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* ~ means cancel (including a dash cancel), > means no cancel and simply follow up with the correct timing, + means simultaneous press. | * ~ means cancel (including a dash cancel), > means no cancel and simply follow up with the correct timing, + means simultaneous press. | ||
* Ordered by general importance and not movelist. | * Ordered by general importance and not movelist. | ||
* General rules of thumb: use 13 to pick up, S3 can almost always be followed up with | * General rules of thumb: use 13 to pick up, S3 can almost always be followed up with J21, and F44 is a reliable ender. To combo into super, F4 will work unless in very high gravity, and it is almost guaranteed to combo into From the Fog for kameo oki setups. | ||
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Revision as of 20:53, 23 October 2024
Universal Kombos
- ~ means cancel (including a dash cancel), > means no cancel and simply follow up with the correct timing, + means simultaneous press.
- Ordered by general importance and not movelist.
- General rules of thumb: use 13 to pick up, S3 can almost always be followed up with J21, and F44 is a reliable ender. To combo into super, F4 will work unless in very high gravity, and it is almost guaranteed to combo into From the Fog for kameo oki setups.
13
13 > S3 > J2 (late) > S3 > J21 > F44
- The most important Quan Chi combo.
- Solid damage and corner carry for no resources.
- Also important as a staple into-route following a standing kameo extender.
13 > 4 ~ Journey through Hell (FATAL)
- Simple, important confirm into super.
- Every hit will scale the super more and more. Confirm into it as quickly as possible.
13 > 3 ~ forward jump ~ J2 (late) > S3 > J21 > F4 ~ EX Low Tentacle (EX DB4) > Journey through Hell (FATAL)
- EX Low Tentacle allows for a guaranteed super, regardless of how long the combo has been.
- Only do this if you've misjudged the damage of the 13 ~ 3 combo route and need the super to secure the kill - always confirm 13 into 4 ~ super otherwise.
(antiair) 13 > S3 > J21 > F44
- Antiairs will scale the gravity slightly more, so if catching with 13 omit the first S3 and go right into the J21.
3
3 ~ forward jump ~ J21 > 13 > F44
- Fundamental, crucial pickup from a grounded S3.
- Safe, disjoint, confirmable, well ranged, and adaptable to a number of kameos.
(antiair) 3 ~ forward jump ~ J2 > 3 ~ forward jump ~ J21 > F44
- When catching midair, S3 can do the same double-followup as 13.
- As a rule of thumb, this can only be done if the enemy is at least Quan Chi's height above the ground when they get caught - any lower and it will whiff, and Quan should go for the above combo instead.
3 ~ forward jump ~ J21 > F4 ~ Journey through Hell (FATAL)
- As always, confirm into the super as quickly as possible to maximize damage.
B34
B342 > 13 > F44
B342 > 13 > F21
- The simplest of all of Quan Chi's combos, and still crucial.
- F21 will have less knockdown advantage, but gives a tiny bit more damage.
(corner)B34 ~ Close Psycho Skull (DB1) > 13 > F44
- In the corner, B342 will punch the enemy out. B34 cancelled into Psycho Skull will keep them there and allow for further combo followups.
(corner)B34 > 13 > 3 ~ forward jump ~ J21 > F44
- Difficult corner optimal from B34.
EX From the Fog (all special cancellable normals)
214/B2/F2 ~ EX From the Fog (EX DB4) > 3 ~ forward jump ~ J2 (late) > S3 > J21 > F44
- The suspend from EX From the Fog can be considered like a 13, and should be followed up in a similar fashion depending on the gravity of the combo.
- As such, if it is the first juggle of the combo (i.e. lengthy Cyrax Net combos) you can follow it up with S3 into a late J2.
13 > 3 ~ forward jump ~ J2 (late) > S3 > J21 > F4 ~ EX From the Fog (EX DB4) > J21 ~ Air Sky Drop (BF4)
13 > 3 ~ forward jump ~ J2 (late) > S3 > J21 > F4 ~ EX From the Fog (EX DB4) > Journey through Hell (FATAL)
- When tacked on very late in a combo, it can always be followed up with J21 into Air Sky Drop or a super.
12
12 ~ EX Psycho Skull (EX DB1) > 4 ~ Falling Death (BF4)
- Midscreen, EX Psycho Skull is kind of difficult to follow up.
- This gives the best damage, but usually a midscreen 1 should be followed up with 13 for an easier, more rewarding combo.
12 ~ EX Psycho Skull (EX DB1) > 4 ~ Journey through Hell (FATAL)
- EX Psycho Skull is surprisingly damaging, and will give 12 better damage than 13 into the super.
(corner)12 ~ EX Psycho Skull (EX DB1) > 13 > 3 ~ jump ~ J21 ~ Air Falling Death (BF4)
(corner)12 ~ EX Psycho Skull (EX DB1) > 13 > F44
- When in the corner, EX Psycho Skull can be followed up with 13 for much easier and more rewarding routing.
Kameo Kombos
Sub-Zero
13 > 3 ~ forward jump ~ J21 > F4 ~ Iced Out (FK) > microwalk > Zone of Power (DB3) > neutral jump > J122
- One-kameo route from 13 that sets up a portal.
- J122, with its backwards movement, just keeps Quan within reach of the portal for powered skulls.
Jax
13 > forward dash ~ 4 + Far Backbreaker (FK) ~ Zone of Power (DB3) > 3 ~ J2 ~ EX Air Head Rush (BF1+Block) > J21 ~ Air Sky Drop (BF4)
13 > forward dash ~ 4 + Far Backbreaker (FK) ~ Zone of Power (DB3) > 3 ~ J2 ~ EX Air Head Rush (BF1+Block) > J24
13 > forward dash ~ 4 + Far Backbreaker (FK) ~ Zone of Power (DB3) > 3 ~ J2 ~ EX Air Head Rush (BF1+Block) > F44
- One bar, one kameo combo from 13.
- Omit the sky drop from J21 for less damage, but a longer knockdown.
- F44 will push the enemy fullscreen, and J24 will be halfway between the two.
13 > 4 + Close Backbreaker (BK) ~ Zone of Power (DB3) > 3 ~ J2 ~ EX Air Head Rush (BF1+Block) > F44
- Much easier version, but this route cannot do the jump followups.
13 > 4 ~ Head Rush (BF1) > Close Backbreaker (BK) > J21 > F44
- Side switch combo from 13.
13 > Far Backbreaker (FK) > 4 ~ Zone of Power (DB3) > 4 ~ EX Zone of Waste (DF3+Block)
13 > Far Backbreaker (FK) > 4 ~ Zone of Power (DB3) > 4 ~ Farthest EX Field of Bones (BDF2+Block, U)
- Sacrifices a bit of damage to put a Zone of Power and an additional spell at the enemy's feet.
- With the Zone of Waste, Quan can then go for a Sky Drop to put himself next to the enemy and kill time for the first tick of armor. If the enemy tries to punish the Sky Drop, they risk an armor drop into a punish.
13 > 4 ~ Head Rush (BF1) > Far Backbreaker (FK) > Farthest Psycho Skull (DB1U) > 4 ~ Zone of Power (DB3)
13 > 4 ~ Head Rush (BF1) > Far Backbreaker (FK) > Farthest Psycho Skull (DB1U) > 4 ~ EX Zone of Waste (DF3+Block)
13 > 4 ~ Head Rush (BF1) > Far Backbreaker (FK) > Farthest Psycho Skull (DB1U) > 4 ~ Farthest EX Field of Bones (BDF2+Block, U)
- Psycho Skull route from 13, used for the fullscreen distance with the choice of spell at the end.
B342 > 13 > Far Backbreaker (FK) > 4 > Farthest Psycho Skull (DB1U) > 4 ~ Zone of Power (DB3)
B342 > 13 > Far Backbreaker (FK) > 4 > Farthest Psycho Skull (DB1U) > 4 ~ Farthest EX Field of Bones (BDF2+Block, U)
- Superb damage from B342 and puts the enemy fullscreen.
- Put a Zone of Power to immediately begin zoning, put an EX Field of Bones to discourage them from mashing or trying to immediately close the gap.
B342 > 13 > Far Backbreaker (FK) > 4 ~ Zone of Power (DB3) > 4 ~ EX Zone of Waste (DF3+Block)
B342 > 13 > Far Backbreaker (FK) > 4 ~ Zone of Power (DB3) > 4 ~ Farthest EX Field of Bones (BDF2+Block, U)
- Same idea as the 13 double spell combos, but from B243.
B342 > 13 > Close Backbreaker (BK) > forward jump > J21 > F44
- Side switch combo from B342.
- Hold the forward jump immediately after the 13 finishes.
213 > Far Backbreaker (FK) > forward dash ~ 3 > J21 > F21
213 > Far Backbreaker (FK) > forward dash ~ 3 > J21 > F44
- Combo from 213, the low option of 21.
- F21 will deal a tiny bit more damage, F44 will give a tiny bit more knockdown advantage.