- I Am Everywhere: Quan Chi's standing 4 tracks the opponent no matter where they are on screen; when used in conjunction with his projectiles and teleport, Quan Chi can punish at ranges most other characters can only dream of;
- Skull O'Maniac: Quan Chi has a plethora of fireballs to frustrate his opponents, with straight skulls which can destroy incoming projectiles when enhanced, aimable overhead skulls that reward reading the opponent's movement and an air fireball which fires at an oppressive angle, especially for those who can master the instant air timing. This only gets stronger when he summons his Zone of Power to enhance his fireball game further;
- Midscreen Monsters: Many of his buttons have excellent range and are disjointed since they are summoned creatures rather than part of Quan's own body; F21 launches a skeleton to keep opponents away on the ground, standing 3 is a tentacle lash which covers a lot of airspace, and B342 is a strong whiff punisher that full kombo launches when confirmed into. Many of these buttons also have the benefit of pushing his opponents back on hit, which keeps them at his preferred range;
- Trap Setups: Bone Cage can lock down his opponent even if they block, scaring them into attempting to jump out and giving Quan time to run his improved portal game;
- Portal Kombat: The reworked portals can now be active simultaneously and come with notable improvements, namely with Zone of Fear being given a longer active duration, making his keepout game better than before. Special mentions goes to his new portal:
- Zone of Waste: A summonable portal that drains meter is already pretty strong but it providing armor if enough is drained (up to three hits' worth when Enhanced) lets Quan Chi create borderline unfair okizeme and mixup scenarios in his favor; it can even give him the equivalent of MK11's Breakaway if he gets the armor while being kombo'd;
- Meter Advantage: Quan's reliance on special moves means he builds meter especially quickly, with Zone of Waste's drain only widening the gap in the course of a match;
|
- No Panic Button: His basic pokes are uniquely slow, as his D1 is 9F startup and -10 on block; he can get steamrolled if his opponent gets in on him and he can't punish their pokes like everyone else can. This weakness in defense is exacerbated by the next point;
- Squishy Wizard: He starts at 900 HP, tied with Nitara for the lowest in the game, so he dies faster than any other character in the game for his mistakes. This also affects his choice of Kameos as he may prefer one which gives him extra HP to address this weakness;
- Dicey Reversal: Much like in MKX, his Enhanced teleport drop has a lot of problems when used on wakeup, as its slow startup and awkward tracking can make it punishable in more situations than other characters will encounter with theirs;
- Meter Issues: Enhanced Beyond the Fog, (which would otherwise be his main kombo extender) costs 2 bars, which limits how often he can actually rack up large kombo damage. Otherwise, he needs to somehow set up Zone of Power to convert off his enhanced fireball for 1 bar and even then does not gain much damage from it;
- Gaps Absolutely Everywhere: Quan Chi is the most gap-plagued character in the game, with most of his normals having no gapless cancel options whatsoever; he needs to spend meter in Enhanced Zone of Waste if he wants to make his pressure real.
|