|
|
Line 360: |
Line 360: |
|
| |
|
| ===Specials=== | | ===Specials=== |
| | <br> |
| | |
| | ====Head Rush (BF1)==== |
| =====<font style="visibility:hidden; float:right">Head Rush (BF1)</font>===== | | =====<font style="visibility:hidden; float:right">Head Rush (BF1)</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
Line 375: |
Line 378: |
| EX Skull creates a massive skull with a number of properties. It moves at the speed that Quan dictates, it destroys projectiles as it advances, and it puts the enemy into an elongated, comboable hitstun once it connects. The natural recovery on Quan is too long to combo from a point blank 12 ~ EX Skull path, but from anything beyond point blank it is a functional pickup. The startup is long, but if he can put it up an EX Skull immediately gives Quan total control over the fireball situation, which he can press by putting up a spell or applying additional fireballs to cover the sky (tbc) | | EX Skull creates a massive skull with a number of properties. It moves at the speed that Quan dictates, it destroys projectiles as it advances, and it puts the enemy into an elongated, comboable hitstun once it connects. The natural recovery on Quan is too long to combo from a point blank 12 ~ EX Skull path, but from anything beyond point blank it is a functional pickup. The startup is long, but if he can put it up an EX Skull immediately gives Quan total control over the fireball situation, which he can press by putting up a spell or applying additional fireballs to cover the sky (tbc) |
| }} | | }} |
| | <br> |
|
| |
|
| | ====Psycho Skull (DB1)==== |
| =====<font style="visibility:hidden; float:right">Psycho Skull (DB1)</font>===== | | =====<font style="visibility:hidden; float:right">Psycho Skull (DB1)</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
Line 389: |
Line 394: |
| Central zoning tool, used to discourage jumping. Can be aimed surprisingly late into its startup, so don't just fire and forget - make sure it hits its mark. Causes a fixed ground bounce against airborne enemies, allowing Quan to continue the combo regardless of the gravity (tbc) | | Central zoning tool, used to discourage jumping. Can be aimed surprisingly late into its startup, so don't just fire and forget - make sure it hits its mark. Causes a fixed ground bounce against airborne enemies, allowing Quan to continue the combo regardless of the gravity (tbc) |
| }} | | }} |
| | <br> |
| | |
| | ====Field of Bones aka Bone Cage (BDF2)==== |
| | =====<font style="visibility:hidden; float:right">Field of Bones (BDF2)</font>===== |
| | {{MoveDataCargo |
| | | title = |
| | | subtitle = |
| | | input = bdf2 |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|quan_chi_bdf2|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|quan_chi_bdf2|caption=}} |
| | | info = |
| | {{AttackDataCargo-MK1/Query|quan_chi_bdf2}} |
| | A cage of bones that restricts enemy movement, summonable at any range. Highly active and plus on hit, and will erupt to restrict movement on both block and hit. No cooldown, so it can be spammed. Central for zoning, setups, and oki.<br><br> |
| | Bone Cage (tbc) |
| | }} |
| | <br> |
|
| |
|
| {{Character Subnav MK1|chara={{SUBPAGENAME}}|discord={{{discord|}}} }} | | {{Character Subnav MK1|chara={{SUBPAGENAME}}|discord={{{discord|}}} }} |