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| {{AttackDataCargo-MK1/Query|quan_chi_4}} | | {{AttackDataCargo-MK1/Query|quan_chi_4}} |
| Quan Chi's most important tool, and the most peculiar normal in the game. S4 will track the enemy from anywhere onscreen, including midair and mid-combo, and allow Quan to special cancel on both hit and block. It is the glue that holds his entire gameplan together, and the key to his zoning, unconventional combo structure, and fullscreen punish ability.<br><br> | | Quan Chi's most important tool, and the most peculiar normal in the game. S4 will track the enemy from anywhere onscreen, including midair and mid-combo, and allow Quan to special cancel on both hit and block. It is the glue that holds the character together, and the key to his zoning, unconventional combo structure, and fullscreen punish ability.<br><br> |
| Twelve frames is much faster than any projectile, especially at range. With this startup, Quan S4 can punish fast setup moves like Shao's axe buff that are otherwise nigh-unpunishable on reaction, and catch nearly anything on a read. Quan can then special cancel the S4 to either get some more damage or put down a spell to start his gameplan. Certain kameos will allow him to get a full combo; Sareena and Frost rely on their projectiles and will not combo when at absolute maximum distance, while Kung Lao, Motaro, and Tremor use different routes that will work from any distance.<br><br> | | Twelve frames is much faster than any projectile, especially at range. With this startup, S4 gives Quan a punish game that is wholly unique; anything that is -13 or worse is a guaranteed catch regardless of the pushback, fast setup moves like Shao's axe buff can be punished on reaction from fullscreen, and nearly anything can be caught on a read as long as it doesn't move out of the attack's way. The special cancel property also means that Quan can instantly start his gameplan, even on block, and certain kameos will even allow him to get a full combo. The most common special cancel is the bone cage, as it maintains the advantage on hit while still restraining the enemy on block.<br><br> |
| Mid-combo, S4 kicks the enemy towards Quan and provides (tbc) | | Mid-combo, S4 kicks the enemy towards Quan and provides the most damage out of his single-hit special cancellable normals. Certain combo extending ambushes like Jax and Sonya will not work beyond close range, requiring S4 to kick the enemy closer and allow the ambushes to catch. Combos can be ended with S4 cancelled into a spell, allowing him to go for setup combos on both up-close and fullscreen knockdown situations. The kick-towards property is also crucial for Zone of Waste (orange) setups to keep the enemy under the portal on knockdown. With the tracking property, certain high juggles will incorporate an S4 to squeeze out more damage, such as after Sektor's Telepunch or Purple EX Skull.<br><br> |
| | S4 has two main deficiencies to consider, both relating to using it for zoning: it is easy to avoid by forward dashing or jumping, and it does not hit crouchblocking opponents. These are not minor issues, and they require Quan to approach his zoning with more nuance; still, they can be accounted for. Avoiding S4 requires the enemy to advance, where Quan can cover the space with S3, Low Tentacle, or purple fireballs, and the inability to hit crouchblocking enemies means he must properly represent the threat of Psycho Skull from fullscreen.<br><br> |
| | S4 is one of the most, if not the most commonly used of Quan's tools. Its ability to give Quan an opening to start his gameplan from anywhere onscreen is crucial to maximizing his opportunities, and cannot be left ignored for a character with a latent health penalty. Apply it whenever possible. |
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