It works like chief thunders (Nightwolf) lightning. Its UB and if you time it right its guranteed. I also forgot this one which I usually use, 11 spear, nj.p ff b2 jk. teleport 33 jk airthrow hellfire.
Hmm I duno what combo your posting but jk teleport 3,3 jk airthrow isnt a combo for Scorpion.
Also I did a study and Hellfire is actually only guaranteed after teleport hits on standing opponent.
Enhanced hellfire on the other hand is different its guaranteed after every combo ender and knockdown except
B4, 1,1,4 ,throw and d,b4.
First is any spear combo that ends with another spear. The timing on this is tight though to beat any wake up move or jump they may try.
Spear, NJ1, }B2, UF3tele, }1, }1,1spear. E. hellfire.
Second any combo ending with an uppercut or just uppercut alone.
Fav. uppercut combo would be Spear, NJ1, }B2, UF3tele, }1, }D2. E. hellfire.
Third any combo ending with teleport such as,
Spear NJ1, }B2, UF3tele, }2,1tele. E. hellfire.
Fourth is any combo ending in AirGrab. Timing is also tight on this one to ensure that you beat their wake up unless you throw them into the corner then it feels like its easier for some reason.
Example would be: Spear, NJ1, }B2, UF3tele, UF3,AirGrab. E. hellfire.
Those are the four best combos where Enhanced hellfire works after. They have no chance to roll, jump, or do wake up moves if you time it correctly. Regular hellfire is simple to get out of after any combo ender. Especially if they have an aerial wake up attack like raiden superman or teleports.
Tested and Egg your BNB isnt even a combo... not trying to be rude but JKtele,2,1tele is a better midscreen than any spear ender and does more damage, also guarantees enhanced hellfire, more advantage after the combo is done, and I probably wouldnt say someone did the BNB's wrong if I didnt actually play with that character, just doesnt make sense to me... Thats why I asked you because you seemed like you knew better.