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"You will serve me Kool-Aid in the NetherRealm" - The Quan Chi Matchup Discussion Thread

REO

Undead
Quan Chi Matchup Thread
Curent Status: Working...


Table of Contents

  • Baraka
  • Cyber Sub-Zero
  • Cyrax
  • Ermac
  • Jade
  • Jax
  • Johnny Cage
  • Kabal
  • Kano
  • Kitana
  • Kung Lao
  • Liu Kang
  • Mileena
  • Nightwolf
  • Noob
  • Raiden
  • Reptile
  • Scorpion
  • Sektor
  • Shang Tsung
  • Sheeva
  • Sindel
  • Smoke
  • Sonya
  • Stryker
  • Sub-Zero

Match-ups will be rated in the following manner:

##:## (# symbolizing a specific number for example 70:30 in X characters favor).​




Baraka
##:##

MATCHUP ANALYSIS​


Cyber Sub-Zero
10:90

MATCHUP ANALYSIS

Possibly one of the worst match-ups in the game, this is going to be more of a "what not to do with Quan Chi" than "here is how to play against Cyber Sub-Zero with Quan Chi". First, you must understand dive kick completely controls the match and there is virtually nothing you can do about it. Since Quan Chi lacks any air control, Cyber Sub-Zero is going to be in the air constantly dishing out dive kicks, jump-ins for pressure and mix-ups all day. Your skull ball projectile can be punished on reaction by a dive kick regardless of range, so I advise not using it. Trance is also easily punished by dive kicks from any range, so use it very sparingly and ONLY on good reads.

You will want to try and stay grounded and read when he will go for a dive kick, you can try jumping back and stuffing him with an air punch / kick depending on the arc. Of course, this will not do much, but it is a very small option to consider. Once he understands you completely respect dive kick, he will start to be greedy and go for jump-ins instead of dive kicks to kill you quicker, uppercut these attempts if you read them. Since Quan Chi struggles in the punishing department, you cannot do anything about dive kicks on block, but dash in and try and make a read on his next move.

Work on fuzzy guarding to diminish the use of his 3,3 and 3,4 low / overhead mix-up, this will cause him to rely on 2,1,1+2 more for his main rushdown up close. If you read he will just 2,1 - uppercut immediately, if he does 2,1,1+2 be weary he can instant dive kick after to check you, otherwise you can try jumping over or sneak in an uppercut. Overall, you're going to want to play a very defensive game by just sitting back and reading how he dictates the match. Uppercuts, pokes, and your occasional jumping here and there will be of most use. Since Quan Chi cannot build meter at all in this match, his offense is severely stripped from him, leaving him with no meter for enhanced runes and causing him to use every bit of meter on breakers due to Cyber Sub-Zero's insane rushdown and knockdown pressure which he cannot afford to deal with.​

Cyrax
##:##

MATCHUP ANALYSIS​


Ermac
##:##

MATCHUP ANALYSIS​


Jade
40:60

MATCHUP ANALYSIS

Jade is a very tricky character to play against, most notably due to her ability to get passed projectile zoning at no risk and her spacing. Because of her shadow flash, your skull ball projectiles will not have much use in this match-up so I recommend not using them. Jade can punish skull balls with glow into shadow kick on reaction and trance with shadow kick regardless of distance on block. Jade is safe after her shadow kick on block so she will be throwing this out to keep you aware, make sure to bait it by crouching without block and then uppercutting immediately after. Her boomerangs won't be a problem to deal with since Quan Chi can punish them with sky drop on fairly easy reads.

Jade's U+3 is going to be an issue, she can keep you in check with it all day and force you to dash block in or jump to approach. Be aware when she is at a certain sweet spot, she can pressure with U+3, D,B+2, and shadow kick. U+3 will hit if you crouch without block so keep that in mind when looking for a shadow kick. Her B+2 is a solid anti-air that leads to juggles so try to avoid jumping in carelessly. Jade will have an extreme meter advantage over you in this match-up, due to all the chip from U+3 and the meter her constant shadow glow builds. With Quan Chi you're not going to build meter much at all, so there will rarely be any enhanced runes to pressure her with. Basically, stay defensive and make good reads on when to move in, if you don't respect her options then she will run through you with ease.

If you do happen to get passed her U+3 zoning and other various spacing tools, she does have one backup tool which is her enhanced shadow glow. Enhanced shadow glow makes her take increased damage but in return gives her super armor for a set duration, this means when she has meter you cannot bulldog her on wake-up or rambo her because she can enhanced shadow glow on wake-up and punish you severely. What you want to do is bait her into using enhanced shadow glow then jump back or block, just anything defensive to diminish the use of her active frames. Quan Chi's x-ray is the only move he has that can armor break her out of her enhanced glow so make sure to remember this just incase the situation arises where it's needed.​

Jax
##:##

MATCHUP ANALYSIS​


Johnny Cage
40:60

MATCHUP ANALYSIS

You're going to want to keep Johnny Cage out and zone with skull balls as much as possible to build meter. Make sure to punish his jump-ins with well timed uppercuts. Use trance sparingly in this match since Cage can easily punish with shadow kick even at maximum spaced range. When you have full meter, you're going to want to switch off from defensive to offensive and milk some of it with enhanced rune traps as he approaches. Remember to only go punch-for-punch with Cage when you have meter, if you don't have meter then you want to turtle and build up on some with projectiles.

Quan Chi has an easy time punishing Cage thanks to his great uppercut and low hitbox. His flipkick can be punished by uppercut on block easily. Due to your low hitbox, he will not be able to use his F3,2 string since the last hit will whiff if you crouch block, leaving you free to punish with an uppercut on reaction. Shadow kick can be launch punished by dash-in B+2,1, nutpunch can be launch punished by dash-in B+3,1+2. Cage's enhanced low forceballs whiff if you crouch up close, thus making you impervious to some of his fireball trap lockdowns. Cage will be forced to use his 2,1,F+2 and F+3,3,B+3 strings for his main rushdown tools. Quan Chi can surprisingly duck under the 2 without block, so you have an easier time poking him out of 2,1, 2,1 jab pressure if read.

Avoid getting knocked down or walled by Cage because once you get trapped in a corner, it's near IMPOSSIBLE to get out. On knockdown, Cage can come in and do what he wants freely with no worries since your wake-up attack can be stuffed by mostly anything and be punished on reaction. Try your best to prevent Cage from getting in, because a majority of the time when Cage gets in, he will wreak a ton of havoc before you can get him off and it will be too much damage to compensate for. When he's in your face, be patient and wait for an opening to uppercut or poke out of. If you can control space well, zone effectively and use your small hitbox to your advantage, this match-up is not as bad as some and fairly easy to understand.​

Kabal
##:##

MATCHUP ANALYSIS​


Kano
##:##

MATCHUP ANALYSIS​


Kitana
##:##

MATCHUP ANALYSIS​


Kung Lao
##:##

MATCHUP ANALYSIS​


Liu Kang
##:##

MATCHUP ANALYSIS​


Mileena
##:##

MATCHUP ANALYSIS​


Nightwolf
30:70

MATCHUP ANALYSIS

Nightwolf is going to be a difficult match-up because he shuts down your projectiles and controls the match with heavy momentum. Since Nightwolf can reflect skull balls on reaction, they are pointless to use, even the enhanced skull can be reflected. Trance is very risky in this match-up and gets punished by no effort by shoulder and enhanced lightning regardless of distance. Nightwolf's shoulder is completely safe on stand block but can be punished on crouch block with an uppercut if you're quick enough, but the best way to deal with shoulder is to anticipate it and then crouch for a punish. This will condition you to crouch constantly out of respect for the shoulder and opens him up to strike with enhanced lightning and control space.

His enhanced lightning is going to make you want to jump a lot and draw a lot of focus, pay attention when he has meter and jump as soon as you see him go for a lightning. Nightwolf has one of the best uppercuts in the game so he can anti-air on reaction fairly easy which means you must avoid jumping in carelessly unless on good reads. Meter is near impossible to build in this match-up since you cannot use skulls and you will be too occupied with looking out for shoulders and lightnings anyway. Nightwolf's F+3,1 string has a natural delay to it so be on your gaurd when he pressures in between strings by doing F+3, F+3, or F+3,1~D,F+1.

The only time Nightwolf has most of his options taken away from him is when you are right in his face. When you get in you want to stay on him and not let him get away. This is obviously very hard to do, but it is the best gameplan to pursue when facing against Nightwolf. He is a monster a character space away and farther so make sure to read him carefully and not give in to his pressure. Nightwolf's best wake-ups are shoulder which has invincibility frames on start up and enhanced hatchet. With shoulder you want to crouch and poke him on wake-up, this will force him to throw out an enhanced hatchet on wake-up which can be baited out and whiff punished with trance.​

Noob
##:##

MATCHUP ANALYSIS​


Raiden
##:##

MATCHUP ANALYSIS​


Reptile
##:##

MATCHUP ANALYSIS​


Scorpion
##:##

MATCHUP ANALYSIS​


Sektor
##:##

MATCHUP ANALYSIS​


Shang Tsung
##:##

MATCHUP ANALYSIS​


Sheeva
##:##

MATCHUP ANALYSIS​


Sindel
##:##

MATCHUP ANALYSIS​


Smoke
##:##

MATCHUP ANALYSIS​


Sonya
##:##

MATCHUP ANALYSIS​


Stryker
##:##

MATCHUP ANALYSIS​


Sub-Zero
##:##

MATCHUP ANALYSIS​
 

Robotic

Gentleman.
This is gonna shape up to beTHE go-to spot for Quan Chi-ness on the internet, if it keeps up. Good stuff so far REO!
 

Altsa

Looking forward for updates on this thread. Also, minor detail in the CSZ one, his string is actually 2,1,1+2 not 2,2,1+2
 

REO

Undead
Looking forward for updates on this thread. Also, minor detail in the CSZ one, his string is actually 2,1,1+2 not 2,2,1+2
Thanks, updated.

How do you see the Quan Chi vs. Nettherrealm matchup? He's getting owned...
Well, right now, I'd say NRS is something every Quan Chi player should fear more than Cyber Sub-Zero by far.
 

Nameer

Noob
Great Thread :)
I'm really having troubles with Quan Chi against many characters
Quan Chi is extremely unsafe and doesn't have a good wake-up attack
btw can someone give me Quan Chi's Frame Data???
 

REO

Undead
Great Thread :)
I'm really having troubles with Quan Chi against many characters
Quan Chi is extremely unsafe and doesn't have a good wake-up attack
btw can someone give me Quan Chi's Frame Data???
Quan Chi has a lot of bad match-ups so having trouble is to be expected. His only wake-up attack is sky drop and it can be easily stuffed and baited, so I advise (as silly as this sounds) to just block on wake-up. It's sad to say, but that is his best option at the moment.

I don't have the proper equipment to gather frame data so if another member can help us out I would greatly appreciate it.





Also since I hear Quan Chi will be getting some changes in a hotfix after the patch, I will put this guide on hold until we have the new Quan Chi. I don't want to have to go over and redo all his match-ups if he gets some things that are significant to his game. I'm really excited NRS is looking into improving Quan Ch and am wondering how they will go about things.
 

Xstatic

Noob
Someone that works for NRS said on Twitter that the hotfix that will be coming shortly after the patch will address buffing Quan Chi. I wonder though, with the nerf of the telestomp's stagger if these new buffs will make him better than pre-patch Quan Chi. I hope it's not just a lateral movement for him.
 

Gotcha

Noob
same problem here man, idk what to do against kunglao, he has a safe ass teleport, his upclose game is amazing, and i cant shoot skull balls at him unless i feel like getten hit from behind with that teleport.
 

Xstatic

Noob
Yeah. KL can outzone Quan Chi, which is fucking stupid. Once he gets the lead (very easy for him to do against QC), he can just lie back and zone. We can't get decent offense against him because of spin. The best I can hope for is if they use teleport (punished with uppercut) and dive kick (punished with full combo) often; however, KL doesn't need teleport at all. He can use divekick on reaction if we are in a fireball war. Trance is too slow to trade with low hat. How do we punish spin? I've been doing dash up uppercut, but it doesn't always hit (but it might be because I'm not quick enough). I mean, WTF am I supposed to do!?
 

Dztrbed

Greatness ... You will Sucumb to the treachery
Nice thread reo, some of these other Quan players sound stupid soft, theres no way any dive kick, tele, slide, screen cross, or any of that bulsht not getting raped by Quan, SO called Quan players? look like noobs. 1 fuc up vs Quan could string 3 24%+'s

Send fight fgtnoops, and Get Quan fixed for PSN online, hes got a few buggs that wont allow him to be used
 

Gotcha

Noob
Nice thread reo, some of these other Quan players sound stupid soft, theres no way any dive kick, tele, slide, screen cross, or any of that bulsht not getting raped by Quan, SO called Quan players? look like noobs. 1 fuc up vs Quan could string 3 24%+'s

Send fight fgtnoops, and Get Quan fixed for PSN online, hes got a few buggs that wont allow him to be used
you've obviously never played a good kung lao
there is very little quan can do in that mach up
and i know all too well about quans Enhanced rune trap into 26%
the problem is, he has a dam good counter (just like cyber sub), his hats beat are fireballs, his hand to hand combos are faster than ares.
If he knows how good he is, the kunglao doesnt have to do anything except wait for US to fuck up so they can punish us with 47% combos.

The only thing that even lets me get close to wining is the Ex rune trap combo, and he can counter after its done so its not 100% safe