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Quan Chi Strategy Guide

RollTide8569

Apprentice
Quan Chi:

Old Quan is placed 11 out of 14 playable characters in MK4. In the right hands he can be Deadly. WhaT places him this high are his ground inf, his ability to steal won (not much) and his air throw. He can do good damage from both ground and air punishers.

Quan have those weird HP starters that like Fujin, Cage, Sonya and Kai, helps him to make easy ground infs. Otherwise, his normal attacks arsenal is the same as everybody. Normal Sweep and weak RH. Nice uppercut.

Green Skull is actually a slow proyectile. Useless for zoning or rushdowns due to his recovery and start up time. It becomes faster when used in combos wich is a good thing when doing blocked chains. Examples of this are r. HpLk cancel with a late Green Skull. Its good to finish Jugles but he has better options. Another good stuff is that it has big hitting area and sometimes it will be difficult to jump over it.

Air throw is one of his best specials. It is the most damaging air throw in the game and has good range. Its specially good to finish long combos and air grab strats.

Tele Stomp is a weird move. Its fast and a deadly aa or anti crossup while using it like Mileena's MK2 drop kick. It does lots of damage even with damage protection activated. It can be used to end long Juggles and the preferred setting should be early SUJK Hk Tele stomp (a bit hard but damaging). Its literaly unescapable if you catch jumper with him because of the speed of the game. Its possible for opponent to air throw you through the telestomp or count it with jump HK/HP but difficult. When its blocked Quan Chi goes into juggle/punishable mode so dont spam it. When used in juggles make sure you delay it a little because sometimes it can miss the opponent when Quan Chi will fall close to the opponent without hitting him, even in this scenarious the recovery time is not that much.

The slide is a poor move wich is slow and have some start up and recovery whiffed or blocked. I have only found one usage for it and it is after a pop up combo, aaHp x 2 then cance quickly the 2nd Hp with the Slide and it will whiff but it will swicht sides quickly and you can set up throw traps. Still he has better guaranteed damage options. You cant get any juggles after the slide hits.

Weapon Steal is a cool move. As his name implies, you can steal your opponents weapon. When the opponent is on the ground he can easy block it but if he dont you can get his weapon and sometimes win the match because of it. Doing it in combo vs grounded opponent will make every single hit after it to be blockable, but if you manage to still or juggle/then steal your opp's weapon while he is still in the air it will juggle a little higher him and that will allow you to make bigger damage combo. It registers as a hit and has no hit limit (and allows some pseudo infs in MKGold).

His weapon is good. Somewhat slow but does good damage. When gettin it out, do it preferably after an HkHk chain to get the mos damage out of it. B + Lp is a pop up atack, you can get near the corner even 3 B+LP hits, but better use LP as the last one. Lp is a swing that crashes the foe against the screen. The B+Hp swing is the contrary to the Lp as it sends your foe to the background. Hp is a downward swing with very slow startup but short recovery and can be easily followed up.

Quan throws are very good. Lp is the generic throw but the Lk is a double knee crush that is VERY damaging and glitches the camera and you can do some stuff like throwing a Skull for zoning or even throw your wpn or a meaty tele stomp.

As already mentioned Quan Chi has an infinite - HP, HP, SUJK, Repeat. Playing with him without Maximum Damage will focus on his infinite, because his other game will just be the same.

Basic Juggles:

  1. HP, HP, HK, HK, Skull (5 Hits, 26%)
  2. HP, HP, HK, D+HP, aaHPx2, Tele Stomp (7 Hits, 33%)
  3. HP, HP, HK, D+HP, aaHPx2, Jump HK, Air Throw (7 Hits, 37%)
  4. HP, HP, HK, HK, Weapon Draw, Skull (6 Hits, 29%)
Advanced Juggles:

  1. HP, HP, HK, D+HP, aaSUJK, HK, Skull/Tele Stomp (7 Hits, 31%/38%)
  2. HP, HP, SUJK, HP, HP, HK, D+HP, aaHPx2, Tele Stomp (10 Hits, 45%)
  3. HP, HP, SUJK, HP, HP, HK, D+HP, aaHPx2, Jump HK, Air Throw (10 Hits, 49%)
  4. HP, HP, SUJK, HP, HP, SUJK, HP, HK, D+HP, aaHP, Tele Stomp (11 Hits, 52%)
Punishers:

  1. aaHPx2, Jump HK, Air Throw (4 Hits, 25%)
  2. SUJK, HK, Skull (3 Hits, 32%) Video!
  3. (With Weapon) sUJK, B+LP, Skull (3 Hits, 32%)
  4. (Near Corner) SUJK, B+LP, Jump HP, Air Throw (4 Hits, 43%)
*Glitch Canceling Comboing - Quan Chi is probably the only one character that has useful glitch cancel combo in his arsenal. I'm sure most of you already knew the whole glitch cancel stuff so i will just give the example:

HP, HP, SUJK, HP, HP, SUJK, HP, HP, HK, D+HP, aaHP is MaxDamage BUT if you cancel the aaHP with telestomp it will glitch cancel because Maximum Damage is activating with 1 frame later after the hit hits so you will be able to get aaHP, Glitch Cancel Teleport Stomp and that will lead you into 53%.

Video!

I still have no idea why but its the easiest glitch cancel in MK4, other characters can do similar stuff too (like Scorpion) but its very very difficult with them.