@Hor_PeT , you should be using Reborn versus Skarlet. The canceled teleport gives your anti-zoning game additional options. Besides, you have the ability to hit-confirm single hits into EX teleport and retreat after blocked strings to avoid being pressured.
Only use f+3 on an opponent's wake up. f+3 is safe against tech rolling and delayed wake up. In fact, you can whiff f+3 on delayed wake up and still check your opponent with d+1. 1,1 is solid and can also be used on wake up, but there are more recovery frames on whiff. f+3 is the reason why all Scorpion players ought to be playing Reborn. If opponents neutral crouch after waking up expecting a throw, you can hit-confirm f+3 into EX teleport. In Searing Rage, you have to take unfavorable risks with f+3,2 and b+1,4,3.
As you already stated, jumping is good against tentacle because of its limited vertical hitbox. If you are in the air and see the move whiff, react and punish with EX teleport. When a tentacle hits, the following one must be blocked. You cannot jump out or teleport, even full screen away.
By the way, 1,2,4, f+4,3, and b+3,4 are Skarlet's strings that can be flawless blocked although none of them are advantage on block. f+4,3 is arguably the most prevalent one and f+4 to throw is commonly used once you start flawless blocking f+4,3. However, there some gimmicks with f+4,3 xx parry.
4,4 is +6 with no gap, but you want to block the second hit standing to increase the push back.
She has throws that function identically to Noob's. Both forward and back throw have krushing blows but offer no mid-screen okizeme. So if you have the life lead, I suggest not teching.
I think Skarlet is a strong character, but Scorpion forces all zoning characters to play at a much closer range than they would like to. With adequate match up experience, I would reasonably presume the match should be even or in Scorpion's favor.