Scorpion is a mid range character that relies mostly on throws/whiff punishing for offense. D4 and f3 are the moves you’ll see most in footsie range. B1/b2 are his main whiff punishing tools. Subz getup moves u2/u3 don’t have good range and he can whiff punish from pretty far with b2. Use them when you make a good read.
V1 - Receives Air Throw & Teleport Cancel. This variation revolves around TP cancel. You’ll see the behind cancel most of the time. If he cancels on the ground, he lands just outside of throw distance. If he cancels airborne, he’ll be touching you. He’ll want to try to condition you with throws after the cancel to get you pressing buttons. After that it’s all whiff punishing. Your best options are d4 or walk/jump backward. It resets the neutral and he just wasted a defense bar.
For general offense, he’ll be using that f3 so get used to it. It’s not as scary as V2 because he doesn’t have f32, so no overhead that can lead to combo. Air throw isn’t really a big deal if you’re playing footsies like you should. You won’t beat him in the air though so don’t try.
V2 - Receives Death Spin, Burning Spear, & f32 - 212+4. Scorp’s range is extended because of death spin, does more damage w/ burning spear, & f32 offers more setups from f3.
You want to remain just inside his death spin range. Subz can punish death spin on block, but you want to force him to use f3. After a blocked f3 he has a few common options;
-throw
-d1/d3
-walk back
-f34
-f32 hit confirm
Great part is Subz only has to be concerned with 1 option, & that’s f34. Since Subz has a 6f d1 he can recklessly d1 after a blocked f3. F34 will KB if you get hit by it, so be careful. You can also stay patient after f3. If he lets f32 rip he’s gonna eat a full combo.