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.