======================================= M O R T A L K O M B A T 2 0 1 1 Scorpion Character Guide by ELC1837 ======================================= Version History / ---------------- 05/26/2011 - Ver. 0.8 ...FAQ is written. ...Matchup and Trivia sections are blank. ...No Meter-based Kombos in Advanced Kombos. ...Damage values and frame data missing. 08/01/2011 - Ver. 0.81 ...Updated descriptions of move properties. ======================================= Table of Contents / ------------------ [0001] About ELC1837 [0002] About Mortal Kombat (2011) [0003] About Scorpion [0004] Scorpion's Moves ...[0004.1] Normals ...[0004.2] Specials ...[0004.3] Basic Kombos ...[0004.4] Advanced Kombos ...[0004.5] Fast Tags ...[0004.6] Tag Kombos ...[0004.7] Tag Specials ...[0004.8] X-Ray ...[0004.9] Finishers [0005] Scorpion's Style [0006] Scorpion's Matchups ...[0006.1] Baraka ...[0006.2] Cyber Sub-Zero ...[0006.3] Cyrax ...[0006.4] Ermac ...[0006.5] Jade ...[0006.6] Jax ...[0006.7] Johnny Cage ...[0006.8] Kabal ...[0006.9] Kano ...[0006.A] Kitana ...[0006.B] Kratos ...[0006.C] Kung Lao ...[0006.D] Liu Kang ...[0006.E] Mileena ...[0006.F] Nightwolf ...[0006.G] Noob Saibot ...[0006.H] Quan Chi ...[0006.I] Raiden ...[0006.J] Reptile ...[0006.K] Sektor ...[0006.L] Shang Tsung ...[0006.M] Sheeva ...[0006.N] Sindel ...[0006.O] Smoke ...[0006.P] Sonya ...[0006.Q] Stryker ...[0006.R] Sub-Zero [0007] Frequently Asked Questions [0008] Trivia [0009] Krypt Unlockables [0010] Closing ======================================= [0001] About ELC1837 / --------------------- ELC1837 (aka ELC or EpicLevelCommoner) is a gamer. Not a very good gamer, to be quite honest, at least not in practical situations. But he makes up for that short-coming with keen insight in gaming theory. Basically, more of an astronomer than an astronaut, but definitely not an astrologist. Oh, and the [####.#] tags? They're there so you can use your browser's find function to jump through the FAQ. If you need to return to the Table of Contents, just return to the top of the page. ======================================= [0002] About Mortal Kombat (2011) / ---------------------------------- Mortal Kombat (2011) is the series reincarnation, with klassic 2D gameplay mixed with a hint of the more recent 3D elements. Strangely enough, Medium hits are the overhead attacks, not High hits. Of course, some High hits will whiff on a ducking opponent; this will be noted for each High attack. For this FAQ, the following notation will be implemented: Command Notation PS3 XBOX 360 --------------------------------------------- Forward F Back B Up U Down D --------------------------------------------- Front Punch 1 [] X Back Punch 2 /\ Y Front Kick 3 X A Back Kick 4 O B --------------------------------------------- Block BL R2 RT Throw H R1 RB Flip Stance FS L2 LT Tag T L1 LB X-Ray XR L2+R2 LT+RT --------------------------------------------- Neutral Jump nj. Jump In jin. Jump Out jout. Jump Over jover. ======================================= [0003] About Scorpion / ---------------------- Real Name: Hanzo Hasashi Origin: Earthrealm, Japan Resides: Netherrealm Alignment: Neutral Allies: Shirai Ryu Enemies: Lin Kuei Race: Spectre (formerly Human) --------------------------------------- Biography / ---------- 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. ======================================= [0004] Scorpion's Moves / --------------------------------------- [0004.1] Normals / ----------------- 1 - Universal Front Punch; High; whiffs on ducking opponent; Poke 2 - Universal Back Punch; High; 3 - Universal Front Kick; High; Poke 4 - Universal Back Kick D+1 - Universal Low Front Punch D+2 - Universal Uppercut; High; Launcher (cannot combo out of) D+3 - Universal Low Front Kick D+4 - Universal Low Back Kick B+4 - Universal Sweep; Low; Knockdown nj.P - Universal Neutral Jump Punch; Medium; Launcher nj.K - Universal Neutral Jump Kick; High; Knockdown j.P - Universal Jump Punch; Medium j.K - Universal Jump Kick; High F+2 - High; hits ducking opponent B+2 - Medium; Launcher; Anti-Air against close-low opponents F+3 - Medium; Knockdown; OTG F+4 � Low; Poke H - Throw; air-ok --------------------------------------- [0004.2] Specials / ------------------ Spear (B,B,1) - Scorpion flings his trademark spear across the screen. On hit, he reels the stunned opponent in. Hits High; can be Ducked and Jumped. Slightly unsafe on block; extremely unsafe on whiff; Anti-Air against far-low opponents. Flame Spear (B,B,1+BL) - Same as spear, except Scorpion has one hit of Super Armor and it does more damage. Demon Fire (D,B,2) - Scorpion summons hellish flames at his opponent's feet. Unblockable on ground; no effect on opponents in air; tracks location; can be used as anti-wakeup if timed; unsafe on whiff if opponent can punish. Hell Fire (D,B,2+BL) - Same as Demon Fire, except has a slightly taller hit-box to prevent escape in certain situations, and hits OTG, making it an excellent anti-wakeup tool. Teleport (D,B,3) - Scorpion vanishes in a blaze of glory before reappearing behind his opponent. Hits High; air-ok; unsafe on block or whiff; allows for safe jin.P or jover.P on hit. Flameport (D,B,3+BL) - Same as Teleport, except Scorpion adds an extra uppercut. Both hits High; air-ok; safe on block; unsafe on whiff; continues or starts a juggle on anti-air hit. Takedown (D,B,4) - Scorpion does some kind of breakdancing move and trips his opponent. Both hits Low; unsafe on block or whiff; knockdown. Takeout (D,B,4+BL) - Same as Takedown, except for a very minor increase in damage and a minor increase in range. Not recommended for use. --------------------------------------- [0004.3] Basic Kombos / ---------------------- Note: all Basic Kombos with Specials can be used with either normal or EX versions. 1,1 - Safe string that keeps you close to your opponent. Both hits High; able to pressure after hit. 1,B,B,1 - Kombo into Spear. Spear unsafe on block. 1,1,1 - Safe string that allows a safe jin.P on hit and pushes the opponent away from you. All hits High; able to pressure after hit. 1,1,4 - Safe string that pushes the opponent away on block and further away on hit. All hits High; knockdown on hit. 1,1,B,B,1 - Kombo into Spear. Spear unsafe on block; can hit-confirm on first hit before going for Spear. 1,1,D,B,4 - Kombo into Takedown. Takedown unsafe on block; can hit-confirm on first hit before going for Takedown. 2,1 - Safe string that pushes the opponent away from you. Both hits High; able to pressure after hit. 2,1,2 - Safe string that pushes the opponent away. Last hit Medium; knockdown on hit. 2,1,B,B,1 - Kombo into Spear. Spear unsafe on block; can hit-confirm on first hit before going for Spear. 2,1,D,B,4 - Kombo into Takedown. Takedown unsafe on block; can hit-confirm on first hit before going for Takedown. 2,1+2 - Launcher. Second hit medium and unsafe on block. F+2,1 - Safe string with minimal recoil. Both hits High. F+2,1,4 - Kombo that on hit or block pushes opponent far away. All hits High; Knockdown on third hit; safe on block; third hit unsafe on whiff. F+2,1,B,B,1 - Kombo into Spear. Spear unsafe on block; can hit-confirm on first hit before going for Spear. F+2,1,D,B,3 - Kombo into Teleport. Teleport unsafe on block; can hit-confirm on first hit before going for Teleport. F+2,1,D,B,4 - Kombo into Takedown. Takedown unsafe on block; can hit-confirm on first hit before going for Takedown. 3,3 - Safe string with minimal recoil and good range. Both hits High; able to pressure after hit. 3,3,4 - Safe blockstring that keeps you close to opponent. Knockdown on hit; all hits High. 3,3,B,B,1 - Kombo into Spear. Spear unsafe on block; can hit-confirm on first hit before going for Spear. 3,3,D,B,4 - Kombo into Takedown. Takedown unsafe on block; can hit-confirm on first hit before going for Takedown. F+4,3 - Kombo that allows for safe jin.P on hit. First hit Low; second hit High; unsafe on block. F+4,B,B,1 - Kombo into Spear. Timing is precise; Spear unsafe on block. F+4,D,B,4 - Kombo into Takedown. Timing is precise; Takedown unsafe on block. j.P/j.K,H � All-purpose Anti-Air; knockdown at full-screen distance. j.P/j.K,D,B,3 � Anti-air against middle-high opponents; An extra-damage staple for advanced kombos. Timing is precise, but allows for a juggle after teleport. j.P is easier to land and j.K deals more damage. j.P Mix-Up - After a jin.P or jover.P hits a grounded opponent, you can follow with any normal or any basic kombo other than B+4, D+2, j.P, j.K, nj.P, and nj.K. Can hit-confirm on j.P for basic kombos and fast tags with an unsafe second hit. NOTE: As of writing this there is a glitch where after going for a j.P Mix-Up and are blocked, you won�t be able to block as soon as if you went for the kombo without the j.P. --------------------------------------- [0004.4 Advanced Kombos / ------------------------ Advanced Kombos are really nothing more than Basic Kombos combined by juggling, dashing, and stunning the opponent for more damage. Here are the pieces Scorpion uses: Naked/Basic Kombo Spear - Juggle set-up; F+4,B,B,1 is notable as a Low for Medium-Low Mix-Ups. jin.P/jover.P/nj.P,B+2 - Juggle starter. B+2 after j.P floats lower, making it more difficult to do more damage. B+2 itself is notable as a Medium for Medium-Low Mix-Ups. 2,1+2 - Juggle starter. Second hit can be hit-confirmed after jin.P. Must follow with either a Naked Spear or Naked Teleport to continue combo. Cannot use other juggle starters after this. jin.K,D,B,3 - Anti-air starter and Kombo follow-up. Timing is precise, and thus more difficult to deal more damage. jin.K is optional if timing is too difficult. D,B,3 - Juggle follow-up. Use after 2,1+2 launch instead of jin.K,D,B,3. 1,1,1,B,B,1 - Kombo follow-up. Juggles opponent in air before landing Spear. Third 1 is optional if opponent is too high in air. jover.P Mix-Up - Kombo finisher. If you used a juggle starter and, at some point, followed with a Spear, then use this to finish the Kombo. Basic Kombo - Kombo finisher. If you used a Naked or Basic Kombo Spear to start your Advanced Kombo, use this to finish your Kombo. Spear-Teleport Kombo Note - If use both Spear and Teleport once in a Kombo, you cannot juggle an opponent with either Juggle starter off of Spear. Juggle-Spear Kombo Note - If you use a Juggle starter before Spear, you cannot juggle an opponent with the other Juggle starter off of Spear. No Loop Note - Both Juggle starters and Spear cannot be used twice in the same Kombo to keep the kombo going. Demon Fire Note - Although Demon Fire cannot be comboed into or out of, you can use it instead of a safe jin.P for almost-guaranteed damage. Meterless Examples: jin.P,B+2, jin.K,D,B,3, F,F,1,1,1,B,B,1, jover.P,F+2,1,D,B,3 jin.P,3,3,B,B,1, nj.P,F,F,B+2, jin.K,D,B,3, F,F,F+2,1,4 jin.K,D,B,3, F,F,1,1,1,B,B,1, jover.P,F+2,1,D,B,3 jin.P,2,1+2, D,B,3, F,F,1,1,1,B,B,1, jover.P,F+2,1,D,B,3 And, for those who play against players that do not block, here's a safe jin.P Mix-up Fake-Loop formula: jin.P--->Basic Kombo Spear--->jover.P ^ | | V |_______________Basic Kombo Teleport --------------------------------------- [0004.5] Fast Tags / ------------------- 2,1+2,T - Juggle-starter for your partner. Second hit unsafe on block. B+2,T - Juggle-starter for your partner. First hit unsafe on block. --------------------------------------- [0004.6] Tag Kombos / -------------------- When called in for a Tag Kombo, Scorpion will end the combo with a medium knockdown attack. 1,1,T - Kombo that tags your other character in. Can hit-confirm on first hit before going for Tag. 2,1,T - Kombo that tags your other character in. Can hit-confirm on first hit before going for Tag. F+2,1,T - Kombo that tags your other character in. Can hit-confirm on first hit before going for Tag. 3,3,T - Kombo that tags your othe character in. Can hit-confirm on first hit before going for Tag. --------------------------------------- [0004.7] Tag Specials / ---------------------- D,B,T - When called for a Tag Assist, Scorpion will use Demon Fire. D,F,T - When called for a Tag Attack, Scorpion will use Flameport. --------------------------------------- [0004.8] X-Ray / --------------- Scorpion Sting - Scorpion quickly sinks into the ground before zooming behind the opponent and punching them. During the X-Ray animation, Scorpion breaks his opponent's jaw and stomps on their chest before hopping back from them. --------------------------------------- Pros / ----- Start-up safe against attacks that whiff on a ducking opponent. Punishes unsafe strings and jumps. Can be comboed into. One hit of Super Armor. --------------------------------------- Cons / ----- Entry hit is High. Cannot be comboed out of. --------------------------------------- [0004.9] Finishers / ------------------- Split Decision - F,D,F,2 (close) Scorpion slashes the opponent twice, separating legs from torso and torso from head, before kicking the torso away and vertically slicing the opponent's head. Nether-Gate - B,F,B,3 (close) Scorpion ties a noose around the opponent's neck. After Netherrealm portal appears, Scorpion kicks his opponent through it while holding onto his spear. The opponent then drops from a portal above, their skeleton dangling above the floor. Toasty! - D,U,U,2 (jump) (MK1 Costume Required) Scorpion removes his mask, revealing a burning skull. He then spits fire at the opponent's feet and burns them alive. Stage Fatality - F,U,U,1 (close-sweep) Varies with each stage. Babality - D,B,F,D,4 (jump) When performed on Scorpion, Scorpion will turn towards the opponent, yell "Get over here!" in his baby voice before throwing his spear. The momentum causes him to fall on his face, where he proceeds to throw a tantrum. ======================================= [0005] Scorpion's Style / --------------------------------------- As Scorpion / ------------ Scorpion has a strong anti-air game, but a weak anti-ground game. He also has no way to escape any strong pressure. Thus, you want your opponent to jump, and you want to keep them either far away or close to you. The best way to keep your opponent away to zone/bait with Demon Fire while they're at far-range, then at close-range go for throw or F+2,1,4 to send them away. If they start jumping blindly to avoid damage off of Demon Fire, use Spear, B+2, or jin.K,D,B,3 for a Kombo. Speaking of Kombos, always try to end your Kombos with a standard Teleport on a grounded opponent; this will allow for a safe jin.P Mix-up. If you want to keep your opponent close to you, use the Demon Fire zoning/baiting tactic as before, but when your opponent gets in close-range, use the variety of pokes and strings you have available to apply pressure and possibly hit-confirm into a kombo. --------------------------------------- Against Scorpion / ----------------- Unless you have an air-ok movement option, never jump while Scorpion is idle. No matter where you are, he can hit you with an Anti-Air attack for a kombo. Demon Fire is more of a pest than a threat; jump it on reaction if you can, but don't worry if you get hit by it. Once you get on him, just keep applying safe pressure while guarding against his safe pressure. Most of his specials can be heavily punished on block, whiff, or both, so practice dodging Demon Fire, Spear, and EX Teleport and blocking regular Teleport and Takedown just in case of spammers. --------------------------------------- Pros / ----- Strong anti-air game. Unblockable zoning/baiting. Projectile that stuns and pulls. Air-ok Teleport which can be used to bait and punish with high-risk-high-reward anti-air attacks. Super-Armor on EX Spear. Juggle on EX Teleport. X-Ray Teleport. Safe jin.P Mix-up Fake-Loop. Variety of safe pokes and strings. Can safely hit-confirm a Basic Kombo Spear with most strings. --------------------------------------- Cons / ----- Weak anti-ground game. No unique way to escape pressure. All specials and EX specials unsafe on block, whiff, or both. Most specials and EX specials are slow and easily read. Dependent on baiting for some kombos. Poor mix-up options without jin.P. ======================================= [0006] Scorpion's Matchups / --------------------------------------- [0006.1] Baraka / ---------------- --------------------------------------- [0006.2] Cyber Sub-Zero / ------------------------ --------------------------------------- [0006.3] Cyrax / --------------- --------------------------------------- [0006.4] Ermac / --------------- --------------------------------------- [0006.5] Jade / -------------- --------------------------------------- [0006.6] Jax / ------------- --------------------------------------- [0006.7] Johnny Cage / --------------------- --------------------------------------- [0006.8] Kabal / --------------- --------------------------------------- [0006.9] Kano / -------------- --------------------------------------- [0006.A] Kitana / ---------------- --------------------------------------- [0006.B] Kratos / ---------------- --------------------------------------- [0006.C] Kung Lao / ------------------ --------------------------------------- [0006.D] Liu Kang / ------------------ --------------------------------------- [0006.E] Mileena / ----------------- --------------------------------------- [0006.F] Nightwolf / ------------------- --------------------------------------- [0006.G] Noob Saibot / --------------------- --------------------------------------- [0006.H] Quan Chi / ------------------ --------------------------------------- [0006.I] Raiden / ---------------- --------------------------------------- [0006.J] Reptile / ----------------- --------------------------------------- [0006.K] Sektor / ---------------- --------------------------------------- [0006.L] Shang Tsung / --------------------- --------------------------------------- [0006.M] Sheeva / ---------------- --------------------------------------- [0006.N] Sindel / ---------------- --------------------------------------- [0006.O] Smoke / --------------- --------------------------------------- [0006.P] Sonya / --------------- --------------------------------------- [0006.Q] Stryker / ----------------- --------------------------------------- [0006.R] Sub-Zero / ------------------ ======================================= [0007] Frequently Asked Questions / ---------------------------------- Q: Demon Fire is broken. Nerf please. A: Not a question, and not directed to me, but I'll give you some advice. Demon Fire (and Hell Fire) takes the formula for other unblockable moves and throws it out the window. Demon Fire has a quick, though noticeable startup, and on whiff or hit, leaves Scorpion and the opponent on equal footing. It will whiff if used too early as an anti-wake-up or if jumped on reaction. If you get hit by it, mash dash-blocking so that you can edge closer in case of spam. Never blind jump, as that is punishable with anti-air kombos. And, finally, if you're close enough, just poke Scorpion when he tries to start it up. Q: TL;DR of that? A: Demon Fire, although hard to avoid, is more of a pest than a threat. Don't let Scorpion bait you into blind-jumping! ======================================= [0008] Trivia / -------------- ======================================= [0009] Krypt Unlockables / ------------------------- DL20 - Scorpion Shadow Render DL35 - Scorpion Fatality Sketch DL44 - Scorpion Reveal Render DL51 - Scorpion Costume 1 Concept DL118 - Retro Scorpion Render DL119 - Scorpion Costume 2 BM72 - Scorpion Fatality 2 BM74 - Scorpion Fatality Sketch MD46 - Scorpion Damage Concept 1 MD55 - Scorpion Render ======================================= [0010] Closing / --------------------------------------- Credits / -------- Myself, for compiling and formatting this FAQ. res0, for putting my theory to the test and collaborating with me on this FAQ. Mass respect, dude. TH3 SYN, for our debates on Demon Fire. Without your opposing arguments, I would have never had any idea how to counter Demon Fire or how to use it effectively. japongt, for inspiring the kontent covered in the FAQ with his Kitana FAQ. Karmoon, for informing me of Takeout's extra range. Netherrealm Studios and Warner Bros., for making MK (2011). www.testyourmight.com and www.shoryuken.com, for giving me info to build this FAQ off of. GameFAQs, for hosting this FAQ. You, for reading and contributing to this FAQ. --------------------------------------- Contacts / --------- ELC1837 - [email protected] --------------------------------------- Legal Information / ------------------ Copyright 2011 Aaron Wilbers. This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site other than GameFAQs and its associates or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. =======================================