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| Kameos will not exactly improve the reactibility, but will give the safety and reward on hit necessary for B2 to be a usable common option. Attack kameo setups like Sektor Missile will allow B2 to be turned into a cheap combo and pressure on block, while cancelling into a safe ender like Jax Energy Wave or Sub-Zero Shoulder allow him to mostly escape full combo punishment (albeit with an armorable gap). While many summon combo starters will whiff when cancelled from B2 due to the stumble reaction on hit, the ones that do work are absolute godsends and should always be applied instead of EX Low Tentacle. Certain kameo starters will also let Quan incorporate a fully charged B2 into the combo.<br><br> | | Kameos will not exactly improve the reactibility, but will give the safety and reward on hit necessary for B2 to be a usable common option. Attack kameo setups like Sektor Missile will allow B2 to be turned into a cheap combo and pressure on block, while cancelling into a safe ender like Jax Energy Wave or Sub-Zero Shoulder allow him to mostly escape full combo punishment (albeit with an armorable gap). While many summon combo starters will whiff when cancelled from B2 due to the stumble reaction on hit, the ones that do work are absolute godsends and should always be applied instead of EX Low Tentacle. Certain kameo starters will also let Quan incorporate a fully charged B2 into the combo.<br><br> |
| The new armor portal (Zone of Waste, DF3) finally gives the fully charged B2 a definitive use outside of combos as an oki tool. On a knockdown with the portal, Quan can charge B2, armor through the enemy's armored wakeup, and then punish them with the fully charged attack for a full combo into the same situation. If the enemy blocks or delays getup, Quan will be +8. The solution to this is to getup with a string, a jump, or a multi-hitting special, but it is highly matchup dependent and Quan can shut that down with Zone of Fear instead. | | The new armor portal (Zone of Waste, DF3) finally gives the fully charged B2 a definitive use outside of combos as an oki tool. On a knockdown with the portal, Quan can charge B2, armor through the enemy's armored wakeup, and then punish them with the fully charged attack for a full combo into the same situation. If the enemy blocks or delays getup, Quan will be +8. The solution to this is to getup with a string, a jump, or a multi-hitting special, but it is highly matchup dependent and Quan can shut that down with Zone of Fear instead. |
| | }} |
| | </tabber> |
| | <br> |
| | |
| | =====<font style="visibility:hidden; float:right">F2</font>===== |
| | <tabber> |
| | |-|F2= |
| | {{MoveDataCargo |
| | | title = |
| | | subtitle = |
| | | input = F2 |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|quan_chi_f2|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|quan_chi_f2|caption=}} |
| | | info = |
| | {{AttackDataCargo-MK1/Query|quan_chi_f2}} |
| | Not a bad mid by itself, being disjoint, active, and decently ranged. Useful as a more defensive option to cover space against approaching enemies, or as an a lower-commit oki normal from a distance. Mostly suffers from a lack of decent followups - the F21 string followup, while leaving no gap, is unsafe at point blank and causes next to no pushback, and his natural cancel options are either unsafe or will not combo on hit. A safe, comboing kameo followup will give it a dependable cancel option, but some will whiff if done from too far away. Mid-combo, F21 can be used as a fullscreen ender if F44 would whiff, but the longer knockdown of F44 means that it is always the better option if applicable. |
| | }} |
| | |-|F21= |
| | {{MoveDataCargo |
| | | title = |
| | | subtitle = |
| | | input = F21 |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|quan_chi_f21|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|quan_chi_f21|caption=}} |
| | | info = |
| | {{AttackDataCargo-MK1/Query|quan_chi_f21}} |
| | Not a bad mid by itself, being disjoint, active, and decently ranged. Useful as a more defensive option to cover space against approaching enemies, or as an a lower-commit oki normal from a distance. Mostly suffers from a lack of decent followups - the F21 string followup, while leaving no gap, is unsafe at point blank and causes next to no pushback, and his natural cancel options are either unsafe or will not combo on hit. A safe, comboing kameo followup will give it a dependable cancel option, but some will whiff if done from too far away. Mid-combo, F21 can be used as a fullscreen ender if F44 would whiff, but the longer knockdown of F44 means that it is always the better option if applicable. |
| }} | | }} |
| </tabber> | | </tabber> |