Popularity: Summoner - 61st, Warlock - 52nd, Sorcerer - 71st | MKX Tiers |
Tiers: Quan Chi Summoner, Quan Chi Warlock, Quan Chi Sorcerer |
This goes all characters. When trying to punish attacks, if you use a normal move it will come out 1 frame later because recovery from blocking is 1 frame. So trying to punish a move that is -6 will mean you need an attack with 5 frame startup unless its a special attack. Special attacks start up normally because they are reversals.
In his Sorcerer variation, combine the sinister combo with his portal kick. Great for mix ups.
Some universals:
Neutral jump punch is your friend. Quan has among the best in the game.
Forward 1 is a useful stagger tool, it'll catch many players trying to react if you run cancel into overhead/low. Forward 1,2 is also staggerable.
EX Rune isn't as plus as it used to be, but following up with a down 3 will allow you to stuff pokes and either lead into your low option(back 3) or allow you to go back into the neutral.
Use the frames on the skull projectile to your advantage, if it hits on block most of the time you can get a rune out.
Always try to end combos into hard-knockdown(1,3,1) as it sets up things like Sorcerer portals and Summoner bat.
Sorceror:
Use meter-draining portal when at distance, never miss the chance to deprive the opponent of their breaker. If used effectively, you can land the opponent in the corner without any armored/defensive options which gives Quan a whole lotta advantage if an armor portal is then dropped.
When armor portal is out, you can commit to normally unsafe strings(F2,1,2,2 into F2,1,2 for example) to maximize chip damage and provide multiple opportunities to mix-up or otherwise open up the adversary.
Summoner:
The bat give access to great hard-to-blockables, but the only consistent way to get bat out in close quarters is EX trance(the amount of damage that leads into is totally worth the meter though). While the low/overhead HTB is worthwhile, many out there have gotten adept at correctly blocking it so relying on low bat into throw or the Down Forward 3 bat grab will do you wonders.
The bat really shines when it comes to zoning. Get a 1,3,1 hard knockdown and get that bat out.You can shoot skulls and runes and rely on the bat to punish jump ins or other attempts to whiff punish you.
Summoner doesn't have anything substantial in terms of defense. Very heavily dependent on momentum and your ability to keep distance.
Warlock:
Forward 3 can punish things on whiff from afar, but leaves you vulnerable and doesn't lead into anything.
EX Scoop was once armored, and it's something the variation really leaned on. Its absence creates a significant deficiency for this variation as the only armor to speak of is EX Portal Stab, which leads into mix-up but gets stuffed time and time again. I mean EX Sky Drop has armor too but...