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| '''''Teleport-''''' Best used to punish projectiles, unsafe on block. On hit Scorpion gets a safe jump. Startup is not fast enough for the player to wait all day to punish projectiles/moves. | | '''''Teleport-''''' Best used to punish projectiles, unsafe on block. On hit Scorpion gets a safe jump. Startup is not fast enough for the player to wait all day to punish projectiles/moves. |
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| '''''Takedown-''''' Best used only in combos little to no use otherwise. Unsafe on block. Not fast enough to try to use a surprise attack. However this seems to be the most damaging move when ending a combo however positioning wise not the best. | | '''''Takeout-''''' Best used only in combos little to no use otherwise. Unsafe on block. Not fast enough to try to use a surprise attack. However this seems to be the most damaging move when ending a combo however positioning wise not the best. |
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| === Enhanced Special Attacks === | | === Enhanced Special Attacks === |
Scorpion
Moves
Basic Attacks
Front Punch
fp
3%
high bufferable
Front Kick
fk
5%
high bufferable
Back Punch
bk
5%
high bufferable
Crouching Front Punch
d + fp
2%
high bufferable
Crouching Back Punch
d + bp
12%
high knockdown
Crouching Front Kick
d + fk
1%
low bufferable
Crouching Back Punch
d + bk
3%
low bufferable
Angled Jumping Punch
during angled jump, fp or bp
4%
med
Angled Jumping Kick
during angled jump, fk or bk
7%
high knockdown
Straight Up Jumping Punch
during straight up jump, fp or bp
5%
med groundbounce
Straight Up Jumping Kick
during straight up jump, fk or bk
5%
med knockdown
Command Normals
Doom Slice
f + bp
5%
high bufferable
Blade Overhead
b + bp
5%
med groundbounce
Heel Kicks
f + fk
11%
med
Shin Blast
f + bk
3%
low bufferable
Sweep
b + bk
7%
low sweep
Throws
Throw (Away)
b or n + fp + fk
1% + 2% + 2% + 4% + 3%
throw
Throw (Towards)
f + fp + fk
1% + 2% + 2% + 4% + 3%
throw
Air Throw
in air, fp + fk
1% + 7%
airthrow
Kombo Attacks
Torment
fp --- fp --- fp
3% --- 5% --- 5%
high --- high --- high ; 1st and 2nd hits: bufferable
Damnation
fp --- fp --- bk
3% --- 5% --- 5%
high --- high --- high ; 1st and 2nd hits: bufferable ; 3rd hit: flatten
Brimstone
bp --- fp --- bp
5% --- 3% --- 8%
high --- high --- med ; 2nd hit: bufferable ; 3rd hit: knockdown
Gravedigger
bp --- fp + bp
5% --- 5%
high --- med ; 2nd hit: knockdown ; 2nd hit: bufferable
Doom Blade
f + bp --- fp --- bk
5% --- 3% --- 8%
high --- high --- high ; 1st and 2nd hit: bufferable ; 3rd hit: knockdown
Dead End
fk --- fk --- bk
2% --- 5% --- 6%
high --- high --- high ; 1st and 2nd hit: bufferable ; 3rd hit: knockdown
Grievance
f + bk --- fk
3% --- 7%
low --- high ; 1st and 2nd hit: bufferable
Fast Tags
Underworld
Gravedigger --- tg
N/A
Soulless
Blade Overhead --- tg
N/A
Sets up combo for partner
Tag Kombos
Eternal Vengeance
fp --- fp --- tg
Based on Teammate
Punishment
bp --- fp --- tg
Based on Teammate
Affliction
f + bp --- fp --- tg
Based on Teammate
Revenge
fk --- fk --- tg
Based on Teammate
Tag Kombo Attack
Attack from Teammate's Tag Kombo
9%
med flatten
Tag Specials
Special Attacks
Spear
b , b + fp
3%
high ; 2nd time used in combo: flatten
Demon Fire
d , b + bp
7%
unblockable
Teleport
d , b + fk
9%
high
Takedown
d , b + bk
1% + 9%
low + low ; sweep
Enhanced Special Attacks
Flame Spear
b , b + fp + bl
7%
high ; 2nd time used in combo: flatten
Hell Fire
d , b + bp + bl
8%
unblockable ; otg
Flameport
d , b + fk + bl
5% + 7%
high + high ; 2nd hit: knockdown
Takeout
d , b + bk + bl
1% + 11%
low + low ; sweep
X-Ray Attack
Scorpion Sting
fk + bk + bl
7% + 11% + 13%
1st hit: high
Finishing Moves
Move Analysis
Basic Attacks
N/A
Command Normals
N/A
Kombo Attacks
N/A
Special Attacks
Spear- Unsafe from close ranges and leads to a combo on hit. Best used at mid range. Startup is decent and could use a minor speed boost. Whiffs on a crouching target. Ending combos with this puts Scorpion very close to opponent however it is not the most damaging ender.
Demon Fire- This move is only unsafe when jumped. However jumping is the only way to escape it unless the correct setup is used which will be discussed later in advanced strategy. Startup is not extremely fast therefore it's fairly easy to avoid when used outside of the setups.
Teleport- Best used to punish projectiles, unsafe on block. On hit Scorpion gets a safe jump. Startup is not fast enough for the player to wait all day to punish projectiles/moves.
Takeout- Best used only in combos little to no use otherwise. Unsafe on block. Not fast enough to try to use a surprise attack. However this seems to be the most damaging move when ending a combo however positioning wise not the best.
Enhanced Special Attacks
N/A
X-Ray Attack
N/A
Basic Strategy
Advanced Strategy
Combos
Bread and Butters
Jump-in Combos
Combos With Enhanced Specials
Combos With X-Ray Attacks
Corner-Only Combos
Style
Matchups