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Mortal Kombat 2 FAQ

Kombatant Profile: Scorpion


The hell-spawned specter rises from the pits. After learning of Sub-Zero's return, he again stalks the ninja assassin--following him into the dark realm of the Outworld where he continues his own unholy mission.

Moves and Fatalities

Mortal Moves
Backhand HIGH PUNCH (closest to opponent)
Spear two back - LOW PUNCH
Teleport Punch quarter-circle away - HIGH PUNCH (can be done in air)
Leg Grab half-circle away - LOW KICK
Air Throw BLOCK (must be done in air)

Finishing Moves
Pit/Spikes down - two forward - BLOCK
Babality down - two back - HIGH KICK
Friendship two back - down - HIGH KICK
Scorpion attempts to sell you a Scorpion doll.
Fatality 1
  • two up - HIGH PUNCH (hold BLOCK)
    Stand a step or two out of sweep range.
    Scorpion removes his mask and breathes fire at the feet of the victim, which then twitches and explodes.
  • two down - two up - HIGH PUNCH (hold BLOCK)
    Any distance.
    The "Toasty!" variation.
Fatality 2 hold HIGH PUNCH (down - three forward) then release
Stand close.
Scorpion slices the victim across the neck then cuts them in two.

Mortal Move Review

Uppercut: Weak
Jump Kick: Good
Roundhouse: Awesome

Scorpion can be used both defensively and offensively. His roundhouse makes him almost impossible to jump at. The Spear can be used to pull in jumping opponents, and is also good as part of a combo. Always follow the Spear with an uppercut, unless you are feeling cocky. Your opponent will be stunned after they are speared, but do not try to jump over them, they will suddenly revive. The Air Throw is hard to pull off against a decent human opponent. It is effective not at the top of Scorpions jump, but closer to the ground, where it is harder to react to. The Teleport Punch is good to keep people guessing when standing on the far side of the screen. Never use the teleport at an obvious time, it is easy to retaliate to.


Combos

Jump Kick - Spear
Jump kick your opponent low and immediately do the spear. Start the two back motion right before you hit, then quickly press LOW PUNCH.

Jump Kick - Leg Grab
Jump kick your opponent low and immediately do the leg grab. After starting the jump kick, keep the joystick in the forward position, so you can quickly do the half-circle motion right after you hit.

Teleport Punch - Spear
Teleport punch your opponent and immediately spear. This will work best if you catch the opponent in the air with the teleport punch, making it easier to spear them before they hit the ground.

Teleport Punch - Leg Grab
Teleport punch your opponent and immediately do the leg grab. This will work best if you catch the opponent in the air with the teleport punch, making it easier to leg grab them just as they hit the ground.

Turn Around Kick - Teleport Punch - Spear
Do a turn around kick on your opponent and immediately do the teleport punch. If you connect on the teleport punch throw the spear, and finish with an uppercut.


Ending

Played by: Daniel Pesina

Upon learning of Sub-Zero's reappearance, Scorpion enters Shao Kahn's tournament. He witnesses Sub-Zero spare the life of an opponent and realizes that this is not the same Sub-Zero who murdered him so long ago. He lets the ninja live and goes on to defeat the Outworlders in their unholy contest.

With the defeat of Shao Kahn, Scorpion discovers a new purpose for his existence. He becomes the guardian of the new Sub-Zero to atone for murdering his older brother and in preparation for a third tournament.

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Original text form written by Paul McElroy.
HTML conversion (and new stuff) by Daryle Walker.