Difference between revisions of "Mortal Kombat 9/Scorpion"
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=== Style ===
=== Style ===
Latest revision as of 00:34, 29 April 2012
Hanzo Hasashi was once a member of the Japanese Shirai Ryu ninja clan. Given the name Scorpion for his blindingly fast and deadly fighting skill, his life was blessed with glorious kombat in the name of his Grand Master. But when he, his family and his clan were brutally exterminated by Sub-Zero and the Lin Kuei, Scorpion's existence became eternal torment. Resurrected by the malevolent necromancer Quan Chi, he entered the Mortal Kombat tournament to slay Sub-Zero and avenge the murders of his kin.
Enhanced Special Attacks
Good for anti air. Tack on a Teleport punch if it connects. Not always guaranteed.
Scorpions overhead launcher. Sadly not safe. Use from max distance to avoid a full punish.
Safe, bufferable low into spear.
Safe overhead kick that gives you a safe jump on hit.
Safe string. You can buffer the spear after 1st or 2nd hit, but not third. After the first 2 or all 3 hits connect Scorpion has advantage and can pressure.
2 hit string that on hit will grant a link into a spear. Safe on block, on hit Scorpion has advantage and can pressure.
Scorpion's fastest attack outside of his generic down pokes. Totally safe on block and allows for a spear link. On hit this will give you advantage to continue pressure.
Scorpions only low starter string. This string will give you a safe jump on hit. The 2nd hit will miss on crouchers and can be punished. Use mostly after cross up jump punch mixups.
Safe string, can be use for safe jump set up's.
Spear- Unsafe from close ranges and leads to a combo on hit. Best used at mid range. Startup is decent and could use a minor speed boost. Whiffs on a crouching target. Ending combos with this puts Scorpion very close to opponent however it is not the most damaging ender.
Demon Fire- This move is only unsafe when jumped. However jumping is the only way to escape it unless the correct setup is used which will be discussed later in advanced strategy. Startup is not extremely fast therefore it's fairly easy to avoid when used outside of the setups. It cannot be avoided by blocking, dashing forward, or dashing backward.
Teleport- Best used to punish projectiles, unsafe on block. On hit Scorpion gets a safe jump. Startup is not fast enough for the player to wait all day to punish projectiles/moves.
Takeout- Best used only in combos little to no use otherwise. Unsafe on block. Not fast enough to try to use a surprise attack. However this seems to be the most damaging move when ending a combo however positioning wise not the best.
Enhanced Special Attacks
Spear- Gives one hit of armor. Hits on crouching unlike the regular. Same properties otherwise.
Demon Fire- Harder for target to avoid because of the bigger hit box and can be guaranteed in certain situations. Can be used to punish jumps from a distance. It cannot be avoided by blocking, dashing forward, or dashing backward.
Teleport- Safe on block and gives Scorpion a combo when cornered on hit. ANYTIME teleport punch is blocked no move in the entire game can interrupt Scorpion's FP, FP or FK FK.
Takeout- Same as Regular just does more damage. Now has armor.
Can be used to end combos and punish projectiles/moves. Think teleport with more damage and looks cool. Unsafe as a regular teleport but faster in startup.
Inescapable Demon Fire- The most common way to do this is after ending a combo with FK FK BK use Demon fire to obtain free damage (Must use EX). Raiden is the only known character to escape this who must commit to his electric fly attack. Also can get free damage from ending a combo with teleport (Can use either Fire).
Bread and Butters
Combos With Enhanced Specials
Combos With X-Ray Attacks