"ARISE!" Inferno Scorpion Guide

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BloodyNights
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"ARISE!" Inferno Scorpion Guide

Postby BloodyNights » Sat May 09, 2015 6:15 pm

Image

So you're new to MKX and want to play Scorpion? However you don't want to be like the millions of other Scorpion players who only know how to teleport and get punished for their efforts? Well than look no further. But first what are Scorpion's strengths and weaknesses?

STRENGTHS!
+Teleport
+Above Average Footsies
+Great Mix Ups
+Can Actually Beat Grandmaster Sub-Zero's Ice Clones
+Landing Throws Is Incredibly Easy.
+Controls The Sky's With RAGE!
+Easy Combos
+Vortex
+Easy Meter Management
+Can Do His Game Plan Anywhere On Screen
+Great Mobility, and Options to Escape the Corner

Weaknesses...
-Very Slow Zoning Tools
-Very Risky
-Needs A Solid Hit To Get Started
-Has Trouble Dealing With Opponents Who Do Not Jump
-Lacks Corner Pressure
-Not Very Fast Up Close

To be honest Inferno Scorpion is very well rounded, while he does struggle at certain ranges, he still has the tools to close the distance in a blink of an eye, while still being able to threaten his opponent from a distance with his demon minion projectiles. His general game plan is to poke and prod with D4, D3, and F2, to frustrate opponents until they let you get close enough for throw attempts and block strings. If they get jump happy meet them in the air with J3. If they are keeping their distance threaten them with demon minions, or teleport if you are not winning the zoning war but make sure you do this in response to a projectile as they may try to bait you. If they freeze up it's the perfect time to do several jump over punches, into throw attempts, F4, and B3. The end goal is landing a hit with his DB4, or BF1, do a combo and end the combo with a teleport while the opponent is still standing which will leave you with an advantage of +18. Allowing you to virtually do whatever you want to your opponent. Go low, overhead, throw, jump over into a block string...end that block string early and throw? You choose how you want to screw with your opponents head, all without worrying about that pesky wake up attack with armor.

Legend:

1 = Square/X
2 = Triangle/Y
3 + X/A
4 = Circle/B
> = Cancel
JIP = Jump in Punch
JIK = Jump in Kick
NJP = Neutral Jump Punch
Last edited by BloodyNights on Mon May 11, 2015 8:53 pm, edited 13 times in total.

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Re: "ARISE!" Inferno Scorpion Guide

Postby BloodyNights » Sat May 09, 2015 6:16 pm

Best Normals & Combo Strings


• Attack: D1
Damage: 2.00% on Hit, 0.50% on Block
Hit Level: Mid
Range: Close
Frame Data: 6 Frame Start Up, -9 on block, +11 on Hit
Description: Scorpion's fastest grounded normal. It isn't safe on block, and offers very little advantage over D3. However if you need to punish a very quick move this may be your only option. It does not push back at all, allowing for easy throw, or block string attempts on hit.

• Attack: D2
Damage: 14.00% on Hit, 3.50% on Block
Hit Level: High
Range: Close
Frame Data: 8 Frame Start Up, -16 on Block, +25 on Hit
Description: A fast hitting uppercut that's primary use is to anti-air. It's full combo punishable by certain characters, that have quick far reaching normals, or punishable by characters with fast forward moving specials. So yeah, only use it to anti-air, or if you can end a round with it so you don't trigger a breaker.

• Attack: D3
Damage: 2.00% on Hit, 0.50% on Block
Hit Level: Low
Range: Close
Frame Data: 7 Frame Start Up, -4 on Block, +12 on Hit
Description: A short ranged kick. Mostly used when the opponent is right next to Scorpion, it's safe, quick, does not push back at all, and being advantageous as it is. Throws or block strings right after should be your go to options.

• Attack: D4
Damage: 3.00% on Hit, 0.75% on Block
Hit Level: Low
Range: Sweep
Frame Data: 8 Frame Start Up, -7 on Block, +18 on Hit
Description: Very fast low poking and counter poking tool that is safe on block, advantageous on hit. And will easily stuff a multitude of attacks. Has some push back after the attack which will create space. Running afterwards into a block string or throw is recommended. This attack is Scorpion's best poking tool.

• Attack: B2
Damage: 3.00% on Hit, 0.75% on Block
Hit Level: Mid
Range: Sweep
Frame Data: 17 Frame Start Up, -2 on Block, +44 on Hit
Description: A some what slow anti-airing tool, best used if the opponent jumps at you from max distance. You can run after the hit connects, and perform a full combo for about 28% into vortex.

• Attack: F2
Damage: 9.00% on Hit, 2.25% on Block
Hit Level: Overhead
Range: Sweep
Frame Data: 15 Frame Start Up, -6 on Block, +18 on Hit
Description: A fairly quick overhead punch that leads into a hard knock down, it is only punishable by ridiculously fast attacks. Namely Kano's up ball.

• Attack: B3
Damage: 3.00% on Hit, 0.75% on Block
Hit Level: Low
Range: Just shy of sweep distance
Frame Data: 11 Frame Start Up, -11 on Block, +5 on Hit
Description: A fairly quick hitting low kick, that is mainly used in your vortex, but you can surprise people with this move, especially if you've hit them with enough F2's. It can combo into DB4, or BF1, however you'll want to use EX BF1, if you want to make this move safe on block. However because this normal leads into an overhead ending with B32F2, a lot of people like to stand up to block the overhead. Letting you land more DB4's, however it's extremely negative, so you'll take a heavy punish if they block.
Keep in mind that after landing a DB3 a lot of people will block low first, wait a second, and then stand block expecting the F4 overhead. A trick I like to use, is to walk forward slightly, then throw the B3 out, it catches people quite a bit, especially if you mix throws in.

• Attack: F3
Damage: 5.00% on Hit, 1.25% on Block
Hit Level: Mid
Range: Far
Frame Data: 12 Frame Start Up, -8 on Block, +4 on hit
Description: A far hitting hop kick. Despite only being +4 on hit this can be canceled into DB4, or BF1 on hit, into a full combo. It's primary use is for punishing moves that have too far of push back that 114, or 214 cannot reach. Examples would be Uppercuts, Sonya's Dive Kick, Kung Jin's EX Spin etc. It is vital to Scorpion's punish game as it leads to around 33% damage into vortex.

• Attack: F4
Damage: 7.00% on Hit, 0.50% on Block
Hit Level: Overhead
Range: Sweep
Frame Data: 25 Frame Start Up, -8 on Block, +10 on Hit
Description: A slow, but fairly far hitting overhead kick that combos into BF1, use EX BF1 to make this safe. This obviously leads back into Scorpion's vortex. However because it's so slow people can actually see it coming more times than not. You'll have to be tricky. The majority of players will block low, waiting for the much faster B+3, and then if they are not immediately hit with that, they will stand block. Experiment with this move a bit, and see how the opponent reacts.

• Attack: Neutral Jump 1/2
Damage: 7.00% on Hit, 1.75% on Block
Hit Level: Mid While Rising, Overhead When Falling
Range: Close
Frame Data: 11 Frame Start Up, -7 on Block, +51 on hit
Description: A neutral jump punch with fairly mediocre air to ground range. You'll probably miss it more than not as the timing is strict. However, it does work pretty well as an air to air. It leads to 42% damage into vortex meterless! Which is almost the maximum amount of damage he can achieve that leads back into reset opportunities.

• Attack: Neutral Jump 3/4
Damage: 7.00% on Hit, 1.75% on Block
Hit Level: Mid While Rising, Overhead While Falling
Range: Just Shy of Sweep Distance
Frame Data: 7 Frame Start Up, -5 on Block, +35 on Hit
Description: A quick, and surprisingly high priority attack. It can stuff a lot of moves with it's huge hit box. It can get you out of some situations pretty easily, and this move is actually + on block if used low enough to the ground. Which will allow you to beat out opponents attacks. On hit it leads to a hard knock down with hefty advantage to do just about anything.

• Attack: Jumping 1
Damage: 5.00% on Hit, 1.25% on Block
Hit Level: Overhead
Range: Just Shy of Sweep Distance
Frame Data: 8 Frame Start Up, 0 on Block, +12 on Hit
Description: Your go to jump in attack, it's fairly quick, easily combos, is decent at air to airs, and great for air to ground. Being 0 on block means you are more free to go for throws on block, rather than being forced to input your strings in early to stop the opponent from moving before you do. Jumping 2 has a worse hit box, but is more advantageous on hit, but you really do not need the extra advantage to complete Scorpion's combos, so I wouldn't worry about ever using that move.

• Attack: Jumping 3
Damage: 7.00% on Hit, 1.75 on Block
Hit Level: Overhead
Range: Sweep
Frame Data: 6 Frame Start Up, -3 on Block, +50 on hit. And a special note Active for 13 frames, and can be canceled within a 42 frame window
Description: This is without a doubt Scorpion's best attack. This amazing jumping 3 will eat other jump in attacks for lunch, give him a 30% combo into vortex at any point he lands it as well. It has a great hit box for air to air, or air to ground. Because it's active for a long time, feel free to throw this out super early. Most uppercuts will even be stuffed by this move due to it's huge hit box. This move makes Scorpion a nightmare to anyone who jumps around a lot, or does not have a great anti-air to work with. And is actually the reason for a lot of the complaints about anti-airs not being strong enough. To make it even better, if you see someone jumping at you, you can jump yourself and use it as a anti-air. It's cancel window is huge as well, allowing you to easily hit confirm if you landed the kick into teleport. It outclasses Jump 4 in every way, so this is as far as I'm concerned your only jump kick.

• Attack String: 114
Damage: 9.00%
Hit Level: High, Mid, Mid
Range: Just Shy of Sweep Distance
Frame Data: 9 Frame Start Up, 1st Hit is 0 on Block, 2nd is -4 on Block, 3rd is -1 on Block
Description: Scorpion's fastest combo starter. That is mostly used for punishing opponent's unsafe attacks. Luckily on block all three hits of this string is extremely safe. You could very easily end it on the first hit, and go for a throw. Or the second, or even the third. Though you'd want to cancel your strings into specials first if you want to complete the string and go for a throw, as most people will start poking. Starting with this string scales your combos much harsher than 214 does.

• Attack String: 214
Damage: 10.00%
Hit Level: High, Mid, Mid
Range: Just Shy of Sweep Distance
Frame Data: 10 Frame Start Up, 1st Hit is -12 on Block, 2nd Hit is -7 on Block, 3rd Hit is -14 on block
Description: While just slightly slower, this string has comparable range to 114. Do not be discouraged by this string being -14 on block, as you'll be canceling this move into DB1, DB2, DB4,DB3~D, or DB3~F. This string is very much hit confirm-able. On hit teleport, on block you can choose to end it with a demon minion special. And even when you do not cancel it has quite a bit of push back. Negating most peoples punishes, especially if they were waiting for the demon minion to follow after it. And despite the second hit being -7 on block, people respect the following kick. It isn't surprising to be able to land a throw attempt mid way through. JIP, 214>DB1 actually does 6.25% chip damage on block which in my book is quite a bit, so feel free to end games with this.

• Attack String: B121
Damage: 10.00%
Hit Level: Mid, Mid, Mid
Range: Just Shy of Sweep Distance
Frame Data: 11 Frame Start Up, 1st is -8 on Block, 2nd is -4 on Block, 3rd is -1 on Block
Description: A mid hitting string, that I like to call the throw string. After a jump in punch, I'll throw this out and go straight into a throw on the second blocked hit. Or on the third one, really just depends on my mood. Just try not to be too obvious with this one. On another note if the opponent ducks to much against Scorpion, though I never see this in actual matches because people block Scorpion, you can also combo into BF1, off of the B12 string. If all of the hits connects it will send them flying into a hard knock down.

• Attack String: B32F2
Damage: 14%
Hit Level: Low, Mid, Overhead
Range: Just Shy of Sweep Distance
Frame Data: 11 Frame Start Up, 1st is -11 on Block, 2nd is -9 on Block, 3rd is -9 on block
Description: Scorpion does a quick barrage of a low, mid, and overhead attacks. However it's punishable on block, by quick moves. I would use this string sparingly, however this string existing is the reason why people will get hit by B3>DB4. It's smart to end the string short if you can see that the opponent is blocking in time, as most people will hesitate to punish immediately expecting the overhead. This string also chases the opponent, and will more than likely catch opponents who try to back dash Scorpion on wake up. This string also does 3.75% chip damage, 5% chip damage when used after a jump in, making it an excellent game ending string.
Last edited by BloodyNights on Sun May 10, 2015 11:20 pm, edited 12 times in total.

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Re: "ARISE!" Inferno Scorpion Guide

Postby BloodyNights » Sat May 09, 2015 6:16 pm

Special Attacks


• Special Attack: DB3, Can Hold Down, or Forward to Cancel
Damage: 5.00% on Hit, 1.62% on Block
Hit Level: Mid
Range: Full Screen
Frame Data: 21 Frame Start Up, -23 on Block, +18 on Hit/DB3~D Recovers in 24 Frames/DB3~F Recovers in 26 Frames.
Description: Let me just get this out of the way...STOP TELEPORTING RANDOMLY!!! Alright that is out of my system. This is a highly unsafe move, that is extremely threatening to a majority of the cast. Most people will stop what they are doing out of respect for the teleport, wanting to catch it on block for a free punish. Don't give them what they want. Use your teleport when you actively know it will hit. Like when you block a Grandmaster Sub-Zero string and he does Ice Clone, free teleport for you. You see a projectiles start up, toss the teleport out. But you do not want this blocked ever. It isn't worth the risk. This move being +18 on hit is the reason that Scorpion is the Vortex King. End your combos with this move while the opponent is still standing, and you'll have free reign to do whatever you like afterwards.

On a side note for all of your stamina bar you can cancel this move, holding down will teleport you behind your opponent like normal, however Scorpion will not attack. You can use this against opponents who are obviously blocking and waiting for that punish I was talking about. And go for a throw, or your own block string. Though the recovery is fairly long, so your likely to get down poked, or worse full combo punished. So use this tactic sparingly. Holding forward on the other hand, will send you flying backwards, almost full screen where you can start your zoning up, or just to get some distance between you and your opponent, so you have some breathing room.

• Special Attack: EX Teleport, DF1 + Block, Can hold Down, or Forward to Cancel
Damage: 9.75% on Hit, 3.25% on Block
Hit Level: Mid, Mid
Range: Full Screen
Frame Data: 21 Frame Start Up, -46 on Block, +46 on Hit/DB3~D Recovers in 24 Frames/DB3~F Recovers in 26 Frames.
Description: Oh man this move, Scorpions best wake up attack hands down. This teleport leads into a full 30% damage combo into vortex that you can cancel? This is basically your get out of jail free card. Someone might risk not blocking a regular teleport and poking. But hardly anyone will attempt to do anything but block after you throw this out. If you are expecting a bait to block this move, cancel it by holding down and immediately do a throw. It will catch them about 90% of the time. Alternatively you can escape backwards for free almost. Besides EX BF1 this is where most of your meter will be going to.

EX teleport does not have armor in neutral, however it does have armor when done as a wake up attack.

Air Teleports are almost identical to ground ones, except they start up 1 frame faster, and are even more negative on block, so treat them the same.

• Special Attack: BF1
Damage: 3.00% on Hit, 1.37% on block
Hit Level: High
Range: Full Screen
Frame Data: 23 Frame Start Up, -23 on Block, +56 on hit
Description: Scorpion's signature spear, it isn't a bad move. You can use it to catch people jumping full screen away. Or attempt to snag someone with this move while they are running at you to avoid your demon projectiles. However it's massive start up, and being so negative on block along with being a high make this move lack luster in anything but combos. This move is unbreakable.

• Special Attack: EX Spear, BF1 + Block
Damage: 5.00% on Hit, 1.62% on Block
Hit Level: High
Range: Full Screen
Frame Data: 19 Frame Start Up, -5 on Block, +56 on Hit
Description: Hey look at that reduction on block, -5 isn't punishable by a single move in the game. Despite the faster start up, it's still too slow for full screen punishes, and you don't want to spend your precious meter on a high projectile that probably won't hit as a zoning tool. Instead save this for your vortex. It's almost impossible to hit confirm from a B3, or a F4. You might be able to from a F4 if you have sick reactions, but just in case EX Spear will have your back, and your life covered. Please note they can duck this move and get a full combo punish, so it may be wise to throw in DB4 first, or see how they react. This move is also unbreakable.

• Special Attack: BF4
Damage: 11.00% on hit, 1.37% on Block
Hit Level: Low
Range: Just past Sweep Distance
Frame Data: 11 Frame Start Up, -32 on Block, -5 on Hit
Description: Scorpion performs a sliding leg take down. It isn't anything special, and I certainly wouldn't want to throw it out randomly. Some opponents may not realize when you can actually punish the move, but I wouldn't risk my tournament life on it. Use it when you know it will kill to build meter, or for when you just need that extra damage. But mostly for kills only as it's negative on hit, and incredibly risky period.

• Special Attack: EX Take Down, BF4 + Block
Damage: 15.00% Damage on Hit, 1.37% on block
Hit Level: Low
Range: Just Past Sweep Distance
Frame Data: 11 Frame Start Up, -32 on Block, -5 on Hit
Description: An armored special attack...nothing worth mentioning here, generally I see it as a waste of meter. But it's his only special in neutral that get's armor so if you see an attack come at him you might be able to close a round out with this move. On wake up go for ex teleport instead.

• Special Attack: DB4
Damage: 3.00% on Hit, 1.37% on Block
Hit Level: Low
Range: Full Screen, Tracking
Frame Data: 28 Frame Start Up, -27 on Block, +69 on Hit
Description: The bane of many scrubs existence. The low projectile that puts the opponent in a stun state. This projectile is best used raw when the opponent is full screen, especially if they are attempting to zone you. The average person starts jumping at you like a bunny rabbit if they block this move once. A smart player will run at you and cover the distance. When this lands you have two options to close the distance. You can run at them, probably the smartest choice. Or you can use DB3D and teleport behind them, gaining a little bit of meter, before you start up the combo. But you have to be very fast with this option, or they will be free right when you are about to strike. This move is unbreakable.

Note: EX DB4, apparently has slightly better tracking, but I wouldn't waste meter on it because it offers no other advantages. No damage boost, armor, less recovery...just better tracking.

• Special Attack: DB1
Damage: 10.00% on Hit, 2.25% on Block
Hit Level: Mid
Range: Full Screen
Frame Data: 24 Frame Start Up, The game says the move is -21 which is not true, it is more than likely -7 on Block, +4 on hit
Description: Scorpion summons a demon minion from behind the opponent to smack them. It does great chip damage. And it is actually very scary for an opponent to attempt to jump over. As an anti-air from this mid hitting attack leads to Scorpion's most damaging meterless combo possible. It's also his safest zoning tool. This move is unbreakable.

• Special Attack: EX Minion Charge, DB1 + Block
Damage: 15.00% on Hit, 2.88% on Block
Hit Level: Mid
Range: Full Screen
Frame Data: 24 Frame Start Up, Game says -21 on block, I call it a liar and say -7 on Block, + 4 on Hit
Description: A waste of meter for a small damage buff, save your meter for EX Teleport and EX Spear. This move is unbreakable.

• Attack: DB2
Damage: 9.00% on Hit, 2.13% on Block
Hit Level: Overhead
Range: Full Screen, Tracking
Frame Data: 29 Frame Start Up, -27 on Block, -8 on Hit
Description: This move is an interesting one, for starters it is an amazing projectile for anti-airing. But that's already Scorpion's thing he doesn't like people sharing the air with him, or even going in the air period. Next it is very deceptive on block. Most moves have block stun, this move has absolutely none. As soon as the demon touches the opponent they can move again, unlike the other two demon minion projectiles. To this day no one has figured out that this move is full combo punishable on block after a 214 string. So I've been abusing the heck out of it. They simply wait too long to move not realizing that it has absolutely and I'll say this again zero block stun. Scorpion is recovering during this move. But no one punishes him... So I'd actually test this out against your opponents. After a blocked 214 into DB2 test your opponent out to see if they recognize when to actually move and punish, and if they don't you can abuse this move up close and personal. Other wise use it as a zoning tool only. Or throw it out sparingly. It's still an excellent projectile, but you'll only get about two shots before they are on top of you. The opponent can also run at you during it's start up. So be careful, and be smart about how you use this move. This move is unbreakable.

• Special Attack: EX Minion Drop, DB2 + Block
Damage: 13.00% on hit, 2.62% on block
Hit Level: Overhead
Range: Full Screen, Tracking
Frame Data: 29 Frame Start Up, -27 on Block, -1 on hit
Description: Yo that only -1 instead of -8 on hit tho.... useless move, don't spend meter on it as usual. This move is unbreakable.

• Special Attack: X-Ray From HELL! Block + Stance Change.
Damage: 33.70% on Hit, 3.50% on Block
Hit Level: Mid
Range: Full Screen
Frame Data: 22 Frame Start Up, +10 on Block, +2 on Hit
Description: Scorpion's X-ray...well you can hold down the the X-ray buttons and delay this move for quite a long while. Holding back will teleport you behind the opponent before he does the attack. Or while you are holding the X-ray buttons down, you can double tap forward or back to dash cancel out of it. Only purpose I see to using Scorpion's X-ray is if you know it will kill. Alternatively, You can can use X-ray, notice the opponent is ready to block it, dash towards them and throw them for a game ending kill. But using all that meter it should only be done on the final round, and your opponent better be dead by the end of it. This move is unbreakable.
Last edited by BloodyNights on Tue May 12, 2015 3:09 pm, edited 10 times in total.

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Re: "ARISE!" Inferno Scorpion Guide

Postby BloodyNights » Sat May 09, 2015 6:17 pm

Combos


Scorpion does not care where he is at on the screen to start his combos, however if you do not want to put yourself in the corner be mindful of where he will be teleporting too. If jumping over and using 4>DB3 will throw Scorpion into the corner, forget the jump in and just use 4>DB3, it will do slightly less damage but keep you from worrying about corner pressure. After a DB4 it might be best to take a slight step backwards before going for your jump in punches, as it has a tendency to whiff or cross over accidentally which could mess up your combo.

At any point in your combos after you land a BF1, or a DB4 you can go for a throw attempt. it's possible to tech this if they guess correctly. However throws are unbreakable, meaning you can possibly end the round just when they had the meter to get out. Also during your last stun from either BF1, or DB4. Do not be afraid to pause, let hit stun run out and then go for a throw attempt, or a reset opportunity with B3, or F4 . As most people will hold block while being hit, but won't be paying attention to how they are blocking.

Meterless

114/214>DB3, 21>DB4, JIP, 4>BF1, JIP 4>DB3. = 31%/36% Note: Bread and Butter
11>DB4, NJP, DB1, 21>DB3, Run Slightly, 21>BF1, JIP, 4>DB3 = 34%
JIK>DB3, 21>DB4, JIP, 4>BF1, JIP, 4>DB3 = 34% Note, If you land an air to air 1, you can can follow up with this combo.
JIK>DB3, 21>BF1, JIP, 3>DB4, JIP, 4>DB3 = 32% Note: More likely to connect on opponents lower to the ground.
F4>BF1/EX BF1, JIP, 214>DB3, 21>DB4, JIP, 4>DB3 = 31%/33%
B3>EX BF1, JIP, 214>DB3, 21>DB4, JIP, 4>DB3 = 29%
B3>DB4, JIP, 214>DB3, 21>BF1, JIP, 4>DB3 = 31%
Anti-Air DB3, Run, 21>DB4, NJP, DB1, 21>BF1, JIP, 4>DB3 = 34%
Anti-Air DB3, Run, 21>DB4, JIP, 4>BF1, JIP, 4>DB3 = 30% Note: Easier Variation
Anti-Air B2, Run, 214>DB3, B12>BF1, JIP, 3>DB4, JIP, 4>DB3 = 28%
Anti-Air B2, Run, 21>DB4, JIP, 214>DB3, 21>BF1, JIP, 4>DB3 + 27% Note: Easier Variation
F3>DB4, NJP, DB1, 21>DB3, Run Slightly, 21>BF1, JIP, 4>DB3 = 36% Note: Punishes Uppercuts, & Unsafe Specials With Push Back
F3>DB4, JIP, 214>DB3, 21>BF1, JIP, 4>DB3 = 33% Note: Easier Variation
F3>DB4, NJP, DB1, 21>DB3, Run Slightly, 21>BF1, JIP, 4>DB3 = 36%
NJP, DB1, 4>DB4, JIP, 214>DB3, 21>BF1, JIP, 4>DB3 = 42%
Anti-Air DB1, 4>DB4, JIP, 214>DB3, 21>BF1, JIP, 4>DB3 = 43%

1 Bar

EX DB3, JIK>DB3, 21>DB4, JIP, 4>BF1, JIP, 4>DB3 = 30%
114/214>DB3, 214>EX DB3, Run Slightly, 21>BF1, JIP, 3>DB4, JIP, 4>DB3 = 35%/40%

X-Ray!

214>DB3, 4>X-RAY! = 50%
BF1/DB4, X-RAY! = 28/35% Note: Unbreakable, use as match ender only.
Last edited by BloodyNights on Tue May 12, 2015 3:26 pm, edited 5 times in total.

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Re: "ARISE!" Inferno Scorpion Guide

Postby BloodyNights » Sun May 10, 2015 6:26 pm

Character Specific Punishes, and Strategies


Cassie Cage
Spoiler: show
This is one of the few match ups that throwing out instant jump 3 suddenly becomes a bad idea. She has Jumping 1 that is also 6 frames but not as great of a hitbox it still can force trades or occasionally beat you out in the air. However while she is on the ground is why this is a bad idea. Cassie has a small hurtbox. She likes to use this to her advantage by moving backwards, and then if you whiff that air normal she can close the distance and possibly even punish Scorpion on his descent with B12 into a combo.

Even whiffing a D4 is scary against her. Really pick and choose when to do your attacks, going ham against a smart Cassie can really hurt Scorpion in the long run due to her ridiculous B1. The best areas to fight her at, is right in her face, or from a good distance. As her only real long range tool is her guns, or in spec ops her air strikes that you can teleport, or trade with a DB4.

When Cassie uses her get away flip (DB2) do not jump after her and try to punish with a JIP she will be able to block in time. Instead walk forward and do a combo starting with 214. You'll punish her every time no matter what string she uses it out of, it is -30 on block.

Her Glow kick (BF4) can throw people off if you let go of block too soon and she EX'd it. Don't panic and hold block until when she has fully landed. Then punish with 214. Once again do not go for a JIP as a punish. The regular version is -38, and EX is -51. Plenty of time to recognize when to punish.


D'Vorah
Spoiler: show
This is a match up where you will actually want to keep D'Vorah out by running full screen, or fight her at point blank range. Blitzing her before you escape using DB3~F is a smart choice in this match up. Her mid range beats Scorpion pretty badly. As she has superior range, and faster pokes. She will lose the air to air game for the most part, but be careful of her NJP. It is extremely powerful tool against Scorpion if you can read it in time DB3 her while she is still in the air and combo.

Please note that she has very few lows, and the lows that she has leads to very little damage, instead you should worry about her overheads. Also her low hitting spawn puddle (DB1) is heavily advantageous when blocked but does have a decent amount of start up. D'vorah's will like to use this in block strings. Jumping over her head to avoid and punish doesn't work. She recovers fast enough to block. If you wish to punish her for doing this, Instant jump 3 into teleport punishes and combos. If you do not have the timing down for this, BF4 also punishes the puddle on it's start up.

While she is in her broodmother variation she gains access to a low hitting bug that skitters across the ground. Please note that if you teleport and hit her while she is throwing this out, and the bug is out on screen. It will turn around and hit Scorpion if he doesn't block or jump out of the way.


Ermac
Spoiler: show
Ermac is an interesting character. It's a bit tough to figure out how each opponent will play him. Some like to try rushing down, others play keep away.

Almost all of his strings and starters are mids and overheads. And he only has one low string that he can't hit confirm into a combo from and that is... His B3, that starts up in 13 frames that he can cancel into a special to get a full combo, if he doesn't cancel he has two options out of this a low sweep that causes a knock down and is -10 on block. The second low starts up in 20 frames. Go with a throw punish on this unless you can land a 11 string in a 1 frame window, alternatively go for a mix up with your own B3/F4. His second follow up is an overhead this does more damage than the low, it starts up in 15 frames, and leads to more damage. It is -11 on block. I recommend punishing with Scorpion's 11 as it is a 9 frame start up string. The special used is always heavily unsafe but you may need to take a slight step forward first before going for a 214 punish.

His F4 is a very quick overhead that looks like an axe kick it starts up in 12 frames. And a lot of Ermac's will run up and throw this out and go straight into a unsafe special. Regardless if they do or don't either option is extremely unsafe, his F4 is -20 on block, punish with 214.


Erron Black
Spoiler: show
The Mix up monster Erron Black. He has the infamous F13 overhead into low string. And B32U1 which is his go to low starter launch string. However he isn't as scary as you might think. His F13 has great range, but it's pretty slow when you sit down and look at it. And his B3 does not have a lot of range. So if you are worried about the mix up pay closer attention for his F13 in the neutral, that's if you even let him do it while you are threatening him with D4.

A big thing to actually worry about is his slide, and command throw. Slide you will probably see coming, but if he hits you with it, you'll then be forced to guess on knock down. Do you wake up attack? Try and block? Up to you. One other thing to worry about is his strings, You might block his F1 overhead and his follow up low, but he can also go F12>Command grab and catch you for free into a mix up. Also his fairly quick hitting 21122 string has gaps that also allow him to command grab you. Be careful, and try not to be put into these situations.

Slide is full combo punishable by 214.

You can teleport any Rifle Shot, or his BF3 with ease. Effectively taking these tools away from him. Gunslinger might actually be able to bait a Teleport with gun stance cancel. But unfortunately it has too much start up, and recovery time for him to succeed unless you are slow to the punch.


Ferra/Torr
Spoiler: show
Ferra/Torr in general lacks good low combo starters, and for the most part they will be used to poke at you. But they have several overhead options.

Ferra/Torr in Vicious has some really mean Ferra toss projectiles that go overhead, low, or mid. You can't really teleport them on reaction without being extremely twitchy. They are also pretty safe on block. I'd want to be either right in Ferra/Torr's face, or full screen. His projectiles do not reach full screen, but yours do.

You have to be wary of his NJP, it's so huge that it's risky to try and J3 him out of the sky without possibly getting hit yourself. However this move is far from spammable on Scorpion. You'll land plenty of DB3's that will knock him out of the air, and give you a free combo If he uses it too much. He seems to lack good anti-air's as well besides NJP, so jumping over his head a lot seems to work well.

He has a command grab in Vicious, but it seems really slow, and doesn't seem to really be able to cancel from any strings into it on block, so his tick throws seem weak.

In Lacky Torr becomes the main focus. He gets a pretty good AA through his Torr Up, DB2. It's 12 frame start up and only -10 on block. Low poke him with Down 1 and then Go for throw/Low/Overhead set ups if you block this. His EX DB2 however is his new armored wake up of choice. It is 0 on block, the second hit of it is an overhead, and it leads to a pop up. Scary stuff right here.

He also get's boulder roll (BF2) He basically just rolls at you like Donkey Kong. It's -12 on block. Hit him with either 11, or 214 which ever you are more comfortable with for your punish. EX Boulder Roll goes further and has armor, it is -9 on block so punish with a d1/d3 and proceed to pressure.

Word of advice, he can cancel his 6 frame D1 into command throw, and catch you blocking.

That's all I got on Ferra/Torr for now.


Goro
Spoiler: show
Ah Goro, I wouldn't say this is hard match for Scorpion. His attempts at Zoning will be met with a teleport punch in the face. But you knew that already let's get to something you may have not of known.

His DU teleport himself can go right or left? Well...if you wait until right when he would appear on screen again and then teleport, you'll track any direction he goes and hit him without having to guess at all.

Punch Walk is only -5 on block, and so is his EX version of it. So on wake up a Goro won't be very afraid to throw this out, granted he can't really do it on Scorpion as much as he'd like due to his combos leaving him standing. After this is blocked most Goro's mash D1/D3 to beat out any poke attempts. Counter with a D3 yourself as yours is faster than his due to him being -5. Unfortunately your only mid hitting string will probably be eaten by his down attack.

Goro has fast low pokes with both his D1, and D3. They are both 6 frame start up normals. He can cancel these into his command grab.

Goro has hardly any lows that lead to any damage. It isn't a bad Idea to mostly block him standing, other than to stop low poke abuse.

Kuantan Warrior Goro has a ground pound, it hit's the ground twice, and is unblockable if you are on the ground...you can also teleport this. His other special move is a chest lunge. Block it and punish with 214, it's -12 on block

In his Dragon Fangs Variation, he has Fang Spin (DB2), a 12 frame start up spinning slash that has a huge hitbox, and is only -3 on block.

Tigrar Fury, does have a low hitting fireball. His far one DF4 is +1 on block, and the close one is -3 on block. However both have a huge start up of 30 frames. You can treat these fireballs the same way you do D'vorah, if you see him do the fireball in block strings you can instant jump 3>DB3, or BF4. Which ever move you are more comfortable with.


Jacqui
Spoiler: show
Jacqui is a character that lacks overheads in her strings. But please note she does have one, and it is safe on block, it has 17 frames of start up and is only -5. But on block she can't cancel it and her pressure is done. However she can get a combo after the overhead hits. And can even extend it's reach quite a bit with her round house cancel. She does have low starters, and strings that go into lows.

Jacqui isn't too fast up close, however much like Cassie she is good at just walking back and abusing her small hurtbox for whiff punishes. Full Auto Jacqui's projectile is very quick making it tough to teleport on reaction. You'll really need to rely on teleport cancels to get in on her unless you can make the hard read. Ducking and moving forward is always an option.

Best ranges to combat her seem to be either close range, or full screen.


Jason Vorheez
Spoiler: show
Let's talk about Slasher Jason. He has slow normals, but he does have pretty easy punishes, and good anti-airs with his D2, and B2. His NJP isn't too bad either. His main mix up tools are his overhead F2, and F42. Midscreen Jason's overhead will net him very little damage, and push you back, basically resetting the situation to neutral. In the corner however he can get substantial damage, and this is where he becomes scary. Most Jason players will cancel F2 into BF3. it is a safe on block lunging shoulder charge. If you notice them doing this often you can duck, avoid the strike and then stand up and 214 full combo punish. Some will jump the gun and cancel on block into DF1 his -6 frame hit throw, but they will be out of range and it won't be blocked it will whiff instead. Walk forward and 214 full combo punish. If he does any other special full combo punish. If he doesn't cancel, up close you can go for a 11 punisher, 214 combo punisher if you are feeling lucky. It is -11 on block. If he is further away your only real option is a D4.

Now let's talk about his F42 string. It is an low, into an overhead. It's pretty slow, and is -11 on block. However it has what I like to call deceptive block stun. It feels way more positive than it actually is. But because of that I only managed to get about one 11 string as a combo punisher out of like 20 tries. I'm using an Asus monitor, there isn't delay. So I've started just going for a throw attempt, as it feels guaranteed almost. But some Jason players, myself included try to jump, or down poke afterwards, just assuming we are gonna get punished. So you might try swinging at him, and you may catch him if he tries this.

Teleport Machete toss on reaction.

When Jason uses his DD4 to gain armor, don't attack him unless you feel like throwing out an X-ray. Instead jump back, back dash, DB3~F. Just get out of his way until you see him slump that head of his. Then punish however you like/can.

In Unstoppable, and Relentless. Jason loses his overhead/low mix ups. He will have one low starting string that he really only gets any damage out of in the corner. No strings lead into a low, they lead into overheads instead and they will be hard knock downs. So general rule is Block low, and if you are blocking a string stand block.

Unstoppable has multiple command grabs. An Anti-air one, a high one, and a mid one. You can crouch block the high one and it will whiff. He can go straight into command grab off of his F2, it looks like he is smacking both of his fists up against his opponents head. It's a high. The second is off of his 24 string. It's a high punch, into a mid kick. He can also cancel into command grab off of any low pokes.

You can teleport his buff moves and hit him, but I wouldn't risk it, go for a safer option like DB4 instead. Chances are by the time you realize he is buffing himself, and you teleport he will be able to block.

In Relentless Jason has the almighty Pursuit ability with DD3. It temporarily prevents opponents from dashing, running, and reverses their controls. Unfortunately the button control changes seem to be random, however luckily Scorpion has a special in the same direction every time in Inferno. He has DB1, DB2, DB3, and DB4. So without knowing what any of your buttons are, do Up Forward and button press. You'll get a demon minion, or a teleport. All of these will hit Jason, even during his set ups that are meant to make this move more safe. The recovery of this move is 106 frames...almost 2 whole seconds.

Jason's teleport in this variation can be tricky to punish if you don't know when to start attacking. Wait till Jason leaves the screen, and then hit 214. If you try to wait for him to visually reappear he will probably be able to block. If you swing while he is still on the screen you will whiff. Now his EX Lake Mist... appears to be nonpunishable and is something to be respected. Be careful when throwing your Demon Minions.


Jax
Spoiler: show
Jax has great mix ups with overheads and lows. He has fast normals, he can close the distance with his dreaded super high priority, and super safe F21 that is 0 on block. He has a built in frame trap with D1, D12. Has decent zoning. He has the full package. But I think he loses to Scorpion. My reasoning is he doesn't have much of option to deal with Scorpion's D4. He tries to dash punch without meter it will get stuffed. His F212 string gets stuffed. Everything he has that pushes him forward gets knocked by Scorpion's D4. This will make the Jax player more cautious. He will probably try to get you to whiff it, if you do he will be on you very quickly. So be prepared for that.

Despite Jax being a good zoner, he can't use that game plan at all on Scorpion due to the amount of start up he has on his moves. Luckily he also happens to have a super floaty jump.

In Pumped up, if he decides to try and jump and ground pound? DB3...you really don't even have to wait if he neutral jumps, just go ahead and DB3 anti-air into a combo. His regular projectiles are also slow so DB3 him for trying.

In Heavy Weapons he gets better projectiles for zoning...except you can still easily teleport him.

In probably his most dangerous variation against Scorpion, Wrestler, he gets some mean tick throw options. 124>Command Grab. D1, D12> Command Grab work, to make his pressure even more deadly.

While I do think Scorpion wins the match up, one wrong move and you'll be in a world of hurt. Get out of the corner at any costs as well...it's where most of his damage will be coming from.

As for Jax's dash punches...the regular version is only -7 you'll be lucky to get a D1, so go for a throw, overhead, low instead. If you are crazy enough you can duck the dash punch, and punish with 214. But he has an overhead dash punch as well pretty much negating that option.

His Overhead Dash Punch is unsafe at -17, punish with 214.


Johnny Cage
Spoiler: show
Johnny Cage isn't nearly the beast he was in MK9, but I'll at least go over what he can do.

For starters block high, he has very little mix ups, and the general rule is to block his initial overhead F2 so he can't really get anything started. He has a string that ends in a low. 113, it starts from 2 punches, easy to see coming. He also has a string that ends in an overhead, B343, all kicks, very easy to recognize.

A-list Johnny, is all about them run cancels, he will do a string into BF4, Dash cancel into run, into another normal. Regardless of how threatened you feel. Don't panic, you'll take some chip, and he will be done soon enough. It may not be a bad idea to try and hit normals while blocking. It may trigger and knock him out of whatever he is doing. And also may stop that throw attempt.

Fisticuffs gains a new string, and chip damage buff...not much to be honest. He wants to use this buff and then land his B1212121212 string as many times as he can against a blocking opponent. Unfortunately that really only adds up to about 7-8% at point blank range, and he probably will end up over shooting it, so be prepared to punish him while he is mashing them punches.

Stunt Double gains a power up move that lets him shoot green energy projections of himself for anti-airs, zoning tools, combo extenders etc. He wants this activated, while on Jason I said it's probably not a good idea to teleport his buffs? I'd be looking out for this one, because without it Johnny doesn't have much to work with. So get that teleport ready to rock the moment you get some breathing room from him and he isn't glowing. From what I can tell the Green projections do not have recovery, or it's very minimal. So be prepared for Johnny to keep coming after you if you block one of those attacks.


Kano
Spoiler: show
Mortal Kombat's personal shoto, the straight up ballin Kano.

Commando Kano. He has great anti-airs, he has counters both low and mid, he has a decent knife projectile that hits high with great recovery. You'll have to make a hard read to teleport this one from anywhere other than near fullscreen. He has no overheads. But he does have command grabs. One string cancels straight into command grab and that is his F33. He will also try to jail you with his b1, aka moving forward knife slash. It starts up in 9 frames, is a mid, it's +24 on hit, and 0 on block. Even works great as an anti-air. You'll need to utilize your D1/D3 to get out of this frame trap. And if you sit still for too long while he is doing this he is likely to command throw you. Luckily he doesn't have much damage, in this variation. He generally just does small chunks at a time.

Cutthroat Kano finally gets that overhead. He also gets extended range on his normals, and has an easier time actually comboing an opponent. Probably the most damaging variation of Kano. Nothing too new however, Biggest change is his overhead B1. You'll want to play footsies, and try not to get killed. He has comparable if not better footsies than Scorpion. More range on his starters as well, his zoning wins anywhere but full screen. You'll have to play smart and pick and choose your times to get in. And when you land that hit you don't want Kano escaping you. Luckily his new overhead has fairly bad range it's self, he will be more likely to do it when he is right on top of you, so you can block low for the most part.

Cybernetic is the most zone heavy variation. His projectiles are now mids, and they are very difficult to jump over and to teleport. However if you make it full screen you'll then be able to do just that on reaction. He loses the overhead, but his range is comparable but is slower than before.


Kenshi
Spoiler: show
Well Kenshi shouldn't be a problem for Scorpion...

Kenjutsu Kenshi has a raw overhead from his DF1, it's -10 meaning you have exactly a 1 frame window to punish him with 11...so I'd throw him. As for everything else block low. If you block either his DB4, or BF3 from anywhere on screen it's a free teleport punish, or a 214 punish depending on where you are. DB4 is -34, and BF3 is -35.

Balanced Kenshi on block you can teleport punish Kenshi's BF3 taking away his main zoning tool. His Rising Karma projection DB1 on block is -12. Depending on how close to him you are you can either get a 11/214 punish, or a BF4 punish. His EX DB1 has armor on his wake up. At it's maximum possible range blocked you cannot punish him. From about a character's length away on block you get a BF4. And if you block it from point blank range you get F3 as your primary punish tool. He has no overheads besides ones in a couple of strings at the end and his DB4 which are easy to see coming.

In Possessed he gains some interesting tools. For one he has a teleport that will place him right above your characters head. However much like Goro's you can teleport with Scorpion, and you'll knock him right out of the air and get a combo for free. His new DB4 looks very similar to Balanced Kenshi's overhead. Except this time it's a low. His BF3 can be punished on block by a teleport anywhere on screen. He also gets a 19 frame overhead from his BF4, it's only -9 so it's once again not full combo punishable, and it does have push back. So you'll have to run up to start any sort of pressure after the block. Over all I'd say rushing him down, or staying full screen works best against him.


Kitana
Spoiler: show
Kitana...a zoner who has poor zoning ability.

Something you should know. Kitana can beat your Jump 3. Her jump 2 starts up in 5 frames. In fact you probably don't want to be in the air against her at all. As that's where she will get most of her damage from. She also relies heavily on punishes. If you teleport make sure you are teleporting to hit her while she is throwing a fan. Because a smart Kitana will be baiting you the entire time. If you feel like it you can just duck and move towards her after every fan toss.

Kitana has two overheads, X-ray, and B2. B2 does 9% and knocks down. Starts up in 24 frames. Incredibly slow. But do note that when she is jumping at you, a lot of Kitana players will float right before she is about to land and overhead you with a NJP. So don't block low until she is all the way on the ground, if she has made you afraid to anti-air her. Her D1 starts up in 8 frames, and is -10 on block, and only +3 on hit. Her 21 string is -12, 212 is -10, F2 is -18, F22 is -17, F22U4 is -21, but she can cancel F22U4 into two things, if she floats use BF4, if she fans run up and 214. If she stops on her F11 string, punish her with 11, or 214 if you are feeling ballzy it's -11. Only strings that are really safe is her 111 string at -5, F112 at -5, and B14 at 0 on block.

If she does DB2 on block it's -15, so use 214, Throat Slice BF3 is -30 walk forward slightly and 214 her. Fan Throw is -10, you can attempt to punish with 11, or just throw her, or mix her up. Her Fan Lift DB1 is -14, depending on distance you can get 11, 214, or BF4 as a punish.

Assassin variation you can punish Assassin strike DB3 with 11 the easiest, or 214, or BF4. It's -16 on block. Princess Parry is useless and doesn't counter lows, or jump ins, but she can hold it, it has 18 frames of start up, meaning it's slow. If she does assassin strike to you, some Kitana's may attempt to use Sharpen. On hit Assassin Strike is +45, Sharpen recovers in 73 frames, you can wake BF4 her for trying.

Royal Storm gets the Flying Booty! Aka a new DB3. It's -17 on block for the regular version, and -31 on block for ex, neither do much damage. She can do this move in the air to try and escape pressure by flying to the other side of the screen. But..it has 63 frames of recovery. You've got enough time to pretty much walk to where she just went and still 214 her. Her EX version sends her flying a lot further, but she still has 63 frames of recovery, you are gonna have to run this time to 214 her... She gains more range on her DB1, so she could catch you ducking and not blocking if you are not careful while you are moving in on her.

In Mournful she get's a new projectile that makes her air game not nearly as scary. It's hits mid though so you can't duck it. But you can teleport this one on reaction with no problems. You can also low profile it with D4 when you are closer to her. She get's a fast moving shadow kick...that hits high that's only -8 on block but you can duck it and get a full combo punish if they are just throwing it out. And Staff Grab, that isn't really a grab, she just thrusts a pole at the persons stomach. It hit's mid, and is -12 on block punish with either 11, or 214.


Kotal Kahn
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Kung Jin
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Kung Lao
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Liu Kang
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Mileena
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Quan Chi
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Raiden
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Reptile
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Scorpion
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Shinnok
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Sonya
Spoiler: show
If you've been living under a rock and haven't seen Sonya's mix up game...let me tell ya Sonya can really put it on ya! She has an amazing overhead into low string with her B14 that has great range. She also has a low starter with B332. Both will lead into a combo.

She also has a pesky dive kick, this move goes unpunished by a majority of the cast a good bit of the time, or at best she will take a small life reduction from a special. But Scorpion's F3 will keep her in check and punish her for trying with great damage into a vortex. This should discourage her from going nuts.

In Covert Ops the mix ups keep on coming, after a blocked B14, or B332, she can cancel into military stance. From military stance she has exactly four options. She can overhead, a semi slow cartwheel that launches the opponent into the sky for a combo. A fairly fast hitting low, a command grab, and finally she can cancel the stance all together to make herself safe.

While it's tough to figure out what she plans to do in military stance, because it's really just player dependent. A good way to start to figure out how the opponent plays is to down block, look out for the overhead and be prepared to stand. If the low comes quickly you are good, if it doesn't fly at you near immediately, let go of block back dash, start swinging, or stay ducking, she will probably be trying to go for a grab which you'll avoid and if you ducked you'll get a full combo punish if you are quick.

Special Forces has the almighty flying drone at the expense of military stance. When you are full screen or when she is trying to get space, DB4 is your only zoning tool. Make her pay for trying to summon drone.

But what can the drone do? Well for starters it can extend her combos. It can fire a slow moving but tracking projectile that will not vanish even if Sonya is hit. It can shoot you with an overhead as long as it's close above your characters head. It can suicide bomb you with a low. You do not want her to use this tool. Without it she has mediocre damage, with it she gets powerful tools to shut you down. But Inferno can deal with her, through the use of DB4, when she tries to bring it out.


Sub-Zero
Spoiler: show
Subby Z is as frustrating as ever. He shares a very similar D4 to Scorpion giving him the ability to play footsies with him. He also has the dreaded B2 overhead and B33 double low. Because of B33's double low you cannot fuzzy guard him. However you can punish B2 on block. How? You can very quickly run slightly and use 11, You have one frame to use F3, or you can go with a guaranteed punish through the use of BF4. In neutral be prepared to Teleport his ice ball on reaction. If you block an ice ball up close, 214 is a punish.

Grandmaster Sub-Zero has the dreaded Ice Clone, jumping at him carelessly, or rushing him down carelessly will leave you frozen. However on any string that he does besides a sole F4, him canceling into Ice clone will net him a free punish with either a raw teleport, or an EX teleport. Be prepared for the Sub-Zero player to not finish strings into ice clone, as he will either give up or be trying to bait teleport. In the neutral be prepped to throw out a teleport or DB4, as you'll want to catch them on both ice clone, or ice ball to make them regret ever using them.

Cryomancer Sub-Zero loses ice clone for the Nerf Hammer, a huge sword for a D2, and a new Cold Blooded combo ending string. He has a couple of other new strings as well but they are underwhelming. A good bit of people will throw out Sub's new DB2 in block strings. Well this is actually not a good idea, don't worry about blocking. 214 him out of it's massive start up. You will need to respect the EX version however, it has armor, starts up faster, and leads to a pop up. In combos Cryomancer will use the new F421+3 string. It will do hefty damage, and leave you standing at 0 right next to him. This can be pretty scary. I can tell you that the majority will do three things. B33, B2, and D2. It might be in your best interest to back dash, but if you do that too much he may start sliding to catch you. You will have to make the hard read.

Unbreakable Sub-Zero, this version is probably the hardest for Scorpion to fight. Your first reaction to seeing Sub-Zero do a move from full screen in other variations is to simply teleport. But if you are twitchy with it against this version, he might have just baited you by encasing himself in ice which isn't punishable. I'd suggest only having your teleport ready to rock if he has already used ice armor. But why this makes it the most annoying is the lack of chip damage he will receive, and if he EX'd he will even take reduced damage. Scorpion loves doing chip damage, and not being able to do it goes against his fundamental game plan. He also gains a ice parry. This move beats lows, mids, and overheads. If you retaliate immediately after a string he might use this to try and catch you. If you wait till right when the ice shatters you can get a 214 punish, but you may need to walk up first.


Takeda
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