REO
Undead
Quan Chi Matchup Thread
Curent Status: Working...
Curent Status: Working...
Table of Contents
- Baraka
- Cyber Sub-Zero
- Cyrax
- Ermac
- Jade
- Jax
- Johnny Cage
- Kabal
- Kano
- Kitana
- Kung Lao
- Liu Kang
- Mileena
- Nightwolf
- Noob
- Raiden
- Reptile
- Scorpion
- Sektor
- Shang Tsung
- Sheeva
- Sindel
- Smoke
- Sonya
- Stryker
- Sub-Zero
Match-ups will be rated in the following manner:
##:## (# symbolizing a specific number for example 70:30 in X characters favor).
##:## (# symbolizing a specific number for example 70:30 in X characters favor).
Baraka
##:##
MATCHUP ANALYSIS
##:##
MATCHUP ANALYSIS
Cyber Sub-Zero
10:90
MATCHUP ANALYSIS
Possibly one of the worst match-ups in the game, this is going to be more of a "what not to do with Quan Chi" than "here is how to play against Cyber Sub-Zero with Quan Chi". First, you must understand dive kick completely controls the match and there is virtually nothing you can do about it. Since Quan Chi lacks any air control, Cyber Sub-Zero is going to be in the air constantly dishing out dive kicks, jump-ins for pressure and mix-ups all day. Your skull ball projectile can be punished on reaction by a dive kick regardless of range, so I advise not using it. Trance is also easily punished by dive kicks from any range, so use it very sparingly and ONLY on good reads.
You will want to try and stay grounded and read when he will go for a dive kick, you can try jumping back and stuffing him with an air punch / kick depending on the arc. Of course, this will not do much, but it is a very small option to consider. Once he understands you completely respect dive kick, he will start to be greedy and go for jump-ins instead of dive kicks to kill you quicker, uppercut these attempts if you read them. Since Quan Chi struggles in the punishing department, you cannot do anything about dive kicks on block, but dash in and try and make a read on his next move.
Work on fuzzy guarding to diminish the use of his 3,3 and 3,4 low / overhead mix-up, this will cause him to rely on 2,1,1+2 more for his main rushdown up close. If you read he will just 2,1 - uppercut immediately, if he does 2,1,1+2 be weary he can instant dive kick after to check you, otherwise you can try jumping over or sneak in an uppercut. Overall, you're going to want to play a very defensive game by just sitting back and reading how he dictates the match. Uppercuts, pokes, and your occasional jumping here and there will be of most use. Since Quan Chi cannot build meter at all in this match, his offense is severely stripped from him, leaving him with no meter for enhanced runes and causing him to use every bit of meter on breakers due to Cyber Sub-Zero's insane rushdown and knockdown pressure which he cannot afford to deal with.
Cyrax
##:##
##:##
MATCHUP ANALYSIS
Ermac
##:##
##:##
MATCHUP ANALYSIS
Jade
40:60
MATCHUP ANALYSIS
Jade is a very tricky character to play against, most notably due to her ability to get passed projectile zoning at no risk and her spacing. Because of her shadow flash, your skull ball projectiles will not have much use in this match-up so I recommend not using them. Jade can punish skull balls with glow into shadow kick on reaction and trance with shadow kick regardless of distance on block. Jade is safe after her shadow kick on block so she will be throwing this out to keep you aware, make sure to bait it by crouching without block and then uppercutting immediately after. Her boomerangs won't be a problem to deal with since Quan Chi can punish them with sky drop on fairly easy reads.
Jade's U+3 is going to be an issue, she can keep you in check with it all day and force you to dash block in or jump to approach. Be aware when she is at a certain sweet spot, she can pressure with U+3, D,B+2, and shadow kick. U+3 will hit if you crouch without block so keep that in mind when looking for a shadow kick. Her B+2 is a solid anti-air that leads to juggles so try to avoid jumping in carelessly. Jade will have an extreme meter advantage over you in this match-up, due to all the chip from U+3 and the meter her constant shadow glow builds. With Quan Chi you're not going to build meter much at all, so there will rarely be any enhanced runes to pressure her with. Basically, stay defensive and make good reads on when to move in, if you don't respect her options then she will run through you with ease.
If you do happen to get passed her U+3 zoning and other various spacing tools, she does have one backup tool which is her enhanced shadow glow. Enhanced shadow glow makes her take increased damage but in return gives her super armor for a set duration, this means when she has meter you cannot bulldog her on wake-up or rambo her because she can enhanced shadow glow on wake-up and punish you severely. What you want to do is bait her into using enhanced shadow glow then jump back or block, just anything defensive to diminish the use of her active frames. Quan Chi's x-ray is the only move he has that can armor break her out of her enhanced glow so make sure to remember this just incase the situation arises where it's needed.
Jax
##:##
##:##
MATCHUP ANALYSIS
Johnny Cage
40:60
MATCHUP ANALYSIS
You're going to want to keep Johnny Cage out and zone with skull balls as much as possible to build meter. Make sure to punish his jump-ins with well timed uppercuts. Use trance sparingly in this match since Cage can easily punish with shadow kick even at maximum spaced range. When you have full meter, you're going to want to switch off from defensive to offensive and milk some of it with enhanced rune traps as he approaches. Remember to only go punch-for-punch with Cage when you have meter, if you don't have meter then you want to turtle and build up on some with projectiles.
Quan Chi has an easy time punishing Cage thanks to his great uppercut and low hitbox. His flipkick can be punished by uppercut on block easily. Due to your low hitbox, he will not be able to use his F3,2 string since the last hit will whiff if you crouch block, leaving you free to punish with an uppercut on reaction. Shadow kick can be launch punished by dash-in B+2,1, nutpunch can be launch punished by dash-in B+3,1+2. Cage's enhanced low forceballs whiff if you crouch up close, thus making you impervious to some of his fireball trap lockdowns. Cage will be forced to use his 2,1,F+2 and F+3,3,B+3 strings for his main rushdown tools. Quan Chi can surprisingly duck under the 2 without block, so you have an easier time poking him out of 2,1, 2,1 jab pressure if read.
Avoid getting knocked down or walled by Cage because once you get trapped in a corner, it's near IMPOSSIBLE to get out. On knockdown, Cage can come in and do what he wants freely with no worries since your wake-up attack can be stuffed by mostly anything and be punished on reaction. Try your best to prevent Cage from getting in, because a majority of the time when Cage gets in, he will wreak a ton of havoc before you can get him off and it will be too much damage to compensate for. When he's in your face, be patient and wait for an opening to uppercut or poke out of. If you can control space well, zone effectively and use your small hitbox to your advantage, this match-up is not as bad as some and fairly easy to understand.
Kabal
##:##
##:##
MATCHUP ANALYSIS
Kano
##:##
##:##
MATCHUP ANALYSIS
Kitana
##:##
##:##
MATCHUP ANALYSIS
Kung Lao
##:##
##:##
MATCHUP ANALYSIS
Liu Kang
##:##
##:##
MATCHUP ANALYSIS
Mileena
##:##
##:##
MATCHUP ANALYSIS
Nightwolf
30:70
MATCHUP ANALYSIS
Nightwolf is going to be a difficult match-up because he shuts down your projectiles and controls the match with heavy momentum. Since Nightwolf can reflect skull balls on reaction, they are pointless to use, even the enhanced skull can be reflected. Trance is very risky in this match-up and gets punished by no effort by shoulder and enhanced lightning regardless of distance. Nightwolf's shoulder is completely safe on stand block but can be punished on crouch block with an uppercut if you're quick enough, but the best way to deal with shoulder is to anticipate it and then crouch for a punish. This will condition you to crouch constantly out of respect for the shoulder and opens him up to strike with enhanced lightning and control space.
His enhanced lightning is going to make you want to jump a lot and draw a lot of focus, pay attention when he has meter and jump as soon as you see him go for a lightning. Nightwolf has one of the best uppercuts in the game so he can anti-air on reaction fairly easy which means you must avoid jumping in carelessly unless on good reads. Meter is near impossible to build in this match-up since you cannot use skulls and you will be too occupied with looking out for shoulders and lightnings anyway. Nightwolf's F+3,1 string has a natural delay to it so be on your gaurd when he pressures in between strings by doing F+3, F+3, or F+3,1~D,F+1.
The only time Nightwolf has most of his options taken away from him is when you are right in his face. When you get in you want to stay on him and not let him get away. This is obviously very hard to do, but it is the best gameplan to pursue when facing against Nightwolf. He is a monster a character space away and farther so make sure to read him carefully and not give in to his pressure. Nightwolf's best wake-ups are shoulder which has invincibility frames on start up and enhanced hatchet. With shoulder you want to crouch and poke him on wake-up, this will force him to throw out an enhanced hatchet on wake-up which can be baited out and whiff punished with trance.
Noob
##:##
##:##
MATCHUP ANALYSIS
Raiden
##:##
##:##
MATCHUP ANALYSIS
Reptile
##:##
##:##
MATCHUP ANALYSIS
Scorpion
##:##
##:##
MATCHUP ANALYSIS
Sektor
##:##
##:##
MATCHUP ANALYSIS
Shang Tsung
##:##
##:##
MATCHUP ANALYSIS
Sheeva
##:##
##:##
MATCHUP ANALYSIS
Sindel
##:##
##:##
MATCHUP ANALYSIS
Smoke
##:##
##:##
MATCHUP ANALYSIS
Sonya
##:##
##:##
MATCHUP ANALYSIS
Stryker
##:##
##:##
MATCHUP ANALYSIS
Sub-Zero
##:##
MATCHUP ANALYSIS
##:##
MATCHUP ANALYSIS