Mortal Kombat 1/Quan Chi/Combos: Difference between revisions

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* Cheap EX Zone of Waste setup.
* Cheap EX Zone of Waste setup.
* Armor won't be ready when the enemy gets up, but if they try to go for a combo the armor could cause them to drop.
* Armor won't be ready when the enemy gets up, but if they try to go for a combo the armor could cause them to drop.
<code>13 > S3 > J2 > S3 > J21 > F4 > Apep Punch (FK) ~ Kingdoms Krumble (UK) > Field of Bones (BDF2) > EX Zone of Waste (EX DF3)</code><br>
<code>(corner) 13 > S3 > J2 > S3 > J21 > F4 > Apep Punch (FK) ~ Kingdoms Krumble (UK) > Close Field of Bones (BDF2B)</code>
* Field of Bones will land against crumpled enemies, giving Quan an absurdly plus restand - +38 at the minimum.
* Still, he can make it better - when midscreen, put the Field of Bones in front of the enemy instead of immediately at their feet, so that they fall into it - potentially increasing the plus frames to +87 at the absolute best, enough to put an EX Zone of Waste and still be plus enough force B3 without a gap.
* In the corner, Quan will be too close and will be forced to do the point blank Field of Bones, giving the lowest plus frames - still, a +38 restand in the corner is nothing to sneeze at.
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Revision as of 20:58, 2 January 2025

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 ~ Close Psycho Skull (DB1) > 13 > S3 > J122

  • 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.


B2

B2 (hold) > forward dash ~ 13 > forward dash ~ S3 > J21 > F44

  • Basic pickup from the fully charged B2.
  • Technically the best midscreen damage that Quan can get from a grounded kameo starter, but it won't work on every grounded kameo starter - notably, Sareena knives will push the enemy too far. Most Frost low ice paths will work, but will require very accurate dashing that will make the rest of the combo more difficult to land.


Kameo Kombos


Darrius

Heelturn (DK, hold K) > S1 > Ground Invitational (D, release K) > forward dash ~ 13 > S3 > J21 > F44

  • Plus, meterless, combo starting 50/50 from Quan's quickest attack.
  • Omit the last hit of F44 (just do F4) to loop the situation.

Heelturn (DK, hold K) > S1 > Ground Invitational (D, release K) > forward dash ~ 13 > S3 > J21 > F4 ~ Falling Death (BF4) > Heelturn (DK, hold K)

  • Odd looping situation.
  • Sky Drop allows Quan to appear on the same side as Darrius to throw off the enemy.

Heelturn (DK, hold K) > 21 > Ground Invitational (D, release K) > forward dash ~ 13 > S3 > J21 > F44

  • Not as strong of a mixup as the above one, but easier to apply.

Heelturn (DK, hold K) > Psycho Skull (DB1) > Ground Invitational (D, release K) > Close Psycho Skull (hold B) > 13 > S4 ~ Field of Bones (DBF2)
Heelturn (DK, hold K) > Close Psycho Skull (DB1B) > Ground Invitational (D, release K) > forward dash ~ 13 > S3 > J21 > F44
(corner) F44 > Heelturn (DK, hold K) > Psycho Skull (DB1) > Ground Invitational (D, release K) > Close Psycho Skull (hold B) > 13 > S3 > J122

  • Safe combo starting 50/50.
  • Mixup lies in whether Darrius or the skull hits first - if Darrius hits first the Psycho Skull will bounce the enemy, if the skull hits first Darrius will provide a juggle opportunity.
  • Execution may be difficult at first. For the Darrius-first option, input the Psycho Skull (DB1), press and hold D and release K immediately afterwards, and then hold B until the skull lands. For the skull-first option, simply execute a normal Close Psycho Skull and move the input to D when the close skull starts to appear onscreen.
  • In the corner, F44 will give enough knockdown advantage to also armor break, though it may also trigger true HTB protection. Still, the fundamental 50/50 remains untouched.

(corner) Heelturn (DK, hold K) > B2 > Ground Invitational (D, release K) > 13 > S3 > J21 > F44
(corner) Heelturn (DK, hold K) > B3 > Ground Invitational (D, release K) > 13 > S3 > J21 > F44

  • Alternative 50/50s from Heelturn.

Heelturn (DK, hold K) > B2 ~ Psycho Skull (DB1) + Ground Invitational (D, release K) > S4 ~ Zone of Power (DB3)

  • Unconventional, if impractical combo.

13 > S3 > J2 > S3 > J21 > F4 ~ EX Zone of Waste (EX DF3) + Heelturn (DK, hold K)

  • EX Zone of Waste sequence that can lead into any of the above options.
  • If reading an armored getup, simply block and wait. Otherwise, use the presence of EX Zone of Waste to force a mixup.

213 > Tornado Kick (K) > J21 > S3 > J21 > F44

  • If Heelturn is not available, Darrius can provide 213 with a full combo for a full kameo gauge.

From the Fog (DB4) > Heelturn (DK, hold K) > forward jump > Ground Invitational (D, release K) > J21 > S3 > J21 > F44
From the Fog (DB4) > Heelturn (DK, hold K) > forward jump > J2 > Ground Invitational (D, release K) > 13 > S3 > J21 > F44

  • Jump-in 50/50.
  • Relies on a 213 OS in the air - if the enemy is airborne Quan will do J21, if they're grounded he will do J2 and then land to do 13.
  • Mixup lies in the jump-in attack (overhead) hitting first, or Darrius' sweep - the sweep will cause the J21 hit reaction, the air attack will cause the 13.
  • From the Fog provides a 100% consistent and well spaced knockdown situation and animation to set this up. Call Heelturn when the enemy is laid horizontal during the flinging animation.
  • If the enemy upblocks, the sweep will catch them. Prioritize the sweep over the overhead-first option against particularly upblock-happy enemies.


Frost

214/12/S4 ~ Ice Karpet (FK) > J2 > 13 > S3 > J2 (late) > S3 > J21 > F44

  • Basic, important combo from Frost.
  • Allows Quan to hit confirm 21, and gives him a more rewarding route from 12.
  • S4 will work up to distances just exceeding round start. May necessitate a forward dash before the J2.

13 > S3 > J21 > F4 ~ Ice Karpet (FK) > EX Zone of Waste (EX DF3) > F4 ~ From the Fog (DB4) > F+3 (hold)
S3 > J21 > F4 ~ Ice Karpet (FK) > EX Zone of Waste (EX DF3) > F4 ~ From the Fog (DB4) > F+3 (hold)
B342 > F4 ~ Ice Karpet (FK) > EX Zone of Waste (EX DF3) > F4 ~ From the Fog (DB4) > F+3 (hold)

  • Midscreen setups for a Zone of Waste.

(corner) S3 > J21 > 13 > F4 ~ Ice Karpet (FK) > EX Zone of Waste (EX DF3) > F4 ~ From the Fog (DB4)
(corner) B34 ~ Close Psycho Skull (DB1B) > 13 > F4 ~ Ice Karpet (FK) > EX Zone of Waste (EX DF3) > F4 ~ From the Fog (DB4)
(corner) B34 ~ Close Psycho Skull (DB1B) > 13 > F4 ~ Ice Karpet (FK) > EX Zone of Waste (EX DF3) > F44

  • In the corner, you can squeeze out another 13 for a bit more damage and it will still combo.
  • F44 will keep Quan close, but the enemy will get up before the armor takes effect. If their armored getup is slower than roughly 15 frames, this is less of an issue.

(corner) B34 ~ Ice Krash (K) > 13 > F4 ~ Ice Karpet (FK) > EX Zone of Waste (EX DF3) > F44

  • Ice Krash hits much sooner than Close Psycho Skull and makes Quan plus. However, it will whiff if the initial B3 is blocked.

(corner) S3 > J21 > 13 > F4 > Ice Karpet (FK) > J21 > F44
(corner) S3 > J21 > 13 > F4 > Ice Karpet (FK) > J21 > F4 ~ EX From the Fog (EX DB4) > J21 ~ Air Sky Drop (BF4)

  • Used for squeezing out damage from S3 in the corner.

(corner) S3 > U ~ Ice Krash (K) > 13 > S3 > J122

  • Kara jump cancel combo from S3. Plink U and then Kameo, one immediately after the other.
  • Flashier than the above combo and deals a touch more damage, but gives less knockdown advantage. Kameo expenditure is about the same.

Snow Flakes (BK) > EX Sky Drop (EX BF4) > 13 > S3 > J2 (late) > S3 > J21 > F44

  • Snow Flakes will let Quan combo from Sky Drop.
  • Even if the enemy blocks, they risk getting frozen mid-combo.
  • A diligent enemy will retreat and attempt to wait out the ice ball. Use fireballs to chase them down.


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.

13 > S3 > J2 (late) > S3 > J21 > Far Backbreaker (FK) > F4 > J21 > F44

  • Maximum damage and corner carry from 13 with no meter spent.
  • Input the Far Backbreaker (FK) as close to the ground as possible, moments before the F4 - do not release the F input between the two moves.
  • After the F4, hold UF for the J21. Input the J21 as close to the ground as possible.

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.

D2 > Far Backbreaker (FK) > J21 > 13 > F44

  • Input the Far Backbreaker as soon after the D2 as possible.

214 ~ EX From the Fog (EX DB4) > S3 > J21 > 13 > Far Backbreaker (FK) > S4 > J21 > F44
214 ~ EX From the Fog (EX DB4) > S3 > J21 > 13 > Far Backbreaker (FK) > S4 ~ Zone of Power (DB3) > S4 ~ Farthest Field of Bones (BDF2U)
S4 ~ EX From the Fog (EX DB4) > S3 > J21 > 13 > Far Backbreaker (FK) > S4 > J21 > F44

  • Jax cannot replace EX From the Fog, but he can improve its impact.

12 ~ EX Psycho Skull (EX DB1) > Far Backbreaker (FK) > S4 > Far Psycho Skull (DB1F) > S4 ~ Zone of Power (DB3)

  • Backbreaker makes it easier to combo from 12 ~ EX Psycho Skull.

(Requires Zone of Power) 12 ~ EX Head Rush (EX BF1) > S4 > 13 > Far Backbreaker (FK) > S4 ~ Zone of Power (DB3) > S4 ~ Purple Psycho Skull (DB1)

  • Superb damage, and the 13 into Backbreaker pickup lets Quan put down spells.


Motaro

S4 ~ Farthest Field of Bones (BDF2U) > Centaurian Warp (K) > 13 > S3 > J2 (late) > S3 > J21 > F44
B2 ~ Field of Bones (BDF2) > Centaurian Warp (K) > 13 > S3 > J2 (late) > S3 > J21 > F44
12 ~ Close Field of Bones (BDF2B) > Centaurian Warp (K) > 13 > S3 > J2 (late) > S3 > J21 > F44

  • Motaro lets Quan combo from Field of Bones, which in turn lets him combo from fullscreen S4.
  • Press Centaurian Warp as the green patches appear on the ground, before the bones erupt.



Shujinko (Universal)

13 > S3 > J2 (late) > S3 > J21 > F4 ~ Apep Punch (FK) ~ Kingdoms Krumble (UK) > J21 > F44
S3 > J21 > 13 > F4 ~ Apep Punch (FK) ~ Kingdoms Krumble (UK) > J21 > F44

  • Difficult but rewarding route that makes use of Shujinko's fast crumble.
  • Omit the J21 if the timing is too difficult.

214 ~ Apep Punch (FK) ~ Kingdoms Krumble (UK) > J21 > S3 > J21 > F44
F2 ~ Apep Punch (FK) ~ Kingdoms Krumble (UK) > J21 > S3 > J21 > F44
B2 ~ Apep Punch (FK) ~ Kingdoms Krumble (UK) > J21 > S3 > J21 > F44

  • Shujinko lets Quan confirm from 214 and single hit normals.

(corner) B34 ~ Konquest Kick (BK) > 13 > S3 > J122

  • B34 into Konquest Kick can combo in the corner, and cannot be ducked on block.

13 > S3 > J2 (late) > S3 > J21 > F4 ~ Apep Punch (FK) ~ Kingdoms Krumble (UK) > EX Zone of Waste (EX DF3)

  • Cheap EX Zone of Waste setup.
  • Armor won't be ready when the enemy gets up, but if they try to go for a combo the armor could cause them to drop.

13 > S3 > J2 > S3 > J21 > F4 > Apep Punch (FK) ~ Kingdoms Krumble (UK) > Field of Bones (BDF2) > EX Zone of Waste (EX DF3)
(corner) 13 > S3 > J2 > S3 > J21 > F4 > Apep Punch (FK) ~ Kingdoms Krumble (UK) > Close Field of Bones (BDF2B)

  • Field of Bones will land against crumpled enemies, giving Quan an absurdly plus restand - +38 at the minimum.
  • Still, he can make it better - when midscreen, put the Field of Bones in front of the enemy instead of immediately at their feet, so that they fall into it - potentially increasing the plus frames to +87 at the absolute best, enough to put an EX Zone of Waste and still be plus enough force B3 without a gap.
  • In the corner, Quan will be too close and will be forced to do the point blank Field of Bones, giving the lowest plus frames - still, a +38 restand in the corner is nothing to sneeze at.


Sub-Zero

13 > S3 > 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.

13 > S3 > J2 > S3 > J21 > F4 ~ Iced Out (FK) > EX Zone of Waste (DF3 EX) > forward dash ~ Close Psycho Skull (DB1B) > F4 ~ Close Psycho Skull (DB1B)

  • EX Zone of Waste combo with strong damage, good corner carry, and a Psycho Skull to oki the enemy.
  • If they do a delayed getup, the armor is fully in effect when they get up.