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| {{AttackDataCargo-MK1/Query|quan_chi_bf1}} | | {{AttackDataCargo-MK1/Query|quan_chi_bf1}} |
| Pretty basic, even mediocre projectile on its own. Quan rarely uses the regular version on its own, though; he can fire it from the air to hit mid, he can do the EX skull to cover the ground, destroy projectiles, and start combos, and he can use the Zone of Power skulls for a fantastic all-in-one zoning tool. The plethora of strong fireball versions means that the basic, BF1-on-the-ground version is largely irrelevant in his gameplan, and he should be looking to apply its various and robust upgrades.<br><br> | | Pretty basic, even mediocre projectile on its own. Quan rarely uses the regular version on its own, though; he can fire it from the air to hit mid, he can do the EX skull to cover the ground, destroy projectiles, and start combos, and he can use the Zone of Power skulls for a fantastic all-in-one zoning tool. The plethora of strong fireball versions means that the basic, BF1-on-the-ground version is largely irrelevant in his gameplan, and he should be looking to apply its various and robust upgrades.<br><br> |
| The air skull fires downwards and hits mid. As always in MK, instant air fireballs are the fastest way to create a mid projectile, so be sure to practice them. Be wary of its unusually shallow angle; it can be difficult to apply it against enemies at close or moderate range, further emphasizing the importance of instant air skulls. The fastest way to input them (on a controller) is to do up+back, bring the thumb down slightly to only press back, and then quickly do forward + 1.<br><br> | | The air skull fires downwards and hits mid. As always in MK, instant air fireballs are the fastest way to create a mid projectile, so be sure to practice them. Be wary of its unusually shallow angle; it can be difficult to apply it against enemies at close or moderate range, further emphasizing the importance of instant air skulls. The fastest way to input them (on a controller) is to combine the jump and back inputs by doing up+back and then quickly doing forward + 1.<br><br> |
| 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. Air EX skull won't cause a comboable hitstun, but has a much faster startup, making it preferable for anti-zoning and quick space covering.<br><br> |
| | With a nearby Zone of Power, Head Rush fires two additional projectiles that hit mid and weave in a sine pattern, superbly improving its utility in zoning the enemy out and applying chip damage. As always against a zoner, enemies will be trying to jump the fireball, but the wide hitboxes of the Zone of Power skulls make it much harder to jump and thus allow Quan to apply the fireball at jump distance. Against grounded opponents, Zone of Power fireballs are safer on block (and slightly less plus on hit, though that's rarely a concern), allowing them to be applied as blockstring enders to keep Quan mostly safe. Being able to combo from any grounded normal, they are also used for kameo pickups when Field of Bones does not combo (i.e. after 214). Air Head Rush does not gain the additional projectiles, only gaining a mild tracking property, so if the portal is up there's generally no need to do the air fireballs. Zone of Power EX Head Rush causes the skull to teleport the enemy above Quan on hit, giving him a much more threatening combo followup that works at any range. The biggest beneficiary is the 12 string, which can be confirmed on hit into EX Head Rush for substantial damage with only one bar spent. Air EX Head Rush maintains all the speed of its non-Zone of Power version, becoming a crucial pickup for kameo combos. |
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