In addition, the enhanced Fire Ball gives Scorpion significant advantage when it’s blocked. You can also cancel it and use a Teleport for punishment if you’re too far away.
Scorpion can cancel his projectile and quickly jump over the opponent’s projectile to punish them. This works well against characters trying to zone from a distance with projectiles. While delaying the attack you can cancel it by pressing Forward or Back twice which can be used to extend combos as well. The Fire Ball (Down, Back+1) is a projectile attack that can be delayed by holding the attack button. In the Hellfire variant Scorpion gains three new fire-based attacks. When you stop the combo abruptly and go right into another overhead/low mix-up, it will catch people by surprise. Most opponents will be expecting the Takedown which they can’t block since it’s part of the combo. You can end the combo just before the Takedown and follow the Forward+4 (Flame Heel) with either another Flame Heel or the Shin Strike to reset the combo and start all over again. Scorpion’s basic Inferno variation combo is 2,1,4, Teleport, 2,1, Spear, Jump Forward 2, Forward+4, Minion Grab, Jump Over 2, Forward+4, Takedown. Use the Crushing Blow to condition your opponent to block the overhead, making them susceptible to the Shin Strike low attack. If they have meter watch out for an enhanced special move with armor as they’re getting up. It knocks the opponent down right next to Scorpion so you can go for another mix-up as they’re getting off the ground. It’s safe if the opponent blocks, but it does not lead to a combo. You can also use the Crushing Blow (Forward+2) overhead attack.