- Ro-Ghoul scorpion is a bikaku-type quinque shaped like a throwing knife.
- Weapon format: It uses a set of 56 blades for melee and throwing attacks.
- Available stage: Scorpion 1/56 currently has one documented stage.
- Main controls: Click performs rapid slashes, while E triggers a forward dash attack.
- Combat profile: High damage and short cooldowns come with a demanding aiming curve.
Ro-Ghoul scorpion Overview
The Ro-Ghoul scorpion refers to Scorpion 1/56, a bikaku-type quinque that takes the form of a throwing knife. Rather than functioning as a single conventional blade, it represents a set of 56 blades that can support both close-range melee attacks and throwing-based pressure.
The weapon is associated with Juuzou Suzuya, who currently wields it in Ro-Ghoul. This connection also makes Scorpion 1/56 notable among the game’s quinques: it is identified as Juuzou’s first quinque and has a distinctive visual effect that is deliberately subtle.
| Feature | Scorpion 1/56 Details |
|---|---|
| Weapon type | Bikaku-type quinque |
| Visual form | Throwing knife |
| Blade count | 56 blades |
| Combat roles | Melee and throwing attacks |
| Current wielder | Juuzou Suzuya |
| Documented stages | One stage |
Treat Scorpion 1/56 as a hybrid weapon. Its design supports fast close-range pressure, but its throwing-knife form makes precision especially important.
The weapon’s strongest identity comes from its speed and damage. Its attacks can pressure an opponent quickly, but the same fast-paced style can punish missed inputs or poor positioning. Players who prefer deliberate, easy-to-track attacks may need additional practice before the weapon feels consistent.
The color change is also easy to overlook. According to the available weapon information, the change mainly affects the dot on the blade, so it may not be immediately visible during a fight or while inspecting the weapon.
Why Players Choose Scorpion 1/56
Scorpion 1/56 is a practical choice for players who want a quinque with both offensive flexibility and fast attack options. It can be used at melee range, and its throwing-knife concept gives it a different feel from a purely close-combat weapon.
Its main advantages include:
- Rapid attack behavior.
- High damage potential.
- A forward movement option through the E ability.
- Access to both melee and throwing functionality.
- A compact move set that is easy to understand once practiced.
Its main limitation is precision. The weapon’s damage and low cooldowns do not remove the need for accurate targeting. A player may understand the controls quickly but still require practice to land attacks reliably.
Stage 1 Moves and Controls
Scorpion 1/56 currently has one documented stage: Stage 1. This keeps the weapon’s move set focused around its basic attack and its forward dash slash. There is no second stage listed in the available reference information.
| Input | Move | Function |
|---|---|---|
| Click | Rapid slash | The user slashes an opponent very quickly with the quinques. |
| E | Forward dash slash | The user dashes forward at high speed and slashes the opponent. |
| E cooldown | 1 second | The listed cooldown for the forward dash attack. |
The E attack covers distance quickly, but its speed can make it difficult to control. Avoid using it blindly when the opponent is moving unpredictably.
Click Attack
The click attack performs very fast slashes with the quinques. This is the weapon’s most direct offensive input and can be useful when the opponent is already within effective melee range.
Because the attack is fast, it is best used when you have a clear target rather than when you are turning rapidly or searching for an opponent. Staying close enough to connect while avoiding unnecessary movement can make the attack easier to manage.
E Dash Attack
The E ability launches the user forward at high speed before delivering a slash. Its movement can look almost like a short teleport because the dash happens quickly. The documented cooldown is one second, allowing the ability to return frequently during combat.
The dash is useful for:
- Closing a short distance.
- Starting pressure against a nearby opponent.
- Repositioning toward a target.
- Punishing an opponent who remains in your path.
- Continuing an aggressive melee sequence.
However, the dash should not be treated as a guaranteed hit. Fast movement can cause you to pass the intended target, mistime the attack, or lose control of your position. Aim slightly ahead of a moving opponent only when their direction is predictable; otherwise, wait for a clearer opening.
Control Summary
| Combat Situation | Preferred Input | Reason |
|---|---|---|
| Opponent is already close | Click | Starts rapid melee slashes without requiring a dash. |
| Opponent is nearby but out of reach | E | Provides a fast forward movement and slash. |
| Target changes direction often | Click after repositioning | Reduces the risk of missing a fast dash. |
| You need to close a short gap | E | Uses the weapon’s strongest mobility option. |
| You are uncertain of the target’s path | Hold position briefly | Better accuracy is usually more valuable than a rushed attack. |
Combat Tips for Better Accuracy
Scorpion 1/56 rewards players who combine speed with target control. Its low cooldowns create frequent opportunities, but repeated attacks are only useful when they connect. The central skill is learning when to use the dash and when to rely on the basic slash.
Use the short E cooldown to create repeated opportunities, not constant guesses. A successful dash begins with a readable target path and a clear landing point.
1. Confirm Range Before Attacking
The click attack is most reliable when the opponent is already close. Before pressing repeatedly, confirm that your character is facing the target and that the opponent is within practical melee distance.
A common mistake is attacking while still too far away. In that situation, the E ability may be the better first action because it combines forward movement with a slash.
2. Use the Dash as a Commitment
The E ability is not only an attack; it is also a movement commitment. Once activated, you move forward quickly. This means the input is strongest when you already understand where the opponent is going.
Good opportunities include:
- A target moving in a straight line.
- An opponent standing near your path.
- A short gap that must be closed quickly.
- A moment when the opponent has limited room to turn.
Poor opportunities include:
- A target making frequent direction changes.
- A distant opponent outside the dash’s practical reach.
- A crowded fight where your landing position is unclear.
- A situation where missing would leave you exposed.
3. Alternate Pressure and Repositioning
Do not rely on one input for every situation. A simple pattern is to use E to close distance, then use click attacks once you are close enough. If the dash misses, reposition before repeating the same action.
This approach makes the weapon easier to control because each ability has a clear role:
| Tool | Primary Role | Best Use |
|---|---|---|
| Click slashes | Close-range damage | Target is within melee distance. |
| E dash slash | Gap closing and pressure | Target path is predictable. |
| Movement | Target alignment | Preparing a more accurate attack. |
| Timing | Attack selection | Choosing between a safe slash and a committed dash. |
4. Practice the Visual Timing
The color change on Scorpion 1/56 can be difficult to notice because it mainly affects the dot on the blade. Do not depend on that small visual detail to judge your combat timing. Focus instead on the character’s position, the opponent’s movement, and the result of each input.
5. Build a Reliable Routine
A repeatable routine is more useful than random ability use. Begin by identifying the opponent’s movement, decide whether click or E is appropriate, and then reassess your position immediately after the attack.
Before every E dash, answer three questions: Where is the target, where will I land, and what will I do if the slash misses?
Strengths, Weaknesses, and Matchup Planning
Scorpion 1/56 has a clear risk-and-reward profile. It offers high damage and low cooldowns, but its attacks can be difficult to aim. Understanding this trade-off helps you choose safer actions instead of forcing every opportunity.
High Damage
Scorpion 1/56 is known for strong damage output, making clean hits meaningful during combat.
Fast Attacks
Its rapid slashes support aggressive pressure when the opponent is already within range.
Short Cooldown
The E dash has a listed one-second cooldown, creating frequent movement and attack opportunities.
Hard to Aim
Fast movement and throwing-knife behavior can make accurate attacks challenging without practice.
Strengths
The weapon’s major strength is its ability to combine speed, damage, and movement. The click attack provides rapid slashes, while E adds a fast approach tool. This gives the weapon more flexibility than a move set built around a single attack distance.
Its low cooldown profile also supports active play. You can look for another opportunity soon after using the dash, provided you continue to manage your positioning and aim.
Weaknesses
The primary weakness is accuracy. A high-damage attack does not help if it consistently misses. The E move is especially demanding because the forward dash changes your position quickly and can make the attack difficult to correct once activated.
Scorpion 1/56 may feel less comfortable when:
- The target moves unpredictably.
- You cannot maintain a clear line toward the opponent.
- You use E without checking the landing position.
- You are unfamiliar with fast movement attacks.
- You expect the weapon to succeed without deliberate aiming.
Choosing the Right Approach
| Player Preference | Recommended Approach | Why |
|---|---|---|
| Aggressive melee pressure | Use click attacks at close range | Makes direct use of the rapid slashes. |
| Mobile engagement | Use E to close short gaps | Combines movement with an offensive slash. |
| Careful, consistent play | Reposition before attacking | Reduces unnecessary misses. |
| High-risk burst attempts | Reserve E for readable openings | Its speed is strongest when the target path is clear. |
A missed dash can place you farther from your intended target than expected. Re-center your character before immediately attempting another attack.
Step-by-Step Scorpion 1/56 Practice Plan
Use this practice sequence to learn the weapon without depending on random button presses. The goal is to understand range first, then add the dash once your basic alignment is consistent.
Learn the Basic Range
Start with the click attack and observe the distance at which the rapid slashes can connect. Focus on facing the target and maintaining a stable position.
Add the E Dash
Use E only when the target is close enough for the forward movement to matter. Watch where the dash ends instead of immediately pressing another attack.
Test Moving Targets
Practice against targets that change direction. Begin with predictable movement, then attempt the dash when the path becomes easier to read.
Combine Both Inputs
Close a short gap with E, then use click attacks when the opponent is within melee range. Reposition if the dash does not connect.
Refine Your Timing
Repeat the sequence while tracking the one-second E cooldown. Prioritize accurate attempts over using the ability as soon as it returns.
| Practice Phase | Main Goal | Success Indicator |
|---|---|---|
| Range testing | Understand click distance | You can recognize when melee slashes are practical. |
| Dash testing | Learn E movement | You can predict where the dash will end. |
| Tracking practice | Read target movement | You wait for clearer paths instead of guessing. |
| Combo practice | Link E and click | You transition from gap closing to melee pressure. |
| Timing review | Manage cooldowns | You use E when it creates a useful opening. |
Scorpion 1/56 Practice Checklist:
- Confirm the effective range of the click attack
- Practice the forward distance of the E dash
- Track where the character lands after using E
- Use click attacks after reaching melee range
- Wait for readable movement before repeating the dash
You do not need to use every attack immediately. Consistent positioning and accurate target reading are the foundation of effective Scorpion 1/56 play.
For additional weapon details, review the Scorpion 1/56 page on the Ro-Ghoul Wiki, including the documented move descriptions and weapon trivia.
Scorpion 1/56 FAQ
Q: What is the Ro-Ghoul scorpion weapon?
The Ro-Ghoul scorpion is Scorpion 1/56, a bikaku-type quinque shaped like a throwing knife. It represents a set of 56 blades that can be used for melee and throwing attacks.
Q: How many stages does Scorpion 1/56 have?
Scorpion 1/56 currently has one documented stage: Stage 1. The available move list includes a click attack and an E dash slash.
Q: What does the E move do?
The E move sends the user forward at high speed and performs a slash. Its listed cooldown is one second, but the attack can be difficult to aim because of its fast movement.
Q: Is Scorpion 1/56 easy to aim?
The weapon can be challenging to aim. Its high damage and low cooldowns are balanced by fast movement and a demanding precision requirement, especially when using the E dash.
Scorpion 1/56 is best understood as a fast, high-damage quinque that rewards accurate movement. Learn the click range first, then use E for deliberate gap closing.