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====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. | ||
==== | ====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. As such, it must be bolstered by another layer of zoning tools.<br><br> | |||
Psycho Skull (db1) is the key 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. (tbc) | |||
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Revision as of 16:51, 13 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. 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.
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. As such, it must be bolstered by another layer of zoning tools.
Psycho Skull (db1) is the key 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. (tbc)