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Scorpion Strategy Guide

The Scorpion Guide details the character's strategies, key moves, strengths, and weaknesses in combat. It highlights Scorpion's high damage output, mobility, and various mix-up options across different variations, including Reborn, Searing Rage, and Burning Specter. The guide also provides insights into combo starters, enders, and effective pressure tactics, emphasizing the importance of timing and mix-ups in gameplay.

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0% found this document useful (0 votes)
34 views5 pages

Scorpion Strategy Guide

The Scorpion Guide details the character's strategies, key moves, strengths, and weaknesses in combat. It highlights Scorpion's high damage output, mobility, and various mix-up options across different variations, including Reborn, Searing Rage, and Burning Specter. The guide also provides insights into combo starters, enders, and effective pressure tactics, emphasizing the importance of timing and mix-ups in gameplay.

Uploaded by

sshaffer3
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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Scorpion Guide

-- Strategy

Scorpion is a well-rounded character with decent-ranged normals and high damage.


His Reborn variation gives him high mobility options with Hell Port Cancels, having
the ability to approach opponents at any given moment or run away as he pleases.
Scorpion becomes one of the highest damaging characters in the game in his Searing
Rage and gains stronger offensive pressure. In his Burning Specter variation,
Scorpion acquires additional mix-up and pressure options with Misery Blade.

-- Key Moves
Back+1,4 – Mid, hit confirmable, great range
2,1/2,1,2 – High, hit confirmable, +2 on block, triggers a Krushing Blow in a
combo of 8 or more hits
Back+3 – Slow 22 frame overhead, used for mix-ups, -5 on block, Armor Break
Forward+3/Forward+3,4 – Mid, staggerable, triggers a Krushing Blow if it is a
Kounter or Punish, can be Flawless Blocked on 2nd hit
Forward+4,2 – Low, hit confirmable, used for mix-ups, -10 on block, can be
Flawless Blocked on 2nd hit
BackForward1 (Spear) – High projectile, combo extender and ender, triggers a
Krushing Blow at maximum range, unsafe on block and whiff
DownBack3 (Hell Port) – High teleport, combo extender, unsafe on block

-- Strengths
• High damage
• High mobility
• Strong counterzoning
• Long-ranged normals

-- Weaknesses
• Highly punishable
• Slow normals

-- Combo Starters
All of Scorpion’s combos are started by using any move and linking it into Hell
Port (DownBack3). Amplifying Hell Port will launch the opponent for a combo.
Scorpion also has the option of using Spear (BackForward1) to keep opponents
grounded for unbreakable damage.

-- Combo Enders
There are a couple of ways Scorpion can end his combos. Ending combos with Spear
will switch positions with the opponent and deal maximum damage. 1,1,2 can be used
as an alternative to avoid opponents from escaping combos with Breakaway. In
Scorpion’s Searing Rage variation, combos can be ended with 2,1,2+4 for increased
damage output, or Death Spin (DownForward4) to send the opponent fullscreen.

-- Eternal Vengeance
Scorpion’s primary attack to use in footsies is his Eternal Vengeance (Back+1,4)
string. Back+1,4 is a long-reaching mid that can be hit confirmed into Hell Port
(DownBack3) for a combo. On block, it can be made safe by confirming into
Back+1,4,3, leaving Scorpion at -5. The great thing about Back+1,4 is that it is a
weapon attack. If an opponent’s attack hits the area involving Scorpion’s sword,
their attack will not connect on Scorpion. This allows Scorpion to attack opponents
while not putting himself at risk.

-- Flick Kick
Another strong mid is Scorpion’s Flick Kick (Forward+3). Forward+3 is Scorpion’s
fastest mid attack, having a start-up of 13 frames. Although it cannot be hit
confirmed, it is only -2 on block. Forward+3 can be staggered which can be used to
start Scorpion’s offense. If opponents try to counterattack after Forward+3,
Forward+3,4 can be used instead to stop their attack. This will cause Forward+3,4
to trigger a Krushing Blow as it will hit as a Kounter. Due to the threat of the
Krushing Blow, opponents will be hesitant to attack after Forward+3, which in turn
will allow Scorpion to stagger Forward+3 and apply his offense. Use Forward+3,4
with caution as the 2nd hit can be Flawless Blocked.
After staggering with Forward+3, Scorpion can follow up with another Forward+3
for more pressure. This is also a good opportunity to throw the opponent as they
will likely continue to block in fear of Forward+3,4. For safe measures, using a
poke such as Down+1 after Forward+3 will go underneath high attacks and stop any
attack that is slower than 9 frames.

-- Quick Kick
Scorpion’s Quick Kick (Down+4) is a long-reaching poke that is -9 on block. While
punishable, it’s best used at maximum range to safely attack from a distance. On
hit, Down+4 is +14, allowing Scorpion to approach with Back+1,4 or Forward+3. What
makes Scorpion’s Down+4 so special is that it lowers his hurtbox, which allows him
to attack while dodging the opponent.

-- Inner Demon
Scorpion’s Inner Demon (Forward+4,2) string is a low attack that can be hit
confirmed into Hell Port for a combo. Since this string hits low into overhead,
opponents must have strong defense in order to block it correctly. If they are not
prepared, the overhead can catch many players off guard. Be careful when using
Forward+4,2 as the 2nd hit can be Flawless Blocked. Due to the delay before the
overhead and opponents looking to Flawless Block, Scorpion can occasionally stagger
Forward+4 even though it is -7 on block. Forward+4,2 is punishable on block at -10,
however it can be confirmed into Forward+4,2,3 which will leave Scorpion at -8 on
block. Although -8 is still punishable, it will be more difficult for opponents to
punish. To keep opponents guessing on how to punish, mix up Forward+4,2 and
Forward+4,2,3. If the opponent tries to punish Forward+4,2, they will be vulnerable
to being hit by Forward+4,2,3. Likewise, if the opponent is expecting
Forward+4,2,3, it will allow Scorpion to safely use Forward+4,2.
It’s important to note that because Forward+4,2,3 is -8 on block, it is
completely safe against characters without a 7 frame attack. If playing against
these characters, always use Forward+4,2,3 on block to stay safe.

-- Pressure
Outside of Forward+3, Scorpion can also use 2,1 for pressure. 2,1 is a high
attack that is +2 on block. After 2,1, Scorpion can frametrap opponents by using a
poke such as Down+1 or Down+3. If the opponent tries to attack after 2,1, they will
be beaten out by Scorpion’s poke. Once the opponent starts to respect the poke,
Scorpion can then apply more offense. As an additional way of stopping opponents
from attacking after 2,1, walking back and using a mid such as Back+1,4 will whiff
punish the opponent’s attack. Scorpion’s 2,1,2 can also be used for pressure as it
is +7 on block, but is not advised due to the large gap in the string and low
reward.

-- Mix-ups
Scorpion’s Back+3 is an overhead attack that knocks the opponent down. Although
Back+3 has a slow start-up of 22 frames and is reactable, it can be used
occasionally for mix-ups with Forward+4,2 and Down+4. When combined with grabs,
Back+3 becomes even more of an annoyance as the opponent must watch out for the
overhead as well as being thrown. While Back+3 does not lead into a combo, it is
safe on block, leaving Scorpion at -5. Another great aspect about Back+3 is that
Scorpion shortly becomes airborne, allowing him to go right over low attacks.

-- Spear
Spear (BackForward1) is a fast high projectile that leads into a combo on hit. At
a distance, it can be safe to throw out against many characters. Walking back and
throwing out Spears from afar can be a valuable tactic as Spear will not only be
kept safe, but it can also catch opponents trying to approach Scorpion. Spear can
be great to stop opponents from walking backwards as well. Using Spear in
anticipation to an opponent walking back can quickly catch them off guard and drag
them in for a combo.

-- Throws
When throwing opponents, it’s best to use Scorpion’s Toward Throw because it will
leave the opponent close. Once the opponent starts to Throw Escape the Toward
Throw, this can then mixed with Scorpion’s Back Throw. Both the Toward Throw and
Back Throw trigger a Krushing Blow if the opponent fails to Throw Escape during the
previous throw. It is also important to mix up throws with Scorpion’s 1,1,2,Back+3
and Forward+4,2. Since the opponent must release block in order to perform a Throw
Scape, they will be vulnerable to being hit. Scorpion’s 1,1,2 can be staggered as
well by stopping the string short and using 1 or 1,1. This can be a good way to
sneak in a throw as opponents will be expecting the full string.

-- Okizeme
After knocking the opponent down, the safest way to attack is to use Scorpion’s
Forward+3. If the opponent does a Delayed Getup, Scorpion will recover in time to
block any opposing attack. Scorpion will be at a slight disadvantage if the
opponent uses a Short Delayed Getup. On the other hand, he will be at a slight
advantage if the opponent uses a Long Delayed Getup. If the opponent does not use a
Delayed Getup, Scorpion will be able to stagger Forward+3 for pressure.

-- Hell Port Cancel


In Scorpion’s Reborn variation, Hell Port (DownBack3) can be cancelled at the
cost of 1 bar of Defensive Meter by inputting Down to teleport behind the opponent,
or Forward to teleport away from the opponent. Hell Port Cancels greatly boost
Scorpion’s mobility as he can approach opponents at any moment or retreat to a safe
distance. Teleporting behind the opponent when they are least expecting it can be a
great way to sneak in a throw. Opponents may also have difficulty reacting to the
cancel due to the threat of Amplified Hell Port. Repeated use of Hell Port Cancels
can however be risky because Hell Port is a high and Scorpion will be at a
disadvantage.
Outside of Back+1,4, Hell Port Cancels can be used after other attacks as well.
This can be especially useful when done after single-hitting attacks and can make
Hell Port Cancels less predictable. However, Scorpion will be at more of a
disadvantage if done this way so it should be used with caution.

-- Wrath
In Scorpion’s Searing Rage variation, he acquires Wrath (2,1,2+4). This attack
strengthens Scorpion’s ability to pressure opponents with 2,1 because there is no
gap in 2,1,2+4. Scorpion’s 2,1,2+4 also leaves him at only -3 on block. Using a
poke such as Down+1 after 2,1,2+4 will stop any attack that is slower than 10
frames.

-- Hack and Slash


Another powerful string exclusive to Scorpion’s Searing Rage variation is his
Hack and Slash (Forward+3,2) string. The 2nd hit of Forward+3,2 is an overhead that
can combo into Hell Port. While extremely unsafe, it can stop opponents trying to
attack after Forward+3. It also has the ability counter opponents attempting to
Flawless Block after Forward+3 because if Hell Port is used after Forward+3,2,
Scorpion will teleport behind the opponent and avoid their Flawless Block Attack.
If Forward+3,2 hits, Scorpion can deal anywhere from 35-40% damage, making
Forward+3 staggers much stronger.
Due to the threat of the overhead, this will allow Scorpion to use Forward+3 on
whiff. After whiffing a Forward+3, Scorpion can then approach opponents with a
forward dash and start his offense. This can be done after a knockdown as well for
stronger okizeme. If timed correctly, the overhead will counter opponents using
Delayed Getup while knocked down. Low attacks such as Down+3 and Down+4 can also be
used after a whiffed Forward+3 for small mix-ups.

-- Death Spin
In Scorpion’s Searing Rage variation, he also gains access to Death Spin
(DownForward4). Death Spin is a fast multi-hitting Special Move that covers a large
portion of the screen. With a large hitbox and having a start-up of 11 frames, it
can be a useful anti-air to counter jumping opponents. Death Spin also deals a
great amount of chip damage, especially while Burning Spear is active. This can be
a good way to close out the round if an opponent is low on health. Against certain
characters, Death Spin can be difficult or even impossible to punish when spaced
out. This allows Scorpion to safely attack opponents from far ranges against these
characters.

-- Burning Spear
Scorpion is able to boost his overall damage output in his Searing Rage variation
by using Burning Spear (DownBack4). Burning Spear temporarily increases the damage
on any attack involving Scorpion’s spear. These include Scorpion’s
2,1,2+4,Forward+3,2, Spear, Death Spin and Toward Throw. Due to the slow start-up
on Burning Spear, it should only be used at distances where Scorpion cannot be
punished or after completing a combo. To safely set up Burning Spear, end combos
with 2,1,2 after restanding the opponent with an Amplified Spear. This will knock
the opponent down and leave Scorpion at +51 on hit, giving enough time to use
Burning Spear. If triggering its Krushing Blow, 2,1,2 will grant even more
advantage on knockdown.

-- Misery Blade
In Scorpion’s Burning Specter variation, he gains Misery Blade (DownBack1).
Misery Blade puts Scorpion into a stance that can lead into 4 different attacks:
1 (Cancel) – Allows Scorpion to cancel out of the Misery Blade stance at the cost
of 1 bar of Defensive Meter. Cancel is best used after Back+1,4, which will leave
Scorpion at +1 on block. If the opponent attempts to attack after the cancel,
Scorpion can use a Down+1 to stop their attack. Cancel can be used after other
attacks as well when mixed with Tsuka Poke. If the opponent respects the Tsuka
Poke, Cancel can be used to apply more offense.
2 (Hate Strike) – Slow overhead attack that can be used as a mix-up with Hamon
Sweep. While it is reactable as it has a start-up of 19 frames, it can be used on
occasion to catch opponents off guard. This can be useful against opponents who
tend to block low, especially when mixed with Back+1,4 and Forward+4,2. If
Amplified, Hate Strike becomes a low rather than an overhead. This can be useful if
opponents attempt to react to Hate Strike and block high. However, both Hate Strike
and its Amplified version are -16 and -15 on block respectively with very little
reward, so they should not be used often.
3 (Tsuka Poke) – Mid attack which is the fastest move in the game, having a
start-up of 3 frames. Tsuka Poke can be used after many of Scorpion’s attacks as it
will jail. The most common attacks to use Tsuka Poke after are
1,1,Back+1,4,2,1,Forward+3 and Forward+4,2. Using Tsuka Poke after Forward+3 and
Forward+4 can help in covering up gaps and countering opponents trying to Flawless
Block in between Scorpion’s strings. Tsuka Poke can also be used after pokes such
as Down+1 to safely stop counterpokes. If the opponent attempts to attack during
the Misery Blade stance, they will be hit. On hit, Tsuka Poke leaves Scorpion at
+11, allowing for Scorpion to start his offense. If Tsuka Poke is blocked, it
leaves Scorpion at -6 and creates a large amount of pushback. The pushback on Tsuka
Poke gives Scorpion more room to escape the opponent’s next attack.
4 (Hamon Sweep) – Quick low attack that can be used as a mix-up with Hate Strike.
Slightly delaying the Misery Blade stance before using Hamon Sweep will allow it to
hit at the same time as Hate Strike. This can be difficult for opponents to defend
against if they are not prepared to block after Misery Blade. Hamon Sweep can also
be used for mix-ups with Scorpion’s overheads such as Back+2,Back+3 and
Forward+4,2. If Amplified, Hamon Sweep becomes an overhead rather than a low. This
can be useful if opponents attempt to react to a delayed Hamon Strike and block
low. Similar to Hate Strike, both Hamon Sweep and its Amplified version are -17 on
block with little reward, so they should not be used often.

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