So I recently picked up ninjitsu and I'm still learning but I'm struggling in the neutral.
I try to stay in the f2/b2 range and after reading through the forums starting use throws a lot more.
I feel like I'm missing something and came to ask for some tips? Thanks in advance
Its more how to start my offense and also the jump ins since I'm new to character I haven't figured out his best AA. Ive had some luck with b2 if I'm spaced right. Should I contest the jump ins with his jik since its so strong?
Okay, I'm back. I'm not terribly good at instructing players on their approaches to gameplay, but I will do my damndest. Be warned: this post will be a novel.
You have the right idea keeping your opponent within the range of your F2 and B2 attacks, which is where Scorpion thrives, so good stuff there. After you've hit your opponent with either option a good amount of times, they will eventually block if they are back within your attack range. That's where you will really start to shine, because then they will be unprepared for you to run up and throw, or apply pressure to gain a chunk of meter.
Speaking of pressure, you should consider cancelling Scorpion's blockstring with a teleport to put yourself at full-screen again, as sort of a hit-and-run approach. This may require full stamina to perform, but you will quickly get it back as opposed to the cooldown period you suffer from Breakers, and usually the opponent will not be able to punish you. The blockstring I typically use with this tactic is 2 1 4, but I am considering trying it with b1 2 as well (you cannot cancel into specials if you perform the full b1 2 1 string).
Practice timing your F2 as a meaty against their wake-ups, because it's a two-hitting move that hits so fast it will beat
any wake-up in the game, including armor and backdashes. X-rays are an obvious exception to this rule, and there may be others I am not aware of, but trust me when I say this is quite effective. Just make sure you space yourself at the max distance of F2's range before attempting the meaty, because if you throw it out right in their face and they block it, they
can punish you. This applies to B2 as well.
As far as anti-airing, whether it be against cross-ups or jump-ins, Scorpion's D2 is quite good. I would not recommend using his B2 against those jumping in at a close range, because it's a 17-frame move that will move Scorpion forward a considerable distance before the attack actually comes out, and so this can be stuffed. But if they are jumping from midscreen or even three-quarters of the screen? They just gave you a 35% meterless combo leading into a vortex for free.
@The_Tile's suggestion to use jump-3 (the jumpkick) as an anti-air is spot on, especially since it leads to high meterless damage if the opponent is anti-aired by it. It's a six-frame move with a ridiculous amount of active frames, which is why it's so effective. Do
not whiff it, or you will be prone to recovery frames from landing on the ground. During this period, you can be punished. We refer to this scenario as a trip guard.
If you're not confident in using your normals to challenge jump-ins, you can try running under the opponent and using your fastest hitting attack string as they are coming down - in Scorpion's case, 1 1 4. Jump attacks on cross-up don't auto-correct quickly in this game, so they will whiff and you can get your damage.
If you're getting pressured, you can use EX Takedown to armor out, but don't get overzealous with this because it's quite unsafe on whiff or block. It does a good chunk of damage, but doesn't grant you an excellent amount of hit advantage so you're pretty much back to neutral. Don't press the offense if you land the takedown, just block or backdash and take your time.
You can also use his D1 as it's one of the better D1s in the game, or go for a backdash which covers a good amount of space.
A side-note to the last few paragraphs: your 1 1 4 string leaves you at a measly -1 on block. Since you have a 6-frame D1, -1 means it will come out at 7 frames, so it makes for a great tool to check your opponent if they try to take their turn with the offense...as long as you don't try this on characters like Cassie Cage or Kung Lao for obvious reasons.
Scorpion also has a godlike D4, which is safe, has an eight-frame start-up, and has potential to low profile. You better abuse that shit in the neutral. On hit, you have a chance to run up and throw or try for a blockstring.
Your mix-up game will revolve around the use of his low B3 and his throw - I don't like his overhead since it's reactable at 25 frames. However, if you go for the overhead, note that the Ninjutsu variation gives you a follow-up to that move which pushes the opponent back and leaves you at only -7 on block, making this a safe option. I am against the idea of cancelling the overhead into a spear, EX or not, unless you're absolutely confident that it will hit.
Something that I don't think a lot of players are aware of is that F4 into EX Spear is not a true blockstring. I've been poked out of the start-up of my EX Spear. I would save my meter for breakers or armored takedowns, as the majority of your damage will not require meter.
The posts made by
@JTB123,
@ArmageddonUMK and
@Ze Dingo should be noted after you read this post. Their advice is sound.
I doubt I covered everything, but I hope this helps. Any questions, please ask.