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Combo List - Scorpion Scorpion Official Combo Thread - Post all Scorpion Combos here(Pre patch thread with obsolete info)

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Eddy Wang

Skarlet scientist
Notations:
TP = Teleport
Spear = Spear
TD = Takedown
FS = Flame Spear (Meter Burned Ex Spear)
TPC = Teleport Cancel
FBC = Fireball Cancel with Run (Hellfire Specific, B3, or 21 into DB Hold 1, RC string)
MG = Minion Grab (Inferno)
MD = Minion Drop (Inferno)
MC = Minion Charge (Inferno)
FA = Flame Aura (Hellfire)
HB = Hell Ball (Hellfire)
DF = Demon Fire
R = Run
Dash = Dash
Ji = Jump in
NJP = Neutral Jump Punch
Ex = Enhanced Attack (Consumes a Bar)
MB = Meterburn (uses meter as or before the move hits)
~ or xx = Canceled into

Advise: Avoid Jump in starters as much as possible

::: Universal Through All Variations :::

214~TP, 21~Spear, Ji2, 21~TP
214~TP, 4~exTP, Dash, 21~spear, Ji2, 21~TP
123~Spear, NJP, JK~TP, 214~TP
214~TP, 214~exTP, Dash, 21~Spear, Ji2, 21~TP
123~TP, JK, exTP, Dash, 21~Spear, Ji2, 21~TP
NJP, Dash, 214~TP, 21~Spear, Ji2, 21~X-Ray
214~TP, 4~exTP, Dash, 21~spear, Ji2, 21~TD (38% 1-meter)

Anti-Airs​
1, jk~TP, 4~exTP, dash, 21~Spear, Ji21~TP
1, 214~exTP, 4~TP, 21~Spear, Ji21~TP
 
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Eddy Wang

Skarlet scientist

123xxdb4, j2 214xxteleport, b12xxSpear, j2, 21xxteleport

B2, TP, 21~MG, NJP, MC, 2~Spear, B12~exTP, B2

214, DB3, 21, DB4, (move back) JiP, 21, BF1, (crossover) JP, 21, Takedown. 36% meterless



Meterless into Vortex
114~TP, 21~MG, fj2, 4~Spear, fj2, 4~TP 31%
123~TP, Run, 21~MG, Walk Back, fj2, 4~Spear, fj2, 4~TP 35%
nj2, fj3~TP, Walk Forward, 21~MG, Walk Back, fj2, 4~Spear, fj2, 4~Teleport 32%
fj3(Air-to-Air)~TP, nj2, Walk Forward, 21~MG, Walk Back fj2, 4~Spear, fj2, 4~TP 34%
Spear, fj2, 123~TP, Run, 21~MG, Walk Back, fj2, 4~TP
214~TP, 21~MG, fj2, 4~Spear, fj2, 4~TP 36% (punish combo, not a hitconfirm)
b3~Spear, fj2, 123~TP, Run, 21~MG, Walk Back, fj2, 4~TP 26% (not a hitconfirm)
f4~Spear, fj2, 123~TP, Run, 21~MG, Walk Back, fj2, 4~TP 30% (not a hitconfirm)

1 Meter into Vortex
123~TP, Run, 21~MG, Walk Back, fj2, 4~exTP, Run, 21~Spear, fj2, 4~TP 39%
exTP, fj3~TP, Walk Forward, 21~MG, Walk Back, fj2, 4~Spear, fj2, 4~TP 30%
b3~exSpear, fj2, 123~TP, Run, 21~MG, Walk Back, fj2, 4~TP 28% (safe unless there's a 5 frame punish?)
f4~exSpear, fj2, 123~TP, Run, 21~MG, Walk Back, fj2, 4~TP 32% (safe unless there's a 5 frame punish?)

X-Ray (waste of meter, save for safe vortex)
123~TP, Run, 21~MG, Walk Back, fj2, 4~Spear, fj2, 4~X-Ray 45%

Optional ender if you prefer gounded Oki to Vortex, replace the final TP in all of these combos with b32f2 instead. If there are any damage changes it will be 1% at the most.



Meterless into Vortex
114~TP, 21~MG, fj2, 4~Spear, fj2, 4~TP 31%
123~TP, Run, 123~Spear, fj2, 3~MG, Walk Forward, fj2, 4~TP 35%
b2, Run, 214~TP, 21~Spear, fj2, 3~MG, Walk Forward, fj2, 4~TP 28%
nj2, Walk Forward, 214~TP, 21~Spear, fj2, 3~MG, fj2, 4~Spear 34%
Spear, fj2, 214~TP, 21~MG, fj2, 4~TP 25%
MG, Run(as needed), fj2, 123~TP, Run, 123~Spear, fj2, 4~TP 31%
214~TP, 21~MG, fj2, 4~Spear, fj2, 4~TP 36% (10f punish combo, not a hitconfirm)
b3~Spear, fj2, 214~TP, 21~MG, Walk Forward, fj2, 4~TP 27% (low, not a hitconfirm)
f4~Spear, fj2, 214~TP, 21~MG, Walk Forward, fj2, 4~TP 31% (overhead, not a hitconfirm)

Anti-air into Vortex
d1, Run, 214~TP, Run, 21~Spear, fj2, 3~MG, fj2, 4~TP 34%
b2, Run, 214~TP, Run, 21~Spear, fj2, 3~MG, Walk Forward, fj2, 4~TP 28%
4~TP, Run, 4~MG, fj2, 4~Spear, fj2, 4~TP 37%
fj3~TP, nj2, Walk Forward, 21~MG, Walk Forward, fj2, 4~Spear, fj2, 4~TP 34%

1 Meter into Vortex
exTP, Run, 214~TP, Run, 21~Spear, fj2, 3~MG, fj2, 4~TP
b3~exSpear, fj2, 214~TP, 21~MG, Walk Forward, fj2, 4~TP 29% (low, -5f on block)
f4~exSpear, fj2, 214~TP, 21~MG, Walk Forward, fj2, 4~TP 33% (overhead, -5f on block)

Again, there's no real point in using meter for anything else outside of wakeup and vortex. It's certainly not worth giving up a safe mixup for an extra 4% in a BnB especially considering the fact that you can get the same amount of guaranteed chip damage after the combo. AFAIK the only thing that can punish exSpear is Tempest Kung Lao exSpin.

Any time you have a Walk Forward/Back after a MG you can reverse the direction to end with a side-switch if necessary. If you want Oki instead of Vortex for any reason, you can replace the final 4~TP in any of these combos with b32f2.
 
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Eddy Wang

Skarlet scientist


Hints:
~: cancel into specials or normals
MO - Mixup oportunity: indicates that scorpion has the option to throw, B3 starter, overhead or F2 to stuff armor.
OCO: Overhead Concealing Oportunity, indicates that after a spear connects, scorpion can Ji1, F4~ as if is doing a combo, if the opponent is distractedly blocks low it restarts the combo without him noticing.

Punishes (w/ Resets)
B2, NJP, JK~TP, 21~spear (oco) , Ji1, 21~TP (mo)
F2, JK~TP, 21~spear (oco), Ji2, 21~TP (mo)
214~TP, 21~spear (oco), Ji2, 21~TP (Mo)
(long and mid Range): B2, B2, NJP, JK~TP, 21~spear(oco), Ji2~21~TP(Mo)
(max ranged): F2, B2, JK~TP, 21~spear (oco), Ji2, 21~TP(Mo)
214~TP, 21~spear, Ji2~F4~TP (MO)

1 bar Punishes (w/ Resets)
NJP, JK~TP; JK~ex TP, run~21~spear, Ji2~F4~TP (MO)
214~TP, 214~ex TP, run~21~spear (oco), Ji2~21~TP
B2, NJP, JK~TP F3~ex TP, run~21~spear, Ji1, 21~TP
F2, JK~TP, 214~ex TP, B3~spear, Ji1, 21~TP (

Extending damage using 1 bar, around the 39% house
214~TP, 214~ex TP, run~21~spear, Ji2~212 (Hard Knockdown)
B3~ex TP, NJP, JK~TP, 21~spear, Ji2, B121 (Fullscreen Knockdown)
B2, JK~TP, 21~spear, Ji2, B12~ex TP, run~212 (Hard Knockdown)
B2, JK~TP, 21~spear, NJP, JK~ex TP, run~212 (Hard Knockdown)
 
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Eddy Wang

Skarlet scientist
j2 > f4 > db4 > 214 > db3 > 21 > bf1 > j2 > b121 > db2+blk

-----------------------------------------------------------------------------

Meterless bnb: jip 214 teleport 21 spear cop 21 flame aura (standing reset) 31%

Combo 1: jip 214 teleport 214 ex teleport tiny step forward b3 spear cop 21 flame aura (standing reset +13)

Combo 2: b3 spear cop 214 teleport 214 ex teleport tiny step forward b32f2 (plant)

Combo 3: f4 spear cop 214 teleport 214 ex teleport tiny step forward b32f2 (plant)

Combo 4: jip 214 teleport 21 xray
--------------------------------------------------

JiP, F4~Flame Aura, 214~tp, 214~EX tp, Run~21~spear, JiP, F4~Flame Aura, 123~takedown
JiP, F4~Flame Aura, 214~tp, 214~EX tp, Run~21~spear, JiP, F4~Flame Aura,11~fbc~123~takedown


Meterless into Vortex
114~TP, 21~Spear, fj2, f4~FA, 21~FBC, 4~TP 30%
123~TP, Run, 123~Spear, fj2, f4~FA, 21~FBC, 4~TP 36%
b2, Run, 214~TP, 21~Spear, fj2, f4~FA, 21~FBC, 4~TP 30%
nj2, Walk Forward, 214~TP, 21~Spear, fj2, f4~FA, 21~FBC, 4~TP 35%
Spear, fj2, 21~FBC, 123~TP, Run, 2~FA, 4~TP 23%
FA, 123~TP, Run, 123~Spear, fj2, 21~FBC, 4~TP 35%
b3~Spear, fj2, 21~FBC, 123~TP, Run, 2~FA, 4~TP 25% (low, not a hitconfirm)
b3~FBC, 123~TP, Run, 123~Spear, fj2, f4~FA, 4~TP 33% (low)
f4~Spear, fj2, 21~FBC, 123~TP, Run, 2~FA, 4~TP 29% (overhead, not a hitconfirm)
f4~FA, 123~TP, Run, 123~Spear, fj2, 21~FBC, 4~TP 40% (overhead, not a hitconfirm)

Anti-air into Vortex
d1, Run, 214~TP, Run, 21~Spear, fj2, f4~FA, 21~FBC, 4~TP 36%
b2, Run, 214~TP, Run, 21~Spear, fj2, f4~FA, 21~FBC, 4~TP 30%
4~TP, Run, 123~Spear, fj2, f4~FA, 21~FBC, 4~TP 37%
fj3~TP, nj2, Walk Forward, 4~Spear, fj2, f4~FA, 21~FBC, 4~TP 35%

1 Meter into Vortex
exTP, Run, 214~TP, Run, 21~Spear, fj2, f4~FA, 21~FBC, 4~TP 32%
b3~exSpear, fj2, 21~FBC, 123~TP, Run, 2~FA, 4~TP 27% (low, -5f on block)
f4~exSpear, fj2, 21~FBC, 123~TP, Run, 2~FA, 4~TP 31% (overhead, -5f on block)

Most of these vortex combos are timed out so you will always have the FA available when you need it. For any combos that end with FA, 4~TP, if you then go directly into a f4~(ex)Spear mixup you should try to stretch any extra frames you have to ensure that the FA will wear off in time to be used again to end the combo.

If you go out of FA, 4~TP into a b3~(ex)Spear mixup, your FA will not wear off in time meaning you have to end the combo with b32f2. That said, you should always have your FBC available in those situations so there shouldn't be any reason to Spear instead. If you decide to go into 114 or 123 after vortex you need to replace everything after fj2 with 21~FBC, 21~FA, 4~TP
 
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Nereus

Noob
Here's a hellfire setup i found today. The combo does 38% i believe but with the EX Hellfire it's 38% + the 9% from the hellfire so it's about 47% 1 bar.
Tested both situations in which the opponent would roll then wakeup with an EX move.. and not roll while waking up with a EX move. The EX move was Reptile's Slide and he didn't even get the move out.


j2 > f4 > db4 > 214 > db3 > 21 > bf1 > j2 > b121 > db2+blk (EX Hellfire basically..)
 

Nereus

Noob
prob. not the best place to put this.. but i don't see a Tech thread for Scorpion so here..


I tested it to see if i could block after Raiden's signature EX Electric Fly.. and i could (Reversal timing btw). Still needs further testing though

EDIT: Tested on Kung Lao's EX Spin which is i4 (According to the frame data.. but from what i've been told some of it is wrong).. i was able to block the spin.
 
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what with all the numbers in kombos? i dont understand a word.... maybe make the legend easier to read for casual gamers?
 

Hokori

Shaolin & Wu-Tang
214~TP, 4~exTP, Dash, 21~spear, Ji2, 21~TD (38% 1-meter)

Basically same thing as the second universal combo that's listed, just ends in a TD.
 

NoxiousDonny

"Cheap Grubber"
what with all the numbers in kombos? i dont understand a word.... maybe make the legend easier to read for casual gamers?
1 = Square/X, 2 = Triangle/Y, 3 = X/A, 4 = Circle/B.
214~TP, 4~exTP, Dash, 21~spear, Ji2, 21~TD (38% 1-meter)

Basically same thing as the second universal combo that's listed, just ends in a TD.
Although the one I listed saves a meter.
 

Eddy Wang

Skarlet scientist
prob. not the best place to put this.. but i don't see a Tech thread for Scorpion so here..


I tested it to see if i could block after Raiden's signature EX Electric Fly.. and i could (Reversal timing btw). Still needs further testing though

EDIT: Tested on Kung Lao's EX Spin which is i4 (According to the frame data.. but from what i've been told some of it is wrong).. i was able to block the spin.
That is a good Frame Trap, it works because Fireball Cancels are true combo links on hit.
 
Yea I was just testing it out and you can hit confirm it off all teleports. Also , if your opponent is against the wall, after the 1st Teleport, standing or crouching 3 will work as well.
Man I'm just learning combos and I seem to have a issues finishing and a major issue with j2. So 123 db3 j2 kills me. I'll try f3 or would you suggest I do something else? Using inferno
 

-M-

Noob
Gonna assume all of these are known, but made a few things, people are fast these days. :p Well, that and my net is slow so took me ages to get these day 1/2 things out without being influenced by what other people have done, guess I should have a look and see what sort of things are possible. Scorpion starts at 3:09.

 

RampaginDragon

Loses to uppercuts

Sorry about the quality. Youtube never seems to work the same way twice for me.

Meterless bnb: jip 214 teleport 21 spear cop 21 flame aura (standing reset) 31%

Combo 1: jip 214 teleport 214 ex teleport tiny step forward b3 spear cop 21 flame aura (standing reset +13)

Combo 2: b3 spear cop 214 teleport 214 ex teleport tiny step forward b32f2 (plant)

Combo 3: f4 spear cop 214 teleport 214 ex teleport tiny step forward b32f2 (plant)

Combo 4: jip 214 teleport 21 xray

All are able to be done anywhere.
 
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Man I'm just learning combos and I seem to have a issues finishing and a major issue with j2. So 123 db3 j2 kills me. I'll try f3 or would you suggest I do something else? Using inferno
before trying any drastic changes, have you tried turning off Negative Edge. Sounds like that is really giving you an issue on why you cant get a DB3 off a standing Jab 2,1. Try that option first.
 
before trying any drastic changes, have you tried turning off Negative Edge. Sounds like that is really giving you an issue on why you cant get a DB3 off a standing Jab 2,1. Try that option first.
It's turned off. The real issues is the jump flip over after the minion grab. So jump flip 2. My other issues seems to be more concentration issues. I know the buttons to press but it seems as if I panic on pressing and I either miss or don't press right buttons. Thank for the advice also.
 

Eddy Wang

Skarlet scientist
Man I'm just learning combos and I seem to have a issues finishing and a major issue with j2. So 123 db3 j2 kills me. I'll try f3 or would you suggest I do something else? Using inferno
If you intend to combo out of the air, is not like MK9 or Street Fighter, if you press Ji2, the first button for the string has to be pressed airborne.

So if you want to do Ji2, 214 you have to do Ji22~14.
If you want to do Ji2, 123, you have to do Ji21~23.
 
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