ELC
Scrublord McGee
First a few ground rules:
1. Assume minimal engine changes from MK9 to UMK9 or MK10. While no engine changes would be highly unlikely, especially from 9 to 10, it would be even more unlikely for any of us to guess what engine changes will be made.
2. If you would like any information regarding Scorpion, please refer to the links in my signature as well as the MK9 Scorpion subforums.
3. You should at least have a intermediate understanding of how to either play as or play against Scorpion.
Also, if a mod feels this should be put in the Scorpion forums instead, then I apologize.
1. Assume minimal engine changes from MK9 to UMK9 or MK10. While no engine changes would be highly unlikely, especially from 9 to 10, it would be even more unlikely for any of us to guess what engine changes will be made.
2. If you would like any information regarding Scorpion, please refer to the links in my signature as well as the MK9 Scorpion subforums.
3. You should at least have a intermediate understanding of how to either play as or play against Scorpion.
[MENTION=4285]ELC[/MENTION]: 1. BP, Teleport, and EN Teleport hit duck-blocking opponents. Maybe a Tele-roundhouse instead of Tele-punch, with an extra roundhouse for EN Tele. This gives him two things: first, an easy method of getting in with Meter, and second, assuming the data for Special and Blocked meter-gain is correct at Shoryuken.com (my apologies for not knowing where that info is here), would be a four-from-three-meter frame trap using EN Tele dash 1,1,1 D4 ad nauseum (at least 25% chip)
2. Remove Demon Fire: the move is probably the most overrated move by new players, abusable in lag, and pretty much death in an offline game except to get extra damage in.
3. Add Inner Flames, a turtle move similar to Baraka's Spin except it has a quick start-up [5-8f] and staggers on hit and unsafe on block. Might be tricky balancing this with aforementioned changes, though it would create a nice tension between 1,1,1 spam and 1,1,1 dash Inner Flames
In essence: take away his already subpar ability to zone safely, and give him the tools to rush and counter-rush more effectively.
2. Remove Demon Fire: the move is probably the most overrated move by new players, abusable in lag, and pretty much death in an offline game except to get extra damage in.
3. Add Inner Flames, a turtle move similar to Baraka's Spin except it has a quick start-up [5-8f] and staggers on hit and unsafe on block. Might be tricky balancing this with aforementioned changes, though it would create a nice tension between 1,1,1 spam and 1,1,1 dash Inner Flames
In essence: take away his already subpar ability to zone safely, and give him the tools to rush and counter-rush more effectively.
[MENTION=3429]PimpUigi[/MENTION]: The only thing I would change for certain is Spear whiff should be toned down. Right now it's 95 frames of duration, and -27 on block. This should be toned down to possibly 46-60 frames of duration to be in line with Sub Zero's freeze, and not guarantee a JiP combo from a full screen opponent/whiffed spear in the middle of combos.
[MENTION=7921]OneBoxyRobot[/MENTION]: Maybe replace Takedown with Flipkick and make Takedown a less-damaging regular move, like a B4. Idk.
I liked the Flipkick.
Maybe the next version of EX Hellfire...should come from the sky.
Like Sub's Sky Freeze...but it rains fire.
They'd be 2 different attacks entirely, just made out of the same Hellfire.
Regular would do as it does now and scald a walking opponent,
EX Hell Rain would have a badass downward sword swing animation as though the Blade was controlling the fire.
Diagonal Fireball Of Doom ala the MKD Teleport Attack, comes out of sky, obliterates opponent.
They're the same, but total opposite in nature. Whereas with the Ground Hellfire, you have to be doing ANYTHING but standing still in order to avoid it...with the EX Hell Rain, the only way TO avoid it is by standing still...like Sektor's EX Missle; either Teleport out of the way (If you're fast enough) or wait and block.
Make it safe as you said and buff it up, and make it a go-to-tool.
Same damage as the EX Takedown.
Trade it for the Air Throw so he isn't OP-dominant in the sky
Give it projectile properties instead of Hellfire/Flamethrower/HOLY SHIT IM ON FIRE properties and let it link in Combos.
I liked the Flipkick.
Maybe the next version of EX Hellfire...should come from the sky.
Like Sub's Sky Freeze...but it rains fire.
They'd be 2 different attacks entirely, just made out of the same Hellfire.
Regular would do as it does now and scald a walking opponent,
EX Hell Rain would have a badass downward sword swing animation as though the Blade was controlling the fire.
Diagonal Fireball Of Doom ala the MKD Teleport Attack, comes out of sky, obliterates opponent.
They're the same, but total opposite in nature. Whereas with the Ground Hellfire, you have to be doing ANYTHING but standing still in order to avoid it...with the EX Hell Rain, the only way TO avoid it is by standing still...like Sektor's EX Missle; either Teleport out of the way (If you're fast enough) or wait and block.
Make it safe as you said and buff it up, and make it a go-to-tool.
Same damage as the EX Takedown.
Trade it for the Air Throw so he isn't OP-dominant in the sky
Give it projectile properties instead of Hellfire/Flamethrower/HOLY SHIT IM ON FIRE properties and let it link in Combos.
Also, if a mod feels this should be put in the Scorpion forums instead, then I apologize.