Tuesday, June 4, 2013

Day One Combos: Scorpion

Source: EventHubs/DreamKing

Takeaways:
  • Fast...Very Fast
  • Can score a juggle combo off of L, L, H xx Teleport Punch due to the knock back of final hit for that chain. (As seen in the first combo)
    • Not very high in damage. You'll be averaging about 30% - 35% in BnBs, with meter.
    • Trait works a lot like Grundy's Grave Rot. Not quite as effective for combos because many of Scorpion's combo extenders knock the opponent away. (i.e. L - L - H, EX Teleport Punch, etc.)
    • Teleport Punch is very fast and EX leads to free combo.
    • Retains two moves that work as combo extenders: EX Spear and EX Teleport Punch.
    • B+M is an overhead that causes bound state. Can combo into it from jumping attack and can follow up for extended combo.
    • F+M - M - U+H chain deals good damage and is special cancel-able. Pops up at the end but can not combo afterward without usage of special moves. In corner, using Flip Kick at the end of the chain will allow for combo extension. (Example in last combo).
    • When used early in a combo, EX Spear holds the opponent in the immobile state for quite a long time. Long enough to jump over them and hit B+H.
    • Air Grab can be combo-ed into after a jumping normal. (Performed by hitting down and LB or L+H).