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Guide Scorpion Community Combo Guide V2

1man3letters

Alpha Tarkatan - Moderator
Moderator
Premium Supporter
added more combos to j3, 1 bar trait combos and stage bounce sections :D

also AssassiN i retested the max height 212 ender u talked about before for a MB hellfire follow up.
your original combo(from hellfire thread) for what ever reason is less strict now and was able to check the max gravity combos it was possible with in other sections, it added 1-2% on some combos so happy days :)
 

Disaster FX

Boom Bap Dragon
You know what's fun?

1. Pick Gotham stage
2. End vortex in front of dumpster
3. Throw dumpster
4. MB Hellfire


repeat steps 2-4 and create your own salt farm
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
Premium Supporter

yep thats why i never use df3~sb, its annoying cause range on df3 so far.
another stance thing is the midscreen j2,3~trait thing that tony t found, its listed in post #4 chars doesnt work on at all.
112~sb used be be stance specific vs the female chars but isnt since the patch thankfully.


You know what's fun?

1. Pick Gotham stage
2. End vortex in front of dumpster
3. Throw dumpster
4. MB Hellfire


repeat steps 2-4 and create your own salt farm

if you try throw dumpster after telepunch on hit,opponent can nj you into a full combo, use nj2, 3~interact/2u3~interact after your MB spear to make it unscaled and not escapeable.
also the dumpster is not one of theinteractables that u can get a unescapable MB hellfire after, the opponent can wake up so be very careful trying that. ya dont want to waste a bar and even be punished by the teleport characters
 

Julian

Noob
meterless trait combo i found when scorp first came out but stopped playing him when his j3 got ruined
b2, d2~teleport punch, b3, trait, 113~teleport punch
its around 30 i forget how much exactly, pretty nice if your mid vortex and low on meter
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
Premium Supporter

escapable, opponent can tech roll and wakeup.
tech rolling a leg takedown gives so little advantage that the MB hellfire can even be jumped.

also copied and pasting tags dont work

@1man3letters
ji3 tele nj3 tele 113 legz 31%

this in the corner or something?
wont work for me doing it on ares :/
 
escapable, opponent can tech roll and wakeup.
tech rolling a leg takedown gives so little advantage that the MB hellfire can even be jumped.

also copied and pasting tags dont work
this in the corner or something?
wont work for me doing it on ares :/
No fool, you can end it with a 212 than OTG. Like daauh! It's always worse case with u, Jeeeeze luieeez meet us half way with this stuff.
Also that fraud combo is mid screen <3
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
Premium Supporter
No fool, you can end it with a 212 than OTG. Like daauh! It's always worse case with u, Jeeeeze luieeez meet us half way with this stuff.
Also that fraud combo is mid screen <3

the way you wrote it is kinda implying u can get a otg after the leg takedown so relax with your smart comments please.
there are many ways to get a otg hellfire so if you meant a 212 ender option you should of stated it.

you need a MB tele after the j3 in that combo by the way, what you wrote doesnt work midscreen.
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
Premium Supporter
two situational combos off MB telepunch.
if you catch opponent jumping with the 2nd hit of MB telepunch you can get,

MB telepunch(2nd hit aa), b3, j3, j3, 2u3~legtakeown - 31%
MB telepunch(2nd hit aa), b3, j2, j3, 2u3~legtakeown - 29%
 

TONY-T

Mad scientist
Hey guys, i'm working on a new scorpion vid. Its a big one, but its also a mixed vid with MK9 & Injustice combos. It will be a very original video and should be pretty entertaining. Im hoping to release it within the next couple of weeks. Check it out when you get the chance. :)
 

Shadow316

You inspire no fear.
Ferris Aircraft Left Side Interactable Combos:

1. 60% Meterless Two Interactables:


2. 64% 1 Bar Trait Two Interactables (Escapable):


3. 44% Meterless One Interactable:

 
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1man3letters

Alpha Tarkatan - Moderator
Moderator
Premium Supporter
Shadow316 nice ferris turbine combos.

the toolbox is a (soap bar in my mouth) to get to otg, alot of times it will just fly over the opponent lol handy the corner turbine starter sets that spacing.nice find.
question though, on combo 2 isnt telepunch to toolbox interuptable?
i could both jump and d1 if memory serves me right?? double check when home

EDIT: double checked and teleport to toolbox is interuptable by d1 or jumping over.
can you confirm this? if true,maybe edit escapable toolbox setup or something next to the video.

standing 2~interact was the only way i previously found of guaranteeing the toolbox on a standing opponent.
turbine,b3,j3,j3~telepunch,11~MB spear,nj2 2~toolbox (43%+18% - 61% 1bar) is my current turbine combo when toolbox still there,
ill go into vortex if its not for 45%

EDIT 2: heres b1,b2 and j3 combos for the right corner of ferris to go with your left corner combos.


1. b2 58% 1 bar + trait right corner ferris (2% extra with j2)



2. b1 49% 1 bar + trait right corner ferris (3% extra with j2)


3. j3 54% 1 bar + trait right corner ferris



note:do not cancel the j3 into interact, do late crossover j3 then interact or rocket will combo and will be scaled damaged.
if opponent tech rolls they will still be otged before they can wakeup so there is 100% no escape option for them to avoid the rocket
 
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