|
|
Line 512: |
Line 512: |
| Extraordinary lockdown tool, infamous salt machine, and the foundation of Quan's up close game. Zone of Waste drains meter from the enemy, just enough to deny breaker, and grants Quan a hit of armor if the enemy has stayed long enough in it. As such, his goal is to kill time until the armor appears, while the enemy's goal is to interrupt him and leave the area. Mashing against Quan becomes an exceedingly dangerous option, with the possibility of an unbreakable combo if Quan has delayed the enemy for long enough. Delayed getup is also inadvisable, as it passively gives the portal time to generate armor without taking countermeasures.<br><br> | | Extraordinary lockdown tool, infamous salt machine, and the foundation of Quan's up close game. Zone of Waste drains meter from the enemy, just enough to deny breaker, and grants Quan a hit of armor if the enemy has stayed long enough in it. As such, his goal is to kill time until the armor appears, while the enemy's goal is to interrupt him and leave the area. Mashing against Quan becomes an exceedingly dangerous option, with the possibility of an unbreakable combo if Quan has delayed the enemy for long enough. Delayed getup is also inadvisable, as it passively gives the portal time to generate armor without taking countermeasures.<br><br> |
| To delay the enemy, Quan has a number of tools up his sleeve. 2144 is a lengthy string with a 50/50 to force attention, EX Psycho Skull won't combo from most strings but it forces a block against defensive opponents, and Sky Drop is unsafe but the enemy risks a drop into a counter-combo if the armor takes effect mid-punish. On hit, confirming a string into Bone Cage is ideal, as the lengthy hitstun will guarantee an armor tick. Many kameos also give superb options for delaying - Shujinko can do a universal attack into a steal for significant time used, Darrius can put a mixup on them alongside Quan's options, and even Sareena boomerangs on block are a great choice, boasting a lengthy animation and a punish that is rarely worse than a crouching poke (an ideal punish for Quan, as it denies a combo that could have taken the enemy out of the portal reach).<br><br> | | To delay the enemy, Quan has a number of tools up his sleeve. 2144 is a lengthy string with a 50/50 to force attention, EX Psycho Skull won't combo from most strings but it forces a block against defensive opponents, and Sky Drop is unsafe but the enemy risks a drop into a counter-combo if the armor takes effect mid-punish. On hit, confirming a string into Bone Cage is ideal, as the lengthy hitstun will guarantee an armor tick. Many kameos also give superb options for delaying - Shujinko can do a universal attack into a steal for significant time used, Darrius can put a mixup on them alongside Quan's options, and even Sareena boomerangs on block are a great choice, boasting a lengthy animation and a punish that is rarely worse than a crouching poke (an ideal punish for Quan, as it denies a combo that could have taken the enemy out of the portal reach).<br><br> |
| By himself, Quan cannot guarantee an armor tick on oki; without the assistance of kameos, the enemy will always have a brief window to fight back or jump out of the area. Throws are the most dangerous thing for Quan to look out for, as they can absorb an armor tick mid-animation without halting the throw, and often move Quan out of ideal distance. To avoid throws and whiff punish mashing, Quan can backdash and try to fill the space with B34, but if the enemy does a forward jump or an armored getup he will be caught - not the worst situation, as the armor will continue to tick and possibly give Quan a drop combo, but still less than ideal. Kameos that force an armor tick on oki like Sub-Zero will allow Quan to bypass this risky window entirely, vastly improving his pressure.<br><br> | | By himself, Quan cannot guarantee an armor tick on oki; without the assistance of kameos, the enemy will always have a brief window to fight back or jump out of the area. Throws are the most dangerous thing for Quan to look out for, as they can absorb an armor tick mid-animation without halting the throw, and often move Quan out of ideal distance. To avoid throws and whiff punish mashing, Quan can backdash and try to fill the space with B34, but if the enemy does a forward jump or an armored getup he will be caught - not the worst situation, as the armor will continue to tick and possibly give Quan a drop combo, but still less than ideal. Kameos that force an armor tick on oki like Sub-Zero will allow Quan to bypass this risky window entirely, vastly improving his pressure. Keep in mind that if the armor takes effect during the enemy's attacks, you don't need to wait for the enemy's blockstring to finish - let go of block and counterattack immediately.<br><br> |
| Once Quan has properly established that the enemy cannot mash or armored reversal during Zone of Waste, he can use the enemy's defensive posture to spam spells - Zone of Power at point blank, Field of Bones on block, even slow kameo summons like Frost's Snowflakes become risky to interrupt. | | Once Quan has properly established that the enemy cannot mash or armored reversal during Zone of Waste, he can use the enemy's defensive posture to spam spells - Zone of Power at point blank, Field of Bones on block, even slow kameo summons like Frost's Snowflakes become risky to interrupt. |
| * Remember to keep the portal under the enemy during their combo with Block + Direction. | | * Remember to keep the portal under the enemy during their combo with Block + Direction. |