Scorpion (MK2)

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Scorpionmk2select.gif

Scorpionmk2stand.gif

Introduction

The hell-spawned specter rises from the pits. After learning of Sub- Zero's return, he again stalks the ninja assassin - following him into the dark realm of the Outworld where he continues his own unholy mission.

Move List

Close HP : Quick Strike [Hits high]

Spear : B, B, LP

Teleport Punch : D, B, HP

Air Throw : Press Block while next to your opponent in the air.

Leg Scissor Throw : F, D, B, LK

Finishers

Fatality 1 : (Close) Hold HP, D, F, F, F, Release HP

Fatality 2 : (Jump) U, U, HP

Fatality 3 : D, D, U, U, HP

Babality : D, B, B, HK

Friendship : B, B, D, HK

Pit II/Tomb : D, F, F, Block

The Basics

Pros: -His teleport punch can get you out of a cornered position and give you the upper-hand while the enemy is turning around for a well placed hand-spear

-The hand-spear can stop Liu Kang's bicycle kick, as well as paralyzing him like normal.

-If Baraka does his Slice and Dice attack, he's way open for a free hit from the hand-spear, same applies to Kitana and her fan lift attack.

-If Scorpion is far enough away, Johnny Cage also leaves himself wide open if he uses the shadow kick or shadow uppercut, the same applies to Shao Kahn's shoulder charge.

Cons: -All projectiles take higher priority over the hand-spear, so if someone throws a projectile while you use the hand-spear, you will be hit and they won't be stunned.

-Rayden's Flying Tunder God attack will go right under Scorpion's hand-spear.

-Hand-spear is fairly slow, giving Kintaro a huge window of time to teleport stomp you.

Advanced Strategies

Uppercut: Weak

Jump Kick: Good

Roundhouse: Awesome

Scorpion can be used both defensively and offensively. His roundhouse makes him almost impossible to jump at. The Spear can be used to pull in jumping opponents, and is also good as part of a combo. Always follow the Spear with an uppercut, unless you are feeling cocky. Your opponent will be stunned after they are speared, but do not try to jump over them, they will suddenly revive. The Air Throw is hard to pull off against a decent human opponent. It is effective not at the top of Scorpions jump, but closer to the ground, where it is harder to react to. The Teleport Punch is good to keep people guessing when standing on the far side of the screen. Never use the teleport at an obvious time, it is easy to retaliate to.

Combos

1. (mid-screen) aaHPx2, JP, Teleport, JK (5 Hits, 48%)
2. (mid-screen) aaHPx2, Teleport Punch, Spear, Uppercut (5 Hits, 52%)
3. (mid-screen) RH, Teleport Punch, Spear, Uppercut (4 Hits, 57%)
4. (corner) JK, D+LP, D+LP, SUJK, Air Throw (5 Hits, 65%)
5. (mid-screen) aaHPx2, JK, Teleport Punch, Spear, Uppercut (68%)
6. (corner) aaSUJK, JP, SUJK, Air Throw (4 Hits, 71%)
7. (corner) JK, D+LP, D+LP, LP, Spear, RH, HK (7 Hits, 72%)
8. (mid-screen) aaHPx2, JP, Teleport Punch, JP, Teleport Punch, Spear, Uppercut (8 Hits, 80%)
9. (corner) SUJP, JP, JP, HK, Spear, RH, HK (93%)

-Infinites
1. (corner) RH, RH, RH, RH....
2. (mid-screen vs bosses) Spear, D+LP, Spear, D+LP, Spear...
3. (corner vs bosses) Spear, D+LP, LP/HP, Spear, D+LP, LP/HP, Spear (vs Shao Kahn only LP works)