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Quan Chi Portal Details

UghGetOuttaHere

Number Cruncher. Jack of All Trades.
Post Status: Being Cleaned Up

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-All portal summons are 12 frame start up with 44 frames of recovery. 56 in total.
-Portals can be moved left or right by holding F3 or B3 even if Quan is incapacitated.
-All 3 portals can be active at once, but only one of each type.
Note: Quan can't block low and move portals at the same time.

ZoP - Zone of Power (Purple)
ZoF - Zone of Fear (Green)
ZoW - Zone of Waste (Red)
ExZoW - Enhanced Zone of Waste

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ZoW - A red portal appears where Quan Chis opponent is standing and immediately starts draining the opponents meter for 3 seconds (180 frames). If his opponent stands in the area for a combined time of 2 seconds (120 frames) Quan Chi is granted 1 hit of armor that lasts a little over 1 second. The armor will disappear early if the portal duration times out.
-The meter draining effect is extremely low but is constantly ticking, which means this portal can act as an anti-breaker. Its not a viable tactic to meter drain, as it takes 9+ full duration portals to drain 1 bar. (K!)

ExZoW - This version works the same way but lasts 8.5 seconds (510 frames) and is capable of providing 3 hits of armor. The duration is timed so that Quan gets 3 full active hits of armor if untouched, therefore any time spent in the portal, while he has armor, contributes to the next hit of armor. The minimum activation time between Armor feels to be around 8-10 frames. The 1 hit of armor also lasts longer at 3 seconds compared to the normal 1 second, but can still be cut short if ExZoW times out. Meter drain is unchanged.

Counter Play:
-If Quan gets this portal out you can reposition to avoid giving him armor, but he will be expecting that. Dont stress yourself over the regular ZoW but be mindful.
-This move is at its best when Opponent or Quan are cornered.
-Throws that land before armor activation will not be canceled by armor.
-Fullscreen activations can be practically nullified by teleports.
-Quick multi-hitting moves can snuff him.
-There are combos that can still work if the armor isnt well-timed
-If youre juggling him you may wanna drop it if you know the armor is coming (MK11 prepared all of us for this).
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ZoF: A green portal appears where Quan Chi is standing and is active for 3.5 seconds (210 frames.) This portal has a "wind box" that effectively halts any approach to it. This pairs nicely with his ability to move the portals and gives him breathing room to continue setting up.
-The push box is not infaliable anymore. Dash blocking and fast low profile dash moves can go right through it when close to it.
-The following actions cancel ZoF early:
-Throwing/Being thrown
-BF+4 hit on main chracter
-DB+4 hit on main chracter
-Kameo Summon.

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ZoP: A purple portal appears where Quan Chi is standing, granting him two charges of special move enhancing buff. Does not inherently buff damage.
Note: Quan can still use a 2 charge move even when only 1 charge remains.

Buffs: Head Rush, Air Head Rush, Psycho Skull, and all the enhanced versions.

Head Rush: A generic high green skull projectile. Can be done in the air for a downward angled version.

ZoP Head Rush: (1 Charge) 3 mid hitting projectiles that are virtually safe due to pushback. All 3 are guaranteed to come out if the first one does, even if interrupted.
The air version shoots only 1 but it will attempt to track the opponent.

Enhanced Head Rush: Large mid hitting green Skull that has 3 different speeds. It can be comboed afterwards if the projectile hits after Quan Chi recovers. Air version comes out substantially faster (25 frames faster) but can not be slowed as much. Air version has roughly 50 less frames of advantage on hit.

ZoP Enhanced Head Rush (Big Purple Skull): (2 Charges) Grounded and Air version grant a launch thats isnt effected by gravity scaling. Air version retains the faster speed and gains tracking capabilities. The slow version can do a 180° and hit someone directly under Quan.

Pyshco Skull: Overhead projectile that hits has to be aimed. Enhanced version doesnt have to be aimed, acts as 2 hits (armor break) and launches.

ZoP Pyscho Skull: (1 charge) Throws a volley of 3 projectiles at a diagonal angle that cover most of the screen. Enhanced version throws the volley after doing the standard enhanced Pyscho Skull.
 
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