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| {{AttackDataCargo-MK1/Query|quan_chi_b3}} | | {{AttackDataCargo-MK1/Query|quan_chi_b3}} |
| Extraordinarily important string: low, advancing, mostly safe, and confirmable. As such, it is Quan's go-to string for a number of situations - most notably in footsies, where it is Quan's second best whiff punisher behind S3 and the large and disjoint second hit make it itself difficult to whiff punish. Also important as a meaty, as compared to F2 it gives a full meterless combo on hit and plays around delayed getup better. When a Zone of Waste is up, B3 will give better damage than 13 while catching crouching pokes.<br><br> | | Extraordinarily important string: low, advancing, mostly safe, and confirmable. As such, it is Quan's most important string for a number of situations - most notably in footsies, where it is Quan's second best whiff punisher behind S3 and the large and disjoint second hit make it itself difficult to whiff punish. Also important as a meaty, as compared to F2 it gives a full meterless combo on hit and plays around delayed getup better. When a Zone of Waste is up, B3 will give better damage than 13 while catching crouching pokes.<br><br> |
| In the corner, the height from B31 will allow certain quick recharge kameo summons to combo, including Jax Energy Wave and Frost Ice Krash, fully giving Quan a safe or even plus combo starting blockstring. As Psycho Skull is very slow and interruptible on block, cancelling B31 into one of these summons is a much more attractive option. | | In the corner, the height from B31 will allow certain quick recharge kameo summons to combo, including Jax Energy Wave and Frost Ice Krash, fully giving Quan a safe or even plus combo starting blockstring. As Psycho Skull is very slow and interruptible on block, cancelling B31 into one of these summons is a much more attractive option. |
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| {{AttackDataCargo-MK1/Query|quan_chi_df3}} | | {{AttackDataCargo-MK1/Query|quan_chi_df3}} |
| 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, though in certain routes it lets the enemy getup in an armorless window.<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. 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> | | 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> |