Mortal Kombat 1/Quan Chi/Synergy: Difference between revisions

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{{TheoryBox
{{TheoryBox
| Title      = {{charicon|MK1_Kameo_Frost_icon.png||125}} [[Mortal Kombat 1/Frost_(Kameo)|Frost]]
| Title      = {{charicon|MK1_Kameo_Frost_icon.png||125}} [[Mortal Kombat 1/Frost_(Kameo)|Frost]]
| Oneliner  = Unconventional setups and knowledge checks
| Oneliner  = Simple confirms and plus frames, leading into unconventional setups and knowledge checks
| Recipe    =  
| Recipe    =  
| content    =  
| content    = A two part team. For those who don't need ambush assists, Frost gives useful confirms and a quick charging, plus blockstring ender in neutral, and then opens into unusual sequences.
* Low Ice is a wonderful multipurpose special, at its most basic level applied as a simple confirm to replace EX From the Fog. Beyond that, it's useful for fireball wars as it travels underneath most anti-fireball projectiles (like Liu Kang's EX Cosmic Flame), Frost steps in front to sponge the hit, and Quan can use S4 to get damage regardless of how far the enemy is. (tbc)
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Revision as of 20:51, 6 November 2024

Quan has some pretty major holes in his moveset, and while some kameos are more versatile than others, there's no single definitive pick that patches them all. Playing synergistically with your current kameo choice is crucial, and you will need to have multiple picks ready. Kameo considerations include:

  • Alternative combo starter to EX From the Fog
  • Safe on block special to cancel into, preferably comboing from F2 and B2 from maximum range
  • Turning 213 into a full combo
  • A 50/50 from S1
  • Improving the impact and threat of S4
  • More health, because 900 HP hurts
  • General zoning improvements
  • Concrete setup routes for EX Zone of Waste

In rough order of frequency of use:

Janet Cage

MK1 Kameo Janet Cage icon.png Janet CageBody blocking, From the Fog pickups, setups from every suspend, high damage throw


By far the most common Quan team at the highest level. For those with the execution to use her, Janet awards Quan with broadly accessible Zone of Waste setups and greatly improved damage.

  • Hop Skip Punch is by far the best way to combo from the low tentacle; it costs only half a bar, it gives Quan enough time to pick up with J21 or Psycho Skull, and it only needs to come out if the tentacle is confirmed to have hit. Picking up from the low tentacle also makes Quan much better at contesting pokes, and lets him threaten the 13 mixup more effectively. Beyond From the Fog, Hop Skip Punch also lets Quan combo from 213 and back throw, and gives Quan ample time to setup up portals.
  • Krotch Destroyer is a reliable, safe blockstring ender that Quan can use after F2 and B2, though it will whiff if done from too far away. In truncated combos, Quan can also end with Krotch Destroyer to keep the enemy standing, especially when under a Zone of Waste, but usually he wants to use Hop Skip Punch to create space and go for further setups.
  • Mime Time is a solid complement to Quan'z zoning. Enemies will be incentivized to jump over Janet, allowing Quan to apply his powerful antiairs.
  • Jento remains an underexplored aspect of Janet as a whole. For Quan it seems to have little use, lacking the lengthy stun states necessary to safely set it up. Perhaps in the future, combining Jento with EX Zone of Waste will be developed into a deadly corner tactic.


Jax

MK1 Kameo Jax icon.png JaxLarge health boost, scrappy health trades, useful ambush extender


The most common pre-Janet team, Jax remains a strong choice, allowing Quan to force trades and outlast the enemy on top of an excellent ambush extender.

  • Backbreaker is the second best choice for an ambush extender outside of Hop Skip Punch. While it doesn't allow Quan to combo from the low tentacle, it will suffice for every other purpose, giving Quan increased damage and setup ability. 13 into S4 will always combo into Backbreaker regardless of the combo gravity, and can be adapted for any one of Quan's setups or simply followed up with a Psycho Skull for another bounce.
  • Quan is especially adept at using Ground Pound. Sky Drop allows him to apply it in the common way, and 214 is lengthy enough to confirm into a combo on hit or force the trade on block. Quan also gets lengthy grounded hitstun from Head Rush and Bone Cage to force a guaranteed ground pound, while still allowing him to jump away to safety. EX Zone of Waste is particularly benefited, with the unblockable shockwave forcing defensive enemies open and wasting time for armor procs to appear. Even if Quan gets hit, the portal will give him an advantage in the ensuing messy situation.
  • Energy Wave is a useful ender on block especially after B34, but it tends to whiff when used with F2 and B2. Still, if Quan can get the enemy to block it, the plus frames and space are perfect for another B34, an S3, or putting down an EX Zone of Waste on block - being +7, the startup of the portal cannot be interrupted, even if they can catch the recovery.
  • Gotcha Grab is new and underexplored, but it does not appear to be terribly useful for Quan - one of his biggest foes is Motaro, who is immune to the grab.
  • Quad Grab is useful on anyone, though Quan doesn't have the most use out of it as he rarely jumps in on the enemy. Still, when trying to force a round-end situation, empty jump into EX Quad Grab remains a high damage option.
  • Quan's natural 900 HP means that Jax's +100 HP boost is proportionally massive. On top of its general importance, the extra health also allows Quan to play more recklessly with Zone of Waste.


Sareena

MK1 Kameo Sareena icon.png SareenaUseful projectiles, more damage, Sky Drop reversal alternative, health boost


The most dry Quan team, mostly dropping his setups and focusing on zoning, safety, and combo confirms.

  • Kia's Blades, as always with Sareena, are the main focus. S4 combos into boomerangs from most of the screen, and draws in the enemy to allow Quan to follow up with point blank combo routing - the greatest distance will require two usages of the boomerangs. In regular combos, Kia's Blades adds some much appreciated damage and allows Quan to fish from B2 and F2 without fear of full combo punishment.
  • Old Moon is one of the best fireballs in the game, with fast travel speed, quick kameo recharge, and a short enough recovery to be used as a safe blockstring ender. A fantastic complement to Quan's zoning, especially applied as a quick, checking fireball in tandem with EX Head Rush and Purple Psycho Skull as slow, space covering projectiles.
  • Demonic Dance is the best kameo reversal alternative to Sky Drop, having quick startup and eleven frames of armor. In the corner, Demonic Dance also gives Quan a safe combo starter after F2 and B2, and allows B34 ~ Demonic Dance to be used as a safe, combo starting blockstring with quicker startup than B34 ~ Psycho Skull.
  • Jataaka's Kurse can be combined with Zone of Waste to drain a massive amount of meter from the enemy, and in neutral can be applied as a projectile sponge.


Sektor

MK1 Kameo Sektor icon.png SektorOffense-minded versatility pick, pressure with missiles, S4 ~ Tele-Punch pickups




Kung Lao

MK1 Kameo Kung Lao icon.png Kung LaoZoning-minded versatility pick, Low Hat ground coverage and setups, S4 combo pickups




Sub-Zero

MK1 Kameo Sub-Zero icon.png Sub-ZeroDefense-minded versatility pick, parry to play around gaps, health boost




Shujinko

MK1 Kameo Shujinko icon.png ShujinkoLarge health boost, projectile sponge, free combos and confirms, possibility of pressure, S4 pickups, and exceptional damage from steals




Frost

MK1 Kameo Frost icon.png FrostSimple confirms and plus frames, leading into unconventional setups and knowledge checks


A two part team. For those who don't need ambush assists, Frost gives useful confirms and a quick charging, plus blockstring ender in neutral, and then opens into unusual sequences.

  • Low Ice is a wonderful multipurpose special, at its most basic level applied as a simple confirm to replace EX From the Fog. Beyond that, it's useful for fireball wars as it travels underneath most anti-fireball projectiles (like Liu Kang's EX Cosmic Flame), Frost steps in front to sponge the hit, and Quan can use S4 to get damage regardless of how far the enemy is. (tbc)


Motaro

MK1 Kameo Motaro icon.png MotaroExceptional pressure and zoning, confirmable pickups from S4, B2, and F2, health penalty




Cyrax

MK1 Kameo Cyrax icon.png CyraxWIK-worthy combos from 12 ~ Net, portal setups, throw combos




Tremor

MK1 Kameo Tremor icon.png TremorArmored combo starter and S4 pickup, large health boost, projectile sponge, pressure on block




Darrius

MK1 Kameo Darrius icon.png DarriusHighly unusual and unique oki, tough execution, health boost