I thought you did very well against Maxter's Cyrax. Also, you have balls for playing very aggressive against a Cyrax on the inside :congrats:Added my Scorpion vs. Cyrax match with Maxter.
I was so nervous that I was spamming teleport like a nervous tick. Don't try that. Haha.
I added the 334 combo the day before you posted this. That's funny we found the same stuff at near the same time. : ) 334 into D1 Spear leads to 40% damage with an EX teleport.I'm not sure if it's known but you can get a d1 into spear after 334 in the corner. The cool thing about it is if you land just the last hit of 111 334 will beat anything they do except block. Adds some good corner pressure. Also since it's -2 you can throw out an EH spear if you feel they'll try to counter with block pressure. I'm pretty sure it can still work against a bunch of characters even if they throw out a crouching move but don't hold me to it. Anyway if it works it's a good way to keep people blocking so that you can continue pressure.
Good point, I can't get d1~spear to even hit consistently in all honesty. I can get it for like an hour or two consistently, then the rest of the time I don't; I'll probably be using B2~TP 111~spear for consistency off a far B2 in competitive playRemember that every extra hit adds extra gravity that makes the D1~Spear harder to hit.
You really don't want the spear to whiff...
It will become 100% consistent with time.Good point, I can't get d1~spear to even hit consistently in all honesty. I can get it for like an hour or two consistently, then the rest of the time I don't; I'll probably be using B2~TP 111~spear for consistency off a far B2 in competitive play
LOL I found this out like week 4 after the game came out....I'm not sure if it's known but you can get a d1 into spear after 334 in the corner. The cool thing about it is if you land just the last hit of 111 334 will beat anything they do except block. Adds some good corner pressure. Also since it's -2 you can throw out an EH spear if you feel they'll try to counter with block pressure. I'm pretty sure it can still work against a bunch of characters even if they throw out a crouching move but don't hold me to it. Anyway if it works it's a good way to keep people blocking so that you can continue pressure.
For height problems just do dash 1, dash 3,3 spear.It will become 100% consistent with time.
Especially if you tell yourself that's the only combo you're allowed to use in matches...which wasn't a problem for me since I hated all the 111 height inconsistencies. This is much more consistent in the end for me.
Just prefer the consistency of it. Check would actually do d1, 11, tp, 11 spear which is probably the best. I might get comfortable doing a more damaging combo in the future but right now I care more about making sure I get the vortex than initial damage.[MENTION=4342]
[MENTION=2760]Slips[/MENTION], I was wondering if you could tell us why you do D1,D4~Spear instead of D1,D4~Teleport, or D1, dash 3~Teleport?
the d4 is way slower than d1. the only time I ever pull out d4 anti air is when I see people jumping too much and if they go into jump-in distance. if they jump a little too close a D4 will catch them. but other than that, there is no anti air option for scoprion that is even as close as good as D1.D1 D4 spear is way more consistent and works even at the lowest point of a jump in. D4 teleport seems to whiff if it's too late in the jump.
But you can always D1 dash 3~teleport (3 has less frames of startup than 11, and lets you get 111 into the vortex)D1 D4 spear is way more consistent and works even at the lowest point of a jump in. D4 teleport seems to whiff if it's too late in the jump.