Oh.... mighty Quan Chi I beseech thee and your nonsensical leg ripping logic with three questions of dubious value.
1: what is the best way to build your magical repertoire (build special meter)
2: How shall I use such mystical powers of the Troll (best usage of Ex moves)
3: Will you rip my leg off if I make puns such as "Quan"ity over quality and refrences to Johnny Cage and the "Quan"tum of Malice or shall I "Quan"tinue,,,,, don't kill me :squeak:
message written after three liters of coke and sleep deprivation
My answers to these questions.
1: throw skulls and more skulls. do block strings that have good push back to make skulls safe (like 1,1,2 or 1,1,3 or b+3,3 or d+4 *max distance*)
2: the only ex move i found exceptionally useful is EX trance. the only time you use EX rune is during the rune trap (off a block string). but not for anything else. ex tele stomp i'd use only for game winning combo.
3: n/a
How safe is his b+2,1 launcher?
might want to test it against raiden's ex fly and reptile's ex dash.
I think it depends on what normals you cancel the trance into. For example in a pop up combo, if you use 2, 1, trance you'll have a long delay because it doesn't launch them far, but 1, 1, 2, trance launches them far giving you lots of time to do whatever combo/rune trap.
i'm pretty sure it's the same no matter if u use it mid combo or not. the only real difference is one drains meter and one doesn't.
the delay you're talking about depends on how far away you actually do trance and they walk back towards you. but you still have the same amount of time.
how punishable is b+3, 1+2 on block? and how realistically can someone block it if it isnt over used
after much testing, QUAN CHI IS THE SHIT
as far as b+2, 1 goes its safe on block, he recovers almost immediately after the upward thrust. unlike some other characters who kinda linger after a pop up
again I'd still test b+2,1 vs. the characters I mentioned earlier. playing good players who KNOW they can punish b+2,1 might lead to loss of the round or match. if it's completely safe then it's all good.
I will test this later myself...and update.
b+3,1+2 is a good mixup. i'm not sure about the punish of 1+2 though.
do you think rune trap will be "fixed" in a future patch? imo its hard to get in with Quan chi, he dont have that crazy damage and also not a lot of launching moves, the rune trap makes up for it big time, but without the rune trap he would feel useless to me.
dont get me wrong, imo this is not a bug for me, its also not overpowered, cause you dont always have 3 bars to do it 3times, u need also 2 bars for breakers etc, so meter management is important for quan like with everyone else. but there are always trolls saying "hey thats overpowered, it needs to be nerfed"
another question, you all know u can hold b or f while sky dropping so u can land in front or behind your opponent without hitting them, so my question here, is this safe? can i land and block right away? cause this would be a nice get out of the corner move
rune trap:
i don't really use rune trap myself. because i feel there may be a way to escape that that we just haven't figured out yet.
and also...
because I think it might get patched.
but it really makes no difference to me either or.
whiffed sky drop (tele stomp):
he has very little recovery after it whiffs. you can block with no worries. if sky drop is blocked...you're fucked. remember you can also do sky drop (and direct it) on block strings. it's fun to troll and add to the gimmicks. you can air kara sky drop too.
Anyways, im loving this character, but having trouble on really grasping his playstyle. I can deal with zoners fairly well, but what is everyone doing against rushdown? I am relying a little to much on his fast sweeps and uppercuts I think. Also, what are some tactics as far as pressuring the opponents?
quan chi has sick rush down himself. so match rush down with rush down.
1,1 is dash cancelable. d+3 is too. he has block strings into skull, to make skull safe from a bigger distance. and teleport characters (except raiden) can't punish a blocked trance from full screen (unless they guess right).
Pressure comes from that b+3,1+2 you mentioned, f+1,2 (the string that connects low - it's great for starting the rune trap), b+2,1 launcher (virtually spammable against the right comp.) and 1,1,2, as it nudges you back on block, making it an even safer harass tool.
Also, a fun tactic I ran into today: if you're full screen and you TP stomp to the opposing side of your oppt., you're almost %100 off the screen. This is handy for mix-up options, or press the rune trap yet again from a nasty angle, if you've got a guy knowing what's going on. (lol)
f+1 series is fairly slow and I belive can be interrupted.
yes sky drop gimmicks are nice.
if your mix up is pretty good you can pretty much keep your opponent some what locked down or at least do 50% if you end a combo with regular sky drop, keeps them standing letting you do whatever you want, VERY similar to johhny cages nut punch not the same but a similar concept of what you can do after it. how bad is his fireball, the recovery is pretty good,
Correct me if i'm wrong but when your half screen, you should be using trance like ermac's force push correct? since the recovery on a blocked trance is AMAZING for that type of move.
up close his fireball is ass. but during block string you can make it safe because of how far you pushed your opponent back.
about trance it depends on the character really. again characters like raiden can teleport and possibly punish your blocked trance. other teleport characters have to guess and hit you with a teleport move before you even do the trance
My issue with Quan Chi is his matchups. Like Zoners I have little problems with (ermac is a problem for me); but rushdown specialists (as I call them) is where my issue is. Like I know that he has a sweep and a fast uppercut to use, but from playin against rushdowns i feel that those options are also unsafe as hell (via playing Liu Kang in casuals at powerup) as well as each of his normals get downright outbeat. I jus wanna know how would a Quan Chi player handle a matchup like that?
I really think quan chi should be played more like a rush down character than a zoning one. but i kinda play every character i play that way lol. your gonna have to learn when to punish your opponents character.
vs. liu kang when i learned that b+3,1,2 was punishable, every time I blocked it i did 1,1,2 x trance (for guaranteed combo). not sure if b+3,1+2 is fast enough to punish effectively. but I encourage you to try out all your options.