Mortal Kombat 1/Scorpion (Kameo)/Strategy

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Fire Breath/Flame Aura

“Fire Breath” is an Ambush assist that calls out Scorpion to breathe two fireballs which can only connect against an aerial or juggled opponent; this can be directed Close (K), Mid range (D+K), or Far (U+K) to connect on an opponent who may be placed at various different distances or positions, such as by certain attacks during a kombo. Scorpion will auto-correct to face the opponent’s location when called, meaning he will appear behind the opponent at certain distances to ensure his fireballs do not miss. This assist will cost half the Kameo Gauge and begin refilling at a moderately slower rate once Scorpion vanishes offscreen; holding the Kameo button on the startup of this move will deplete the remainder of the gauge and instead trigger “Aura of Flame,” a move that causes Scorpion to breathe downward instead and engulf himself in flames before he quickly vanishes offscreen. This flame burst is unblockable and inflicts 5% against a nearby opponent, although it does not causes any hit reaction. If the executing player’s lead character is near the flame burst when it occurs, they will become engulfed in a flame aura that will inflict damage over time (DOT) to the opponent up close (50 dmg per tick, approx. 20 ticks). This will increase the player’s damage output when used in a kombo, as well as allow them to inflict additional damage on top of whatever chip they may inflict on block; being hit while this fire buff is active, however, will stop the effect. The gauge will begin refilling at a moderately faster rate 3 seconds after Scorpion has vanished offscreen even while the buff is still active on the player.

Hell Blades

“Hell Blades” (F+K) is a Summon assist that calls Scorpion in front of the player to slam his ninja blades downward, which hits Overhead and will cause a crumple on grounded opponents or ground bounce airborne/juggled opponents; it is also -2 on block which will keep them safe or become neutral (0) when hitting meaty on the third active frame. This move has little pushback on block and becomes punishable at -17 against Up Block. Although it starts up in 30f, the attack has nearly midscreen range and becomes active fast enough to quickly open up an opponent. This assist costs half the Kameo Gauge and will begin recharging at a slower rate once Scorpion slowly vanishes offscreen.

Get Over Here! (Spear Evade)

Although he lacks an invulnerable getup/reversal, his “Get Over Here!” AKA “spear” (B+K) is a Summon that acts as an armored mobility tool; when called, the lead character will undergo a unique Summon animation crossing their arms over their chest as a spear fires onscreen behind them, pulling the executing player backwards at a fullscreen distance very quickly (in 9f) and also protecting them from up-close incoming attacks. The armor will activate as soon as the Summon animation occurs and lasts for all 9 active frames until the move has recovered, although it has a 49-57f recovery window (depending on how far back the player is pulled) which can leave the executing player punishable if the opponent has moves that can quickly reach them. This move can also potentially have its armor broken from fast multi-hitting attacks, although the executing player may be pulled back fast enough to avoid any fast follow-up hits altogether. This assist costs half of the Kameo Gauge and will begin recharging at a moderately faster rate once Scorpion slowly vanishes offscreen after pulling the player backwards.


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