- Liu Kang's B3,1,2 is 100% safe on block. It's either +/-1~2 frames on block
(or something of the sort) which is bad for us. It takes us back to the default jump/uppercut/poke situation.
- Without a doubt the worst matchup for the Quack
(my lingo for "Quan Chi") is Kung Lao because you NEED to jump in and force your mixups... and unfortunately Kung Lao is a no fly zone.
It's very hard to punish a blocked spin.
(ugh)
Low hats come out faster than skulls.
Sky drop is really risky because Lao gets a free spin if you drop behind him and Lao gets a free 1,2,1,2 followup if you drop in front. Lao's 1,2,1,2 is easily hit confirmable... so on block he builds nice meter 'n low hats you at the end then applies pressure. 1,2,1,2 on hit... well... no need to go there.
Lao can apply wakeups on knockdown because Quan Chi doesn't have anything to get him off.
Kung Lao is a really -really- bad match up... use Raiden instead.
(jeez... taking about the Kung Lao matchup makes my package shrink...)
okay okay... lets move on
- Another application for EX rune is after an anti-air uppercut. You have to delay the rune slightly to anticipate for tech rolls though.
- F1 anti-airs surprising well and can be cancelled in trance. This works against those people who only jump-punch. Kinda weird... try it out.
- The Sub-Zero matchup isn't bad. This is one of those rare matchups where you can almost mindlessly throw out max ranged trances in hopes of catching him when he ice clones. Sky drop from behind stops the clone abuse too. Remember Subby CAN'T drop a clone at extremely close range. So get in his face 'n jump over him. I've been told that Subby has an offense... but you know people 'n their stories!
- B3,1+2 / F1,2,1+2 / U3 are all great post-combo followups. Go easy on U3 seeing as you need to commit to trance.
Quan Chi is the only character that has a non-commitment low starter that's safe on block. Use it... abuse it... and when they start blocking low mix it up with U3 to get 'em salty.
- most people block with
"muscle memory" rather than visual cues. Mixing up B3,1+2 and F1,2,1+2 works wonders.
- Make sure you uppercut EVERYONE outta the air. The Quack doesn't have a spin or a flip kick or anything that's quick to put fear in your opponent's heart when you're up close at a neutral state. Oddly enough your best option up close is to uppercut because:
1) it's his fastest option that does damage
2) it'll beat all high attacks
(fast jabs) and grabs 100% of the time.
3) it'll piss your opponent off.
When your opponent is scared to use his faster jabs/attacks up close that's when you can start jumping over him and applying your mixups.
(except for Kung Lao)
- I have very mixed views on D4 xx skull. Skull is pretty much safe on block 'n builds meter while being annoying at the same time.
BUT
if you're close enough to D4 'em you shoulda just jumped in on 'em instead seeing as the odds of you getting anti-aired are very unlikely at the range.
(except for Kung Lao)
- EX trance is a must in competitive play because Quan Chi is SLOW. He has bad knees and throws punches like a girl. So when you're in close you gotta make it count. Getting a breaker in your face creates too much distance and he's too old for that shit. Get in the habit of monitoring your opponents meter.
It also makes your opponent frustrated... which is good.
- If the rune trap is patched out it's not a big deal. In competitive play you'll never sit on a full meter anyway. After an EX rune you have enough of an advantage to get a free jump on everyone which is plenty.
(except Kung Lao... don't jump at this asshole)
If you don't need EX trances chances are you don't need the rune trap to win.
It does get people pretty twisted though...