cHAncEman1292
Noob
I love Quan Chi he's underrated and an absolute beast once he gets momentum.
That being said I've be having issues of late. It seems that once folks know what Quan's about they end up stuff all my mix-ups back in my face! Quan's overhead telegraphs so badly that I've actually gotten stuffed out of it. Add this to the FUZZY blocking issues and you have a game that entire turns to spew in my lap. *ahem*
So I was wondering does anyone have any new tricks with Quan Chi?
I was considering the following
[4] - this standing kick gives you loads and loads of advantage but places the opponent slightly farther from Quan than [1,1+ SkyD]. This means that Quan will have to dash to get back into the opponents face. So RuneTraps are not advised. Rushing in to do [b3,1+2] or [u3] is also dangerous do to the proximity- this all can be remedied with a crossover jumppunch; but if the opponent is anticipating such things you'll get wrecked- with a fist in the jaw or worse. However there is [f1,2,1+2]...the interesting thing about this is (if i remember correctly) that the first punch will wiff but the second punch will hit low. If your opponent sees the wiff they may be encouraged to try to poke you- just to get hit low by the second punch. OR one could use a midrange ExRune, who knows might be usefully might not.
[1,1+SkyWiff] - the typical stagger string with a twist! It doesn't stagger! My assumption is that if you get them with 1,1 and then skydrop behind them you'll have the advantage. This goes on the further assumption that their blocking while your hitting them hoping that you'll mistime something. While you drop behind them they'll be like "OMG he wiffed! I'm going to punish him!" to which your like "Haha I have the advantage because your coming out of block while I [b3,1+2] or [2,1+ExRune/ExCrunchy]
[Tranced Opponent] [2,1+ExCrunchy] [Skely Boost] - possibly the most viable usage of the Skely Boost. While your opponent staggers like a madman you get space and time to through up a Boost. But the Boost does something as well- it opens up your opponent. The last thing the opponent wants is you healing or trolling around with a power boost. Be warned this always leaves you open to mistakes if your too aggressive or too turtly.
These situation your playing mind games with the advantage, dangerous stuff but hey, it may actually work? Right?
Let me know what you all think!
That being said I've be having issues of late. It seems that once folks know what Quan's about they end up stuff all my mix-ups back in my face! Quan's overhead telegraphs so badly that I've actually gotten stuffed out of it. Add this to the FUZZY blocking issues and you have a game that entire turns to spew in my lap. *ahem*
So I was wondering does anyone have any new tricks with Quan Chi?
I was considering the following
[4] - this standing kick gives you loads and loads of advantage but places the opponent slightly farther from Quan than [1,1+ SkyD]. This means that Quan will have to dash to get back into the opponents face. So RuneTraps are not advised. Rushing in to do [b3,1+2] or [u3] is also dangerous do to the proximity- this all can be remedied with a crossover jumppunch; but if the opponent is anticipating such things you'll get wrecked- with a fist in the jaw or worse. However there is [f1,2,1+2]...the interesting thing about this is (if i remember correctly) that the first punch will wiff but the second punch will hit low. If your opponent sees the wiff they may be encouraged to try to poke you- just to get hit low by the second punch. OR one could use a midrange ExRune, who knows might be usefully might not.
[1,1+SkyWiff] - the typical stagger string with a twist! It doesn't stagger! My assumption is that if you get them with 1,1 and then skydrop behind them you'll have the advantage. This goes on the further assumption that their blocking while your hitting them hoping that you'll mistime something. While you drop behind them they'll be like "OMG he wiffed! I'm going to punish him!" to which your like "Haha I have the advantage because your coming out of block while I [b3,1+2] or [2,1+ExRune/ExCrunchy]
[Tranced Opponent] [2,1+ExCrunchy] [Skely Boost] - possibly the most viable usage of the Skely Boost. While your opponent staggers like a madman you get space and time to through up a Boost. But the Boost does something as well- it opens up your opponent. The last thing the opponent wants is you healing or trolling around with a power boost. Be warned this always leaves you open to mistakes if your too aggressive or too turtly.
These situation your playing mind games with the advantage, dangerous stuff but hey, it may actually work? Right?
Let me know what you all think!