Some good stuff in this thread, wanted to add some of my own stuff, and also bring this thread up to the top.
-Now that Ex Sky Drop has armor on start-up, i've found a ton of use for the move in terms of getting out of pressure. Its also a great way to end a match, if your opponent starts to lose it and gets a bit carried away with JIP/K. Interesting note about Sky drop, and most of you know, is that Sky Drop can technically be "hit confirmed". There is enough time after its input to watch your opponent and see how they are reacting. More than half the time, if you used it to get out of pressure, its guaranteed to hit, and you can catch a quick breath. But if they see it coming and try to block, you have the time to move it to in front or behind them. Its very brief, but once you get trained into it, it really becomes second nature.
-The Ex Rune Trap...I love it, however....I feel that using all of your meter to do it is a bit too much, at least for my blood anyway. Instead of taking the guaranteed damage, I prefer to use it as options off of his mix ups. This has become more viable to me as a Quan Chi player, since everyone that I play here locally has found it quite simple to block his mix ups. What happens when Quan can't hit connect any of his mix-ups? Bad Things.
So what I prefer, is to either come in with B3, 1+2 or F1, 2. Both of these can be hit confirmed, *B3, 1+2 much easier to confirm* and can either be finished by combo on hit, or cancelled into EX Rune. Obviously, this will hit, and leaves them open to either continuing the trap, OR trying to sneak in another mix up. (Don't forget GRAB!) If you choose to come in again with another mix up, you can essentially do the same thing. If they guess correct again, no problem, throw another EX Rune out there, and either back off to skull/trance harrass, or try your hand again for another mix up. Really, this isn't much different then the standard 2,1,2 trap, chip damage comes out a bit lower, but the pay off is that instead of repeating 2, 1, 2 xx EX Rune, you give yourself a chance to get a hit in to start a trance combo.
-1, 1 and 1, 1, 2 are great. Fast, easy to hit confirm and trance off of on hit, AND its another attack string that can be canceled into EX Rune.
-Don't forget, you can end any of those strings as well with a regular close rune. Much safer option on block for U+3, and if your just not sure if the strings (B3, 1+2 or F1, 2) are going to hit, its a fantastic option if you need to slow the tempo down and play conservative for a bit. A blocked close rune is punished only by a fast attack/special, up close, at 8 frames or quicker.
- 2, 1, U+3...........sucks you can't trance...or hell, even cancel out of this, but it technically IS an option to use instead of U+3. I havn't had much luck with it, but it does slightly resemble F2, 1 on start up, and can possibly hit the opponent if they've been trained on F2, 1 during the match. Havn't had a chance to really check how safe the U+3 is on block in this combo, but I do know that a naked U+3 on block is fairly safe...its the blocked trance afterwards that gives most of us trouble =P
-AA jip followed by F1 xx Trance is your friend. I probably get more than half of my trance combos now out of this, than any other method. Don't use F1, 2 xx trance, I learned that way first, and it is a PAIN IN THE ASS to get yourself to stop hitting 2 ...smh
-Naked Trance. I love it. on TRADE, imo I feel this is the best "projectile"...again...on TRADE. I'll take 8% anyday to dish out 30%+. Also, I abuse the naked trance. Many people just don't see it coming, and im not just talking about beginners. Treat it like a ...a...less safer TKP from Ermac. Its got the same range, can AA, you get sooo much meter off of it, and Quan says Woolay! Theres only a slight handful of the cast that can punish it from max range, so its pretty damn safe as well....just do your best not to get predictable with it, and your all set.
-Skeletal Boost....still trying to find something this works with other than cheap thrills when its Fatality time. Honestly, I just don't know. I'd stay away from it.
--For the record, F1, 2 will beat Kung Lao out of a front roll
--1,1,2 is fast enough to punish a Kung Lao spin after a blocked 1, 1
--Also on that note, 1, 1, 2 EX Rune pushes back far enough to not be hit by a Spin (EX Spin WILL hit), however 1, 1, 3 EX Rune has hardly ANY pushback
--Uppercut Uppercut Uppercut. Nuff said.
--Skulls. They're amazing. Use them like Kano uses his Knifes...but uh...against Kano, this won't work..that bastard.
--I've been starting most of my matches lately with a NJ. I was having a bit of trouble with what to do at first, but for the most part, this move tends to work more for me than it does fail. a Njp xx B2,1 dash B1, 1 xx (ex or not)Trance is a beautiful way to start a match
Im sure im leaving out a ton, cause I feel like I havn't said enough, if I think of anything else, i'll just come back and edit.
Heres to hoping someone else found out some new, neat tricks and feels like posting them up on here...Woolay!