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| Quan's venerable armored option. Technically the best version of Sky Drop that has ever existed, and still pretty bad. As always, its lethargic speed is its undoing; its 25 frame startup is longer than the recovery of most pokes, allowing the enemy to still block the drop as it comes down even if Quan had armored through their poke. Also has an unpleasant tendency to whiff against certain highly advancing moves, such as the gap in Baraka's DF2. Generally too slow and easily anticipated to be an anti-zoning tool, though it's not bad for snagging enemies in flight stances.<br><br> | | Quan's venerable armored option. Technically the best version of Sky Drop that has ever existed, and still pretty bad. As always, its lethargic speed is its undoing; its 25 frame startup is longer than the recovery of most pokes, allowing the enemy to still block the drop as it comes down even if Quan had armored through their poke. Also has an unpleasant tendency to whiff against certain highly advancing moves, such as the gap in Baraka's DF2. Generally too slow and easily anticipated to be an anti-zoning tool, though it's not bad for snagging enemies in flight stances.<br><br> |
| Still, make no mistake - as far as 2D MK goes, this is the best that Sky Drop has ever been. On whiff it recovers in a surprisingly quick 19 frames, allowing it to be intentionally whiffed on oki to move yourself next to the enemy and kill time for a Zone of Waste. Kameos will allow it to be turned into a combo on hit or be safe on block. As a combo ender, it will always combo from J21 and kills plenty of time for a guaranteed armor proc from Zone of Waste, but without a zone nearby its reward on hit is mediocre at best and other enders should be applied instead. | | Still, make no mistake - as far as 2D MK goes, this is the best that Sky Drop has ever been. On whiff it recovers in a surprisingly quick 19 frames, allowing it to be intentionally whiffed on oki to move yourself next to the enemy and kill time for a Zone of Waste. Kameos will allow it to be turned into a combo on hit or be safe on block. As a combo ender, it will always combo from J21 and kills plenty of time for a guaranteed armor proc from Zone of Waste, but without a zone nearby its reward on hit is mediocre at best and other enders should be applied instead. |
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| | ====From the Fog/Low Tentacle (DB4)==== |
| | {{MoveDataCargo |
| | | title = |
| | | subtitle = |
| | | input = db4 |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|quan_chi_db4|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|quan_chi_db4|caption=}} |
| | | info = |
| | {{AttackDataCargo-MK1/Query|quan_chi_db4}} |
| | This move looks absolutely awful on paper, and to a degree it is - extremely unsafe on block, no greater damage (and less hit advantage) than a simple string ender, infamous two bar EX cost, and its notoriously stringent kameo continuation options (only Sektor and Janet, basically). All of these are true; unless going for the riskiest, most expensive, once in a round yolo mixups possible, this is not a useful move outside of enders, and maybe trying to squeeze out a bit of damage in a long combo to secure a round. You should be certain of the EX's necessity before trying it, as its expensive cost will leave you sorely depleted if they're still alive.<br><br> |
| | From the Fog is not meant to fill these purposes. Instead, its purpose is to give a 100% consistent knockdown situation with a lengthy animation. No matter the circumstances or the combo gravity when landing it, From the Fog will put you at +15, jump distance, and with a long enough animation to guarantee a Jax Ground Pound, a Sektor missile, a Darrius heelturn, or any other ambush kameo that needs time to land. This is especially important for Zone of Waste - From the Fog will always give you enough time for an armor proc to appear, and being +15 allows Quan to armor through the enemy's antiair (tbc) |
| }} | | }} |
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