Scorpion, alongside many others, has always been the face of Mortal Kombat series. Bringing his signature moveset and flair to MKXI, Scorpion is a force to be reckoned with.
MK11 saw some tweaks made to the character alongside some subtle changes. In this Mortal Kombat 11 Scorpion Guide, we’ll go through everything you need to know about picking up Scorpion and earning those Flawless Victories.
Mortal Kombat 11 Scorpion
Let’s first talk about some of the strengths and areas where Scorpion truly shines. He’s quite agile and despite having simple to execute abilities, he can dish out a lot of damage.
His signature chain-attack and teleportation abilities remain unchanged. Try to utilize your teleport ability if an enemy is throwing heavy strikes on you. Once you’ve successfully dodged, make sure to counter-attack with your simple-to-execute combos.
Weaknesses
When it comes to Scorpion’s weaknesses, the problem is that his combos are well-telegraphed and can easily be predicted. When going against a Scorpion, try to look out for his various mix-ups and strings. Don’t get caught off-guard and you should do well.
On the other hand, when playing as Scorpion, try not to be too obvious and make sure you’re well-versed with the entirety of his moveset. Try to be as unpredictable as you can and be relentless.
How to Play Scorpion
When playing as Scorpion, try to catch players off-guard by trying out new combos, practicing new variations, and generally try to be less predictable.
To increase pressure on the enemy, try to teleport but be careful as not to overdo because an above-average player can easily punish it. Scorpion has some really quick and effective Normal(s) and strings. Therefore, try using them between combos and try to maintain aggression.
With that out of the way, let’s look at Scorpion’s moves list, Brutalities, Fatalities, and more he brings to MKXI.
Brutalities
Brutalities | Input | Effects |
The Klassic Down | Triangle | Stop blocking attacks during the final round and hold Triangle. Last hit must come from an uppercut. |
Spine Ripper | L1 | Try to land three throws and hold L1 during these throws. Last hit must come from a Back Throw. |
Crispy | d/f + X | Try to hold X during hit. Last hit must come from Demon Breath. |
Special Moves
Attack | Input |
Spear | b, f + 1/X/Square |
Hell Port | d/b + 3/A/X |
(Air) Hell Port | d/b + 3/A/X |
Fatal Blows (Get Over Here)
- d + LT/L2 + RT/R2
Basic Attacks
Attack | Input |
Straight Punch | 1/X/Square |
Gut Slice | b + 1/X/Square |
Low Jab | d + 1/X/Square |
Specter Strike | 2/Y/Triangle |
Rising Cut | b + 2/Y/Triangle |
Rising Spear | d + 2/Y/Triangle |
Hinge Kick | 3/A/X |
Flip Kick | b + 3/A/X |
Flick Kick | f + 3/A/X |
Side Strike | d + 3/A/X |
Step Kick | 4/B/Circle |
Scorpion Sting | b + 4/B/Circle |
Shin Strike | f + 4/B/Circle |
Quick Kick | d + 4/B/Circle |
Jumping Attacks
Attack | Input |
Hell Hook | 1/X/Square |
Straight Stab | 2/Y/Triangle |
Devil Kick | 3/A/X or 4/B/Circle |
Spear Stab | u + 1/X/Square or u + 2/Y/Triangle |
Corkscrew Kick | u + 3/A/X or u + 4/B/Circle |
Getup Attacks
Attack | Input |
Rising Blade | u + 2/Y/Triangle |
Spear Slice | u + 3/A/X |
Rising Blade | u + 2/Y/Triangle |
Spear Slice | u + 3/A/X |
Throws
Throw | Input |
Toward Throw | LB/L1 + b or b + 1/X/Square + 3/A/X |
Back Throw | LB/L1 or 1/X/Square + 3/A/X |
Forward Roll Escape | f + LT/L2 |
Away Roll Escape | b + LT/L2 |
(Air) Breakaway | d + RT/R2 |
Combo Attacks
Attack | Input |
The Damned | 1/X/Square, 1/X/Square |
Torment | 1/X/Square, 1/X/Square, 2/Y/Triangle |
Eternal Vengeance | b + 1/X/Square, 4/B/Circle |
Haunted | b + 1/X/Square, 4/B/Circle, 1/X/Square |
The Killing | b + 1/X/Square, 4/B/Circle, 3/A/X |
Banished | 2/Y/Triangle, 1/X/Square |
Dark Soul | 2/Y/Triangle, 1/X/Square, 2/Y/Triangle |
Fallen Ashes | f + 3/A/X, 4/B/Circle |
Inner Demon | f + 4/B/Circle, 2/Y/Triangle |
Soulless | f + 4/B/Circle, 2/Y/Triangle, 3/A/X |