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[[File:mmscorpion.gif|right]] | |||
=Introduction= | =Introduction= | ||
'''Pros:''' <br> | |||
Very strong high/low mixup. <br> | |||
Solid damage off throws. <br> | |||
Frame advantage. <br> | |||
Good mobility.<br><br> | |||
'''Cons:''' <br> | |||
Mediocre shadow attacks.<br> | |||
Mediocre damage output in general.<br> | |||
Unpractical Shadow Combos<br> | |||
=Move List= | =Move List= | ||
==Quick Movelist== | ==Quick Movelist== | ||
Normal Attacks: | Normal Attacks:<br><br> | ||
F+B<br> | |||
F+D<br><br> | |||
Special Attacks: | Special Attacks:<br> | ||
Crouching B, Crouch A, Crouch C<br> | |||
Crouch A, Crouch B<br><br> | |||
Advanced Attacks:<br> | |||
Rotating Kick F,QCF+P<br> | |||
Scorpion Kick HCF+K, F,QCF+K<br> | |||
Scorpion Attack QCB+K, F+K<br> | |||
Scopion Cut F,QCF+K,QCF+K<br> | |||
Sleeping Scorpion B,QCB+P or K,QCF+K<br><br> | |||
Scorpion Slaughter QCFx2+P | Deadly Attacks:<br> | ||
Deadly Kick QCFx2+K | Scorpion Slaughter QCFx2+P<br> | ||
Deadly Kick QCFx2+K<br> | |||
==Shadow Moves== | ==Shadow Moves== | ||
Ruthless Kicks qcf + LK+HP must connect (not blocked) to perform entire maneuver; launches opponent <br> | |||
Shadow Arc Dropkick qcb + LK+HP<br> | |||
Stagger Grab hcf + LP+LK connects close and is unblockable; small window for free attack after landing maneuver<br> | |||
Ruthless Kicks qcf + LK+HP must connect (not blocked) | |||
Shadow Arc Dropkick qcb + LK+HP | |||
Stagger Grab hcf + LP+LK connects close and is | |||
==Throw Moves== | ==Throw Moves== | ||
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Command Moves | Command Moves | ||
------------- | ------------- | ||
Come On HP+HK can hit opponent for very | Come On HP+HK can hit opponent for very minor damage; taunt fills Super Meter considerably<br> | ||
Hopping Strike d + LP+LK overhead<br> | |||
Backroll and Jump b + LP+LK can follow with air attack<br> | |||
Snap Axe f + LK 2 hits; second hit is an overhead<br> | |||
Hopping Strike d + LP+LK overhead | Pincher Kick f + HK 2 hits; overhead<br> | ||
Backroll and Jump b + LP+LK can follow with air attack | Double Sting d/u + LP/LK/HP/HK 2 hits; pursue attack when opponent is on floor<br> | ||
Snap Axe f + LK 2 hits; second hit is an | |||
Pincher Kick f + HK 2 hits; overhead | |||
Double Sting d/u + LP/LK/HP/HK 2 hits; pursue attack | |||
==Special Moves== | ==Special Moves== | ||
Aculeus Sting f, d, df + P LP=short and 2 hits; HP=far and 3 hits with first part being an overhead<br> | |||
Predator Crash b, d, db + P LP=straight, HP=diagonally upward<br> | |||
Aculeus Sting f, d, df + P LP=short and 2 hits; | -Hang Kick qcf + K Predator Crash must touch opponent to allow for this follow up; overhead<br> | ||
Predator Crash Fake b, d, db + K<br> | |||
Desert Crawl hcf + K both hits must be blocked low<br> | |||
-Trap Kick qcf + K can be activated after either hit of the DesertCrawl; overhead<br> | |||
Predator Crash b, d, db + P LP=straight, HP=diagonally | Death Roll hcb + K LK=short, HK=far<br> | ||
-Venomous Kick f + K Death Roll must touch opponent to perform this follow up<br> | |||
Arc Dropkick f, d, df + K LK=short and 4 hits,HK=far and 5 hits<br> | |||
-Captured Prey qcf + LK Arc Dropkick must connect (not blocked) to perform this follow up<br> | |||
Predator Crash Fake b, d, db + K | |||
Desert Crawl hcf + K both hits must be blocked | |||
Death Roll hcb + K LK=short, HK=far | |||
Arc Dropkick f, d, df + K LK=short and 4 hits, | |||
==Super Moves== | ==Super Moves== | ||
Merciless Feast qcf, qcf + P first part must connect (not blocked) to perform entire maneuver<br> | |||
Lethal Sting qcf, qcf + K overhead<br> | |||
Merciless Feast qcf, qcf + P first part must connect | |||
Lethal Sting qcf, qcf + K overhead | |||
=Combos= | =Combos= | ||
Crossups: j.D | Crossups: j.D<br> | ||
5A 2A 2C 623B 236B | Combos:<br> | ||
2B 2A 2C ... | 5A 2A 2C 623B 236B<br> | ||
2B/2A 2A 236236P ... | 2B 2A 2C ...<br> | ||
... 2C 63214D 236B+C ... | 2B/2A 2A 236236P ...<br> | ||
... 2C 63214D 236B+C ...<br><br> | |||
c.C/5D 6B 623B or 41236K or 63214K ... | c.C/5D 6B 623B or 41236K or 63214K ...<br> | ||
c.C/5D 6B, 236236P ... - Try inputting the super early if you have trouble. | c.C/5D 6B, 236236P ... - Try inputting the super early if you have trouble.<br><br> | ||
6D 41236K or 623B ... | 6D 41236K or 623B ...<br> | ||
5C/5D 6D 236236P ... - You can't combo into the 6D but for some reason the super only combos off 6D after a 5C or 5D. | 5C/5D 6D 236236P ... - You can't combo into the 6D but for some reason the super only combos off 6D after a 5C or 5D.<br><br> | ||
... 236236P, 236236P, D - Difficult to land the D outside the corner. Resets? | ... 236236P, 236236P, D - Difficult to land the D outside the corner. Resets?<br> | ||
... 236236P, 236236P, 623A/C <-- Might work? Take a look. | ... 236236P, 236236P, 623A/C <-- Might work? Take a look.<br> | ||
... 236236P, 623A | ... 236236P, 623A<br> | ||
Any unrollable knockdown -> 236236K - Strong OTG attack. | Any unrollable knockdown -> 236236K - Strong OTG attack.<br> | ||
A+D, 2P/K - Seems to be a free OTG hit. | A+D, 2P/K - Seems to be a free OTG hit.<br> | ||
A+D, 236236K | A+D, 236236K<br><br> | ||
... 63214D 236B+C, 623B, D/6D 623C, 66 (cross under) D 421P 236K - Works anywhere that isn't close to the corner. | ... 63214D 236B+C, 623B, D/6D 623C, 66 (cross under) D 421P 236K - Works anywhere that isn't close to the corner.<br><br> | ||
... 236B+C, 66C, D/6D 623C, D 421P 236K - Works near the corner. | ... 236B+C, 66C, D/6D 623C, D 421P 236K - Works near the corner.<br> | ||
... 236B+C, (623B or 66C), D/6D 623C, 623A, 236236P, D - For best damage, do the super as late as possible. | ... 236B+C, (623B or 66C), D/6D 623C, 623A, 236236P, D - For best damage, do the super as late as possible.<br><br> | ||
41236A+B, c.C 6B 623B 236B | 41236A+B, c.C 6B 623B 236B<br> | ||
41236A+B, c.C 6B 63214D 236B+C ... | 41236A+B, c.C 6B 63214D 236B+C ...<br> | ||
41236A+B, c.C 6B 236236P, 236236P, D - Very strong but needs 3 bars to do it. | 41236A+B, c.C 6B 236236P, 236236P, D - Very strong but needs 3 bars to do it.<br> | ||
=Strategies= | =Strategies= | ||
Scorpion is a rushdown lightweight character based in wall air tricks and hit and run combos with a good OTG Super ender. | |||
{{Navbox-MartialM}} | |||
[[Category:Martial Masters]] | [[Category:Martial Masters]] |
Latest revision as of 09:15, 16 September 2024
Introduction
Pros:
Very strong high/low mixup.
Solid damage off throws.
Frame advantage.
Good mobility.
Cons:
Mediocre shadow attacks.
Mediocre damage output in general.
Unpractical Shadow Combos
Move List
Quick Movelist
Normal Attacks:
F+B
F+D
Special Attacks:
Crouching B, Crouch A, Crouch C
Crouch A, Crouch B
Advanced Attacks:
Rotating Kick F,QCF+P
Scorpion Kick HCF+K, F,QCF+K
Scorpion Attack QCB+K, F+K
Scopion Cut F,QCF+K,QCF+K
Sleeping Scorpion B,QCB+P or K,QCF+K
Deadly Attacks:
Scorpion Slaughter QCFx2+P
Deadly Kick QCFx2+K
Shadow Moves
Ruthless Kicks qcf + LK+HP must connect (not blocked) to perform entire maneuver; launches opponent
Shadow Arc Dropkick qcb + LK+HP
Stagger Grab hcf + LP+LK connects close and is unblockable; small window for free attack after landing maneuver
Throw Moves
Command Moves
Command Moves
Come On HP+HK can hit opponent for very minor damage; taunt fills Super Meter considerably
Hopping Strike d + LP+LK overhead
Backroll and Jump b + LP+LK can follow with air attack
Snap Axe f + LK 2 hits; second hit is an overhead
Pincher Kick f + HK 2 hits; overhead
Double Sting d/u + LP/LK/HP/HK 2 hits; pursue attack when opponent is on floor
Special Moves
Aculeus Sting f, d, df + P LP=short and 2 hits; HP=far and 3 hits with first part being an overhead
Predator Crash b, d, db + P LP=straight, HP=diagonally upward
-Hang Kick qcf + K Predator Crash must touch opponent to allow for this follow up; overhead
Predator Crash Fake b, d, db + K
Desert Crawl hcf + K both hits must be blocked low
-Trap Kick qcf + K can be activated after either hit of the DesertCrawl; overhead
Death Roll hcb + K LK=short, HK=far
-Venomous Kick f + K Death Roll must touch opponent to perform this follow up
Arc Dropkick f, d, df + K LK=short and 4 hits,HK=far and 5 hits
-Captured Prey qcf + LK Arc Dropkick must connect (not blocked) to perform this follow up
Super Moves
Merciless Feast qcf, qcf + P first part must connect (not blocked) to perform entire maneuver
Lethal Sting qcf, qcf + K overhead
Combos
Crossups: j.D
Combos:
5A 2A 2C 623B 236B
2B 2A 2C ...
2B/2A 2A 236236P ...
... 2C 63214D 236B+C ...
c.C/5D 6B 623B or 41236K or 63214K ...
c.C/5D 6B, 236236P ... - Try inputting the super early if you have trouble.
6D 41236K or 623B ...
5C/5D 6D 236236P ... - You can't combo into the 6D but for some reason the super only combos off 6D after a 5C or 5D.
... 236236P, 236236P, D - Difficult to land the D outside the corner. Resets?
... 236236P, 236236P, 623A/C <-- Might work? Take a look.
... 236236P, 623A
Any unrollable knockdown -> 236236K - Strong OTG attack.
A+D, 2P/K - Seems to be a free OTG hit.
A+D, 236236K
... 63214D 236B+C, 623B, D/6D 623C, 66 (cross under) D 421P 236K - Works anywhere that isn't close to the corner.
... 236B+C, 66C, D/6D 623C, D 421P 236K - Works near the corner.
... 236B+C, (623B or 66C), D/6D 623C, 623A, 236236P, D - For best damage, do the super as late as possible.
41236A+B, c.C 6B 623B 236B
41236A+B, c.C 6B 63214D 236B+C ...
41236A+B, c.C 6B 236236P, 236236P, D - Very strong but needs 3 bars to do it.
Strategies
Scorpion is a rushdown lightweight character based in wall air tricks and hit and run combos with a good OTG Super ender.