SCK ERR0R MACR0
Apprentice
I didn't see a dedicated thread for this, so I made it for anyone who is picking up Quan and needs a place to start. Also, I stole some things from the Smoke forum (@frothyomen), because their combo guide was very thorough and organized
LAST UPDATED: 2/9/2013
LAST UPDATED: 2/9/2013
Notations
1 =
2 =
3 =
4 =
~ = Special Cancel
> = Dash
... = Slight Pause
1 =
2 =
3 =
4 =
~ = Special Cancel
> = Dash
... = Slight Pause
Guide Layout
The guide will have endings for combos listed seperately, and each combo will list the possible endings.
The damage will be shown as (normal/JIP starter) for each ending. Some combos within an ending will do slightly more or less damage than others--this will be listed in the Combo Enders section.
Also, these combos have JIPs after Trance has landed--if you opt to build meter instead of JIP, you will do between 2-3% less damage.
I will list the combos under headings such as High Damage, BnB, etc. This is just my opinion--you may find that the higher damage combo is just as easy to do as what I list as practical. I may just suck
The guide will have endings for combos listed seperately, and each combo will list the possible endings.
The damage will be shown as (normal/JIP starter) for each ending. Some combos within an ending will do slightly more or less damage than others--this will be listed in the Combo Enders section.
Also, these combos have JIPs after Trance has landed--if you opt to build meter instead of JIP, you will do between 2-3% less damage.
I will list the combos under headings such as High Damage, BnB, etc. This is just my opinion--you may find that the higher damage combo is just as easy to do as what I list as practical. I may just suck
Combo Enders
Combo Enders 1:
JIP, B11~Mid Ground Blast (standard damage)
JIP, 112~Far Ground Blast (standard damage)
JIP, B3 1+2>Uppercut (+1 to 2% damage)
Combo Enders 2:
JIP, B21>B21>112~Far Ground Blast
JIP, B21>B21>B11~Far Ground Blast
Rune Trap Setup Ender (Can be used in place of Combo Enders 1 or 2):
JIP, 11~Sky Drop (Setup for Rune Trap. -3 to 4%)
Note: This can be used anytime after Trance in any combo.
X-Ray Ender (Can be used in place of Combo Enders 1 or 2):
JIP, 2,1~X-Ray
JIP, F12~X-Ray
Combo Enders 1:
JIP, B11~Mid Ground Blast (standard damage)
JIP, 112~Far Ground Blast (standard damage)
JIP, B3 1+2>Uppercut (+1 to 2% damage)
Combo Enders 2:
JIP, B21>B21>112~Far Ground Blast
JIP, B21>B21>B11~Far Ground Blast
Rune Trap Setup Ender (Can be used in place of Combo Enders 1 or 2):
JIP, 11~Sky Drop (Setup for Rune Trap. -3 to 4%)
Note: This can be used anytime after Trance in any combo.
X-Ray Ender (Can be used in place of Combo Enders 1 or 2):
JIP, 2,1~X-Ray
JIP, F12~X-Ray
Mid Screen Combos
Highest Damage Midscreen:
B21, Trance, Combo Ender 2 (41%/44%)
BnB:
B21>B21>B11~Trance, Combo Ender 1 (39%/42%)
B3 1+2>B21>B11~Trance, Combo Ender 1 (37%/40%)
Other Combos:
112~Trance, Combo Ender 2 (37%/40%)
Note: I sometimes check people after 11~Sky Drop with 113~Rune. If they are attempting to jump out of Rune Trap, this will land, which can be hit confirmed into 112~Trance.
U+3~Trance, Combo Ender 2 (31%/34%)
F12~Trance, Combo Ender 2 (38%/41%)
Note: The JIP in Combo Ender 2 will be a cross-up in this combo.
Trance Starter:
Trance, Combo Ender 2 (34%/--)
Note: This can be used anytime you land Trance as a starter--for me, this usually happens when attempting to trade with a projectile at mid to 3/4 screen.
Highest Damage Midscreen:
B21, Trance, Combo Ender 2 (41%/44%)
BnB:
B21>B21>B11~Trance, Combo Ender 1 (39%/42%)
B3 1+2>B21>B11~Trance, Combo Ender 1 (37%/40%)
Other Combos:
112~Trance, Combo Ender 2 (37%/40%)
Note: I sometimes check people after 11~Sky Drop with 113~Rune. If they are attempting to jump out of Rune Trap, this will land, which can be hit confirmed into 112~Trance.
U+3~Trance, Combo Ender 2 (31%/34%)
F12~Trance, Combo Ender 2 (38%/41%)
Note: The JIP in Combo Ender 2 will be a cross-up in this combo.
Trance Starter:
Trance, Combo Ender 2 (34%/--)
Note: This can be used anytime you land Trance as a starter--for me, this usually happens when attempting to trade with a projectile at mid to 3/4 screen.
Situational Combos
Air to Air:
Air to Air JP >F1~Trance, Jp B2 1, 1 1 2 Mid Rune (24%/--) **Updated from previous version--please see Mayo's video for a detailed explanation of his combo!
Air to Air JP>D4~Trance, Combo Ender 2 (20%/--)
Air to Air JP>D4~Trance, JIP, B21>112~Far Ground Blast (22%/--)
Air to Air JK~Sky Drop (13%/--)
Anti-Air:
Anti-Air NJP>...B21>B11~Trance, Combo Ender 1 (34%/--)
Note: Mostly used to stop cross-up JIP attempts.
Anti-Air D1>Trance, Combo Ender 2 (33%/--)
Note: Tough to land--I prefer the next two combos for AA.
Anti-Air 1>112~Trance, Combo Ender 1 (25%/--)
Anti-Air B1~Trance, Combo Ender 2 (32%/--)
Note: This is something new that I have been using as AA--let me know what you think!
Deep Jump Kick:
JK>D4~Trance, JIP, B21>112~Far Ground Blast (34%/--)
JK>F12~Trance Combo Ender 1 (30%/--)
Corner Only Combo:
B21, B21, B21, B11~Trance, Combo Ender 1 (43%/46%)
Note: The B3 1+2>Uppercut ender is nearly impossible to land. Any other Combo Ender 2 will work fine. The timing can be difficult--you'll know you're doing it correctly if the opponent almost goes behind you on the third B21.
Air to Air:
Air to Air JP >F1~Trance, Jp B2 1, 1 1 2 Mid Rune (24%/--) **Updated from previous version--please see Mayo's video for a detailed explanation of his combo!
Air to Air JP>D4~Trance, Combo Ender 2 (20%/--)
Air to Air JP>D4~Trance, JIP, B21>112~Far Ground Blast (22%/--)
Air to Air JK~Sky Drop (13%/--)
Anti-Air:
Anti-Air NJP>...B21>B11~Trance, Combo Ender 1 (34%/--)
Note: Mostly used to stop cross-up JIP attempts.
Anti-Air D1>Trance, Combo Ender 2 (33%/--)
Note: Tough to land--I prefer the next two combos for AA.
Anti-Air 1>112~Trance, Combo Ender 1 (25%/--)
Anti-Air B1~Trance, Combo Ender 2 (32%/--)
Note: This is something new that I have been using as AA--let me know what you think!
Deep Jump Kick:
JK>D4~Trance, JIP, B21>112~Far Ground Blast (34%/--)
JK>F12~Trance Combo Ender 1 (30%/--)
Corner Only Combo:
B21, B21, B21, B11~Trance, Combo Ender 1 (43%/46%)
Note: The B3 1+2>Uppercut ender is nearly impossible to land. Any other Combo Ender 2 will work fine. The timing can be difficult--you'll know you're doing it correctly if the opponent almost goes behind you on the third B21.
General Combo Notes and Strategy
The dashes in Quans combos are usually very short--at first they can be difficult to time, but once you understand the timing of the dashes, it is not difficult to replicate consistently.
Using Quan is all about meter management--in his combos, you can replace normal trance with ES Trance to drain your opponents meter if you want stop them from breaking. Use this wisely, as a bar of meter is crucial to Quan and could have given you another round of Rune Trap.
Rune Trap is accomplished by being at advantage from Sky Drop, which forces your opponent to take a block string (usually 212). After the block string you cancel into ES Ground Burst, which is unblockable, which once again puts Quan at advantage, so you can dash and repeat the process. After Sky Drop, sometimes opponents will try to jump out of the trap, and there is a very small window to do so if you are using 212 as the block string (watch Mayo's 4th video for much info on this), so I will instead use 113 after the Sky Drop, and then switch to 212 after the first Rune. The advantage to this is if your oppenent is trying to jump out, therefore not holding block, the 113 will hit--if you are quick, you can instead do 112~Trance and reset the combo. If they are actually blocking, just do 113~ES Ground Blast and the trap has begun. It should be noted that if your opponent lets go of block after 11 and lets the 3 hit them that the ES Ground Burst will miss, this will not happen when using 212 as the block string.
The dashes in Quans combos are usually very short--at first they can be difficult to time, but once you understand the timing of the dashes, it is not difficult to replicate consistently.
Using Quan is all about meter management--in his combos, you can replace normal trance with ES Trance to drain your opponents meter if you want stop them from breaking. Use this wisely, as a bar of meter is crucial to Quan and could have given you another round of Rune Trap.
Rune Trap is accomplished by being at advantage from Sky Drop, which forces your opponent to take a block string (usually 212). After the block string you cancel into ES Ground Burst, which is unblockable, which once again puts Quan at advantage, so you can dash and repeat the process. After Sky Drop, sometimes opponents will try to jump out of the trap, and there is a very small window to do so if you are using 212 as the block string (watch Mayo's 4th video for much info on this), so I will instead use 113 after the Sky Drop, and then switch to 212 after the first Rune. The advantage to this is if your oppenent is trying to jump out, therefore not holding block, the 113 will hit--if you are quick, you can instead do 112~Trance and reset the combo. If they are actually blocking, just do 113~ES Ground Blast and the trap has begun. It should be noted that if your opponent lets go of block after 11 and lets the 3 hit them that the ES Ground Burst will miss, this will not happen when using 212 as the block string.