(→3: Added notes) |
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Line 14: | Line 14: | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|scorpion_1|caption=}} | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|scorpion_1|caption=}} | ||
| info = | | info = {{AttackDataCargo-MK1/Query|scorpion_1}} | ||
{{AttackDataCargo-MK1/Query|scorpion_1}} | |||
Scorpion's only plus on block button. Use to setup tick throws or f3 pressure. | |||
}} | }} | ||
{{MoveDataCargo | {{MoveDataCargo | ||
Line 28: | Line 28: | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_12}} | {{AttackDataCargo-MK1/Query|scorpion_12}} | ||
Has long reach, however it can be neutral ducked and leave Scorpion vulnerable. | |||
}} | }} | ||
Line 41: | Line 43: | ||
{{AttackDataCargo-MK1/Query|scorpion_122}} | {{AttackDataCargo-MK1/Query|scorpion_122}} | ||
Has a gap large enough for both Armor and Up Block punishes. | |||
}} | }} | ||
<br> | |||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = | | title = | ||
Line 52: | Line 56: | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_d1}} | {{AttackDataCargo-MK1/Query|scorpion_d1}} | ||
Generic d1. Use to steal turn on hit or to punish opponent's d1 on block. | |||
}} | }} | ||
=====<font style="visibility:hidden; float:right">2</font>===== | =====<font style="visibility:hidden; float:right">2</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
Line 65: | Line 72: | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_2}} | {{AttackDataCargo-MK1/Query|scorpion_2}} | ||
Scorpion's long range jab-poke. | |||
}} | }} | ||
Line 90: | Line 99: | ||
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|scorpion_214|caption=}} | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|scorpion_214|caption=}} | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_214}} | {{AttackDataCargo-MK1/Query|scorpion_214}} | ||
Has an Armor Gap. | |||
}} | }} | ||
<br> | |||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Swiping Kunai | | title = Swiping Kunai | ||
Line 102: | Line 114: | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_b2}} | {{AttackDataCargo-MK1/Query|scorpion_b2}} | ||
Scorpion's alternate anti-air button. Can be special or Kameo cancelled for a kombo. | |||
}} | }} | ||
<br> | |||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Hard Knuckles | | title = Hard Knuckles | ||
Line 113: | Line 128: | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_d2}} | {{AttackDataCargo-MK1/Query|scorpion_d2}} | ||
* On Kounter or Punish Hit, can be Jump Canceled with any upward direction + Block for 2 bars of Super Meter. | |||
}} | }} | ||
Line 149: | Line 166: | ||
{{AttackDataCargo-MK1/Query|scorpion_333}} | {{AttackDataCargo-MK1/Query|scorpion_333}} | ||
}} | }} | ||
<br> | |||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Heavy Knee | | title = Heavy Knee | ||
Line 157: | Line 175: | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|scorpion_f3|caption=}} | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|scorpion_f3|caption=}} | ||
| info = | | info = {{AttackDataCargo-MK1/Query|scorpion_f3}} | ||
{{AttackDataCargo-MK1/Query|scorpion_f3}} | |||
Scorpion's main mid. | |||
}} | }} | ||
{{MoveDataCargo | {{MoveDataCargo | ||
Line 164: | Line 183: | ||
| subtitle = | | subtitle = | ||
| input = f32 | | input = f32 | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=180px|scorpion_f32|caption=}} | {{MoveDataCargoImage|imageHeight=180px|scorpion_f32|caption=}} | ||
| hitboxes = | | hitboxes = | ||
Line 170: | Line 189: | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_f32}} | {{AttackDataCargo-MK1/Query|scorpion_f32}} | ||
Scorpion's main string launcher. Second hit can be neutral ducked or Armored for a punish. | |||
}} | }} | ||
{{MoveDataCargo | {{MoveDataCargo | ||
Line 179: | Line 200: | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|scorpion_f34|caption=}} | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|scorpion_f34|caption=}} | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_f34}} | {{AttackDataCargo-MK1/Query|scorpion_f34}} | ||
Covers Scorpion's vulnerablities on his f32 string. f34 can be cancelled with a special or a Kameo for a kombo. The launch angle prevents Spear from connecting after this string. | |||
}} | }} | ||
<br> | |||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Sweeping Scorpion Tail | | title = Sweeping Scorpion Tail | ||
Line 190: | Line 214: | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|scorpion_b3|caption=}} | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|scorpion_b3|caption=}} | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_b3}} | {{AttackDataCargo-MK1/Query|scorpion_b3}} | ||
Scorpion's long range whiff punisher and offense engager. First hit can be special or Kameo cancelled for a kombo. | |||
}} | }} | ||
<br> | |||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Charred Heel | | title = Charred Heel | ||
Line 217: | Line 244: | ||
{{AttackDataCargo-MK1/Query|scorpion_4}} | {{AttackDataCargo-MK1/Query|scorpion_4}} | ||
}} | }} | ||
<br> | |||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Sweeping Predator | | title = Sweeping Predator | ||
Line 227: | Line 255: | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_b4}} | {{AttackDataCargo-MK1/Query|scorpion_b4}} | ||
Scorpion's main low. | |||
}} | }} | ||
<br> | |||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Falcon Dragon | | title = Falcon Dragon | ||
Line 238: | Line 269: | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_f4}} | {{AttackDataCargo-MK1/Query|scorpion_f4}} | ||
Can launch opponent for a kombo. | |||
}} | }} | ||
<br> | |||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Metasoma | | title = Metasoma | ||
Line 249: | Line 283: | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_d4}} | {{AttackDataCargo-MK1/Query|scorpion_d4}} | ||
Scorpion's safest low poke. | |||
}} | }} | ||
====Aerial==== | ====Aerial==== | ||
=====<font style="visibility:hidden; float:right">j1</font>===== | =====<font style="visibility:hidden; float:right">j1</font>===== | ||
Line 284: | Line 321: | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_j111}} | {{AttackDataCargo-MK1/Query|scorpion_j111}} | ||
Ground bounces opponent. Can be cancelled into an air or grounded special anywhere, or followed up with a string in the corner. | |||
}} | }} | ||
{{MoveDataCargo | {{MoveDataCargo | ||
Line 295: | Line 334: | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_j112}} | {{AttackDataCargo-MK1/Query|scorpion_j112}} | ||
Can be air special or kameo cancelled. Air db2 and db3 reliably continues the kombo. | |||
}} | }} | ||
{{MoveDataCargo | {{MoveDataCargo | ||
Line 306: | Line 347: | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_j114}} | {{AttackDataCargo-MK1/Query|scorpion_j114}} | ||
Can be special cancelled, however none of his specials will connect. | |||
}} | }} | ||
<br> | |||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Swinging Kyo | | title = Swinging Kyo | ||
Line 317: | Line 361: | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_j12}} | {{AttackDataCargo-MK1/Query|scorpion_j12}} | ||
Scorpion's main air juggle. Can be special or Kameo cancelled. Can also land continue with a grounded string. | |||
}} | }} | ||
<br> | |||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Krushing Kunai | | title = Krushing Kunai | ||
Line 328: | Line 375: | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_j13}} | {{AttackDataCargo-MK1/Query|scorpion_j13}} | ||
Ground bounces opponent. Can be cancelled into an air or grounded special anywhere, or followed up with a string in the corner. | |||
}} | }} | ||
=====<font style="visibility:hidden; float:right">j2</font>===== | =====<font style="visibility:hidden; float:right">j2</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
Line 342: | Line 392: | ||
}} | }} | ||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = | | title = Demonic Slam | ||
| subtitle = | | subtitle = | ||
| input = j2T | | input = j2T | ||
Line 362: | Line 412: | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_j24}} | {{AttackDataCargo-MK1/Query|scorpion_j24}} | ||
Ground bounces opponent. Can be cancelled into an air or grounded special anywhere, or followed up with a string in the corner. This string has more recovery than j111 and j13 causing some extended kombos to drop. | |||
}} | }} | ||
=====<font style="visibility:hidden; float:right">j.3/j.4</font>===== | =====<font style="visibility:hidden; float:right">j.3/j.4</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
Line 382: | Line 435: | ||
| input = bf1 | | input = bf1 | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=180px|scorpion_bf1|caption=}} | {{MoveDataCargoImage|imageHeight=180px|scorpion_bf1|caption="GET OVER HERE!"}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|scorpion_bf1|caption=}} | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|scorpion_bf1|caption=}} | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_bf1}} | {{AttackDataCargo-MK1/Query|scorpion_bf1}} | ||
Stuns and restands when first used in a combo, the next use in the same combo causes a ground splat putting the opponent right in front of Scorpion. | |||
}} | }} | ||
{{MoveDataCargo | {{MoveDataCargo | ||
Line 393: | Line 448: | ||
| input = bf1 (enhanced) | | input = bf1 (enhanced) | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=180px|scorpion_bf1_amp|caption=}} | {{MoveDataCargoImage|imageHeight=180px|scorpion_bf1_amp|caption="COME HERE!"}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|scorpion_bf1_amp|caption=}} | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|scorpion_bf1_amp|caption=}} | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_bf1_amp}} | {{AttackDataCargo-MK1/Query|scorpion_bf1_amp}} | ||
Functionally identical to the regular Spear except it cannot be ducked since it hits Mid. | |||
}} | }} | ||
=====<font style="visibility:hidden; float:right">Blazing Charge (bf2)</font>===== | =====<font style="visibility:hidden; float:right">Blazing Charge (bf2)</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
Line 410: | Line 468: | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_bf2}} | {{AttackDataCargo-MK1/Query|scorpion_bf2}} | ||
Main kombo ender against juggled opponents. Will switch sides on hit. Can be followed up with ambush Kameos to continue the kombo. Using this more than once will reduce the hit advantage down to +17. | |||
}} | }} | ||
{{MoveDataCargo | {{MoveDataCargo | ||
Line 416: | Line 476: | ||
| input = bf2 (enhanced) | | input = bf2 (enhanced) | ||
| images = | | images = | ||
{{MoveDataCargoImage|imageHeight=180px| | {{MoveDataCargoImage|imageHeight=180px|scorpion_bf2|caption=}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|scorpion_bf2|caption=}} | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_bf2_amp}} | {{AttackDataCargo-MK1/Query|scorpion_bf2_amp}} | ||
Scorpion's armor option. Use as a wakeup or to interrupt strings with a gap. Will cause followup kombo damage to scale significantly. | |||
}} | }} | ||
Line 434: | Line 496: | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_jbf2}} | {{AttackDataCargo-MK1/Query|scorpion_jbf2}} | ||
Air kombo ender against opponents juggled far away. Leaves the opponent close to Scorpion. | |||
}} | }} | ||
{{MoveDataCargo | {{MoveDataCargo | ||
Line 445: | Line 509: | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_jbf2_amp}} | {{AttackDataCargo-MK1/Query|scorpion_jbf2_amp}} | ||
Main air kombo extender. Can follow up with an air button or air kombo. | |||
}} | }} | ||
Line 457: | Line 523: | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_jdb2}} | {{AttackDataCargo-MK1/Query|scorpion_jdb2}} | ||
Main air kombo ender. Leave the opponent close to Scorpion. Kameos can also follow up to extend kombos. | |||
}} | }} | ||
{{MoveDataCargo | {{MoveDataCargo | ||
Line 468: | Line 536: | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_jdb2_amp}} | {{AttackDataCargo-MK1/Query|scorpion_jdb2_amp}} | ||
Main air kombo extender. Can follow up with an air button or air kombo. | |||
}} | }} | ||
=====<font style="visibility:hidden; float:right">Twisted Kyo (db2)</font>===== | =====<font style="visibility:hidden; float:right">Twisted Kyo (db2)</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
Line 480: | Line 551: | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_db2}} | {{AttackDataCargo-MK1/Query|scorpion_db2}} | ||
Main kombo ender against grounded opponents. Can be inconsistent in juggles, with some hits not registering. Also does great chip damage and meter build on block, Kameo setups can keep Scorpion from being punished. | |||
}} | }} | ||
{{MoveDataCargo | {{MoveDataCargo | ||
Line 491: | Line 564: | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_db2_amp}} | {{AttackDataCargo-MK1/Query|scorpion_db2_amp}} | ||
The only benefit to enhancing this special is additional damage on hit and block. | |||
}} | }} | ||
=====<font style="visibility:hidden; float:right">Flame-Port (db3)</font>===== | =====<font style="visibility:hidden; float:right">Flame-Port (db3)</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
Line 503: | Line 579: | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_db3}} | {{AttackDataCargo-MK1/Query|scorpion_db3}} | ||
Scorpion teleports behind the opponent and strikes once. The hit can extend juggles early on in the combo, most commonly after a jump 3/4 or anti-airing with B2. | |||
}} | }} | ||
{{MoveDataCargo | {{MoveDataCargo | ||
Line 514: | Line 592: | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_db3_amp}} | {{AttackDataCargo-MK1/Query|scorpion_db3_amp}} | ||
Sideswitches. Does not perform followup attack. Use to catch opponents off-guard. Can be used to extend kombos after buttons with enough hit advantage after the cancel, mainly b3. | |||
}} | }} | ||
{{MoveDataCargo | {{MoveDataCargo | ||
Line 522: | Line 602: | ||
{{MoveDataCargoImage|imageHeight=180px|scorpion_jdb3|caption=}} | {{MoveDataCargoImage|imageHeight=180px|scorpion_jdb3|caption=}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|scorpion_jdb3|caption=}} | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|scorpion_jdb3|caption=}} | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_jdb3}} | {{AttackDataCargo-MK1/Query|scorpion_jdb3}} | ||
Sideswitches. | |||
}} | }} | ||
{{MoveDataCargo | {{MoveDataCargo | ||
Line 536: | Line 618: | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_jdb3_amp}} | {{AttackDataCargo-MK1/Query|scorpion_jdb3_amp}} | ||
Sideswitches. Can cancel into air buttons or air specials after sideswitch. | |||
}} | }} | ||
=====<font style="visibility:hidden; float:right">Devouring Flame (bf4)</font>===== | =====<font style="visibility:hidden; float:right">Devouring Flame (bf4)</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
Line 548: | Line 633: | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_bf4}} | {{AttackDataCargo-MK1/Query|scorpion_bf4}} | ||
Tracks opponent | |||
}} | }} | ||
{{MoveDataCargo | {{MoveDataCargo | ||
Line 559: | Line 646: | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_bf4_amp}} | {{AttackDataCargo-MK1/Query|scorpion_bf4_amp}} | ||
Does not stagger opponent, making it punishable on hit if not set up properly. Deals unblockable damage and additional burn over time. Can hit as an OTG. | |||
}} | }} | ||
===Universal=== | ===Universal=== | ||
=====<font style="visibility:hidden; float:right">Throw</font>===== | =====<font style="visibility:hidden; float:right">Throw</font>===== | ||
{{MoveDataCargo | {{MoveDataCargo | ||
Line 585: | Line 662: | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_f1_3}} | {{AttackDataCargo-MK1/Query|scorpion_f1_3}} | ||
* Performed when Kameo is unavailable | |||
* Break with 2 or 4 | |||
}} | }} | ||
{{MoveDataCargo | {{MoveDataCargo | ||
Line 596: | Line 676: | ||
| info = | | info = | ||
{{AttackDataCargo-MK1/Query|scorpion_1_3}} | {{AttackDataCargo-MK1/Query|scorpion_1_3}} | ||
* Break with 1 or 3 | |||
}} | |||
=====<font style="visibility:hidden; float:right">Fatal Blow</font>===== | |||
{{MoveDataCargo | |||
| title = Speared and Seared | |||
| subtitle = | |||
| input = fatal | |||
| images = | |||
{{MoveDataCargoImage|imageHeight=180px|scorpion_fatal|caption=}} | |||
| hitboxes = | |||
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|scorpion_fatal|caption=}} | |||
| info = | |||
{{AttackDataCargo-MK1/Query|scorpion_fatal}} | |||
}} | }} | ||
{{Navbox-MK1}} | {{Navbox-MK1}} | ||
[[Category:Mortal Kombat 1]] | [[Category:Mortal Kombat 1]] | ||
[[Category:Scorpion]] | [[Category:Scorpion]] |
Latest revision as of 12:23, 11 February 2025
Introduction
Revered Lin Kuei Warrior
"Like his cherished father, Scorpion is dedicated to the Lin Kuei and its defense of Earthrealm. When his father died, Scorpion was bereft. Though he took pride in knowing that his brother, Sub-Zero, would succeed their father as the Lin Kuei's Grandmaster. But Sub-Zero's unprecedented moves to cast off the Lin Kuei's traditional duties have frozen Scorpion's enthusiasm. He fears that he may one day have to battle his brother for control of the Lin Kuei's legacy."
Scorpion is a Rushdown/Mixup ninja with Counterzoning capabilities that excels at playing the neutral/footsies game with mid-range normals and specials that close the distance from the opponent allowing him to start/extend kombos; his B3 is a long-range disjointed Mid-Low that is unsafe but can be special-cancelled after the first hit to remain safe and/or connect into a kombo. Other useful tools include a disjointed S21 stagger that can advance forward and/or hit-confirm, a 9f anti-air (B2), a fast/safe Mid (F3) that can lead to juggles, and several aerial strings that cause a ground bounce and/or lead to kombo conversions/extensions. His klassic DB3 Flameport tracks to the other side of the opponent with a High punch (cancelled when Enhanced), while his EX BF2 armor reversal can be made safe or convert into juggles with Kameo assists. Rather than choosing to approach the opponent, his klassic BF1 Spear tells them to ”GET OVER HERE!” and will cause a stun/restand to start/extend kombos; (Air) EX Kyo Snag can also pull airborne/juggled opponents closer allowing him to extend kombos. His multi-hitting DB2 is unsafe but inflicts chip dmg (especially when covered by Kameo assists) and is unbreakable in kombos; EX BF4 is a tracking unblockable that causes no hit reaction but inflicts damage over time.
Strengths | Weaknesses |
---|---|
|
|
Movelist
Normals and Strings
Grounded
1
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
7 | 2 | 18 | 15 | 20 | 3 | H | +18 | +2 | +2 | - |
Scorpion's only plus on block button. Use to setup tick throws or f3 pressure.
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
18 | 4 | 21 | 29 | 30 | 4.5 | H | +10 | -3 | -3 | - |
Has long reach, however it can be neutral ducked and leave Scorpion vulnerable.
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
24 | 3 | 42 | - | 70 | 10.5 | H | +10 | -3 | -13 | - |
Has a gap large enough for both Armor and Up Block punishes.
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
7 | 1 | 23 | 16 | 20 | 3 | M | +12 | -8 | -8 | - |
Generic d1. Use to steal turn on hit or to punish opponent's d1 on block.
2
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
10 | 1 | 22 | 15 | 30 | 4.5 | H | +20 | -2 | -2 | - |
Scorpion's long range jab-poke.
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
7 | 1 | 26 | 19 | 20 | 3 | M | +17 | -6 | -8 | - |
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
23 | 2 | 26 | - | 70 | 10.5 | M | +25 | -6 | - | - |
Has an Armor Gap.
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
9 | 2 | 30 | - | 70 | 10.5 | H | +39 | 0 | - | - |
Scorpion's alternate anti-air button. Can be special or Kameo cancelled for a kombo.
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
9 | 4 | 42 | - | 140 | 21 | H | +23 | -4 | -14 | - |
- On Kounter or Punish Hit, can be Jump Canceled with any upward direction + Block for 2 bars of Super Meter.
3
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
13 | 3 | 26 | - | 50 | 7.5 | H | +10 | -4 | - | - |
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
14 | 3 | 24 | - | 30 | 4.5 | M | +17 | -5 | - | - |
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
17 | 2 | 25 | - | 50 | 7.5 | M | +24 | -5 | - | - |
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
12 | 2 | 26 | - | 50 | 7.5 | M | +13 | -4 | - | - |
Scorpion's main mid.
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
22 | 2 | 26 | - | 50 | 7.5 | H | +61 | -6 | - | - |
Scorpion's main string launcher. Second hit can be neutral ducked or Armored for a punish.
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
18 | 1 | 26 | - | 70 | 10.5 | M | +47 | -6 | -6 | - |
Covers Scorpion's vulnerablities on his f32 string. f34 can be cancelled with a special or a Kameo for a kombo. The launch angle prevents Spear from connecting after this string.
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
21 | 3,9,17 | 39 | - | 50,70 | 7.5,7.5,10,5 | M,(M),L | +21 | -19 | -19 | - |
Scorpion's long range whiff punisher and offense engager. First hit can be special or Kameo cancelled for a kombo.
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
10 | 2 | 27 | - | 20 | 3 | L | +9 | -12 | - | - |
4
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
11 | 3 | 23 | - | 70 | 10.5 | H | +8 | -4 | - | - |
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
10 | 2 | 32 | - | 70 | 10.5 | L | +12 | -2 | - | - |
Scorpion's main low.
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
16 | 3 | 26 | - | 50 | 7.5 | H | +54 | -7 | - | - |
Can launch opponent for a kombo.
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
11 | 2 | 26 | - | 30 | 3 | L | +15 | -6 | - | - |
Scorpion's safest low poke.
Aerial
j1
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
8 | 3 | - | - | 50 | 7.5 | OH | - | - | - | - |
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
14 | - | - | - | 27 | N/A | OH | - | - | - | - |
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
13 | - | - | - | 59.85 | N/A | OH | - | - | - | - |
Ground bounces opponent. Can be cancelled into an air or grounded special anywhere, or followed up with a string in the corner.
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
17 | - | - | - | 25.65 | N/A | OH | - | - | - | - |
Can be air special or kameo cancelled. Air db2 and db3 reliably continues the kombo.
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
16 | - | - | - | 25.65 | N/A | OH | - | - | - | - |
Can be special cancelled, however none of his specials will connect.
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
19 | - | - | - | 63 | N/A | OH | - | - | - | - |
Scorpion's main air juggle. Can be special or Kameo cancelled. Can also land continue with a grounded string.
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
18 | - | - | - | 63 | N/A | OH | - | - | - | - |
Ground bounces opponent. Can be cancelled into an air or grounded special anywhere, or followed up with a string in the corner.
j2
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
7 | 3 | - | - | 50 | 7.5 | OH | - | - | - | - |
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
18 | - | - | - | 127.85 total | N/A | N/A | - | - | - | - |
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
21 | - | - | - | 63 | N/A | OH | - | - | - | - |
Ground bounces opponent. Can be cancelled into an air or grounded special anywhere, or followed up with a string in the corner. This string has more recovery than j111 and j13 causing some extended kombos to drop.
j.3/j.4
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
10 | 8 | - | - | 70 | 10.5 | OH | - | - | - | - |
Special Moves
Spear (bf1)
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
17 | 71 | 70 | - | 30 | 13.75 | H | +37 | -28 | - | - |
Stuns and restands when first used in a combo, the next use in the same combo causes a ground splat putting the opponent right in front of Scorpion.
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
17 | 71 | 70 | - | 50 | 16.25 | M | +37 | -28 | - | - |
Functionally identical to the regular Spear except it cannot be ducked since it hits Mid.
Blazing Charge (bf2)
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
13 | 4 | 39 | - | 30,50 | 13.75 | M | +36,+17 | -21 | - | - |
Main kombo ender against juggled opponents. Will switch sides on hit. Can be followed up with ambush Kameos to continue the kombo. Using this more than once will reduce the hit advantage down to +17.
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
13 | 4 | 39 | - | 50,60 | 16.25 | M | +36,+17 | -21 | - | - |
Scorpion's armor option. Use as a wakeup or to interrupt strings with a gap. Will cause followup kombo damage to scale significantly.
Kyo Snag (bf2)
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
24 | 2 | - | - | 70,20 | N/A | U | - | - | - | - |
Air kombo ender against opponents juggled far away. Leaves the opponent close to Scorpion.
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
24 | 2 | - | - | 70,20 | N/A | U | - | - | - | - |
Main air kombo extender. Can follow up with an air button or air kombo.
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
24 | 2 | - | - | 70,20 | N/A | U | - | - | - | - |
Main air kombo ender. Leave the opponent close to Scorpion. Kameos can also follow up to extend kombos.
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
24 | 2 | - | - | 70,20 | N/A | U | - | - | - | - |
Main air kombo extender. Can follow up with an air button or air kombo.
Twisted Kyo (db2)
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
20 | 66 total | 43 | - | 105.96 total | 12.5, 6.5x5 | M | +38 | -25 | - | - |
Main kombo ender against grounded opponents. Can be inconsistent in juggles, with some hits not registering. Also does great chip damage and meter build on block, Kameo setups can keep Scorpion from being punished.
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
20 | 66 total | 43 | - | 158.94 total | 13.75, 12.25x5 | M | +38 | -25 | - | - |
The only benefit to enhancing this special is additional damage on hit and block.
Flame-Port (db3)
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
26 | 2 | 41 | - | 50 | 16.25 | H | +9 | -21 | - | - |
Scorpion teleports behind the opponent and strikes once. The hit can extend juggles early on in the combo, most commonly after a jump 3/4 or anti-airing with B2.
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
38 | N/A | 37 | - | N/A | N/A | N/A | N/A | N/A | - | - |
Sideswitches. Does not perform followup attack. Use to catch opponents off-guard. Can be used to extend kombos after buttons with enough hit advantage after the cancel, mainly b3.
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | 50 | 16.25 | H | - | - | - | - |
Sideswitches.
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | 50 | 16.25 | H | - | - | - | - |
Sideswitches. Can cancel into air buttons or air specials after sideswitch.
Devouring Flame (bf4)
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
31 | 10 | 50 | - | 60 | 17.5 | L | +13 | -38 | - | - |
Tracks opponent
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
31 | 10 | 50 | - | 60 + 5.5 | - | U | N/A | N/A | - | - |
Does not stagger opponent, making it punishable on hit if not set up properly. Deals unblockable damage and additional burn over time. Can hit as an OTG.
Universal
Throw
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
10 | 2 | 33 | - | 20 | - | T | - | N/A | - | - |
- Performed when Kameo is unavailable
- Break with 2 or 4
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
10 | 2 | 33 | - | 110 | - | T | +15 | N/A | - | - |
- Break with 1 or 3
Fatal Blow
Startup | Active | Recovery | Cancel | Damage | Chip | Guard | On Hit | On Block | On Flawless Block | Cost |
---|---|---|---|---|---|---|---|---|---|---|
? | 5 | 81 | - | 350 total | 22.5 | M | ? | -44 | -54 | - |