Ames' Scorpion
Punishment:
The first thing you need to get down is punishment. Your combos are lack luster and do very minimal damage. usually only around 20%ish.
You should master these combos for online(offline is different because offline you can do the more precise ones)
B2, Jump kick, Teleport punch. (VERY slight delay) Dash 1,1 Spear, Then jump over Punch, F2, 1, Teleport punch
(This starts the combo with an overhead, and ends with them standing with you getting a FREE attack. whether it's a JiP. or a 50/50. Or pressure or a throw. your choice.)
The low version is:
F4, Spear, Cross-over punch, F2,1 teleport punch.
(Same setup as before but this does alot less damage but keeps the advantage going)
IF you're looking for more damage and a wake up game from F4 use this.
F4, Spear, NJP, Dash B2, Dash Jump kick, Teleport punch, Dash 1,1 Spear. the second spear will make them face plant infront of you. Giving you a possible 50/50. Or you can block if you expect something like raiden superman. Or you can 1,1,1 D1, take down pressure.
you should also know this combo.
2, 1+2, Teleport punch, Dash 1,1 spear. Jump over punch. F2,1 Teleport punch
(Same advantage after telport punch as earlier)
This one has a overhead on the second hit. So once in a while during 1,1,1 pressure, you can do 2, Take down. If you take down alot. They will start blocking low. Then you do 2, 1+2. for that combo.
hitting them out of the air? don't leave it at just airthrow. Unless your scared of them beating you out of the air. cuz airthrow has good priority. If you think someone is gonna jump. Instant jump kick, teleport punch. Dash 1,1, spear, Jump over punch F2,1 teleport punch.
If they jump at you.
In training mode set them to jump. And try D1, Dash D1, teleport punch. Dash 1,1 spear, Jump over punch F2,1 teleport punch.
You also have the option anytime you face plant them or throw them. you can guarantee a EX-hellfire for extra damage because EX-hellfire in these situations prevent them from jumping in time because EX-hellfire hits higher off the ground than regular.
Those are the punishment/combos you should work on. and it's all you really need. You can expand later, but learn those for now.
Pressure/Mix ups:
Ok here are Scorpions pokes.
1 - 0
1,1 - 0
1,1,1 - 0
2 - 0
2,1 - 0
2,1,2 - -21
2,1+2 - -20
3,3,4 - -2
D+1 - -13
D+2 - -1
D+3 - -7
D+4 - 0
F+3 - 0
Takedown - -4
This is on block frame data: If you don't understand it, just know Green means (you guys are on level playing feild) (red means you gotta block after it) Or convert it to take down.
Now look at D1 and D3.
complete and utter shit on block right? (D3 is shit on hit btw) and D1 only gives you +1 on hit.
What you do is when you are hitting someone's block with these moves, and they counter hit you every time?
You convert those pokes into Take down.
So you do D1, Takedown cancel.
or D3, take down cancel.
This will make them scared to poke after pokes. if you keep destroying them with takedowns.
now if they keep blocking. And they block your takedown. then you must block, but your take down is safer on block than D1, and D3. the thing is though. If they SEE takedown, they KNOW they have advantage. D1 and D3 are fast enough, that if they didn't commit to poking back on your blocked poke, it's too late.
So you should mix up the green stuff, and any red stuff you use in that list, occasionally end it with Take down. If it's huge like -20. Use takedown not matter what.
You can use takedown on green stuff also, since the attack is a low. you can make them want to block low alot.
which will open them up to F3, or B2.
F3 is the safe version, and nuetral on block. B2 is unsafe but leads to damage.
When you do 1,1,1.
dont always do all 3. occsionally do only1, or 1,1. because they are waiting for all 3. you can get more chip/meter/possibly open them up. If you're mixing it up.
the -20 stuff I listed there is something you must commit to, and use only when you're really sure they'll fall for it. (After conditioning)
Baiting:
Other ways to anti-air that are safer?
You can always when your at jump distance, Start walking backwards. So when they jump they not only whiff you but you get a year to punish.
did you notice when I would just walk backwards and B2 you out of the air? Unlike doing D1 to anti-air. which has strict timing and half the jump to punish. walk away B2, has the full jump to punish. So it's super easy on reaction. but it requires building distance to do this because if your fighting ermac and he doesn't jump... well you just gave him a chance to start zoning.
After say 1,1,1
intead of jumping over like you normally do.
You can just walk backwards after it. when they whiff with an attack punish with B2, or F4. or walk back and wait for the aerial. If your jumping over me after 1,1,1. And I anti-air you with a aerial attack like jump kick or jump punch(in the air). then you can after 1,1,1 walk back, and hit me out of the sky when I whiff in the air. Or if I don't choose to jump. your still safe and I probably whiffed my poke.
The problem Ames is you rely too much on jump mostly. Jump is a great tool. But you use it TOO much.
I want you to try back dashing/walking backwards when your scorpion (once in a while) instead of only jumping.
you also have to read.
you play your character, but you don't play your opponent.
When I jump kicked you out of the sky 9 times in a row, after a certain string, pay attention to when I do that. And next time NJP after that string you do to me. OR walk backwards.
I got more to add but this is gonna take a while. I'm gonna hit up YunQ in the next post a bit and come back to you.