M2Dave
Zoning Master
REO and I started exchanging Quan Chi strategies one night on AIM and we were disappointed to discover how limited this character really is. To make matters worse, while the previously known low tier characters (i.e., Baraka and Sheeva) have received buffs in the hotfix, Quan Chi's powerful tools are being removed with no apparent compensations in sight.
I know that the developers browse TYM / MKU, so gentlemen, can you please fix this character? Below are my personal complaints and suggestions. I encourage REO and other Quan Chi players to post their own opinions too.
Quan Chi's Character Design: strong zoning, risky but rewarding 50/50 mix ups up close, poor defense
Ground Burst series: d,b+1 fires a small pillar of energy right next to Quan Chi; d,f+1 fires one mid screen; d,b,f+1 fires one 3/4th of the screen away. The enhanced version of the move is unblockable. It is the only unblockable attack in the game that can be linked after any cancelable string. The Ground Burst series competes with Cyrax's Saw Blade (b,f+2) for the most useless special move in the game. Its recovery frames on block have been programmed to be laughably long. The move is highly risky to employ yet provides no reward whatsoever.
My Suggestion: I think the Ground Burst series ought to function similarly to Shang Tsung's Ground Skulls. Perhaps that is what the developers initially had in mind. All Ground Bursts should be safe on block with the closest version giving Quan Chi slight advantage. However, the enhanced version should not be unblockable. It should launch instead and propel the opponent toward Quan Chi for a juggle. The enhanced versions should also have more active frames. None of these suggestions would be overpowered if implemented appropriately. The move would only have some usefulness.
Trance (b,f+3): From what I understand, the Trance was very powerful in the beta version of the game, so it has been changed accordingly. Many Quan Chi players feel that the current incarnation of the move leaves something to be desired, but I understand the move's ramifications on gameplay if it were any better.
My Suggestion: I honestly think the move is fine the way it is. The Trance is a "tricky" special move. Make it any more unsafe and it becomes useless; make it any safer and it creates a lot of mismatches against those characters who lack a fast punishment tool. The Trance could perhaps be somewhat faster since Quan Chi lacks a fast punishment tool himself. I have no serious complaints otherwise.
Skeletal Boost (d,b+4): This special move gives Quan Chi a health or power boost. The game randomly decides which one the player acquires which is one of the most absurd things that I have ever seen in any fighting game. Of course, there ought to be two separate notations. The Skeletal Boost is a nice idea, but the special move has few applications due to its slow speed. Besides, not only does Quan Chi lose the health / power boost when he gets hit, he also loses either when he blocks an attack. This makes the move virtually unusable at any level.
My suggestion: First of all, there should be two separate notations for the health and power boost. The health boost could be d,b+4 while the power boost could be d,f+4. It really makes no difference. Second of all, the Skeletal Boost should be applicable after the Trance as currently it is not. Yes, I am well aware that Quan Chi would be able to regenerate his life after each combo. I am also well aware that Quan Chi's combos would do more damage. These two legitimate concerns, however, can be balanced by toning down the life that is gained and the damage that is increased. The EX Skeletal Boost is fine the way it is.
Sky Drop (d,b+3): The Sky Drop is very slow and translates to death on block should you use it carelessly. You can man maneuver Quan Chi to appear in front or behind your opponent which is more of a gimmick than an actual strategy. All of these move properties are acceptable to an extent. The EX version, however, should be a lot better.
My Suggestion: The EX Sky Drop should be safe and faster. I am not out of my mind. Sektor already has a similar tool (i.e., enhanced d,f+4) except his launches too. The EX Sky Drop is meant to be Quan Chi's primary wake up attack at the cost of one bar of super meter.
Skull Ball (d,b+2): The Skull Ball is a great projectile that is overshadowed by Quan Chi's ineffectiveness as a character. It is fine the way it currently is.
My suggestion: None.
As far as normal attacks are concerned, u+3 is special-cancelable yet 2,1,u+3 is not even though the combo ends with an attack that is normally special-cancelable. This makes no sense and should be changed.
I know that the developers browse TYM / MKU, so gentlemen, can you please fix this character? Below are my personal complaints and suggestions. I encourage REO and other Quan Chi players to post their own opinions too.
Quan Chi's Character Design: strong zoning, risky but rewarding 50/50 mix ups up close, poor defense
Ground Burst series: d,b+1 fires a small pillar of energy right next to Quan Chi; d,f+1 fires one mid screen; d,b,f+1 fires one 3/4th of the screen away. The enhanced version of the move is unblockable. It is the only unblockable attack in the game that can be linked after any cancelable string. The Ground Burst series competes with Cyrax's Saw Blade (b,f+2) for the most useless special move in the game. Its recovery frames on block have been programmed to be laughably long. The move is highly risky to employ yet provides no reward whatsoever.
My Suggestion: I think the Ground Burst series ought to function similarly to Shang Tsung's Ground Skulls. Perhaps that is what the developers initially had in mind. All Ground Bursts should be safe on block with the closest version giving Quan Chi slight advantage. However, the enhanced version should not be unblockable. It should launch instead and propel the opponent toward Quan Chi for a juggle. The enhanced versions should also have more active frames. None of these suggestions would be overpowered if implemented appropriately. The move would only have some usefulness.
Trance (b,f+3): From what I understand, the Trance was very powerful in the beta version of the game, so it has been changed accordingly. Many Quan Chi players feel that the current incarnation of the move leaves something to be desired, but I understand the move's ramifications on gameplay if it were any better.
My Suggestion: I honestly think the move is fine the way it is. The Trance is a "tricky" special move. Make it any more unsafe and it becomes useless; make it any safer and it creates a lot of mismatches against those characters who lack a fast punishment tool. The Trance could perhaps be somewhat faster since Quan Chi lacks a fast punishment tool himself. I have no serious complaints otherwise.
Skeletal Boost (d,b+4): This special move gives Quan Chi a health or power boost. The game randomly decides which one the player acquires which is one of the most absurd things that I have ever seen in any fighting game. Of course, there ought to be two separate notations. The Skeletal Boost is a nice idea, but the special move has few applications due to its slow speed. Besides, not only does Quan Chi lose the health / power boost when he gets hit, he also loses either when he blocks an attack. This makes the move virtually unusable at any level.
My suggestion: First of all, there should be two separate notations for the health and power boost. The health boost could be d,b+4 while the power boost could be d,f+4. It really makes no difference. Second of all, the Skeletal Boost should be applicable after the Trance as currently it is not. Yes, I am well aware that Quan Chi would be able to regenerate his life after each combo. I am also well aware that Quan Chi's combos would do more damage. These two legitimate concerns, however, can be balanced by toning down the life that is gained and the damage that is increased. The EX Skeletal Boost is fine the way it is.
Sky Drop (d,b+3): The Sky Drop is very slow and translates to death on block should you use it carelessly. You can man maneuver Quan Chi to appear in front or behind your opponent which is more of a gimmick than an actual strategy. All of these move properties are acceptable to an extent. The EX version, however, should be a lot better.
My Suggestion: The EX Sky Drop should be safe and faster. I am not out of my mind. Sektor already has a similar tool (i.e., enhanced d,f+4) except his launches too. The EX Sky Drop is meant to be Quan Chi's primary wake up attack at the cost of one bar of super meter.
Skull Ball (d,b+2): The Skull Ball is a great projectile that is overshadowed by Quan Chi's ineffectiveness as a character. It is fine the way it currently is.
My suggestion: None.
As far as normal attacks are concerned, u+3 is special-cancelable yet 2,1,u+3 is not even though the combo ends with an attack that is normally special-cancelable. This makes no sense and should be changed.