Duck Nation
Dicks with a future
Low shots can stuff Scorpion wakeup teleport, though I haven't found the timing to do it 100% yet.
True.Scorpion's super isn't a huge issue since he's always burning meter anyways. The rules for beating it are the same as teleport punch anyhow, just gotta bait it out if you think he's going for it.
I already duck all the time against Scorpion. Eating a hellfire here and there is way better than eating a MB teleport. It's pretty slow anyways, I suspect I might be able to get good enough to react to hellfire and take it out of the equation with quick shots. Will take more practice.Scorpion is sorta bugging me with that teleport. It's just so much more safe than it needs to be, especially with how crossups work in this game.
In MK9, getting a full ground combo punish on block was easy. Now it's still possible, but you have like a .3 second window to hit him once he lands from the ball before he can block. Optimally, you want 132, but that doesn't work out if you accidentally tagged him while he was still airborne. Other than 323, DS really has no air combo starters. You can use 323 against Scorpion to punish his ball while he's airborne OR while grounded, but that's not a lot of damage. :\
You can jump over the teleport, but dam does it recover quickly. Scorpion can easily block before you come down with an attack. Only way you're hitting him out of it is if you anticipated a teleport because the Scorpion player is being a predictable idiot.
Btw, the teleport is fast as hell. Lots of invulnerability on wakeup too. I've had little success shooting him out of it.
I know it's day 1, but that thing is harder to punish than it should be, incredibly fast, leads to combos with MB, and is pointless to dodge.
I'm tempted to duck all the time against Scorpions, but then there's hellfire. Did it really need an OTG MB version too?
I already duck all the time against Scorpion. Eating a hellfire here and there is way better than eating a MB teleport. It's pretty slow anyways, I suspect I might be able to get good enough to react to hellfire and take it out of the equation with quick shots. Will take more practice.
I tend to just punish blocked teleports with 123. Sending him into the flying ninja still totally works on Scorpion, although being successful with it requires a tad more strict timing. Scorpion eats j3 all fucking day, either way.
Change your timing a little. You're not trying to get him as he leaves the screen, but rather as he comes back. Hah.
If you're going for Flying Ninja, that thing is based on catching the opponent after a hard knockdown. Sure you can anticipate a teleport and not jump at all, but you can never be sure.
Hmm, I'll have to keep that in mind. I've always had trouble with that match, even before the patch, but now that my Batman playing friend has learned how to zone with Bruce, it's so much worseYep. That's a tricky match for DS. Quick fire comes in a lot more handy against zone-happy batman players, though. They can't duck it effectively if they're trying to trade projectiles, and at a distance it recovers fast enough to get around batarangs and bats.
Hey guys, I don't know if this is known or will prove useful or what, but I stumbled upon it today and thought I'd throw it out just in case. It seems like Deathstroke's d3 lowers his hitbox a LOT. I was practicing against Superman because it's a matchup I struggle with, and I found that his f3, despite being an overhead, will completely whiff if Deathstroke does a d3. Take that for what it's worth.