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Question - Scorpion Notable footsies/pokes/normals/strings

Hi guys,

It's my third day playing Scorpion (Inferno variant) and while I'm quite comfortable with his BnB's, I find that my knowledge on his useful footsies/pokes/strings are almost non existent.

Back in MK9, it's perfectly fine to do 111 for safe chip damage. I'm just not so confident if the strings now (114, 214, b32) are just as safe.

Right now, I "make do" with poking withd1, d3 and d4 as I've noticed they're excellent go-to pokes. Problem I have is I don't have the range to start my strings for pressure.

Advice is much appreciated :)

Thanks

NINJA EDIT: MK9's takedown (db4) was safe on block; is it still safe on block now?
 
Here's what I use in Ninjutsu:
1. D4 - great poke, great hit adv, lowers hitbox
2. B2 - whiff punisher
3. Jump Back 3 - anti-air
4. B1,2,1 - safe, good pushback

Haven't even touched the other variations lol
 

Montanx

Thats why they call this thing bloodsport, kid.
F3 little hop kick covers some distance and is pretty quick.

Off topic sidenote: I didnt realize til today that you can delay or even cancel his X-ray or even make it teleport behind the opponent.
 
Notable strings:

1). B3, 2, F2 (NINJUTSU)

- 11f start-up
- Low starter
- First hit can special cancel
- Untechable knockdown ( 2nd & 3rd hit)
2). B1, 2, 1 (NINJUTSU)
- 10f start-up
- hits mid
- 2nd hit can be hit confirmed
- 0 on block

 
Awesome find! :)

As inferno, my go to strings now are

114 (2nd hit can cancel into spear/low demon, 3rd can cancel into teleport)
214 (same as above)

Notable normals worth repeating:

B3 (low) and f4 (mid) are notable mixups, both of which can cancel into spear.

D3 and d4 are your best friends in terms of poking

Unlike mk9 reptile, i wouldnt recommend cancelling into special moves in your block strings as they are all unsafe (unless he has something like mk9 reptile's zangieflike green hand)

@ninjutsu users:

Do we have other ninjutsu unique strings that are safe? I read somewhere that b2 and f2 are punishable by reptiles dash. I get that b121 (2nd hit cancellable) is awesomesauce.

@wishlist to mods:
hope this can be merged with the general discussion thread. :)
 
Notable strings:

1). B3, 2, F2 (NINJUTSU)

- 11f start-up
- Low starter
- First hit can special cancel
- Untechable knockdown ( 2nd & 3rd hit)
2). B1, 2, 1 (NINJUTSU)
- 10f start-up
- hits mid
- 2nd hit can be hit confirmed
- 0 on block

This is great can you post your BNBs?
 

Ze Dingo

D4->F2 = unblockable. Ice Clone = unpunishable.
Takedown was nowhere close to safe on block in MK9 and it still isn't safe now, not even close. 214 isn't safe either. 114 is.

D4 is one of your best footsie tools in Inferno. F2 is a fast advancing knockdown.
 
This is great can you post your BNBs?
Here are the BnBs I use:

1). F2 or B2 - JK xx Teleport - 2,1 xx Spear - JP - 2,1 xx Teleport | 25% DAMAGE ends in Vortex

2). 2, 1, 4 xx Teleport - 2,1 xx Spear - JP - 2,1 xx Teleport | 29% DAMAGE ends in Vortex. Should be used as a 10f+ punisher

3). F4 or B3 xx Spear - NJP - JK xx Teleport - 2,1,4 xx Teleport | 25% - 21% DAMAGE


A meaty F4 or B3 is great after these hard knockdowns:


1). B3, 2

2). F4, 2

3). B4


Hope I helped!

 
Takedown was nowhere close to safe on block in MK9 and it still isn't safe now, not even close. 214 isn't safe either. 114 is.

D4 is one of your best footsie tools in Inferno. F2 is a fast advancing knockdown.
Damned! Didn't realize that 214 is an unsafe string. ANd yep; learned the hard way that takedown's not exactly safe.

I guess that means his best block string for chip damage is 114. I assume his b3,2 is a safe block string? Is F4,2 also safe? (note that I mostly use the inferno variation).
 

Ze Dingo

D4->F2 = unblockable. Ice Clone = unpunishable.
F4, 2 is a Ninjutsu exclusive string. F4 is slow, can be poked out or armoured through.

Both 114 and B3, 2 have slight gaps, they can be armoured through but the margin for error is very slim which works in your favour.
 
F4, 2 is a Ninjutsu exclusive string. F4 is slow, can be poked out or armoured through.

Both 114 and B3, 2 have slight gaps, they can be armoured through but the margin for error is very slim which works in your favour.
F4 can't be poked out of after a hard knockdown setup like B3, 2
 
F4, 2 is a Ninjutsu exclusive string. F4 is slow, can be poked out or armoured through.

Both 114 and B3, 2 have slight gaps, they can be armoured through but the margin for error is very slim which works in your favour.
Just tested this in the lab.

1,1,4 only gets armored through if you are right on top of them.

B3, 2 couldn't be armored out of at all....

I used KL's Vortex spin btw.
 

Matix218

Get over here!
Takedown was nowhere close to safe on block in MK9 and it still isn't safe now, not even close. 214 isn't safe either. 114 is.

D4 is one of your best footsie tools in Inferno. F2 is a fast advancing knockdown.
Is 114 hit confirmable like 214??
 

Ze Dingo

D4->F2 = unblockable. Ice Clone = unpunishable.
Just tested this in the lab.

1,1,4 only gets armored through if you are right on top of them.

B3, 2 couldn't be armored out of at all....

I used KL's Vortex spin btw.
I stand corrected, then.

I thought there was a definite gap between the B3 and 2.

Thanks.
 
I stand corrected, then.

I thought there was a definite gap between the B3 and 2.

Thanks.
You're welcome!

It seems his only string that can be interrupted is 1,1,4. However, it can't be interrupted from max distance for some reason. 10/10 times the computer failed to armor through it.

It's still a tight squeeze because the computer doesn't interrupt it 10/10 times even when close.
 
You're welcome!

It seems his only string that can be interrupted is 1,1,4.,...
I get the part where timings VERY tight to plow through with an armored move; having said that, what are recommended strings to pull off when up close that are safe and uninterruptible?

And also, what are your go to normals to stop relentless rushdown chars like cassie?
 
I get the part where timings VERY tight to plow through with an armored move; having said that, what are recommended strings to pull off when up close that are safe and uninterruptible?

And also, what are your go to normals to stop relentless rushdown chars like cassie?
B1,2,1 is my go to string in Ninjitsu. It's safe, has slight pushback, and can be hit confirmed into Spear.

I use 2,1,2 an well. It pretty much has the exact properties as B1,2,1.

Don't be afraid to use 1,1,4 because it's still a good string.

Scorpion's doesn't have any parry, panic buttons, or great armored special. You have to rely on his pokes, which are very good this time around.

After a poke on hit, I'd usually tick throw. this get you real estate and conditions the opponent for combo opportunity.

Also standing for is a really great counter-poke. Fast startup and pushback.
 

Scoot Magee

But I didn't want to dash
Takedown was nowhere close to safe on block in MK9 and it still isn't safe now, not even close. 214 isn't safe either. 114 is.

D4 is one of your best footsie tools in Inferno. F2 is a fast advancing knockdown.
The vanilla version of mk9 had an unsafe takedown but the last patch made it 100% safe on block. Mkx it's like -20 or something like that. His hitbox is low so people should look for the best punish.