A high attack that is mainly used at close-range to punish unsafe moves.
Inner Pain2,1High, Mid
A high into mid attack that has decent range.
Swiping KunaiB+2High
A high attack that can be used to anti-air opponents.
Raising HellF+3,2Mid, High
A mid into high attack that launches for a combo. It's unsafe if the opponent ducks the last hit.
Fire Pillar ThrustF+3,4Mid, Mid
A mid attack that is safe on block.
Sweeping Scorpion TailB+3Low, Low
A low attack that has incredible range and is mostly used to attack from a distance.
Special Moves
SpearBF1High
A high projectile that quickly travels across the screen, dragging opponents in for a combo. It's mostly used as a combo starter and to stop approaches from afar.
Blazing ChargeBF2Mid
An advancing mid attack. When enhanced, it grants armor.
(Air) Kyo SnagBF2Unblockable
An aerial attack. It can be directed Close by inputting DB2 instead. When enhanced, it becomes cancellable on hit into other aerial attacks. It's mostly used as a combo ender or to extend combos.
Twisted KyoDB2Mid
A multi-hitting mid attack. When enhanced, it deals increased damage. It deals decent block damage and builds a good amount of Super Meter, but is unsafe on block.
Flame-PortDB3High
A high teleport that attacks from behind. When enhanced, Scorpion teleports without attacking. If done airborne and enhanced, it becomes cancellable into other aerial attacks.
Devouring FlameBF4Low
A low attack that appears beneath the opponent. When enhanced, it becomes an unblockable attack that deals damage over time. It can be useful to attack from fullscreen or to deal increased damage at the end of combos if enhanced.
One of Scorpion's main combo starters is his Spear (BF1). This move drags the opponent towards Scorpion, leaving them in a stunned state. This is usually followed up with F+3,2 which will launch the opponent up for a combo. Repeated use of F+3,2 will keep the opponent juggled within combos. Spear can be used once again to end the combo, leaving the opponent at Scorpion's feet.
2,1 BF1 F+3,2 F F+3,2 F F+3,2 4 BF1
MEDIUM
319.11
F+3,2 can also be used as a combo starter. If Spear connects with the opponent during the combo, it'll keep them standing and allow for a follow-up attack. After restanding the opponent, using 3,3 into Devouring Flame (BF4) will deal good damage while granting +13 hit advantage.
F+3,2 F F+3,2 F F+3,2 4 BF1 3,3 BF4
MEDIUM
348.07
For higher damage, combos can be extended with a jump attack U+F+1,2 into (Air Close) Enhanced Kyo Sang (DB2+EX). This can be followed with a jump attack 1,1,1 just before landing and extended with Spear. However, these combos are a bit more difficult to execute.
F+3,2 F F+3,2 U+F+1,2 DB2+EX 1,1,1 BF1 F+3,2 1 BF2