

This can be very useful to counter opponents throwing out pokes against Scorpion. In addition, Scorpion shortly becomes airborne when used, allowing him to go right over low attacks.

Although the overhead does not lead into a combo, it leaves Scorpion safe at -5 on block. When combined with throws, + becomes even more difficult to react to as the opponent must watch out for the overhead as well as being thrown. While the overhead is reactable, it can be thrown out occasionally to catch opponents off-guard for blocking low. Scorpion’s + is a slow 22 frame overhead attack that can be used as a mix-up with low attacks such as +, and +.

Scorpion’s, , can also be used for pressure as it leaves Scorpion at +7 on block, but is usually not advised due to the large gap in the string and its low reward. Once the opponent is conditioned to block, Scorpion will be able to continue his offense by either using, again or going for a throw. If the opponent tries to throw out an attack, this will whiff punish their attack for a combo. Another option to stop opponents from trying to interrupt Scorpion’s pressure is to walk back and use a mid attack such as +. Once blocked, this will create a frametrap allowing Scorpion to follow up with a + or + poke. This leaves Scorpion at +2 on block and is a great move for pressuring opponents up-close. Banishedīanished (, ) is a high attack that is best used at close-range. Additionally since it leaves Scorpion at -8 on block, it is completely safe against characters without a 7 frame attack.
Mk 11 moves how to#
When using this string, it’s advised to mix up when to finish the string in order to keep opponents guessing on how to punish. The final hit leaves Scorpion at -8 on block and will be more difficult to punish. However if the opponent tries to Flawless Block the string, this will allow Scorpion to stagger the 1st hit for pressure. The 2nd hit leaves Scorpion punishable on block at -10 and can be Flawless Blocked, so it is punishable if the opponent reacts quick enough. Due to the delay before the overhead, the 1st hit can occasionally be staggered despite leaving Scorpion at -7 on block. This string can be used at times to catch opponents off-guard if they’re not prepared to block the overhead. Scorpion’s Soulless ( +, , ) string is a low into overhead attack that can be hit confirmed for a combo. If the opponent does not use a Getup, then Scorpion will be able to stagger the move for pressure. Although the opponent can use a Getup Attack to counter this, it will not deal much damage.

If timed correctly, Scorpion will even be at a slight advantage after the opponent uses a Delayed Getup. Due to its quick recovery, this can be done after knocking an opponent down while keeping Scorpion safe from Roll Escapes and Delayed Getups. + is also one of Scorpion’s safest moves to use against a knocked down opponent. The great thing about this string is that it is a weapon attack with very good range, allowing Scorpion to safely attack his opponents from a distance without putting himself at risk. This string is also completely safe on block, leaving Scorpion at -5. This is a long-reaching mid into low attack that can be hit confirmed into a combo. Scorpion’s primary attack is his The Killing ( +, , ) string. If the Demon Dash ( ) ability is equipped, combos will yield even greater damage while also switching positions with the opponent. The Death Spin Kombo (, , + ) ability will deal higher damage than that of. With the Death Spin ( ) ability equipped, it can be used at the end of combos to send the opponent fullscreen. In combos of 8 hits or more, restanding with an Amplified Spear and using, , KB will deal massive damage while causing the opponent to take damage over time. ,, can be used as an alternative to keep opponents on the same side and to prevent from being punished if the opponent uses a Breakaway. Ending combos with Spear will switch positions with the opponent and deal maximum damage.
