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Scorpion General Discussion

spidey300

Warrior
Honestly can i get a buff on amp burning spear or somebody anybody tell me what the fuck is that special for? Maybe a lingering aura hitbox like mkx hellfire or amplifying it has super reduced recovery so I can combo from it or pressure from it. Comboing from it might be mad good though. They'd probably have to do some shit like scale scorpions burning spear combos which I'd be ok with if Sonya got the same treatment from ring cancel combos
 

Hor_PeT

Kombatant
Liu Kang is definitely not a favorable MU for Scorpion.

Sco cant get anything going without getting close to LK, and that’s where he has advantage.

LK can literally stand outside of jump distance and fish. You cant zone him because he can punish Spear on block with Fly Kick (has KB). Standing there also eliminates TP gimmicks.

The MU basically comes down to how well you can read/react to LK’s staggers and tick throws.

I’d say slight advantage vs RB, & advantage vs SR.
I try to dance in footsie range against LK and do not let into F4 range.
Jumping around and see the teleport possibilities, try to whiff something.

Up close yes I feel that it is pretty much a problem you need to make the good reads but as Scorpion has no fast MID it can be less rewarding (flawless block, low-fireball, parry punish is good - but you need to earn this to force him to do and be able to punish).
 

OutworldKeith

Champion
I try to dance in footsie range against LK and do not let into F4 range.
Jumping around and see the teleport possibilities, try to whiff something.

Up close yes I feel that it is pretty much a problem you need to make the good reads but as Scorpion has no fast MID it can be less rewarding (flawless block, low-fireball, parry punish is good - but you need to earn this to force him to do and be able to punish).
D3 is the best option. It beats all options except for low fireball. You want him to start using low fireball though. It’s a punish and adds risk to his pressure.
 

Hor_PeT

Kombatant
D3 is the best option. It beats all options except for low fireball. You want him to start using low fireball though. It’s a punish and adds risk to his pressure.
Yes it is a good and safe solution. I also try flawless block which covers everything except stagger. I dunno if interrupt is better though. Both options have its pro-contra.
He can stagger F4 too. :)
 

OutworldKeith

Champion
Yes it is a good and safe solution. I also try flawless block which covers everything except stagger. I dunno if interrupt is better though. Both options have its pro-contra.
He can stagger F4 too. :)
Any good LK won’t go for u3 unless they’ve conditioned you with low fireball or parry.
 

Matix218

Get over here!
What are your opinions on the best options for scorpion after you get a d1 to hit. Obviously (other than another d1) scorpion does not have any mids or mid strings fast enough to jail off of d1's +10 hit advantage. Generally I see it as our options are:

Another d1 (jails but if blocked you are negative)

D3 (jails and if you hit puts you at +11, safe on block but negative obviously)

Walk back into b1 (or f3). Great for whiff punishing someone mashing out their d1 after yours hit, can be beat if someone has a long reaching poke or fast advancing mid.

Throw (great option that can only be stopped if teched or on a hard read where your opponent neutral ducks into d2 kb)

112 (i believe this string jails (7f su) on opponents if they block, can fast d1 characters poke out before the 2nd hit?)
EDIT: by my math i dont believe even a 6f d1 can poke out before the 2nd frame is active, if you hit a d1 we are +10 meaning a 6f d1 takes 16 frames to come out and the 2nd hit of 112 is active on the 13th frame according to the frame data so this string should be a true jail off od hit d1 correct?

EDIT 2: Does 21 jail off of hit d1? I believe it doesnt on 6f d1 characters because the 2nd hit comes out in 16 frames so in theory it would trade with a 6 frame d1 (which will take the opponent 16 frames to get out if both were inputted on the 1st possible frame after scorp hits his +10 d1)

What other stuff do you guys do after landing a d1 to take a turn? Also any thoughts or disagreement on what I posted are welcome as I am always wanting to improve/learn.
 
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Hor_PeT

Kombatant
What are your opinions on the best options for scorpion after you get a d1 to hit. Obviously (other than another d1) scorpion does not have any mids or mid strings fast enough to jail off of d1's +10 hit advantage. Generally I see it as our options are:

Another d1 (jails but if blocked you are negative)

D3 (jails and if you hit puts you at +11, safe on block but negative obviously)

Walk back into b1 (or f3). Great for whiff punishing someone mashing out their d1 after yours hit, can be beat if someone has a long reaching poke or fast advancing mid.

Throw (great option that can only be stopped if teched or on a hard read where your opponent neutral ducks into d2 kb)

112 (i believe this string jails (7f su) on opponents if they block, can fast d1 characters poke out before the 2nd hit?)
EDIT: by my math i dont believe even a 6f d1 can poke out before the 2nd frame is active, if you hit a d1 we are +10 meaning a 6f d1 takes 16 frames to come out and the 2nd hit of 112 is active on the 13th frame according to the frame data so this string should be a true jail off od hit d1 correct?

EDIT 2: Does 21 jail off of hit d1? I believe it doesnt on 6f d1 characters because the 2nd hit comes out in 16 frames so in theory it would trade with a 6 frame d1 (which will take the opponent 16 frames to get out if both were inputted on the 1st possible frame after scorp hits his +10 d1)

What other stuff do you guys do after landing a d1 to take a turn? Also any thoughts or disagreement on what I posted are welcome as I am always wanting to improve/learn.
You say no MID jail? Both B14 hitconfirm and F3 are good solution to check mashing.
14/13F is way good enough even if it does not jail.

If the opponent is jump heavy after eating a D1 to bait B14 into full combo (or just why not NJ as it works fine lol) you can still do F3 and convert into full combo. Need to learn F3 anti air conversion to earn respect against those type of players.

If you have respect you can easily throw (it can kounter opponent's move as well but low profile possible against mashers) - and vica versa you may need to throw a lot to force mashing.

S1 is good too if you can find the timing into 11 hitconfirm I do it if I feel the power lol.
S2 is not really consistent.

Walk back B14/F3 are both good as well however ON D1 HIT +10 I do not do it - it is better against -5 -6 moves where F3/B1 is not guaranteed. But shimmy play on +10 is also good if the opponent likes blocking then teching throws to cover everything. :)

Pretty much this is my game plan - need to realize what works in the current circumstances.

Yeah I know Scorpion free win no fundamental brainded do not think like this.
 

Scoot Magee

But I didn't want to dash
B141 seems to have some use in reborn. Seems to work well after conditioning from b14 tele cancel. Maybe it's not a useless string?
 

Matix218

Get over here!
B141 seems to have some use in reborn. Seems to work well after conditioning from b14 tele cancel. Maybe it's not a useless string?
That is literally the only use i can see for it but it is a legitimate use. It is pretty easy to condition them to let go of block and press a button once they are expecting b14 tele cancel IMO.
 

vegeta

Saiyan Prince
I use standing 4 for restand. I used to use hellport, but if you do a f3 and your opponent does a perfectly timed d1 he will beat you out and you cant counter hit him. The damage is a little less than a b14 hellport restand but the advantage is way better
What restand combos you using anyway? How many bars? Starting to learn reborn as of yesterday but I’ve been playing SR for so long I’m catching myself trying to use attacks he doesn’t have like f32 and DS lol
 

Juggs

Lose without excuses
Lead Moderator
The only real input problem I have with Scorpion is amplifies not coming out because I tend to hit the amp at the same time I do the teleport when I'm stressed. I don't get why that doesn't register like in MKX.
Bro, there’s something funky with amp teleport. I really wish you could just hold the amp button to amplify. It sometimes happens with spear as well. Like I will FINALLY get a max range spear to land, try to amp, and nothing. And since you have to hold amp for the KB, it just sometimes fails. Very strange
 

Juggs

Lose without excuses
Lead Moderator
What restand combos you using anyway? How many bars? Starting to learn reborn as of yesterday but I’ve been playing SR for so long I’m catching myself trying to use attacks he doesn’t have like f32 and DS lol
Just end with amp spear into s4. S4 has the best hit advantage to damage ratio. I sometimes end with s4 xx Burning Spear in Searing Rage, but then I don’t get the pressure. Sometimes worth it, burning spear damage buff is VERY good.
 

OutworldKeith

Champion
What are your opinions on the best options for scorpion after you get a d1 to hit. Obviously (other than another d1) scorpion does not have any mids or mid strings fast enough to jail off of d1's +10 hit advantage. Generally I see it as our options are:

Another d1 (jails but if blocked you are negative)

D3 (jails and if you hit puts you at +11, safe on block but negative obviously)

Walk back into b1 (or f3). Great for whiff punishing someone mashing out their d1 after yours hit, can be beat if someone has a long reaching poke or fast advancing mid.

Throw (great option that can only be stopped if teched or on a hard read where your opponent neutral ducks into d2 kb)

112 (i believe this string jails (7f su) on opponents if they block, can fast d1 characters poke out before the 2nd hit?)
EDIT: by my math i dont believe even a 6f d1 can poke out before the 2nd frame is active, if you hit a d1 we are +10 meaning a 6f d1 takes 16 frames to come out and the 2nd hit of 112 is active on the 13th frame according to the frame data so this string should be a true jail off od hit d1 correct?

EDIT 2: Does 21 jail off of hit d1? I believe it doesnt on 6f d1 characters because the 2nd hit comes out in 16 frames so in theory it would trade with a 6 frame d1 (which will take the opponent 16 frames to get out if both were inputted on the 1st possible frame after scorp hits his +10 d1)

What other stuff do you guys do after landing a d1 to take a turn? Also any thoughts or disagreement on what I posted are welcome as I am always wanting to improve/learn.
I only pressure after d3 on hit with 1,1 and 2,1 strings. After d1 I just walk back and punish the mash. It’s usually d1/d2.
 

Hor_PeT

Kombatant
Sang Tsung is pretty annoying to play against damn. Need different mindset. I practiced the punishes but during the match it is not easy. Especially that D1/D3/D4, any string Grund Eruption.
Need more patience than against Scorpion lol. Bigger bullshit.

I just got master and getting more Sang Tsung lol so at least I will learn the match up. :D

2nd Sang Tsung today I faced simply put the controller down in the 2nd game end of 1st round lol.
I think it was just salt but could be a call immediately after a close 1st round...

I have met a 100 ping out-game 180 lag warrior Sonya as well I just quited during the match. It is not worth the brain cells.
I should have pulled the cable lol.

It looks like Geras-Erron players are even higher in rank as not really played against them. Even Scorpions. I am too late with the climbing but do not really regret.
People become more cheesy at higher rank (disconnects, lag warrior, etc.).

The players are definitely better in that rank so games are more close and it starts getting toward 50% winrate. Which is enjoyable (not get streamrolled :D). I do not really care about the actual rank but rather the game experience. Good to meet with better players and get better lessons to become better player.
 
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vegeta

Saiyan Prince
Just end with amp spear into s4. S4 has the best hit advantage to damage ratio. I sometimes end with s4 xx Burning Spear in Searing Rage, but then I don’t get the pressure. Sometimes worth it, burning spear damage buff is VERY good.
Oh yea of course I try to BS at every opportunity
 

Juggs

Lose without excuses
Lead Moderator
ChrisG’s Reborn Scorp style is awesome. Makes me want to actually use Reborn instead of Searing Rage.
 

Hor_PeT

Kombatant
ChrisG’s Reborn Scorp style is awesome. Makes me want to actually use Reborn instead of Searing Rage.
Can you locate when he played?
I just started watching pool videos lol... I do not watch every match just which is interesting.

I want to check too - maybe it will inspire me too.
Unfortunately despite the fact that I see the big advantage of Reborn in the footsies (outside tele mixups) it is just not how I want to approach Mortal Kombat 11 now. :)
Searing Rage or any vanilla Scorpion forces me to play MK11 how I want to play.

Tele cancel would change my current approach pretty much and I do not want it to happen. I am silly I know lol.

It might change if the crucial match ups where I do not want to play with Cassie but Scorpion are still too sux with SR instead of Reborn. But so far this is not the case (I lose because my match up experience is not enough and/or I play a better player).
 
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Hor_PeT

Kombatant
Reborn is just too YOLO for me. I had enough of that in MK9 lol.
I just watch Chris G vs Zintai Kabal.

That Yolo cancel into cross jump is new to me lol.
Other than that he player how Reborn "should be" played without tele cancel mixup - I play Reborn that way too. But that is why I rather do not play it. It does just not feel good to me.

Btw he used ton of F42xxtele which is fake on flawless block but opponent did not know it lol.

And of course fundamental play was pretty good - I just commented the Reborn aspect.

I may catch other match too - that was not enough to insipire me - rather comfirmed how I do not want to play. :)

Hm then watch vs. Rewind.
Even Rewind was not prepared enough against Scorpion (no F42 FB counter, and "how to punish teleport"). :)
Nerf teleport pls.

GG Chris G.
 
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