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*'''Teleport:''' Teleport allows Scorpion to escape corners and run jab pressure. | *'''Teleport:''' Teleport allows Scorpion to escape corners and run jab pressure. | ||
*'''Air Throw''' Air throws are generally great. Buffer air throw before every jump kick Teleport in case the opponent tried to jump. | *'''Air Throw''' Air throws are generally great. Buffer air throw before every jump kick Teleport in case the opponent tried to jump. | ||
*'''Good Anti Airs:''' Scorpion can anti normal jump attacks with HP, HK and RH. If RH is done at the edge of the screen, Teleport can be juggled after for a full combo. Scorpion can anti air crossups with air throw or reset neutral with Teleport. | *'''Good Anti Airs:''' Scorpion can anti normal jump attacks with HP, HK, Uppercut and RH. If RH is done at the edge of the screen, Teleport can be juggled after for a full combo. Scorpion can anti air crossups with air throw or reset neutral with Teleport. | ||
|cons= | |cons= | ||
*'''Male Ninja Hurtbox:''' The Male Ninja hurtbox is the status quo for UMK3 combos. Expect most combos to work against you. | *'''Male Ninja Hurtbox:''' The Male Ninja hurtbox is the status quo for UMK3 combos. Expect most combos to work against you. |
Revision as of 01:46, 21 January 2022
Introduction
Resurfacing from the Netherrealm after the events of the second tournament, Scorpion's allegiances during the Outworld invasion are up in the air. The only thing that is certain is that he is still seeking out the Lin Kuei warrior known as Sub-Zero.
While his return to the series was welcome following his strange absence from vanilla MK3, Scorpion has the misfortune of being redundant within the game's cast. This is due to Human Smoke having access to everything Scorpion does and with more tools on top of that. Without Human Smoke's higher combo damage and move speed, Scorpion is resigned to the mid tier.
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Notable Players
- Stew (UK)