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==The Basics of Zoning==
==The Basics of Zoning==
[https://youtu.be/rBjjxZVkOXo?si=pK7C6qxTjXrbTYjP&t=2362 This is a stream from James Chen (jchensor) discussing the basics of zoning.] The fundamental idea is that a zoner must make predictions on the enemy's next action, and that the enemy's frustration makes the zoner's job easier because you become easy to predict. He highlights two examples: Orochi Shermie from KOF15 and her distance-target projectile, and Axl from Guilty Gear and his long ranged, but committal chain attacks. Quan Chi is no exception to this. Every one of his zoning tools - S4, Head Rush, Psycho Skull, Field of Bones, F21, D+F+4, and his antiairs - is a read on the enemy's next action. You are playing as much of a guessing game as the enemy. Zone of Power fits into this by being the "enemy will do no action for the immediate future" option; it sacrifices time to supercharge the following zoning options, allowing them to cover far more enemy actions.<br><br>
[https://youtu.be/rBjjxZVkOXo?si=pK7C6qxTjXrbTYjP&t=2362 This is a stream from James Chen (jchensor) discussing the basics of zoning.] The fundamental idea is that a zoner must make predictions on the enemy's next action, and that the enemy's frustration makes the zoner's job easier because you become easy to predict. He highlights two examples: Orochi Shermie from KOF15 and her distance-target projectile, and Axl from Guilty Gear and his long ranged, but committal chain attacks. Simplifying this into a unified theory of zoning, we have the following: a zoner must play around the fundamental gap between "what they want you to do next" and "what they think you'll do next", and they win when through conditioning, frustration, and setups, the gap is eliminated. Still, much work must be done to reach that point.<br><br>
====Back To 1991: Fireballs / Jump / Antiair RPS====
====Back To 1991: Fireballs / Jump / Antiair RPS====
The most basic expression of the zoner's gambit is classic fireballs vs. antiair gameplan - create projectiles to entice the enemy to jump, and then antiair them when they do. Quan can easily apply this, between the Bone Cage that the enemy can jump to escape, and the slow EX Head Rush that's highly plus on block and gives the enemy ample time to notice and jump over it. F21 and S4 are also avoided by jumping, but they are too committal to be used as bait by themselves, and must be applied as part of a greater conditioning goal. For the antiair itself, whether through a read or a setup, both S3 and 13 will give superb reward; S3 is better at avoiding jump-in attacks with its wide disjoint, but the 16 frame startup isn't great on reaction. Once the combo is found, Quan can change his routing to continue to force the jump vs. antiair gameplan, or switch to a different plan.
The most basic expression of the zoner's gambit is classic fireballs vs. antiair gameplan - create projectiles to entice the enemy to jump, and then antiair them when they do. Quan can easily apply this, between the Bone Cage that the enemy can jump to escape, and the slow EX Head Rush that's highly plus on block and gives the enemy ample time to notice and jump over it. F21 and S4 are also avoided by jumping, but they are too committal to be used as bait by themselves, and must be applied as part of a greater conditioning goal. For the antiair itself, whether through a read or a setup, both S3 and 13 will give superb reward; S3 is better at avoiding jump-in attacks with its wide disjoint, but the 16 frame startup isn't great on reaction. Once the combo is found, Quan can change his routing to continue to force the jump vs. antiair gameplan, or switch to a different plan.<br><br>
====Return to 2023: The Modern Sorceror's Zoning====
====Return to 2023: The Modern Sorceror's Zoning====
Fireball / jump / antiair RPS is a robust strategy, and Quan has solid tools for its application; however, as a classical gambit, experienced enemies are prepared to deal with it by patient, grounded approach. As such, it must be bolstered by another layer of zoning tools.<br><br>
Fireball / jump / antiair RPS is a robust strategy, and Quan has solid tools for its application; however, as a classical gambit, experienced enemies are prepared to deal with it by patient, grounded approach. As such, it must be bolstered by another layer of zoning tools.<br><br>
The main goal here in this second layer is to buy grounded space by restricting the enemy's approach, and then use that space to set up buffs. Psycho Skull (db1) is the first step to this additional layer. By coming from above and bouncing airborne enemies for an S4 pickup, it occupies the perfect niche to augment the above gameplan: it discourages jumping, while still working as a fullscreen projectile against grounded enemies. It can be upblocked, but an enemy trying to aggressively approach through dashblocking cannot upblock it - they must remain stationary due to upblock having startup. Upblock also does not negate chip. Even if the enemy gets close, Psycho Skull is safe on block, and the only way they can get up to point blank and then upblock to punish the Psycho Skull is if you did it at near-point blank in the first place - by that range, Quan needs to get the enemy off his tail and should use F21 or D4 instead. EX Psycho Skull is not entirely necessary to accomplish this but it makes it far more easy and threatening, as it aims automatically and gives the bounce on grounded hit as well. Once the difficult approach is established, Quan can use the space to set things up - Zone of Fear to keep them off his back, Zone of Power to greatly boost this zoning layer, Zone of Waste to disrupt the enemy and create the opportunity for a rushdown sequence, or even EX Head Rush or EX Field of Bones on the ground to entice them to jump again.<br><br>
The main goal here in this second layer is to buy grounded space by restricting the enemy's approach, and then use that space to set up buffs. Psycho Skull (db1) is the first step to this additional layer. By coming from above and bouncing airborne enemies for an S4 pickup, it occupies the perfect niche to augment the above gameplan: it discourages jumping, while still working as a fullscreen projectile against grounded enemies. It can be upblocked, but an enemy trying to aggressively approach through dashblocking cannot upblock it - they must remain stationary due to upblock having startup. Upblock also does not negate chip. Even if the enemy gets close, Psycho Skull is safe on block, and the only way they can get up to point blank and then upblock to punish the Psycho Skull is if you did it at near-point blank in the first place - by that range, Quan needs to get the enemy off his tail and should use F21 or D4 instead. EX Psycho Skull is not entirely necessary to accomplish this but it makes it far more easy and threatening, as it aims automatically and gives the bounce on grounded hit as well. Once the difficult approach is established, Quan can use the space to set things up - Zone of Fear to keep them off his back, Zone of Power to greatly boost this zoning layer, Zone of Waste to disrupt the enemy and create the opportunity for a rushdown sequence, or even EX Head Rush or EX Field of Bones on the ground to entice them to jump again.<br><br>
Once a Zone of Power is set up, the situation becomes far more favorable for Quan (tbc)
Once a Zone of Power is set up, the situation becomes far more favorable for Quan.
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Revision as of 19:40, 14 March 2025

The Basics of Zoning

This is a stream from James Chen (jchensor) discussing the basics of zoning. The fundamental idea is that a zoner must make predictions on the enemy's next action, and that the enemy's frustration makes the zoner's job easier because you become easy to predict. He highlights two examples: Orochi Shermie from KOF15 and her distance-target projectile, and Axl from Guilty Gear and his long ranged, but committal chain attacks. Simplifying this into a unified theory of zoning, we have the following: a zoner must play around the fundamental gap between "what they want you to do next" and "what they think you'll do next", and they win when through conditioning, frustration, and setups, the gap is eliminated. Still, much work must be done to reach that point.

Back To 1991: Fireballs / Jump / Antiair RPS

The most basic expression of the zoner's gambit is classic fireballs vs. antiair gameplan - create projectiles to entice the enemy to jump, and then antiair them when they do. Quan can easily apply this, between the Bone Cage that the enemy can jump to escape, and the slow EX Head Rush that's highly plus on block and gives the enemy ample time to notice and jump over it. F21 and S4 are also avoided by jumping, but they are too committal to be used as bait by themselves, and must be applied as part of a greater conditioning goal. For the antiair itself, whether through a read or a setup, both S3 and 13 will give superb reward; S3 is better at avoiding jump-in attacks with its wide disjoint, but the 16 frame startup isn't great on reaction. Once the combo is found, Quan can change his routing to continue to force the jump vs. antiair gameplan, or switch to a different plan.

Return to 2023: The Modern Sorceror's Zoning

Fireball / jump / antiair RPS is a robust strategy, and Quan has solid tools for its application; however, as a classical gambit, experienced enemies are prepared to deal with it by patient, grounded approach. As such, it must be bolstered by another layer of zoning tools.

The main goal here in this second layer is to buy grounded space by restricting the enemy's approach, and then use that space to set up buffs. Psycho Skull (db1) is the first step to this additional layer. By coming from above and bouncing airborne enemies for an S4 pickup, it occupies the perfect niche to augment the above gameplan: it discourages jumping, while still working as a fullscreen projectile against grounded enemies. It can be upblocked, but an enemy trying to aggressively approach through dashblocking cannot upblock it - they must remain stationary due to upblock having startup. Upblock also does not negate chip. Even if the enemy gets close, Psycho Skull is safe on block, and the only way they can get up to point blank and then upblock to punish the Psycho Skull is if you did it at near-point blank in the first place - by that range, Quan needs to get the enemy off his tail and should use F21 or D4 instead. EX Psycho Skull is not entirely necessary to accomplish this but it makes it far more easy and threatening, as it aims automatically and gives the bounce on grounded hit as well. Once the difficult approach is established, Quan can use the space to set things up - Zone of Fear to keep them off his back, Zone of Power to greatly boost this zoning layer, Zone of Waste to disrupt the enemy and create the opportunity for a rushdown sequence, or even EX Head Rush or EX Field of Bones on the ground to entice them to jump again.

Once a Zone of Power is set up, the situation becomes far more favorable for Quan.



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