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| {{AttackDataCargo-MK1/Query|quan_chi_jk}} | | {{AttackDataCargo-MK1/Query|quan_chi_jk}} |
| A great jumpkick on paper, but Quan is rarely trying to jump in on the enemy. Still, in the rare case that he is looking to jump in (say, he's fighting another zoner and is looking to jump over a fireball), his jump kick will perform admirably. Following it up on hit is a little tricky though; S4 will usually whiff, and the enemy is too far away for F2 or S2 to work. Generally the better thing to do is to cancel the jump kick into Zone of Fear, which will give space on block while stifling the enemy's wakeup options on hit. As always, be prepared to empty jump to bait an upblock - B342 is a fantastic string to punish on a successful read. | | A great jumpkick on paper, but Quan is rarely trying to jump in on the enemy. Still, in the rare case that he is looking to jump in (say, he's fighting another zoner and is looking to jump over a fireball), his jump kick will perform admirably. Following it up on hit is a little tricky though; S4 will usually whiff, and the enemy is too far away for F2 or S2 to work. Generally the better thing to do is to cancel the jump kick into Zone of Fear, which will give space on block while stifling the enemy's wakeup options on hit. As always, be prepared to empty jump to bait an upblock - B342 is a fantastic string to punish on a successful read. |
| | }} |
| | |
| | ===Specials=== |
| | =====<font style="visibility:hidden; float:right">Head Rush (BF1)</font>===== |
| | {{MoveDataCargo |
| | | title = |
| | | subtitle = |
| | | input = bf1 |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|quan_chi_bf1|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|quan_chi_bf1|caption=}} |
| | | info = |
| | {{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> |
| | 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> |
| | 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) |
| }} | | }} |
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