ryublaze
Noob
Air Throw and Hell Fire are both unbreakable. Takedown is unbreakable as well. Spear is also unbreakable. If your opponent is expecting a Neutral Jump Punch, you can whiff it and do a Teleport instead. An aerial Teleport can also be used. If your opponent is expecting a Jump-in Punch, you can do a Teleport instead. You can do the same if your opponent is expecting F2, 1. Your opponent CAN breaker a Jump-in Punch after a Teleport. However, if you delay the Jump-in Punch, your opponent cannot breaker it.
This isn't new tech or anything. Some Scorpion players probably already know about this stuff, but I haven't seen it discussed anywhere. I've been doing this for a while since I don't really play a Vortex/Void Scorpion.
These are just ways Scorpion can maximize damage and continue his offense while playing mind games with the opponent. The opponent can still react to a Teleport and breaker from the other side though, which isn't a bad thing because you still gain meter from the Teleport.
This is not something Scorpion should always do because a lot of the time you want your opponent to use meter for breaker so they won't be able to breaker out of another combo. If your opponent is low on health and you need that unbreakable damage, then these strategies can be used.