I didn't said i main hellfire, i said i've been playing hellfire more than the others, i main Scorpion, you said Hellfire is worthless, i've been using that variation mostly and discussing with notable Scorpion players, and not of the Scorpion mains among the kouncil has this same opinion you have.
Well I would assume they don't have the same opinion as me, I didn't even know about him being able to combo off of Flame Aura. Seems pretty obvious that they would. And there is no "kouncil" lol. There's a few players who you converse with about fighters. Cute though.
Jumping forward is even worse than jumping backwards
The second you fall into a bait jump you're open to punish because your character will not be able to block during the landing, you're yet to see this i know.
I mean on reaction to their jump, not just blindly jumping in and kicking the air instantly. If I think they're going to jump and want to go for an AA then I jump in and wait to see if they jump. If they do, I try to kick into combo, if they don't I jump in.
1 frame links in Street fighter without plinking:
what do you think 3 frames are to me? And i played Ibuki in street fighter which is constantly hitting combos with 1 frame links to get decent damage during real matches.
Real matches as opposed to what? Fake matches? And you make it sound like I was unaware that there are 1 frame links. I know there are, but no amount of practice will allow someone to land 3 frame or 1 frame combos as consistently as a combo as easy as the Inferno bnbs.
I would think you would have understood this after I told you I'd never even tried to combo off of Flame Aura yet was able to do it almost 50% of the time with no practice. I'm able to do it about 75% of the time now, with about 10 more minutes of practice. It's very possible to land consistently, but there is a literal variance in your nerves and muscle response time that won't allow you to act within 1 20th of a second 100% of the time. These are combos that you will drop from time to time no matter who you are. The fear of dropping that combo 1 out of 10-20 times could make the difference in a lot of important games.
Hellfire do about the same damage inferno do meterless even without the overhead, the overhead might not be the combo starter, then your saying vortex and mixups are pointless. Because that is the only overhead Scorpion has to start a combo for the mix up game, besides you can still connect from a jump in. and you have the F2 which is a knockdown that puts things in scorpion favor.
Yea the F2 is much harder to block on reaction, but it doesn't keep the chain going. It's good to use to train them.
I can get 30% easier with flame aura starter, B3, or 214, i did explored my options, it seems you have not, the only less damaging starter scorpion has is B2, which actually xcales damage.
What? B2 is shit, so I didn't mention it. I mentioned B3, and I mentioned 214.
It seems you still have to learn about smart play, i said on my previous post, those links encourage mashing, fireball being +11 is exactly the point i made on my previous post when i said:
This includes people mashing armor out hoping i can drop my combo, which is exactly what a scorpion in hellfire variation willl expect you to do.
Hellfire favor smart play over guessing, the tools given to hellfire helps you to play smarter, safer and force your opponent to take more risks.
As Slips said before, its a low Riks/High Reward variation
What kind of player tries to armor out of a combo mid combo? And you realize "It seems you still have to learn about smart play" literally makes no sense right? Did you mean I still need to learn to play smart? You're not making sense here .
Yes I agree it's low risk high reward. But you're only rewarded when you're opponent makes a big mistake, since you have no risks to take to open them up.
You said Overhead is not a combo starter or punish, yet you count it here, ending combos with teleport doesn't mean they can't throw armor out, why do you think MITDJT lost to sonic fox at fatal 8? Why do you think you can duck thows even when they're being performed from blockstrings?
I count it here because I counted it in the one right before that one rofl.
And maybe I just am confused on how the frame data works, but if I'm plus 18 after TP and use my 11 frame low, they can still armor out of that? I thought they couldn't do anything but block for those 18 frames. You may need to explain that to me.
What is a blockstring? canceling your strings with minions its not a blockstring, there is no attack with cancel advantage of 26 frames and attacks with a blockstun so big that makes canceling into minions a blockstring, if that was so, canceling with Hellfire would've have been a runetrap just as quan chi was in MK9. The second they see the minion animation they will armor out, hit scorpion before any of he minions came out, 214 string on block is not safe is -14 which can be reversal punished by a lot of fast specials, or advancing normals with much less startup.
Yep. That's why I said not to use it very often. I try to only use it when my opponent thinks I'll not finish the string or something else gimmicky. When I said block string I literally meant a string that you use while someone is blocking. Wasn't talking about a frame trap.
What you need to do is not rush into conclusions, 21 fbc is not a blockstring, and can be interrupted, clearly that is not the way it was intended to be done, 214~fbc in other had is a true blockstring which can't be poked out off, we've been working into developing this variation further, once we get more data we will share, and the stamina is an important aspect of the game, it wasn't meant to endlessly pressure your opponent, that is the draw back, when you cancel your blockstring with FBC you can mix between low, overhead, throw, back dash or even jump to throw off timing, and they have to worry about all these options.
Hellfire is pretty damn consistent, Ask any Scorpion player who has been playing it for a while.
Yes I'm aware you can mix between all those things. But if your opponent reads correctly, which isn't hard since Scorpion's only real option is throw or F2 since everything else can be fuzzy blocked, they come out ahead. I understand there are mind games to be had here as well.
Why would I need to ask other players? I don't take other people's word without trying it myself. I don't care what they would have to say. That being said, I never said Hellfire was inconsistent. I think it's quite consistent, and quite safe. Not as consistent as Inferno, but also more safe than Inferno. Like I said before, I didn't even know Flame Aura could be combod off of. Out of everything you've said in the defense of Hellfire, it's only saving grace seems to be FBC strings into mix up. Which is interesting, but I just don't see it being as good as you're saying right now. I'd have to play against it to get a feel for it.