An icon of the Mortal Kombat Franchise, Scorpion has long been a pretty straightforward character to learn and play all the way from the lower end of competitive skill to the highest setting. Nevertheless, for Mortal Kombat 11, it's clear that Scorpion's role is squarely aimed at new players, with a greater emphasis on long-reaching, and thus easier to connect, normals. His enhanced mobility with a teleport and plenty of forward advancing moves makes it much easier for newcomers to the series to stay within his effective range. Finally, when zoned out of that range, he still has some simple tools that allow him to claw his way back into his opponent's face, or rather, bring his opponent to him.
Key Strengths & Weaknesses
Let us first give you an example of the duality of Scorpion's potential, which at once provides great tools in principle but leaves room for counterplay, often exploited at the higher levels of the game. Hell Port, DB3, is a high teleporting move that can also be used as a combo extender. With a 23 frame startup, it always runs the risk of being countered at close range and read at longer ranges. For this reason, you will often see it as a combo extender or started, if it follows up after a hit confirm that allows the frames to execute completely. In this use case, amplifying the move is a must, as you need to launch them up to enact the combo.
The key takeaway of Scorpion's playstyle is that you will always have to compromise on execution. The character lacks quick and dirty normals, meaning that you need to commit to what you have and make sure it fits within the gaps of your opponent's plan. For new players, great, they only can, but must stick to the plan they lay ahead of a match. For expert players, it can provide a sense of rhythm that relies far more on understanding what you can do than your opponent. At least to a point.
|Input||Hit Spot||Damage||Start up frame||Block advantage||Hit frame|
|Input||Hit spot||Damage||Start up frame||Block advantage||Hit frame|
|BF1||HIGH||6||17 / 21||-65 / 15||30 / 4|
|DB3||HIGH||5 / 6||23 / 18||-20 / -14||2 / 3|
|D2 (Sin Balde)||MID||9||8||3||3|
|DF1||MID||6 / 9.31||32 / 15||-13 / -9||5|
|DF1, B||MID||9.31||28 / 15||-17 / -9||5|
|DF1, F||MID||6 / 9.31||37 / 15||-8 / -9||5|
|BF2||MID||10.55 / 12||12 / 1||-17 / 0||16 / 0|
|DF3||MID||7 / 5.85||14 / 18||-21 / -17||10 / 38|
|DF4||MID||9.13 / 11.13||11 / 14||-20||55 / 52|
|DB4||- / MID||- / 5||1 / 2||0 / -15||0 / 3|
Scorpion's Best Moves
Scorpion's Best Buttons
- B1 - Best Hit confirmable Mid.
- B2 - Incredible reach and good utility for hit confirming. But be careful; it can be punished.
- F3 - Great pressure tool
- 1, 1, 2 - Great pressure tool, leaves you on plus if your opponent blocks.
- 2, 1 - Great pressure tool, leaves you on plus if your opponent blocks.
- 1, 2, 1 - Great pressure tool, leaves you on plus if your opponent blocks.
- 1 - Good anti-air if you can time it right
- 4 - A better anti-air for when the opponent does a deep jump in; can even lead to a combo.
Scorpion's Best Variation
- Hell Port - DB3
- Sin Blade - D2 (Air)
- Demon Slam - DL1 (Air)
Scorpion's Best Combos
- 1, 1, DB3, R1, F3, 1, 1, 1, 2
- 1, 1, DB3, R1, F3, 1, 1, BF1
- 1, 1, DB3, R1, F3, 1, 1, BF1, R1, F2, 1, 2
- 1, 1, DB3, R1, 4, DB3, R1, F3, BF1
How To Play Against Scorpion
One of the key elements to fighting Scorpion is to make sure you are punishing his Hell Port. To do this you need to wait just enough to see if it's amplified. If it is, block the strike and then respond, you have 14 frames t do so, most jabs will suffice on a pinch. If it's not amplified then you can reply within 20 frames, more than enough time for a major combo starter. Although risky, you can try to read the Hell Port ahead of time and get even more value. Do be careful with it being cancelable, that will leave you exposed mid-string.
Since Spear is a pretty common combo-ender, you can practice breaking away from it. Though don't do this if your opponent seems to prefer the non-Spear versions of his combos, that will just waste your meter. A final note, his 2, 1, 2 string has a gap before the final hit large enough for a D2, same with his F3, 4. Both require a flawless block.