Eddy Wang
Skarlet scientist
If you still haven't got any idea of how to work with Hellfire, read my whole post.
Hellfire is potentially the most technical variation Scorpion has to offer in MKX, If we go on a scale of comparison with his others, hellfire is a low risk/High reward compared to the rest of his variations, and has some pretty exclusive options.
But before you pick Hellfire to play at higher levels, know that Hellfire can be, very High execution demanding, the very High execution impact allows Scorpion to:
Use combo links, similar to the street fighter type, by using run canceling.
Has a 1 frame link special move
Conditioning the opponent to second guess their options
Fortunately though Hellfire requires so much for execution to work well, the only way i've found to lessen this impact just a tiny bit, is playing with a arcade stick instead of using a DS4.
You must to turn it off, the release check and the Input Shortcuts options.
By disabling the option of negative edge, you can freely cancel 21 into flame aura without having a fireball coming out, and doing B3 into fireball cancels or flame aura without a teleport coming out.
By disabling input shortcuts, you won't have to worry about running with a D3 without having a random teleport coming out.
So you will have to be precise on timing and execution.
This is what i'm using to play MKX
Now this is my buttons layouts on the stick.
Square: 1
Trinagle: 2
X: 3
O: 4
R1: BLOCK
L1: Stance
R2:Interact
L2: Throw (actually i hardly use it, i preffer 1+2 for throws, a button for throws is stupid IMO)
As you see, i have block right up where i can see them, this allows me to easily cancel 21 strings and B3 strings into FBCs without having to use the muscle memory of shoulder buttons the DS4 offers.
I can understand Slips frustration, the timing on the B3~FB~RC~2... is really REALLY frustrating to get.
However, 21~fb~rc~21 is 10 times more easier (on a stick) it didn't took me like 3 hours to start doing those, even if can't do them consistent yet, it has proven to be just a matter of time.
Run Canceling:
If scorpion links one run canceling on hit, even if he lands a full combo afterwards, he won't be able to do it again even when his stamina recovers, so you will have to do one per combo, if you think you have execution to do so.
B3~Fbc~21 works better in the corner not midscreen.
21~fbc~2... works midscreen and corner and is much easier to execute or connect.
Coin Flip
Scorpion can still take risky reads if he has too.
Since Scorpion can 214~fbc~d3/throw or blockstring, the opponent might think about this and try to anticipate you with a back dash (if he can) to escape your mixups, you can still do 214~fb~backdash to stay safe.
Or you can blow them up with B3~exSpear or 214 exSpear on block if you think they will try to interrupt it.
Hellball - the fireball move from this variation, is mostly used for canceling.
Demon Fire: This variation can keep characters on their toys, sometimes they're so worried about respecting flame aura, that you will occasionally sneak a demon fire once in a while when they think "Shit, time to back away"
But the most important aspect of hellfire is the flame aura
Flame aura works in a similar function as Kung Lao's Spin, its not 6 frames, but once it activates anything that reaches the heat non armored will be brought down to the scorpions feet for a 1 frame link combo, also is much easier to link a flame aura when hits as anti-air than in the ground. So Flame aura is a defensive move and you can use every single time it runs out
The flame aura is threat enough for people to carefully time their wakeups when jumping or aproaching, it blocks off running, jumping, and makes counter poking scorpion a very scary decision.
Flame aura is also a combo extender and is a very dangerous tool in the corner or out of NJPs, and while scorpion activates it his damage output also increases for a while, flame aura can be your best friend if you happen to have very fast reactions, or better a good sense of anticipation:
1: Anti-Air (on good ranges as crossups it will recapture them anywhere, this option makes hellfire one of the scaries characters to jump head on)
2: Counter Running (if you can anticipate a sudden approach this will stop them for coming at you head on)
3: Anti-Wake up (tricking them into think you delayed your wakeup, if they jump trying to hit you on wakeup this will recapture them
4: Uses as KL's spin (forcing them to block a D3 into standing 2 can be interrupted with a 5f normal, but d3 into flame aura moves scorpion away from the range, so if they try to move immediately they will be captured by the heat, and in some conditions is so unnecpected that it makes even harder to punish.
5: Use as a Meaty (If you feel someone can wakeup with a low profile attack to avoid standing 2, flame aura
Flame aura is also a great combo extender, reset oportunities, baiter, and frame trapper
It can also be a great tool to play the exact oposite of what their expect, you can use the threat of flame aura to counter flame aura counter tendencies:
Tendencies of Flame Aura uses:
1: Anti-Air (on good ranges as crossups it will recapture them anywhere, this option makes hellfire one of the scaries characters to jump head on)
2: Counter Running (if you can anticipate a sudden approach this will stop them for coming at you head on)
3: Anti-Wake up (tricking them into think you delayed your wakeup, if they jump trying to hit you on wakeup this will recapture them
4: Uses as KL's spin (forcing them to block a D3 into standing 2 can be interrupted with a 5f normal, but d3 into flame aura moves scorpion away from the range, so if they try to move immediately they will be captured by the heat, and in some conditions is so unnecpected that it makes even harder to punish.
5: Use as a Meaty (If you feel someone can wakeup with a low profile attack to avoid standing 2, flame aura
Basically Flame aura keeps opponents away from you, its a counter tool, however as KL spin flame aura can be really riskier when blocked up close, or when it whiffs, yet this is the safest Scorpion for me, i've done over 3 hours playing this variation and did pretty well against players who had the game longer before me as Roque who is a great neutral game player.
Summing up, hellfire is the scorpion variation that can force people to stay mobile due the hellfire and fireball threat, just to watch them hanging themselves with a defensive tool that is designed to catch you once you become very mobile, so he expose movement, decisions and most important, the mind games are off the chart.
Here is some of my combos (be wary that flame aura into standing 2 has some sort of weird timing, which makes me believe is +10 on hit which grants a standing 1 as a 1 frame link.)
Some of the good combos hellfire can offer.
214~tp, 21~spear, 21~flame aura, 21~tp (Mix up oportunity)
aaFlame Aura~214~tp, 21~spear, Ji1,21~tp...
aaFlame Aura~21~fbc~214~tp, 21~spear, Ji1, 21~Flame Aura, 21~tp (very thigh link, they must get caught by the heat, by the end you will be able to do another one)
Flame Aura ( anti-ground),214~tp, 21~spear, Ji1,21~tp
21~214~tp, 21~spear, Ji1, 21~flame aura, 21~tp...
Whiff punishing with NJP midscreen
NJP, dash, Flame Aura~214~tp,21~spear,21~tp
Ex Teleport punisher
exTp, Run, 214~tp, 21~spear,21~flame aura~21~tp.
Air teleport hits in the corner
Flame Aura (recapture)... build your combo from there.
Corner
214~flame aura~214~tp, 21~spear, 21~tp.
Tomorrow i will play more a bit of it, and honestly i feel more confortable using hellfire than his other variations.
I've played all 3 btw, and generated some mad neutral game by the end of the day, Natgil has Casual scheduled for next sunday, we might be able to record some games there.
Hellfire for the win.
Hellfire is potentially the most technical variation Scorpion has to offer in MKX, If we go on a scale of comparison with his others, hellfire is a low risk/High reward compared to the rest of his variations, and has some pretty exclusive options.
But before you pick Hellfire to play at higher levels, know that Hellfire can be, very High execution demanding, the very High execution impact allows Scorpion to:
Use combo links, similar to the street fighter type, by using run canceling.
Has a 1 frame link special move
Conditioning the opponent to second guess their options
Fortunately though Hellfire requires so much for execution to work well, the only way i've found to lessen this impact just a tiny bit, is playing with a arcade stick instead of using a DS4.
You must to turn it off, the release check and the Input Shortcuts options.
By disabling the option of negative edge, you can freely cancel 21 into flame aura without having a fireball coming out, and doing B3 into fireball cancels or flame aura without a teleport coming out.
By disabling input shortcuts, you won't have to worry about running with a D3 without having a random teleport coming out.
So you will have to be precise on timing and execution.
This is what i'm using to play MKX
Now this is my buttons layouts on the stick.
Square: 1
Trinagle: 2
X: 3
O: 4
R1: BLOCK
L1: Stance
R2:Interact
L2: Throw (actually i hardly use it, i preffer 1+2 for throws, a button for throws is stupid IMO)
As you see, i have block right up where i can see them, this allows me to easily cancel 21 strings and B3 strings into FBCs without having to use the muscle memory of shoulder buttons the DS4 offers.
I can understand Slips frustration, the timing on the B3~FB~RC~2... is really REALLY frustrating to get.
However, 21~fb~rc~21 is 10 times more easier (on a stick) it didn't took me like 3 hours to start doing those, even if can't do them consistent yet, it has proven to be just a matter of time.
Run Canceling:
If scorpion links one run canceling on hit, even if he lands a full combo afterwards, he won't be able to do it again even when his stamina recovers, so you will have to do one per combo, if you think you have execution to do so.
B3~Fbc~21 works better in the corner not midscreen.
21~fbc~2... works midscreen and corner and is much easier to execute or connect.
Coin Flip
Scorpion can still take risky reads if he has too.
Since Scorpion can 214~fbc~d3/throw or blockstring, the opponent might think about this and try to anticipate you with a back dash (if he can) to escape your mixups, you can still do 214~fb~backdash to stay safe.
Or you can blow them up with B3~exSpear or 214 exSpear on block if you think they will try to interrupt it.
Hellball - the fireball move from this variation, is mostly used for canceling.
Demon Fire: This variation can keep characters on their toys, sometimes they're so worried about respecting flame aura, that you will occasionally sneak a demon fire once in a while when they think "Shit, time to back away"
But the most important aspect of hellfire is the flame aura
Flame aura works in a similar function as Kung Lao's Spin, its not 6 frames, but once it activates anything that reaches the heat non armored will be brought down to the scorpions feet for a 1 frame link combo, also is much easier to link a flame aura when hits as anti-air than in the ground. So Flame aura is a defensive move and you can use every single time it runs out
The flame aura is threat enough for people to carefully time their wakeups when jumping or aproaching, it blocks off running, jumping, and makes counter poking scorpion a very scary decision.
Flame aura is also a combo extender and is a very dangerous tool in the corner or out of NJPs, and while scorpion activates it his damage output also increases for a while, flame aura can be your best friend if you happen to have very fast reactions, or better a good sense of anticipation:
1: Anti-Air (on good ranges as crossups it will recapture them anywhere, this option makes hellfire one of the scaries characters to jump head on)
2: Counter Running (if you can anticipate a sudden approach this will stop them for coming at you head on)
3: Anti-Wake up (tricking them into think you delayed your wakeup, if they jump trying to hit you on wakeup this will recapture them
4: Uses as KL's spin (forcing them to block a D3 into standing 2 can be interrupted with a 5f normal, but d3 into flame aura moves scorpion away from the range, so if they try to move immediately they will be captured by the heat, and in some conditions is so unnecpected that it makes even harder to punish.
5: Use as a Meaty (If you feel someone can wakeup with a low profile attack to avoid standing 2, flame aura
Flame aura is also a great combo extender, reset oportunities, baiter, and frame trapper
It can also be a great tool to play the exact oposite of what their expect, you can use the threat of flame aura to counter flame aura counter tendencies:
Tendencies of Flame Aura uses:
1: Anti-Air (on good ranges as crossups it will recapture them anywhere, this option makes hellfire one of the scaries characters to jump head on)
Bait dive attacks, NJP jump ins, Run under attacks that intend to bait flame aura
Demon fire to blow characters who will stop with the intent of baiting flame aura to whiff, they also enter the range of B3 and F2 often, TELEPORT lalala
Getting up without flame aura or teleport, afraid of the possibily ot being blown by 1 or the other, so you use none
Bait attacks, or whiff punish
Use a safer meaty, or use throw, they're expecting you to flame aura
Basically Flame aura keeps opponents away from you, its a counter tool, however as KL spin flame aura can be really riskier when blocked up close, or when it whiffs, yet this is the safest Scorpion for me, i've done over 3 hours playing this variation and did pretty well against players who had the game longer before me as Roque who is a great neutral game player.
Summing up, hellfire is the scorpion variation that can force people to stay mobile due the hellfire and fireball threat, just to watch them hanging themselves with a defensive tool that is designed to catch you once you become very mobile, so he expose movement, decisions and most important, the mind games are off the chart.
Here is some of my combos (be wary that flame aura into standing 2 has some sort of weird timing, which makes me believe is +10 on hit which grants a standing 1 as a 1 frame link.)
Some of the good combos hellfire can offer.
214~tp, 21~spear, 21~flame aura, 21~tp (Mix up oportunity)
aaFlame Aura~214~tp, 21~spear, Ji1,21~tp...
aaFlame Aura~21~fbc~214~tp, 21~spear, Ji1, 21~Flame Aura, 21~tp (very thigh link, they must get caught by the heat, by the end you will be able to do another one)
Flame Aura ( anti-ground),214~tp, 21~spear, Ji1,21~tp
21~214~tp, 21~spear, Ji1, 21~flame aura, 21~tp...
Whiff punishing with NJP midscreen
NJP, dash, Flame Aura~214~tp,21~spear,21~tp
Ex Teleport punisher
exTp, Run, 214~tp, 21~spear,21~flame aura~21~tp.
Air teleport hits in the corner
Flame Aura (recapture)... build your combo from there.
Corner
214~flame aura~214~tp, 21~spear, 21~tp.
Tomorrow i will play more a bit of it, and honestly i feel more confortable using hellfire than his other variations.
I've played all 3 btw, and generated some mad neutral game by the end of the day, Natgil has Casual scheduled for next sunday, we might be able to record some games there.
Hellfire for the win.