Introduction
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
Shadow Moves
Ruthless Kicks qcf + LK+HP must connect (not blocked)
to perform entire maneuver; wall bounces 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
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 Desert Crawl; 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
Supers
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.