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| Exceptionally important special move, applied for all offensive purposes. The main thing that drives it is the property that against airborne opponents, Psycho Skull causes a fixed ground bounce that can be followed up regardless of the combo gravity - and with S4, it can be picked up from any distance. This makes it a potent tool for discouraging jumping while zoning, as its lenient aim time means it can be properly directed regardless of if the enemy jumped or not, and an airborne catch will bring spectacular reward. In combos, it's too slow to combo from anything but 12 on the ground, but many kameo pickups will incorporate a Psycho Skull to squeeze out damage and guarantee the S4 for the special cancel.<br><br> | | Exceptionally important special move, applied for all offensive purposes. The main thing that drives it is the property that against airborne opponents, Psycho Skull causes a fixed ground bounce that can be followed up regardless of the combo gravity - and with S4, it can be picked up from any distance. This makes it a potent tool for discouraging jumping while zoning, as its lenient aim time means it can be properly directed regardless of if the enemy jumped or not, and an airborne catch will bring spectacular reward. In combos, it's too slow to combo from anything but 12 on the ground, but many kameo pickups will incorporate a Psycho Skull to squeeze out damage and guarantee the S4 for the special cancel.<br><br> |
| EX Psycho Skull will automatically pick the correct distance and cause an additional explosion on the ground, allowing combo pickups against grounded enemies. The ground explosion is quick enough to cause an armor break, and the knockdown from F44 is perfectly timed to oki every armored getup in the game that only has one hit of armor. Delayed getup from F44 will avoid it entirely, but the recovery is quick enough to safely block.<br><br> | | EX Psycho Skull will automatically pick the correct distance and cause an additional explosion on the ground, allowing combo pickups against grounded enemies. The ground explosion is quick enough to cause an armor break, and the knockdown from F44 is perfectly timed to oki every armored getup in the game that only has one hit of armor. Delayed getup from F44 will avoid it entirely, but the recovery is quick enough to safely block.<br><br> |
| With a Zone of Power nearby, Psycho Skull becomes a barrage of mid projectiles - worse for oki, but absurdly juiced for zoning, and also letting him armor break without needing to spend meter. Purple Psycho Skull covers a massive area in both the air and the ground (tbc)<br><br> | | With a Zone of Power nearby, Psycho Skull becomes a barrage of mid projectiles - worse for HTBs, but far stronger for every other purpose, and also letting him armor break without needing to spend meter. Power Psycho Skull is his best zoning tool, covering a massive area in both the air and the ground, leaving Quan plus on block, and maintaining the bounce property against airborne opponents. Whenever Quan doesn't immediately need the fast startup of Power Head Rush, Power Psycho Skull is his go-to projectile. On EX, Power Psycho Skull retains the tracking overhead bouncing projectile on top of the mid barrage - a peerless zoning tool that smothers the screen in projectiles, breaks nearly any armored move, and forces them to react defensively.<br><br> |
| The most recent development in the usage of Psycho Skull is combining it with Darrius low heelturn for a dangerous combo starting HTB. On a knockdown, call Darrius, and then hold the Kameo button while doing a Psycho Skull. The mixup lies in whether his low sweep or the overhead skull lands first; if the low sweep lands first, the overhead will bounce the enemy for a combo followup, and if the overhead lands first the sweep will give Quan a brief window to pick up. This is admittedly difficult to execute, as you need to be pressing down when you release the kameo button to get the sweep to come out, but Psycho Skull needs to be aimed. The way to do this is to move the Psycho Skull aiming to the very end of the allowed window and call the Darrius sweep with D+release K first - in sequence, the motions are DK (hold K, release D), DB1, press D while releasing K, hold the desired distance (usually D for closest). | | The most recent development in the usage of Psycho Skull is combining it with Darrius low heelturn for a dangerous combo starting HTB. On a knockdown, call Darrius, and then hold the Kameo button while doing a Psycho Skull. The mixup lies in whether his low sweep or the overhead skull lands first; if the low sweep lands first, the overhead will bounce the enemy for a combo followup, and if the overhead lands first the sweep will give Quan a brief window to pick up. This is admittedly difficult to execute, as you need to be pressing down when you release the kameo button to get the sweep to come out, but Psycho Skull needs to be aimed. The way to do this is to move the Psycho Skull aiming to the very end of the allowed window and call the Darrius sweep with D+release K first - in sequence, the motions are DK (hold K, release D), DB1, press D while releasing K, hold the desired distance (usually D for closest). |
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