Youphemism
Gunslinger since pre patch (sh/out to The Farmer)
...so because it punishes one move that doesn't lead to anything?Flipkick punishes scorp's overhead fo free.
...so because it punishes one move that doesn't lead to anything?Flipkick punishes scorp's overhead fo free.
Are you serious right now?...so because it punishes one move that doesn't lead to anything?
I'm not saying he doesn't have options on oki or anything, by not leading to anything I meant the fact it doesn't lead to a full combo. I didn't say it was insignificant and your assumption that I even insinuated that "is actually very telling". I'm just trying to understand what more Cassie does in the matchup than other characters, surely you can see why I'm kind of confused considering your reasoning is that she punishes one move? He's not going to be doing F2 all the time.Are you serious right now?
Lol. The fact that you don't think it "leads to anything" and don't see the significance of scorpion having the threat of this move in the neutral game and after frame advantage is actually very telling.
Think whatever you want. I don't have the time or desire to argue this.
Because what overhead option am I left with that isn't fuzziable?I'm not saying he doesn't have options on oki or anything, by not leading to anything I meant the fact it doesn't lead to a full combo. I didn't say it was insignificant and your assumption that I even insinuated that "is actually very telling". I'm just trying to understand what more Cassie does in the matchup than other characters, surely you can see why I'm kind of confused considering your reasoning is that she punishes one move? He's not going to be doing F2 all the time.
This is what I wanted to know so thank you lol. What about Inferno specifically? What does she do in that matchup that is a problem for Scorpion?Because what overhead option am I left with that isn't fuzziable?
What space control am I left with? My best footsie gets blown up. Meanwhile cassie is going apeshit.
F2 covers a tremendous amount of space in neutral and it's quick. The fact that the move is there is one of the sole determining factors in how people space themselves against scorpion and how they block. If you remove that threat the opponent has to respect less space and knows that they can block low and fuzzy f4. F4 is also pretty suicidal in the fast paced neutral of this game because it takes forever to start up.
It's not about the damage. It's about the threat of it being negated by a reversal can easily be buffered out of blockstun to blow it up to the point where the risk of throwing it out greatly outweighs the reward.
I have no idea about inferno. I use hellfire mainly.This is what I wanted to know so thank you lol. What about Inferno specifically? What does she do in that matchup that is a problem for Scorpion?
I main scorp. I can tell you that to block the overhead and low, block low first. If you read overhead simply let go of down. It takes a bit of recognition practice. You can do it by both visuals and sound. Visuals is faster though. The animations are different. He also makes a grunt or barking sound when he does overhead. When he does the low grab he says "Rise".Online warrior here: what advice would you give me to deal with scorpion scorpion players that cross up jump and teleport constantly? Also, dealing with low demon and dive kick demon.
I play cassie and sonya. I like to play footsies and slow the match down, but scorpion doesn't do either of those things. I'll backdash his jump, waiting for him to land and whiff punish, except he will teleport punch me.
Do I just need to play defensively and wait for him to tele? And when we are in a poke/counterpoke situation, just njp him because he will probably cross up?
Advice is appreciated. I feel like we are playing different games when I fight an online scorpion
Doesn't destroy ninjutsu and Hellfire.When ever i play against a scorpion and use sorcerer quan i feel the scorpion player has no idea what to do. The armor spell destroys scorpion
Can you explain in terms of sorcerer quan chi from full screen when i keep resetting my armor( walk out and walk back in, or jump reset it)Doesn't destroy ninjutsu and Hellfire.
Hellfire has setups to destroy armor, and Ninjutsu has tools straight to fight armor heavy characters
You probably play a lot of inferno scorpionCan you explain in terms of sorcerer quan chi from full screen when i keep resetting my armor( walk out and walk back in)
Cassie is a nightmare match for Scorp. It's even worse when using Hellfire or inferno. Ninjitsu Scorp doesn't really change his game against her, but even still she out-footsies and has a higher damage output than him. It's pretty tough man lol. Just gotta outplay your opponent.Greatly struggling with the cassie matchup. I only play Ninjutsu scorpion. Her insane leaping punch normal is faster and farther reach than my f2. On top of that she's got one of the fastest runs in the game along with her crazy mixups and resets. I just feel like she outfootsies me, and as Ninjutsu footsies is supposed to be my strength. MY STRENGTH not hers!!!
Any tips for fighting cassie?
You can low profile hat spin unless is coming with a teleport. press D4 if a hatspin lao is running towards you.Having a lot of trouble fighting Tempest Lao, I was wondering what you Scorp players think of the matchup. I feel like I have no ways out of his hatspin pressure, and on wakeup I never think I'm able to get up. From what I can tell he is safe on almost everything and if I'm not only doing 214 fbc into another 214, i will get hit with reversal ex spin. I still need more exp with the match but I'm at a loss for right now. How do you guys play it?
@Eddy Wang
@Slips
@MITDJT
In general or a specific variation?Cassie is a nightmare match for Scorp. It's even worse when using Hellfire or inferno. Ninjitsu Scorp doesn't really change his game against her, but even still she out-footsies and has a higher damage output than him. It's pretty tough man lol. Just gotta outplay your opponent.
Why not standing 4? Isn't it +2 on block?Since standing 1 has 0 block advantage you will be at neutral with your opponent, and he will waste his meter on pretty much nothing(and if his special is punishable you will get another free combo).
Use teleport canceç more to escape than punish characters who have backdash chasing strings, i was having some issues with that on the first month, but recently i've noticed you'd better off being neutral most of the time or at advantage for a throw in the minimum, than risk anything at the cost of meter.I also want to say that both regular and EX tele tracking sucks vs opponents with advancing normals in some situations, because they will wiff a lot of time when you try to do it on reaction to his attack, and instead you will eat full punish -_-
The usage of standing 1 is good not because of frame advantage, but because of fast animation the leaves you close to your opponent, so if you do whole 114 string or b121 string your opponent will know that you finished safe string (if they know scorpion at all), and will not try to punish you for it, but for standing 1 they may think you messed up your 21 input and try to punish you. But as i said i believe the best way to bait Ex reversal is by doing b3 fbc into block at some point of the block pressure.Why not standing 4? Isn't it +2 on block?
Even 114 or b121 are good because they are completely safe.
Besides, HF players shouldn't start mixing up the blockstring until the opponent respects it because the full blockstring is no-risk-high-reward but pretty much every mixup has risks.
Yes, that's what i've come too eventually, i'm just a bit bothered by the fact that most characters with armored combo starter will have 30+ punish with right read, but i'm forced to get punished after good read. But i guess i'll just have to get less punishes and be more safe until tracking gets buffed (maybe never).Use teleport canceç more to escape than punish characters who have backdash chasing strings, i was having some issues with that on the first month, but recently i've noticed you'd better off being neutral most of the time or at advantage for a throw in the minimum, than risk anything at the cost of meter.
Try jumping backwards too, a lot of characters who have backdash chasing strings have to respect jump backwards, becasue scorpion can teleport on reaction and track for a hit 1 frame faster than doing on the ground.
That's once your opponent is familiar with the blockstring. And I would not recommend fbc after 21 in anticipation of an attempted escape. You could get interrupted because 21 has nowhere near the blockstun of 214. As well as the EX spear read, you can also get an almost guaranteed EX hellfire if they take the last hit but you already did FBC. I say almost because if they techroll and do an armored wakeup it they can armor through.As for changing patterns - i believe at some points you will HAVE TO change them. After a lot of practice, my opponents started to catch 4 in 214 and escaped more pressure that way + they gain a lot of distance, so i had to either let it happen, or try to predict when they will let go of block, and do something like 21 fbc into 214, or go for risky teleport after 214 to get another combo from their descision, that results in some sort of mind game, when both of you trying to predict what your opponent will do during the blockstring.
Yeah that's what I meant. Well, I think so. They stop trying to armor through once it's clear the full blockstring can't be interrupted.Bait armored move once or twice and they will stop trying to do it all the time
I wouldn't. Stamina is too precious for hellfire IMO, you never know what you might need it for. Besides, even at fullscreen you're risking getting hit for like 1/10 of a bar.(i even cancel fireballs at full screen sometimes for additional meter).
That's what's you gotta do to beat adaptive opponent, even tho i don't like using 21 fbc too.That's once your opponent is familiar with the blockstring. And I would not recommend fbc after 21 in anticipation of an attempted escape. You could get interrupted because 21 has nowhere near the blockstun of 214. As well as the EX spear read, you can also get an almost guaranteed EX hellfire if they take the last hit but you already did FBC. I say almost because if they techroll and do an armored wakeup it they can armor through.