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Guide - Sorcerer Macro's sorcerer guide

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Eezeepeezee
BnBs mid-screen meterless:
F2122, 4xxtrance, JI2, f2122, RCxx141 34%
(On Goro you will have to RC into 4xxtrance)

B324, 4xxtrance, walk back, JI2 F2122 RCxx141 33%

B2xxtrance, Ji2, F2122, RCxx1, RCxx141 26%

NJP, 4xxtrance, walk back, JI2, F2122, RC, 141

Corner meterless:
B2xxtrance, JB2, F2122, 4, INJP, 4, 141 34%

F2122, 4, 4xxtrance, JB2, F2122, INJP, 141 40%

B324, 4, INJP, 4xxtrance, JB2, F2122, 141 39%

Corner meter burn:

F2122, 4, 4xxtrance, JB2, F2122, 4xxMBruin, INJP, 141 45%

B324, 4, INJP, 4xxtrance JB2, F2122, 14xxMBruin, 141 43%

B2xxtrance, JB2 F2122, 4, INJP, 4, 4xxMBruin, 1, 141 40%

B2xxMBruin, 4, 4xxtrance, JB2, F2122, 141 43%

BnBs mid-screen meter burn:

F2122, 4xxtrance, JI2, F2122 B2xxMBruin, RCxx141 39%
(Carries to the corner from half screen)

B324, 4xxtrance, walk back, JI2, F2122, B2xxMBruin, RCxx141 39%
(Carries to the corner from half screen)

B2xxMBruin, trance, walk back, JI2, F2122, RCxx141 34%





The Vortex:

Since Quan Chi's down 3 is plus 15 on hit, you can get a pretty nice vortex off of it.
Another thing is that, after you hit the down 3 your opponent can not even armor out of it, they just have to guess (stupid I know).

This is what makes matchups like Jax, Jonny, and Raiden not so bad.

Here is what you're going to do if you want to start that vortex in a combo:

Example
F2122, 4xxtrance, JI2, D3 50/50

And then let's say you want to keep pressure when they block, do a MBruin into another 50/50

Rinse and repeat.





Final Hex set-ups mid-screen:

All mid-screen Final Hex set-ups should only be used to kill, except one, which can be done any time you want to zone.

Example
F2122, 4xxtrance, JI2, F2122, RCxx4xxFinal Hex
(always do MBruin after after the set-up, if you don't have the meter only do the set-up to kill)



Now if your opponent gets hit by the MBruin that's 50%, If not and they block, it's 48% with advantage.


B2xxtrance, Final Hex, D3 8%

F2122, walk forward a bit, Instant air NJP, B2xxtrance, Final Hex, D3 24%

B324, NJP, B2xxtrance, Final Hex, D3 23%

Corner Final Hex meterless:

B2xxtrance, JB2, F2122, 4, INJP, 4xxFinal Hex 30%
(you have to be careful about this type of set-up because your opponent can wake up out of it)

B324, 4, INJP, 4xxtrance, Final Hex, D3 30%

F2122, 4, 4, INJP, 14xxtrance, Final Hex, D3 34%

Corner Final Hex meter burn:

B324, 4, INJP, 4xxMBruin, 14xxtrance, Final Hex, D3 38%

F2122, 4, 4xxMBruin, INJP, 14xxtrance, Final Hex, D3 40%

B2xxMB, 4, INJP, 14xxtrance, Final Hex, D3 33%


How the spells work:

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Armor spell:
This spell gives you one hit of armor every 5 seconds, also if you walk out then back in to the spell you will get your armor back right away.

http://testyourmight.com/threads/fighting-the-venom-quan-chi-sorcerer-armor-tech.53046/

http://testyourmight.com/threads/quan-chis-armor-guide-sorcerer.52769/

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Chip spell:
this spell will triple you chip damage, also it has the largest AOE of all the spells

http://testyourmight.com/threads/quan-chis-chip-aura-damage-guide-for-interactables.50700/

Quan Chi's chip aura formula:

It will add 4.00 percent to all special moves

It will add 1.00 percent to all normal moves that do .50 percent

It will add 1.50 percent to all normal moves that do .75 percent

It will add 2.50 percent to all normal moves that do 1.25 percent

It will add 3.50 percent to all normal moves that do 1.75 percent

It will add 4.50 percent to all normal moves that do 2.25 percent

It will add 7.00 percent to all normal moves that do 3.50 percent

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Meter drain spell:
The meter burn spell is by far the worst of the three but that dosen't mean it's bad.
tip: you can combo into this spell with MB trance, like this.

credit to: Gustavness


Full screen unbreakable combo: mbtrance, mid-screen mbruin, MB far ruin, Far ruin 31%
 
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I think it is better to use ji2 f21 (+16 on hit) as opponents think you are going to finish the combo or even f4 (+21 on hit) because +15 is very strict to connect a 15 frame overhead ( b2) without being interrupted by armor. You also get a couple more % damage than from a combo that ends with d3.

Also the formula for Chip aura is just multiply by 3, that is it.
If x is chip damage of a normal or a special then 3x is chip from this move done inside the chip aura.
 

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Eezeepeezee
I think it is better to use ji2 f21 (+16 on hit) as opponents think you are going to finish the combo or even f4 (+21 on hit) because +15 is very strict to connect a 15 frame overhead ( b2) without being interrupted by armor. You also get a couple more % damage than from a combo that ends with d3.

Also the formula for Chip aura is just multiply by 3, that is it.
If x is chip damage of a normal or a special then 3x is chip from this move done inside the chip aura.
For one: After you do a f21 you have to do a small run cancel to get the b3 to hit, unless you have your opponent in the corner, so now that you added those RC frames your opponent can back dash your mix-up. With D3 your opponent can't jump, they can't back dash, and they can't armor out.

For two: The reason I have the chip info like that is because not everyone is going to know what the base damage chip is going to be, and just by looking at it they should have a point of what the chip percentage is now by timesing the base number.
 
For one: After you do a f21 you have to do a small run cancel to get the b3 to hit, unless you have your opponent in the corner, so now that you added those RC frames your opponent can back dash your mix-up. With D3 your opponent can't jump, they can't back dash, and they can't armor out.

For two: The reason I have the chip info like that is because not everyone is going to know what the base damage chip is going to be, and just by looking at it they should have a point of what the chip percentage is now by timesing the base number.
I agree with almost everything, but to fit run cancel into b3 ( which is 10 frames) into a +16 window is just as hard to do frame perfect as to fit a 15 frame b2 into a +15 window so it can't be armored out of IMO. Then again, I am mostly playing Summoner and all of bat mix ups I am using perfectly connect at the distance that f21 and f4 provide. D3 might be more appropriate for Sorcerer.
 

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Eezeepeezee
with the chip spell, is 14 ex rune still the best string to use mid screen and in the corner?
Never use 14 in the corner use F212xxruin, and for mid-screen after you hit the D3 go for a B2 because it's a overhead not a high. Even when you have the chip aura up you can still do a 50/50 then you can still go back in to the chip aura like this

Example
B2xxMBruin, Trance, walk forward, jump over 2, F2122
 
Never use 14 in the corner use F212xxruin, and for mid-screen after you hit the D3 go for a B2 because it's a overhead not a high. Even when you have the chip aura up you can still do a 50/50 then you can still go back in to the chip aura like this

Example
B2xxMBruin, Trance, walk forward, jump over 2, F2122
Can't the the opponent armor between EX Rune and F2?