty quickly. His wakeups do suck, Neutral jump, crossover, or jump towards on a knockdown all beat both takedown and tele. He can't just magically force you to block 2,1,4's. You all are making it seem like Scorpion runs circles around Kano when this is not the case. He does restrict Kano's options but it's not like he can do anything he wants, when he wants and there is nothing you can do about it.... When you can. It's a 6-4 advantage for Scorpion at the worst. Online Scorpion will go full retard on you and there is not much you can do to keep him honest but offline he can't get his offence going at will.