MK9 | Hell Fire and Brimstone: Scorpion

There’s no reason to combo into hell fire. it’s not meant to be used in combos and the ex version is there to finish the round or match. It’s unblockable for a reason.

Use hellfire to make the other players jump and smack em with a teleport combo. If they block, expecting a teleport, light em up with hell fire. It could even be used offensively during blockstrings as a third option(high, low, unblockable).

One of the problems with scorpion players(aside from teleporting retards) is how they manage their meter. I’m the type that never uses ex moves. His x-ray IMO is just too good.

And the take down special? i use it as part of a low-hit combo. The recovery is bad, even on hit, but at least you’re in and that is exactly where you want to be with scorpion.

I have a scorp alt outfit, anyone wanna trade it for sub-zero? (360)

After messing around with Scorpion in training mode a bit I was really impressed by how strong his High/Low mixup game is. He has two very different overheads in B+BP and the second hit in BPxxFP+BP. Both of these attacks lead to strong combos that do over 25% damage midscreen and set the opponent up for a very long-range low attack F+BK which also combos for over 33% damage.

B+BP functions as a pretty standard fighting game overhead with a slow startup. The best combo I could come up with off of it was:

B+BP, fj.FKxxTeleport, fd, FPxxFPxxFPxxSpear, BPxxFPxxTakeout for 29% damage

BPxxFP+BP behaves really interestingly as an overhead. After a whiffed or blocked BP, the FP+BP overhead comes out incredibly quickly and has tons of range. That and it pushes the opponent back significantly on block meaning it should be a difficult punish even if they block the spear afterwards. Assuming a whiffed/blocked BP, optimum damage can be achieved one of two ways:

BP(whiff)xxFP+BPxxSpear, fj.FKxxTeleport, fd, FPxxFPxxTakeout or
BP(whiff)xxFB+BPxxTeleport, fd, FPxxFPxxFPxxSpear, BPxxFBxxTakeout for 28% damage

Both of these combos have stricter timings, the first one with the very late hitting fj.FK and the second one with the fd to FP after the Teleport.

Once the other player learns to respect how quickly you can overhead from outside of sweep range, you can start using F+BK to initiate a combo with a low from outside of sweep range:

F+BKxxSpear, nj.BP, fd, B+BP, fj.FKxxTeleport, fd, FPxxFPxxTakeout for 36% damage

Or at least I’m assuming it’s from outside of sweep range. All of this was figured over an hour in training mode yesterday and I probably won’t get a chance to pop back into practice mode until Monday. Still, Scorpion seems to have a lot more offensive potential than most other characters.

Scorp’s B+BP has a really strange hit box to it. I have done a lot of really weird stuff. I have randomly AAed with it that lead to a combo that did over 30% damage.

Its a really strong tool for him that not a lot of Scorpion players use.

Interesting, I’ll have to try this out.

It’s funny you mention it, because I was going to post for anyone who is new to MK, a lot of old (ie, mk 1-3) scorpion tricks work. You can anti-air with fp -> teleport punch -> spear -> combo. I’m sure there is something that is higher damage anti-air tho.

Also, against teleport characters (ie, Raiden) you can hold block, tap forward, forward and then if he teleports hit LP and the forwards will count as backs and your spear comes out instantly. If Raiden doesn’t teleport you can just keep tapping forward in anticipation, or release block and get the dash forward…or just hold block and do nothing.

shoot i use B+BP i make sure they learn to fear it just getting hit with that attack is guaranteed 35 to 38 percent love the mind games it can cause too cause just when they think oh he gonna bounce boom you continue the pressure string and when they start to fear the crouching block you hit them with F+BK,FK and you essentially confuse them cause they really dont know where to block. whenever in FP range you can B+BP and catch a bounce its a beautifully devastating move

F+BK xx Spear is so good, yet I don’t see many scorpion players using it.

hey guys this was posted on the test your might forums. it can really help with mix ups from a far-mid range. making scorpions teleport punch safe … especially jumping over projectiles to land on the other side for a big combo

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Midscreen bnbs: FK:1 BP:2 FK:3 BK:4 aj:angled jump

f+4 > spear > nj1 > b+2 > aj3 > teleport > 33 > takedown (36%)

aj1 > 21 > spear > nj1> b+2 > aj3 > teleport > aj3 > teleport (43%)

aj1 > 21 > spear > nj1 > b+2 > aj3 > teleport > aj3 > air grab (40%)

aj1 > 21 > spear > nj1 > b+2 > aj3 > teleport > ex hellfire (37%) <— could be wrong il check later

just found out how to safe port with scorpion jump and right before you hit the ground teleprort and it goes into the whiff motion allowing instant block or x-ray or whatever you wanna use hope im not too late telling others this

I actually havea similar combo as you except my ending is a little different but they do the same damage. My bnb is aj1,11,spear,nj1,b+2,aj3,teleport punch, dash, 11, takedown.

found some more:
aj1 > 2 > 1+2 > teleport > dash > 11 > spear > aj1 > 21 > takedown (35%)

aj1 > 21 > spear > aj1 > b+2 > aj3 > teleport > 1 > dash > 11 > takedown (37%)

aj1 > b+2 > aj3 > teleport > dash > 1 > dash > 11 > spear > aj1 > 11> takedown (31%)

my contribution,an improvement of the classic already posted: aj1 > 11 > spear > nj1 > b+2 > aj3 > teleport > aj3 > air grab > EX hellfire (50%)

yeah scorps got alot of variations on the same combo pretty decent