ENDeverMORE
The incredible introvert
Coming hot off of the London Comic-Con, ENDeverMORE had some time to dive deep in to Quan Chi. Below are his notes and impressions from playing him in his different variations. While, we cannot take these notes too literal as the game is in early development it's still nice to know what Quan Chi currently plays like.
edited/promoted by STORMS*1st off: Instant main, I like how I play him, and he is the coolest, he got me to play mk9 ffs! So yeah instant main! Add me to that list thing!
Now a list and comment on his specials, both comments at the time, and in hindsight.
His fireballs db2, which has the same input for air, feels the same as in mk9 Imo.
Trance bf3... I think, can't quite agree with myself that but whatever, feels the same too, just as unsafe on block, if not worse..
Runes are db1 and the neutral b or f for distances... I think I didn't use them as much, they both knockdown on hit, don't know if mb is unblockable.
Looking back, I feel as if a jumping skull after a blocked rune would be hard to avoid, providing its done fast enough.
He has a low combo starter, B324 which you can combo another string into, started just using 1 trance, but found b12 trance.
f132 (I think): starts overhead, but ends in knockdown. 3 in that string is special cancelable.
f2122: is a cool string to slap on the end of trance after a combo, I didn't experiment with special canceling anywhere in the string, for some silly reason...
as for variations, I played with warlock and sorcerer, but I left summoner, it had a lot to it, and I could quite remember what inputs there were, but there are more than in the trailer! A few use the stance flip button so that's interesting. I can see how summoner can be pretty decent in the long run.
His d2 doesn't feel as fast as the old one, but it anti air's pretty well.
sorcerer was the first one I tried, a rule with sorcerer though, is only one rune at a time
dd3 is the armour rune, no one throw fireballs at me, but while I was in the circle I had one hit of armour, so a few reckless trades were in my favour! Ending a combo with 21 which knocks down, into the same armor rune.
Also there is one final rune: dd2, where he places it on the opponents feet, didn't quite know what it does, but my instincts tell me that if it is placed by the enemy, and they have a red aura while in it, it must be bad for them... :/ I found it really easy to keep people in it while they're in the corner.
The last of the runes is the damage buff one dd1, which I'm quite spectical of. I don't quite know how much more damage it adds to pillars or skulls, or anything else, but analysing it, both characters have the same effect when they enter, I'm actually thinking it might buff opponent specials, and to dig deeper in speculation, maybe all runes effect both characters? I was quite looking from red mist over Quan, and I didn't have to deal with any armour while people were in the runes. So that rules that out.
The warlock variation is interesting.
It adds portal throw df2, and its a blockable, high? Full screen move. MB is portal stab which has more range and can combo into portal kick (f3 full screen normal that knocks down) and in hindsight, maybe trance... I don think so though.
It adds inputs into 2 strings: 212+4 which ends the string with portal...kick, and 121+3 which ends in a throw, and can be mb'ed to continue the combo. I remembered that in the trailer it looked like he comboed into throw, but I couldn't quite manage it, or I didn't look at the moves list hard enough.
That's all I remember as of when I'm typing this so this is something for others to work with when they get to play MKX next.
So overall: I think he'd be good with a defensive or keep away character, I really like it, I always tend to lean towards the defensive playstyle regardless of what character I use on any game. So guaranteed main!
edit:
somethings I should add to summoner: You cast the bat, the moment it goes away, either over time or when you do a move, you can summon it again.
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