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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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Matix218

Get over here!
I don't use 214 as pressure or follow up from a jump in as it's quite bad on block, it's listed as -13 I believe and some characters can punish you for it.

I use 114 as my main punisher as I find it more consistent than 214 and it does more damage than 123. However 114 is interruptable on block so that's something to bear in mind. That said, it seems quite hard to do so but if someone is interrupting it consistently then Scorpion does have his B121 for jump in follow ups which leaves him at neutral and good range.

F3 is a fantastic punisher for anything -12 or more which standing 1 or 2 are out of range from. It's also pretty damn good as a whiff punisher. You do get reduced damage but that's a small price for how useful this move. Not a bad footsie moe either as it's only -7 which slight pushback but it could be punished by very fast launching strings.

His B3 options are very useful too, as his regular F2; non Ninjitsu variant I mean.
Besides 214 which of scorpions strings are hit confirmable? I know 123 isnt
 

JTB123

>>R2 - BF4 = Unblockable.
Besides 214 which of scorpions strings are hit confirmable? I know 123 isnt
I haven't really tested them tbh, 114 feels like it is as does B32F2 but I would prefer to test them in training mode to be sure. I'll try them out later and update this post.
 

Matix218

Get over here!
I haven't really tested them tbh, 114 feels like it is as does B32F2 but I would prefer to test them in training mode to be sure. I'll try them out later and update this post.
Thanks, I cant test myself yet. .I play with my brother when he brings his ps4 over but I still have ps3 so im waiting till the ps3 version comes out unfortunately. ..
 
Just did a Scorpion (Inferno) Vortex video off of Recapture (Spear or Minion Grab) into b3~Spear, f4~Spear, or Grab. I do different notation because I'm stubborn but here it all is in the traditional MK format:

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.

 

Lambro

Using that OTHER green guy
try 214, tele, 21, ground hands, jump+2 , f4 > x-ray
As a follow up, adding the ji2 and f4 into xray resulted in the scaling to 49% as well. You can save two inputs by cancelling just the 4 into x-ray. Ah well, I'm running low on ideas. Maybe I'll spend sometime on that ninjutsu.
 

Burnout

Keep et Classy

Simple combos and reset concept of Inferno Scorpion

Combo Variants:

TP - Minion - Spear:-
jiP - 214 - TP - 21 - Minion Grab - jiP - 21 - Spear - jiP - 21 - Minion Charge

Minion - TP - Spear:-
jiP - 123 - Minion Grab - jiP* - 214 - TP - 21 - Spear - jiP - 21 - Minion Charge

TP - Spear - Minion:-
jiP - 214 - TP - 21 - Spear - jiP - 21 - Minion Grab - jiP* - 21 - Minion Charge

Spear - TP - Minion:-
jiP - 21 - Spear - jiP - 214 - TP - 21 - Minion Grab - jiP* - 21 - Minion Charge

Reset initiations: Low 'b3' & Overhead 'f4'

At the end of the Video, there are some general explanations of what the combos should consist of and how it should be ended and how it should be setup afterwards. Any feedback would be appreciated.
 

JTB123

>>R2 - BF4 = Unblockable.
Been working on making the most of a B2, found some good options.

Easiest but requires 1 bar = b2-extele-jk-tele-21-spear into follow up of choice.

Easy but less damage = b2-RC-21-spear into follow up of choice.

Hard but most rewarding = b2-tele-f3-spear into follow up of choice.

You get the most damage off b2-tele-f3 but the timing is quite strict. Doubt this is hit confirmable, you would have to know your b2 is going to land or make a successful read.
 

quandaghost

kung lao swag walker

Simple combos and reset concept of Inferno Scorpion

Combo Variants:

TP - Minion - Spear:-
jiP - 214 - TP - 21 - Minion Grab - jiP - 21 - Spear - jiP - 21 - Minion Charge

Minion - TP - Spear:-
jiP - 123 - Minion Grab - jiP* - 214 - TP - 21 - Spear - jiP - 21 - Minion Charge

TP - Spear - Minion:-
jiP - 214 - TP - 21 - Spear - jiP - 21 - Minion Grab - jiP* - 21 - Minion Charge

Spear - TP - Minion:-
jiP - 21 - Spear - jiP - 214 - TP - 21 - Minion Grab - jiP* - 21 - Minion Charge

Reset initiations: Low 'b3' & Overhead 'f4'

At the end of the Video, there are some general explanations of what the combos should consist of and how it should be ended and how it should be setup afterwards. Any feedback would be appreciated.
I thought about ending things in spirit charge as well but from testing it out the opponent can jump out of any follow up that isn't njp, or b3. The setuponly leaves you at plus 6 which doesn't give enough time for the f4 to connect. It'd be better to just end it in teleport so you can be plus 18 and have the options of f4,b3,throw, and f2
 

Saltea Moonspell

"Mind Over Matter" I dont mind, and X dont matter
@Evil Eddy Wang

I think in Inferno Scorpion he can perform AA with ground Minor that leads to more options (reset). I say i think bacause I have the game running in 20f/sec or so. So I am not sure if this is legit, or not(Tried with jumping dummy - couldnt jump out). Not to mention his enhanced ex spear leave a hell of a stagger that opens another door i think(while he is ignite). I think there could be sent reverse Minor and might work on opponent who wants to jump out. With My laggy game there isnt much i can do.
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
Just did a Scorpion (Inferno) Vortex video off of Recapture (Spear or Minion Grab) into b3~Spear, f4~Spear, or Grab. I do different notation because I'm stubborn but here it all is in the traditional MK format:

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.

On the njp combo if you just njp jk tele it eliminates the need to walk forward and 21 MG for the same damage.
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
Not sure I understand the distinction, but yeah you can delay the jk to eliminate the need to walk forward.
You had this listed: nj2, fj3~TP, Walk Forward, 21~MG, Walk Back, fj2, 4~Spear, fj2, 4~Teleport 32%

I was just saying that nj2, jk~TP, 21~MG, walk back, fj2, 4~spear, fj2, 4~TP does the same damage and cuts out the walk forward.
 
You had this listed: nj2, fj3~TP, Walk Forward, 21~MG, Walk Back, fj2, 4~Spear, fj2, 4~Teleport 32%

I was just saying that nj2, jk~TP, 21~MG, walk back, fj2, 4~spear, fj2, 4~TP does the same damage and cuts out the walk forward.
Aren't fj3 and jk the same thing?
 
Yes i do, altho some combos are basically impratical in tournaments, but i will bulk them all this saturday in the main thread.
I don't believe as such thing as impractical combos in tournaments. Granted some are very strict in timing, but that's nothing that cant get practiced offline. Now online is different. That's where it will be impractical for some due to input lag and latency.
 
My FBC are getting really good. I just need to remember to stop inputting "4" after the last "2,1" to get a Flame Aura out for a standing reset instead of the knockdown.
 

quandaghost

kung lao swag walker
njp, minion charge, f3. minion grab, jip, 214, teleport, 21, spear, walk back slightly, jip, f4 teleport. 40% meterless you can add 21 minion charge at the end for 41 percent if you want the extra dmg
 
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