You know, I used to think Scorpion sucked until I realized that if Hellfire trades with something over distance, as long as he doesn't get knocked down by it, he gets a guaranteed second Hellfire.
Oh, and that ending your combos with Hellfire tacks on big fucking damage and eliminates your opponents wake-up game. In addition to Hellfire being guaranteed after ground throw, and :en Hellfire being guaranteed after air throw...
And
/
~
, j.
/
~
~
~safe jump is a 23~% damage combo that sets up for a perfect 50/50 that either vortex into themselves or lead into big damage... your choice.
Also j.
/
~
- dash -
~
, j.
/
~
,
. Who the FUCK gets 41% damage off a goddamn air-to-air kick? Fucking SERIOUSLY?
:en
is amazing too. Fucking :en
,
,
,
,
~
, cross-up j.
/
~
~
~safe jump might only work with your back in the corner but it 1) gets you out of the corner 2) gives you a corner 3) ends with a safe jump to setup 50/50s into big damage or more mixups 3) is a FORTY - FUCKING - ONE percent damage
setup starting from a teleport that, even if you fuck up and get blocked, you have frame advantage + a corner, which means mixxxups (three X's because someone's getting dicked down).
On top of how good is trollololololing with
x ∞ is.
What's his supposed weakness? Random
/
are unsafe. ... Wait. Is it still considered a big weakness if you can patch that hole by not doing horribly unsafe shit randomly?
And so what if
is unsafe? Look,
is a safe overhead that gives you spear into safe jump setup into 50/50, and
is a safe low that gives you... spear into safe jump setup into 50/50.
should only be used inside combos.
should only be used for anti-air shenanigans and as a HILARIOUSLY strong tool for punishment. Seriously:
, nj.
/
- dash -
, j.
/
~
, j.
/
~air throw, :en
does 40% damage. You can also do that same combo, but starting from the safe
overhead for 41%. Hell, that first combo starting from spear is actually incomplete, if you start it with
it does 44%... or you can start it from
for 45%.
So you've got a character with 40%+ damage BnB/punishers for one bar of meter, a meterless unblockable that MUST be jumped which gives him a stupidly good baiting game and guaranteed advantage in all zoning wars, and SAFE high/low starters that lead into that aforementioned 40%+ damage OR 23~% safe jump scenarios that setup the 50/50 all over again.
If you can't win with this guy, I really don't know what to tell you.