Mk trilogy scorpion combos.
2D Kombat Klassics
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Mk trilogy scorpion combos.


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Off a punisher (when someone does a move that is blocked and they wind up in the air): do two HPs, Jump Kick, Teleport Punch, Harpoon, HP, HP, HK, B+HK, 9 hits 51%.
If you are facing mid screen when you are doing the first two HPs, teleport punch off them, and then do two more HPs, harpoon, 4 hit combo, for 55%, with a little timing you can get a JK instead of the 4th HP, and that will be 64%.
Yet another punisher, which requires a bit more timing, run step in, HPHP, JK, harpoon, 4 hit combo, 8 hits 57%
Some other combos you can get that don't do quite as much because the teleport punch hits:
Anti air RH on a jumping opponent, teleport punch, two HPs or LPs, harpoon, 4 hit combo, 9 hits 45%-46%
If you are facing mid screen when you are doing the first two HPs, teleport punch off them, and then do two more HPs, harpoon, 4 hit combo, for 55%, with a little timing you can get a JK instead of the 4th HP, and that will be 64%.
Yet another punisher, which requires a bit more timing, run step in, HPHP, JK, harpoon, 4 hit combo, 8 hits 57%
Some other combos you can get that don't do quite as much because the teleport punch hits:
Anti air RH on a jumping opponent, teleport punch, two HPs or LPs, harpoon, 4 hit combo, 9 hits 45%-46%

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Thanks a lot to the both of you! I'm really grateful. Now I just have to spend 2 hours of practice with it.

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I didn't want to make a new thread so I bumped this one. Im having some trouble with the last combo given,
(jk,teleport,hp,forward teleport, spear)
I can get the jk and teleport in, but as soon as I do I can never get the high punch in next, is there any special timing neccassary?
(jk,teleport,hp,forward teleport, spear)
I can get the jk and teleport in, but as soon as I do I can never get the high punch in next, is there any special timing neccassary?

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Orthrus Wrote:
I didn't want to make a new thread so I bumped this one. Im having some trouble with the last combo given,
(jk,teleport,hp,forward teleport, spear)
I can get the jk and teleport in, but as soon as I do I can never get the high punch in next, is there any special timing neccassary?
I didn't want to make a new thread so I bumped this one. Im having some trouble with the last combo given,
(jk,teleport,hp,forward teleport, spear)
I can get the jk and teleport in, but as soon as I do I can never get the high punch in next, is there any special timing neccassary?
You were right to bump this thread, and not start a new one.
Anyways, make sure to RUN after the first teleport, then you will get the HP. And if you still have problems, try the combo on Jax as he is the easiest to pull it off against.
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jtaylo Wrote:
Unique to trilogy, jk, teleport, hp, forward teleport, spear, 4 hit. 41-46% I don't know why it varies. It doesn't seem to change if they are on or off the ground (no DP)?
Unique to trilogy, jk, teleport, hp, forward teleport, spear, 4 hit. 41-46% I don't know why it varies. It doesn't seem to change if they are on or off the ground (no DP)?
Strange, but it should change dependant on whether they are on or off the ground. If they are on the ground the JK will instigate DP, if they are in the air, no DP until the first teleport punch connects.
Since there are two different teleports in that combo, I wonder if activates double DP?
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Oh and if you are just looking for a high damage combo that isn't really useful for actual match play, try aaHp, Hp, JK, RH, spear, (run them into corner), RH, (run in) Hk = 7 hits - 83%



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It's also a matter of how deep the first JK connects, and how far you are away from the wall, you want the teleport to hit under them:
Scorpion 40%
Scorpion 40%
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Any good non-punisher combos? (combos that aren't done on an ariel, or attack failing opponents.)
What's a good Scorpion combo to do right of the bat on a standing opponent?
What's a good Scorpion combo to do right of the bat on a standing opponent?


About Me
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
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hmm, harpoon, 4 hit combo?

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lol
you may try (in corner) rh, spear, rh, run, hk
there is one more from a just standing opponent but its pattern will debute in the vid
you may try (in corner) rh, spear, rh, run, hk
there is one more from a just standing opponent but its pattern will debute in the vid


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TheProphet, GGs my friend. Give'em Hell.
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MK2KungBroken Wrote:
hmm, harpoon, 4 hit combo?
hmm, harpoon, 4 hit combo?
Scorpion is just sad. I think the best way to get the most out of Scorpion is to thank him for trying and move on to Human Smoke.

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Oh and like Smokes spear is any diffrent from Scorpions? And his Teleport is any diffrent from Scorpions? He is an exact copy of scorpion with a smaller move list and reputation.


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Smoke is a combo king, he is 1.5-3x Scorpion approximately at any give time.


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Orthrus Wrote:
He is an exact copy of scorpion with a smaller move list and reputation.
Smoke has a launcherHe is an exact copy of scorpion with a smaller move list and reputation.

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The ninja Smoke? Interesting... Well this is all opinion I guess but Smoke still has ripped a lot off of Scorpion. Smoke was invented after Scorpion remember?
Orthrus Wrote:
The ninja Smoke? Interesting... Well this is all opinion I guess but Smoke still has ripped a lot off of Scorpion. Smoke was invented after Scorpion remember?
The ninja Smoke? Interesting... Well this is all opinion I guess but Smoke still has ripped a lot off of Scorpion. Smoke was invented after Scorpion remember?
What are you talking about? Smoke has a larger move list. There is no opinion involved in this. We are talking about game play techniques. Not story line. Smoke is better and more competitive gameplay wise than Scorpion hands down. Smoke has 5 combos, including 2 launchers. Scorpion has 3 combos, no launchers. Smoke can do multiple spears during a single combo. Scorpion cannot. Smokes max damage potential and variation potential is twice that of scorpion.


About Me
TheProphet, GGs my friend. Give'em Hell.
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Orthrus Wrote:
The ninja Smoke? Interesting... Well this is all opinion I guess but Smoke still has ripped a lot off of Scorpion. Smoke was invented after Scorpion remember?
The ninja Smoke? Interesting... Well this is all opinion I guess but Smoke still has ripped a lot off of Scorpion. Smoke was invented after Scorpion remember?
Its not opinion. H. Smoke is just better. Its nothing to take personally, but Scorpion didn't have the popup and suffered greatly because of it. That's why H. Smoke is ranked so much higher then Scorp. It helps that they added the forward teleport in MKT, but not much, considering any time a teleport connects it activates DP and kills the potential damage afterwards.

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What I mean is the spear and teleport. Both of off Scorpion. And it is opinion on as to which character is better as it depends on the players themselves.

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Orthrus Wrote:
And it is opinion on as to which character is better as it depends on the players themselves.
And it is opinion on as to which character is better as it depends on the players themselves.
Sorry man, it is a common misconception that it all depends on the people behind the joysticks, it doesn't. There is no denying that Human Smoke overpowers Scorpion on every level. I think he even walks quicker, lol.
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MK2KungBroken Wrote:
hmm, harpoon, 4 hit combo?
hmm, harpoon, 4 hit combo?
That's it!


About Me
TheProphet, GGs my friend. Give'em Hell.
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krsx66 Wrote:
Sorry man, it is a common misconception that it all depends on the people behind the joysticks, it doesn't. There is no denying that Human Smoke overpowers Scorpion on every level. I think he even walks quicker, lol.
Orthrus Wrote:
And it is opinion on as to which character is better as it depends on the players themselves.
And it is opinion on as to which character is better as it depends on the players themselves.
Sorry man, it is a common misconception that it all depends on the people behind the joysticks, it doesn't. There is no denying that Human Smoke overpowers Scorpion on every level. I think he even walks quicker, lol.
I think you are correct. And doesn't his air throw have higher priority?


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Their airthrows are identical, whoever wins out when pressed at the same time is randomly determined at the beginning of the round, for the entire round, same thing on LKs, HKs, HPs, etc, moves that are all the same speed for everyone in order to get to the hitting frame. Things like sweeps, RHs, uppercuts, are slightly different speeds here and there, but as long as they are within a hittable area, and connect simultaneously, who wins is general always the same person for an entire round. Robot Smoke's air throw has 360 degree range, and a bigger overall area, so there are times he can air throw someone when the other cannot, and is therefore invincible.
Here are some examples of differences with Human Smoke and Scorpion, using a general example, and vs eachother.
To start things off, Smoke's walking speed is faster than Scorpion's. This allows for slightly easier, and more variety to juggling combos, ultimately adding more damage.
If you connect a knee lift Scorpion while pressuring with run jabs, the most damage he can get is 23%. You generally would not run jab and mix it up with close range HPs because they will miss your opponent. With Human Smoke, if you pressure with run jabs and open up a knee lift combo, the most damage Smoke can get is 56%, more than double Scorpion. Smoke's damage to Scorpion specifically in this situation is 57% using a RH before the JK in his bread and butter combo.
If you catch a JP starter, Scorpion can do at most, 33%. Smoke can do 62%, almost double.
If you connect a harpoon with either of them, Scorpions max midscreen daamge on every character is 28%, Smoke is 57%. Again that is more than twice the damage Scorpion can deliver.
Off an anti air RH, Scorpion can do 46% to Human Smoke, and Human Smoke can do 62% to him. This combo is generally varied between opponents, because some are less susceptable than others.
If Scorpion blocks a teleport punch from Human Smoke, you have a couple options. You can attempt to bypass damage protection and go for a more risky, but slightly more rewarding combo, in the form of, aaHPHP, JK, harpoon, 4 hit combo, which is 57%, vs HPHP, JK, teleport punch, Harpoon, 4 hit combo, 51%. If this situation is reversed, Smoke can deal 67%, and 71% respectively.
If Scorpion blocks a teleport punch from Human Smoke with less than have screen behind him, he can score a devastating 64%, however, when the tables are turned Smoke is offered a chance at doing 78%. The combo for both characters begins as, HPHP, teleport punch (misses), HP, JK, harpoon.
As you can see, Human Smoke has more chance to deal damage than Scorpion, making him the better character, broken, but better nonetheless. At some point you might not need to do such big damage and beat people entirely with tactics, but then if you find someone who also can do that, you will need to go back to doing the damage instead.
Here are some examples of differences with Human Smoke and Scorpion, using a general example, and vs eachother.
To start things off, Smoke's walking speed is faster than Scorpion's. This allows for slightly easier, and more variety to juggling combos, ultimately adding more damage.
If you connect a knee lift Scorpion while pressuring with run jabs, the most damage he can get is 23%. You generally would not run jab and mix it up with close range HPs because they will miss your opponent. With Human Smoke, if you pressure with run jabs and open up a knee lift combo, the most damage Smoke can get is 56%, more than double Scorpion. Smoke's damage to Scorpion specifically in this situation is 57% using a RH before the JK in his bread and butter combo.
If you catch a JP starter, Scorpion can do at most, 33%. Smoke can do 62%, almost double.
If you connect a harpoon with either of them, Scorpions max midscreen daamge on every character is 28%, Smoke is 57%. Again that is more than twice the damage Scorpion can deliver.
Off an anti air RH, Scorpion can do 46% to Human Smoke, and Human Smoke can do 62% to him. This combo is generally varied between opponents, because some are less susceptable than others.
If Scorpion blocks a teleport punch from Human Smoke, you have a couple options. You can attempt to bypass damage protection and go for a more risky, but slightly more rewarding combo, in the form of, aaHPHP, JK, harpoon, 4 hit combo, which is 57%, vs HPHP, JK, teleport punch, Harpoon, 4 hit combo, 51%. If this situation is reversed, Smoke can deal 67%, and 71% respectively.
If Scorpion blocks a teleport punch from Human Smoke with less than have screen behind him, he can score a devastating 64%, however, when the tables are turned Smoke is offered a chance at doing 78%. The combo for both characters begins as, HPHP, teleport punch (misses), HP, JK, harpoon.
As you can see, Human Smoke has more chance to deal damage than Scorpion, making him the better character, broken, but better nonetheless. At some point you might not need to do such big damage and beat people entirely with tactics, but then if you find someone who also can do that, you will need to go back to doing the damage instead.
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