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Dedicated thread for giving tips on defeating Shinnok and Quan chi

Spencer

Always Training
Hey guys I'm asking everyone that has any tips on beating Quan Chi and Shinnok to post it here.

It can be character specific or just in general.

I need a lot of help going against these two and I'm hoping that you guys have some tips so I can atleast put up fight.
If I keep losing to them I might actually break my disc(just kidding) well... Maybe.


Maybe this thread can help some of you too.
I know I'll probably get hate from shinnok and Quan chi mains for this...lol
 
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Mijnwop aka RZA

GrandMaster of Shirai Ryu
Hi Spencer, give us more information, do you want tips against general gamplay of both of them or a specific variation ? are you looking for punishment or defend against pressur ?
 

Spencer

Always Training
Hi Spencer, give us more information, do you want tips against general gamplay of both of them or a specific variation ? are you looking for punishment or defend against pressur ?

EVERY THING YOU HAVE TO OFFER LOL.

General Gameplay against all variations of both characters.

Defense and Punishment mostly.
 

Solignac

Apprentice
Well I play Quan Chi a lot, I'll try to give some off the top of my head. I'll try to make it not so technical. :DOGE
General Quan Chi
  • Punish a blocked trance and blocked sky drop everytime.
  • Don't try to counter-zone him, once he hits you with 1 rune or ex rune, he has a lot of momentum. EX rune leads to a safe bat, so now you have to worry about a bat, his runes, his skulls, and his ex trance.
  • EX Sky Drop doesn't have armor on most of the way up, none on the way down, and can be easily broken with 2 even moderately quick moves.
  • You can technically punish an ex sky drop on the way down with Erron Black's slide
  • B2 (the overhead swing) into the rune into the ex rune is a HIGH, MID, LOW block. You can block the mid standing or crouching. Keep in mind you might have to be a little more focused on blocking low overhead or overhead low a lot of the time.
  • A non-ex rune, so just 1 rune, is punishable. Ex rune, or the 2 runes, is safe.
  • Always put pressure on him, he has a hard time getting back to momentum once hes lost it.
  • He has no reliable armor wakeup reversals (see Warlock).
  • d3 (the crouching kick) is a jail into 1,4 from close range reliably on most characters (not some females). 1,4 can lead to a safe rune which is dangerous if you're in the chip circle. So effectively he has a short range poke that can lead to a block-string.
  • Watch your space, his overhead b2 (the downward sword swing) has a lot of range and can combo into some severe damage especially in the corner. Try to punish it.
  • His low starter, the pussy kick b3 starter string b324 is easily punishable if he does all three hits. He can make it safe doing b32-exrune. If he throws and a b3 string and you block, its safe to say you should just block low the entire string.
  • His neutral jump punch is always a threat and is very easily combo'd off of. Make sure you watch out for it if you choose to jump, especially in the corner.
  • He has a 6 frame d1 which means he can poke you quickly at close range or get out of holes that are in your attacks.
  • EX Trance hits fullscreen, normal trance does not.
  • He has a spooky laugh
Warlock
  • He gets his f3 which is his portal kick that comes up behind you.
  • Portal kick is guaranteed after a skull so if you get hit by a skull full-screen, you should block.
  • Don't try to zone him. The addition of the portal kick and portal grab makes him dangerous full-screen.
  • He's not as much of a joke up close, so watch out for the portal scoop and portal stab.
  • He gets his armored reversal which is his portal scoop, leads to a big combo and setup.
  • He gets another armored reversal, the portal stab, which has a hit of armor and leads to a 50/50.
  • Portal Scoop has armor and got faster in the last patch, so watch out. It's always a low.
  • Portal Stab (Ex Portal Grab) is an armored re-stand, not a combo.
  • If you get hit by a portal stab, you have a guess of 4 things to make. Block high, block low, or tech a grab to the left, tech a grab to the right.
  • Only overhead without jumping is b2, the sword downward swing. More things can come at you low.
  • Arguably worst variation because of lower damage and higher reliance on meter.
Sorcerer
  • Exactly like vanilla quan but he gets 3 runes to summon.
  • All runes can be made guaranteed except for 1, the 1 that doesn't matter.
  • The GREEN Armor rune spawns on quan and gives quan a hit of armor if he stands in it. He's going to stand in armor and try to zone you out, piss you off, and bait you into attacking him so he can just use his armor to punish your attack.
  • He can't combo an armor rune ender from a trance. (It is safe though)
  • Try to do a move that has armor and does multiple attacks in a short amount of time. Goro's punchwalk is an example but he gets like 50k hits of armor.
  • Don't be dumb and do an entire slow string, as soon as the first attack hits, quan chi will take the hit of armor and punish it.
  • Good sorcerer's can really trap you in a loop in the corner with the armor spell. Wait for a chance to quickly break the armor hit he has.
  • A lot of quan chi's will gravitate towards keeping within their armor circles. Some edgy ones don't need a hit of free armor... Use that to help read them.
  • The RED Chip rune spawns on you and lets quan do more chip damage to you as long as you stand in the circle.
  • It can be combo'd off of from trance into guaranteed chip damage. So for the love of god just keep blocking.
  • You can get around 50% from a combo to chip setup mid-screen
  • You can get to 100% in the corner with a perfect chip setup.
  • Point is, don't stand in the spell. Especially not in the corner. If there was a time to armor out, that's your time.
  • It's much harder for quan keep their opponent in a chip spell than it is for them to stand in armor.
  • The PURPLE Drain rune spawns on quan and lets his rune and skull drain meter if they hit. A small amount if blocked, larger if hit.
  • If a quan uses a purple rune, he has to stand in it to get the buff, so chances are he will always try to immediately zone, so there's your read.
  • Green and Red runes can be made safe after a juggle 141 and ex rune, so there's nothing you can do if you get hit by those.
  • Green rune is able to be safe after trance. Red rune is able to be safe and combo'd off of after trance. Purple rune is not safe.
  • He has no armored reversal, so pressure him all the time.
Summoner :DOGE
  • Exactly like vanilla quan but he gets to summon a bat
  • The bat can be made guaranteed after what makes the runes guaranteed, 141 and ex rune.
  • The bat has mainly a threat of either coming at you quickly as a mid or as a low
  • Especially don't try to counter zone summoner if he has the bat out. He can cover a lot more gaps in the timing than you probably can with your character. Remember that ex rune leads to a safe bat. Each time you get hit by an ex rune, the bat becomes a threat again. Don't zone him.
  • The overhead sword swing b2 can be a serious threat combined with low bat for an overhead, low at almost exactly the same time. (which can turn into trance and comboed into)
  • Go into practice mode and practice trying to block the mixups of njp low bat, overhead low bat etc (watch a good quan like Michaelangelo, Shujinkydink, or Ketchup do them and just record it in practice mode)
  • He has no armored reversal, so pressure him all the time.
  • He get's a huge amount of damage with no meter full screen or midscreen. A good quan chi can get 40-50% consistently with no meter and upwards to 60-70% in the corner with meter from various starters.
 
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Braindead

I want Kronika to step on my face
Learn to punish regular hell sparks on block. Don't let the Shinnok player get away with that.

If your character has a long-range armored launcher then armor between the 3rd spark and the MB spark on block and proceed with a full combo.
 

YoloRoll1stHit

Publicly Educated
I yolo roll :DOGE
As a Mileena player: try to get a knock down and end his life from there. If you fail then...good luck
Although Quan's D1 is -9 on block, I can only punish that 1 time in my life. However it's still possible to punish it on block if you know he will d1.
His trance is so horrible on block that you can punish it with an F3 combo for 40% meterless or ~ 43% with 1 bar.
 

Solignac

Apprentice
Wow ! Great stuff guys keep it coming

@Solignac
Thank you man I will definitely be studying this, great stuff hopefully it will help the others too
You're welcome, buddy. If you have any specific questions on what to do against Quan, feel free to let me know. I'm not the best but I think my fundamental understanding is good. That was just off the top of my head, if anyone wants to add anything I missed, feel free.