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| === Aerial === | | === Aerial === |
| =====<font style="visibility:hidden; float:right">j1</font>===== | | =====<font style="visibility:hidden; float:right">J122</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = | | | title = |
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| | info = | | | info = |
| {{AttackDataCargo-MK1/Query|quan_chi_j1}} | | {{AttackDataCargo-MK1/Query|quan_chi_j1}} |
| | Air string meant for maximum space creation, shoving the enemy fullscreen while pushing Quan backwards. Despite its extremely sick animation it is rarely used, as it can whiff if done at high gravity and J21 into F44 deals more damage with a longer knockdown. Certain routes will incorporate its backwards movement to keep Quan within range of a purple portal to immediately begin zoning, but they are very rare. As J1 has quicker startup than J2 it is a better choice for air-to-airs, but in most combos J21 remains a better filler due to its larger hitbox, the exception being in some very high gravity routes where the slower startup necessitates a J12 ~ Sky Drop instead of a J21. |
| | }} |
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| | =====<font style="visibility:hidden; float:right">J21</font>===== |
| | {{MoveDataCargo |
| | | title = |
| | | subtitle = |
| | | input = j2 |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|quan_chi_j2|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|quan_chi_j2|caption=}} |
| | | info = |
| | {{AttackDataCargo-MK1/Query|quan_chi_j2}} |
| | Quan's ground bounce string, also with an extremely sick animation but much more widely used than J122. An important part of nearly every Quan Chi combo, with some of them incorporating it as both starter and ender. The two hits (and especially the first hit from J2) have a surprisingly wide hitbox, greatly widening its applicability, alleviating its on-the-slower-side 11 frame startup, and encouraging its usage as an improvisational extender. The ground bounce means that as long as both hits connect a Sky Drop cancel is guaranteed to work, even in Cyrax chopper throw combos with extreme gravity scaling.<br><br> |
| | J24, the alternative followup to J2, is intended as a close-range ender but is not terribly useful. J21 ~ Sky Drop will deal more damage, J21 by itself deals less damage but will give a longer knockdown in almost every situation (on top of the special cancel for a better oki situation), and in the corner J24 has a nasty tendency to side switch. Like the rest of Quan's air strings, it does have a very cool animation though. |
| | }} |
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| | =====<font style="visibility:hidden; float:right">JK</font>===== |
| | {{MoveDataCargo |
| | | title = |
| | | subtitle = |
| | | input = jk |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|quan_chi_jk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|quan_chi_jk|caption=}} |
| | | info = |
| | {{AttackDataCargo-MK1/Query|quan_chi_jk}} |
| | A great jumpkick on paper, but Quan is rarely trying to jump in on the enemy. Still, in the rare case that he is looking to jump in (say, he's fighting another zoner and is looking to jump over a fireball), his jump kick will perform admirably. Following it up on hit is a little tricky though; S4 will usually whiff, and the enemy is too far away for F2 or S2 to work. Generally the better thing to do is to cancel the jump kick into Zone of Fear, which will give space on block while stifling the enemy's wakeup options on hit. As always, be prepared to empty jump to bait an upblock - B342 is a fantastic string to punish on a successful read. |
| }} | | }} |
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