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Scorpion Strategy Guide

Scorpion:

This was the first time that the yellow ninja was in the god tier of an MK game (not counting after 2002 Mks) and he deserve this place because of his many damage options and his deadly specials. The only character that can give him troubles is Tanya but she has to fight hard also to acomplish this. Before people complain about what are they going to read here and then say "hey but Scorp is better than anyone if this is all true! Why he isnt #1?", its because the top 3 in MK4 can be a random tossup and it will depend more of the ability of the players, so he has far more advantages and options than Tanya and Rept against the rest of the characters. He can be a master turtler (not as good as Sub or Tanya) but also a beast rushing down. His main strenght however is that he is a yellow version of UMK3 Human Smoke and that means: easy +40% at his disposal from virtually every attack he has and dont matter where you are on the screen. His Lp throw is normal and his Lk throw is good if you follow it with a jump and do an Lk at the top to get a glitch blocked cross up and attempt to throw again.

Example Video of the LK Throw Trap

Scorp ability to combo is UNPARALLELED. His standing Hp is the highest priority attack in the game. If two characters are close for example Fujin and Scorp and the 2 attempt to combo, Scorp will always have the upper hand. if you manage to land a simple Hp or Hk knee starter is an easy 50% damage combo from there. Aa Hp are excellent for Juggling and have good priority. From an aaHp you can get easy 48%. His Lk is good as a poking move but has medium range. His Hk is good for aa and can be followed by a aaTeleport for an easy 46%. His Rh and Swep are slow like most of the characters. His Jumping attacks are good. His Jump HpHk combo is good as a starter and you can get 49% easily from there. His JHK ist that good bit if you manage to get one and cancel it with a teleport done on reaction, you can get easily 47% from there.

His Spear is his trademark move. I think i will need no explanation on how this move works aside that it helps to extend the damage done and it has a 3 hit limit and a 2-3 seconds time limit. Can be used twice in a combo. the spear alone is slow and scoutable. If blocked, the recovery is long so his best use is in combos exclusively or at full screen distance for some zoning for example after a Max Dam break. If you manage to get an Spear alone as a first hit, its an easy 47% from there. To do 2 spears in a combo, you must connect the first spear and then let like half a second the stun go then hit Hk then delay either d + Hp or d + Hk and in the last moment the foe is falling to the ground get the another spear. This is very fancy but not too useful. In older mk games using Spear as a wakeup is after jab/knee pressure do teleport escape and drop a spear, this dont work in MK4 because the teleport will always appear on the other side of the opponent and will lead you into punishment mode if he blocks. The strat after ducked fireballs works but not from too far distance.

The Air Throw is good. It has the best range of all air throws but does medium damage. Its excellent to finish long Juggles and does 1% more damage than the combos normally ending in Jump HpHk (depending on the combo too). You can use it as an anti crossup too or basic air throw tactics like H Smoke in UMK3.

The Fire Breath is an almost useless move used on ground chains. Its juggle tactics are good and it helps to extend Juggles too. It does lots of damage too. If blocked it has long recovery. You can add in aa mid screen Juggles & teleport or in corner even a spear. It has no hit limit or time limit. There is an infinite using this move when both characters are in short area (using step out) but its completely unpossible to happen in a vs match.

The teleport is another classic Scorp special move. Here it has a main disvantage: It travels TOO much distance so you have to be VERY carefull when trying to play runaway games because it can be easily blocked. its very fast and excellent for combos even having a 2 hit limit. From a single teleport you can get easy 47% combos. The main use of the teleport is in combos but is a deadly tool in Scorp arsenal because NO ONE can jump backwards anymore. Sub cannot get his Ice clone safely anymore. You might want to be on the look out and force your foe to jump back to gain distance and then do an aaTeleport followed by one or two aaLp/Hp depending on the height. If you are facing the corner but arent in corner dash distance, when you do a teleport it will come out twice as fast and will hit the foe from the other side so you will end again out of the corner, be wary of this for not missing the subsecuents aa attacks or spears. This happens in ground or air situations and it can be blocked too. The older strategies from UMK3/MK2 with early jump attacks and escaping with teleport then run and jab/knee pressure/throw scenarios works here too, but they are not so safely now.

Scorpion weapon is a nasty one. It might seem slow at first but once you get accustomed you will fight with very good. B + Hp is a overhead and very slow attack that has a lot of start up BUT recovers fast and can be followed by some rushing or even some turtle! Standing Hp and Lp are a downward and upward slash respectively in wich both serves as aa and can be followed by a teleport for easy 48% combos. B + Lp is an upward slash that actually doesnt pop up the foe but it does send them to the ground. It has some startup and recovery but its excellent to finish long combos and rushes. Down + Lp is an unique attack, it makes Scorp spin in a crouched position and allows him to score 3 hits by holding the button. If you hold the Lp buton you can keep spinning and move at the same time. Its useles in Juggles but excellent at rushings because you can fake it out by only tapping the button. Scorpion's weapon is also the most damaging one in the game.

Scorpion has two infinites, both of them NOT useable in a competetive games. The first one is already said and can be viewed in MKGold Vol.2 - in close corner window its just aaHP, Fire Breathe, repeat. The second Scorpion's infinite is using Jax or Reiko Weapon with Maximum Damage enabled. It can be viewed in the same video, and its completely useless so i will not go deep into it.

Turning Off The Maximum Damage with Scorpion will lead you into the real carnage of MK4. If he has a guaranteed 40%+ combo with Maximum Damage On now he has a guaranteed 50%+ sometimes even 60%+ or more. He would be unstopable.

Basic Juggles:

  1. HK, HK, Spear, HP, HP, HK, B+HK (7 Hits, 42%)
  2. HP, HK, D+HP, Spear, HP, HP, HK, D+HP, aaHP, Jump HK, Air Throw (10 Hits, 43%)
  3. HK, HK, Spear, HP, HP, HK, HK, Weapon Draw (8 Hits, 45%)
  4. aaHp, JHK, Tlpt, Spear, Hp, HP, Hk, d+Hp, aaHp, Jump HpHk (11 Hits, 48%)
  5. (With Weapon) HK, HK, Spear, HK, D+HP, B+HP, B+LP (7 Hits, 45%)
Advanced Juggles:

  1. HK, HK, Spear, SUJK, HP, HP, HK, B+HK (9 Hits, 50%) *Video!
  2. aaJump HpHk, Tlpt, Hp, RH (6 Hits, 49%)
  3. (With Weapon) aaB + Hp, Tlpt, Spear, HK, B+HK (5 Hits, 51%)
  4. (With Weapon) Hk, Hk, Spear, SUJK, Hk D+Hp, Jump HK, Jump LP (8 Hits, 51%)
*HP, HK, HK, Spear, SUJK, HP, HP, HK, B+HK is 50% too and its more useful if your opponent blocks the first hits so you can react before droping the Spear.

Punishers:

  1. aaHPx2, Jump HK, Air Throw (4 Hits, 22%)
  2. aaHPx2, Teleport Punch, SUJK, HP, HP, HK, B+HK (9 Hits, 45%)
  3. SUJK, HK, Teleport Punch, Spear, HP, RH (6 Hits, 48%)
  4. SUJK, Fire Breathe, Tplt, Spear, RH (5 Hits, 50%)
  5. aaHp, JHK, Tlpt, Spear, Hp, HP, Hk, d+Hp, aaHp, Jump HpHk (11 Hits, 48%) Video!
  6. (With Weapon) SUJK, B+HP, Teleport Punch (3 Hits, 42%)
*Maximum Damage x 2: Yep its possible. Throwing weapon/stone then Teleport Punch, (aaHP sometimes) Spear is the most knowing way, indeed its possible to happen in a vs match. Another Maximum Damage x 2 combo is using his weapon B+HP x 2, then Spear, the Maximum Damage message will appear, wait a second (for the time limit) and SUJK, HK, D+HP, Spear again, from there there are many variations like HK, D+HP, B+HP, B+LP and etc. Its working perfectly for punishers that are far enough from you (Like Cage SHadow Uppercut, Raiden's Torpedo and etc).

Example of 2x MaxDam Combo in a Punisher