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Red Scorpion

Page history last edited by Lapid 12 years, 8 months ago

Red Scorpion
Description: The undisputed master of Muay Thai, Red Scorpion, vanished one day. But he left behind one legacy; a sacred scroll bearing his own name and the most powerful Muay Thai techniques ever created.
Price: 41500 Carats
Class: All
Opinion: Again like DM, Red Scorpion is a scroll that shares similar traits to its cousin, MT, but really has almost nothing in common. Red Scorpion is a relatively slower damage powerhouse while MT is a faster edging scroll. Red Scorpion is owner of the fourth most powerful punch combo in the game (only behind Sage, Shoot, and Vale) and a kick combo with practically no exploitable counter-break points. Top all of this off with a ground hit and an upgraded counter, and you have a very powerful scroll.
DIFFICULTY TO USE: MODERATE
DIFFICULTY TO MASTER: HARD+

POTENTIAL: MODERATE


Combos:
PPPPP - [490]
PKP - [336]
KKKK - [470]
kG - [150] (90)
(P+G) - [235]
(K+G) - [180]
>>G - [165]

Jaguar Revolver
PPPPP
80, 90, 95, 105, 120 [490]
Red Scorpion, as mentioned earlier, has the fourth most powerful punch combo in the game. The only reason why it's really something to fear is because of Red Scorpion's first two punches; they are the exact same as MT's. Anybody who's played with or against MT can tell you simply how amazing these first two punches are. Both come out lightning fast and the both have relatively high hitboxes for anti-air, good movement, and good stun. You'll be using the first two punches quite a bit, because they're that good.

The remainder of the punch combo is simply there for the extra damage. All the punches after the first two are really kind of supbar. They execute slow and have bad stun, so if any of them are delayed, the combo will become blockable. Thankfully though, their recovery is good enough to use them for viable pressure. Generally any punch (except the last) is safe on block, and since you have MT's great first punch it's easy to keep the pressure going. If you find the opponent happens to block a little too much, start grabbing; and also be aware that the low block and hitstun of the 3rd and 4th punches allows an opponent to simply walk away from pressure if you're not careful enough. Red Scorpion's punches are mainly there for the pressure, not for the punishment.

The combo really isn't all that great at angling, so be warned.

Jaguar Avalanche
PKP
80, 160, 160* [336]
* - reduced damage due to air-time attack
Red Scorpion has a fence edger, but it's pretty useless for the most part. The K portion of the attack is blockable from anywhere, including the back, which drastically reduces its effectiveness. The damage is poor as well, so in a 1v1, there really is no point in using this.

Breathless
KKKK
90, 110, 125, 145 [470]
Red Scorpion has a great punishment tool in the form of its kick combo. KKKK has great range overall and it deals significant damage considering how fast it comes out and how easy it is to land. However, damage, stun, and range are the only good points about the combo; recovery is not. The kicks don't recover very fast, making them ill-suited to pressure. While they're safe on block, it's a very bad idea to use Red Scorpion's kicks on a blocker.

It should be noted that Red Scorpion's kicks have absolutely zero delay, which is odd for a powerful scroll. Be wary as this makes the kick combo extremely easy to predict against blockers, which is another reason why it shouldn't be used to pressure.

Trip Kick
kG
[150] - standing
(90) - grounded
A ground-hit that really has little to no utility outside of hitting people on the ground. It has no advantageous blockstun and has almost no knockback if it hits someone. Extremely humiliating if you kill someone with this while they're standing, but there really is no purpose to this outside of a ground hit. You can kG successfully after the following:

PPPPP - requires a wall
PKP
KKKK - requires a wall
kG
a grab - requires impeccable timing and movement
a counter
a juggle
any knockdown attack to the back
a recovery kick

A ground hit after a grab is always possible; however it is extremely difficult without a wall and not worth the effort.

Takedown Clinch
(P+G)
[235]
Red Scorpion has a long and rather painful looking grab. It serves pretty much the same uses as a default grab except with 10 more damage. You can kG after this at almost any time, but it's very difficult without a wall.

Teep Kick
(K+G)
[170]
Red Scorpion is one of two scrolls to have a unique counter and counter animation (other is Kobudo). Red Scorpion's counter is unique by the fact that the animation doesn't move you forward at all. It also executes slightly faster as well. These qualities make Red Scorpion one of the best scrolls in terms of exploiting enemy scroll's tight breakpoints. However, the active counter frame on the counter is slightly reduced, so countering singular attacks will be slightly more difficult. It's pretty much almost the same as any unique counter, and you can kG after each one.

Meteor Elbow Smash
>>G
[165]
Red Scorpion's launcher is incredibly unreliable since it takes an eternity to come out. It does have some nice movement though, and can be used off edges. Its main use would be to snipe recovery punches and hitting recovery kicks from the back, but that's about it. Sniping a standing person is near impossible and can be punished almost under every circumstance.

STRATEGY:

Red Scorpion is a punch-based pressure scroll with some nice punishment options in the form of its KKKK. Your main tactic will be to take advantage of Red Scorpion's amazing first two punches; avoid going any further than that as the third, fourth, and fifth punch are rather lackluster. Reserve KKKK's use purely for punishing opponents. There's little reason to use it outside of that, as their recoveries makes a whiffed attack or a wrong move very detrimental to your HP. As always, grab when necessary. The counter is less effective when countering single hits, so you'll be more effective countering inside opponent's combos; Red Scorpion's counter was designed for this purpose, so use it that way. Remember that >>G is pretty much useless outside of hitting some obvious recovery dives. Red Scorpion is a scroll outclassed by newer scrolls, but it is still very deadly in its own right.

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