Looking for more Scorpion combos (non-spamming)
Gameplay & Strategy
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Looking for more Scorpion combos (non-spamming)
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posted04/02/2011 07:36 PM (UTC)byKabal20I've been looking around at the different combo threads, and haven't come across any lengthy combos for Scorpion that doesn't spam his teleport punch. The best combo I can come up with is:
[edit]:JP pop-up, Away + Triangle, dash, Square, Square, Teleport punch, Spear, Square, Square, X-Ray (11-hit, 48%)
So I was wondering if anyone has manage to find out anything better, that doesn't spam his teleport?
[edit]:JP pop-up, Away + Triangle, dash, Square, Square, Teleport punch, Spear, Square, Square, X-Ray (11-hit, 48%)
So I was wondering if anyone has manage to find out anything better, that doesn't spam his teleport?
SubMan799 •03/27/2011 04:50 AM (UTC) •
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Moved this to the strategy forum
And what's wrong with using the Teleport a lot in a combo?
And what's wrong with using the Teleport a lot in a combo?
Kabal20 •03/27/2011 04:53 AM (UTC) •
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SubMan799 Wrote:
Moved this to the strategy forum
And what's wrong with using the Teleport a lot in a combo?
Moved this to the strategy forum
And what's wrong with using the Teleport a lot in a combo?
Watching the 12 & 18 hit combos that spam the teleport punch on youtube just make the game look broken, and cheap, and I'm assuming there could be some fine tuning on this before the game is released.
Bloodfang •03/27/2011 05:53 PM (UTC) •
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I don't know about "lengthy" combos but generally my most damaging combos (yes my B&B one does involve the jk-teleport move more than once but it is only done twice which is easier and I could definitely see two as being his limit per combo in the final build):
(Coming in with a Basic JP like in the classic UMK3 days is optional to start, but not sure how it affects damage)
Square, Square, Spear, Pop-Up JP, Dash in & B+Triangle, JK, Teleport, JK, Teleport, JK, Airthrow.
(Without the jump in it is 12 hits, 49% damage and even if they block some of the start up hits I can get like 45% dmg. easy. Also unlike the "situational" combos seen in videos, this one can be used mid-screen and does not require them standing still and not defending against a Pop-Up JP. Just rushing in and hitting them with "Square, Square" is all you need to bring the hurt and again two JK-Teleports is much easier to time and is the highest number of tele-spams that I could see making it in the final build if any is allowed. Even if they don't fix it, I don't think landing three with this combo is even possible but I'm not that good at juggling so I may be wrong. If anyone can improve upon this combo but still keep its versatility {i.e. no wall combo or "situational" start up} PLEASE DO and let me know!!)
Other short but sweet combos:
JK, Airthrow.
(Yeah.. that simple. It's 3 hits, 20%. SIMPLE and can be done VS opp. in air OR even still standing if you time it right, lol! Very abusive damage for something SO easy. My brother hates it almost as much, maybe even more, than the 12 hit, 49% combo because it's too quick and can be done too often for combo breakers to even be a valid defense. The only defense is to stay out of the air.. but that only helps slighly... and NEVER get hit by a jump kick... good luck with that. 20% isn't a TON of damage but it is 1/5 of their health and hell if it ain't abusive for a little combo like that)
Square, Square, Spear, F+Triangle, Square, X-Ray.
(? hits {I forget}, 48% damage. Variations include adding JK, Teleport to start but about 95% certain the damage either stays the same or gets lower if you do any more hits or other moves than this and still keep the same versatility and "out of nowhere"-ness this combo can acheive)
Other than these 3 B&B combos I just tend to mix it up and do random things but honestly Scorpion is SOOOO easy to land 25% to 40%+ combos with on the Demo it's just insane. If it weren't for his extreme predictability and super-punishable specials he would be undefeatable God-Tier. As is he has to be Top-Tier at least out of the 4 playable characters seen thus far.
(Coming in with a Basic JP like in the classic UMK3 days is optional to start, but not sure how it affects damage)
Square, Square, Spear, Pop-Up JP, Dash in & B+Triangle, JK, Teleport, JK, Teleport, JK, Airthrow.
(Without the jump in it is 12 hits, 49% damage and even if they block some of the start up hits I can get like 45% dmg. easy. Also unlike the "situational" combos seen in videos, this one can be used mid-screen and does not require them standing still and not defending against a Pop-Up JP. Just rushing in and hitting them with "Square, Square" is all you need to bring the hurt and again two JK-Teleports is much easier to time and is the highest number of tele-spams that I could see making it in the final build if any is allowed. Even if they don't fix it, I don't think landing three with this combo is even possible but I'm not that good at juggling so I may be wrong. If anyone can improve upon this combo but still keep its versatility {i.e. no wall combo or "situational" start up} PLEASE DO and let me know!!)
Other short but sweet combos:
JK, Airthrow.
(Yeah.. that simple. It's 3 hits, 20%. SIMPLE and can be done VS opp. in air OR even still standing if you time it right, lol! Very abusive damage for something SO easy. My brother hates it almost as much, maybe even more, than the 12 hit, 49% combo because it's too quick and can be done too often for combo breakers to even be a valid defense. The only defense is to stay out of the air.. but that only helps slighly... and NEVER get hit by a jump kick... good luck with that. 20% isn't a TON of damage but it is 1/5 of their health and hell if it ain't abusive for a little combo like that)
Square, Square, Spear, F+Triangle, Square, X-Ray.
(? hits {I forget}, 48% damage. Variations include adding JK, Teleport to start but about 95% certain the damage either stays the same or gets lower if you do any more hits or other moves than this and still keep the same versatility and "out of nowhere"-ness this combo can acheive)
Other than these 3 B&B combos I just tend to mix it up and do random things but honestly Scorpion is SOOOO easy to land 25% to 40%+ combos with on the Demo it's just insane. If it weren't for his extreme predictability and super-punishable specials he would be undefeatable God-Tier. As is he has to be Top-Tier at least out of the 4 playable characters seen thus far.
TemperaryUserName New sig on the way •04/02/2011 07:36 PM (UTC) •
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Kabal20 Wrote:
Watching the 12 & 18 hit combos that spam the teleport punch on youtube just make the game look broken, and cheap, and I'm assuming there could be some fine tuning on this before the game is released.
Watching the 12 & 18 hit combos that spam the teleport punch on youtube just make the game look broken, and cheap, and I'm assuming there could be some fine tuning on this before the game is released.
It may look cheap, but it really isn't. It's a genuine and fair combo.
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