MK9 | Quan Chi's combos

Notation:
1 2
3 4

FP BP
FK BK

Lows into trance (if they are blocking high):
BACK+3 > Trance
BACK+3, 1+2 > Trance
FWD+1, 2 > Trance
BACK+3, 3 > Trance

Overheads into trance (if they are blocking low):

Meterless mid-screen

With meter mid-screen

Meterless corner

With meter corner

X-ray combos

reserved for more combos

I just noticed how crap training mode is… it is literally impossible to use the record function to test for safe block strings.

I think back FK + 1-2 is safe i’ve used it on-line pushes the opponent back

If the block the back+1 I am pretty sure they can punish before the 1+2 lands. But I cannot F***ing test it which means I cannot post any high-low blockstring shenanigans.

Nice stuff that should go in the top section i have some combos myself but i don’t get the notations for this game atm so i can’t convert them

Quan’s BnB jump-ins

I found 3 jump-ins that seem to be optimal so far for Quan (they tag from the %39-43-ish range, and I will get exact numbers laters, and no meter usage.)

j.p>b+2,1>dash>2,1,2>Trance>f+1,2,1+2.

j.p>b(f?)3,1+2>dash>2,1,2>Trance>f+1,2,1+2. (less dmg as above, but not as strict on the juggle.)

As far as “3” goes. it’s a variation thats’ already been noted earlier, stemming from: j.p>b+2,1>dash>b+2,1>3(which ever direction links into specials)>Trance>b+2,1>uppercut. This one seems to do as much as the top, but you don’t push them as far into the corner.

I’m going to start filling this out soon. Right now I am doing another video - gonna put some more combos in it but it’s not meant to be a precise combo video so it will not have everything in it. Has some option selects too.

Back 2,1 dash Back 2,1 2- Trance, Back 1,1 , ground burst 1 versions - 34%

depending on start-up if you use Back 3, + 2,1 instead of the 1st 2,1 it’s 33%.

Damage measurements here assume all combos here begin with Jump-in punches except in the “cannonballing opponents” section. (Some might actually do more without it. It’s happened before.)

Midscreen Combos:
(The range of Ground Burst may have to be changed from Far to Mid if the opponent reaches the side of the arena.)
(I’d say we’re better off saving meter for EX Trance, unblockable EX Ground Bursts(Rune Traps, mostly), and Breakers unless the combo will surely kill the opponent.)

b+2,1 > Trance > b+2,1 > dash > b+2,1 > dash > b+1,1 > Ground Burst (Far) (41%) No Meter (Difficult)
b+2,1 > dash > b+2,1 > dash > b+1,1 > Trance > b+1,1 > Ground Burst (Mid) (40%) No Meter
b+2,1 > dash > b+2,1 > dash > b+1,1 > Trance > f+1,2,1+2 (39%) No Meter (Downs opponent near Quan Chi)
b+2,1 > dash > b+2,1 > dash > b+1,1 > Trance > 1,1 > Sky Drop (37%) No Meter (Staggers)
b+2,1 > Trance > Nj.1 > dash > b+2,1 > j.4 > EX Sky Drop (43%) 1 Bar (Not sure if there’s a reason to use this over Rune Trap)

f+1,2 > Trance > b+2,1 > dash > b+2,1 > dash > b+1,1 > Ground Burst (Far) (38%) No Meter
f+1,2 > Trance > b+2,1 > dash > b+2,1 > j.4 > Sky Drop (36%) No Meter (Downs opponent near Quan Chi)
f+1,2 > Trance > 1,1 > Sky Drop (18%) No Meter (staggers)
f+1,2 > Trance > b+2,1 > dash > b+2,1 > j.4 > EX Sky Drop (43%) 1 Bar
f+1,2 > Trance > b+2,1 > dash > b+2,1 > (very short)dash > b+1 > X-Ray (51%) Full

b+3,1+2 > Trance > b+2,1 > dash > b+2,1 > dash > b+1,1 > Ground Burst (Far) (40%) No Meter (Difficult)
b+3,1+2 > dash > b+2,1 > dash > b+1,1 > Trance > b+1,1 > Ground Burst (Mid) (38%) No Meter (Might be a bit hard to hit-confirm)
b+3,1+2 > dash > b+2,1 > dash > b+1,1 > Trance > f+1,2,1+2 (38%) No Meter (Might be a bit hard to hit-confirm; Downs opponent near Quan Chi)
b+3,1+2 > dash > 3 > Trance > b+2,1 > dash > b+1,1 > Ground Burst (Far) (36%) No Meter
b+3,1+2 > dash > b+2,1 > dash > b+1,1 > Trance > 1,1 > Sky Drop (32%) No Meter (Staggers)
b+3,1+2 > Trance > Nj.1 > dash > b+2,1 > j.4 > EX Sky Drop (41%) 1 Bar (Not sure if there’s a reason to use this over Rune Trap)
b+3,1+2 > Trance > b+2,1 > dash > b+1,1 > X-Ray (48%) Full

u+3 > Trance > b+2,1 > dash > b+2,1 > dash > b+1,1 > Ground Burst (Far) (40%) No Meter (Difficult)
u+3 > Trance > b+2,1 > dash > b+1,1 > Ground Burst (Mid) (34%) No Meter
u+3 > Trance > Nj.1 > dash > b+2,1 > j.4 > Sky Drop (35%) No Meter (Downs opponent near Quan Chi)
u+3 > Trance > b+2,1 > j.4 > Sky Drop (32%) No Meter (Downs opponent near Quan Chi)
u+3 > Trance > 1,1 > Sky Drop (23%) No Meter (Staggers)
u+3 > Trance > Nj.1 > dash > b+2,1 > j.4 > EX Sky Drop (42%) 1 Bar
u+3 > Trance > b+2,1 > dash > b+1,1 > X-Ray (49%) Full

For punishing “cannonballing” opponents (whose special you just blocked and are spinning in midair):

b+2,1 > dash > b+2,1 > dash > b+1,1 > Trance > f+1,2,1+2 (34%) No Meter (Downs opponent near Quan Chi)
b+2,1 > dash > b+2,1 > dash > b+1,1 > Trance > 1,1 > Sky Drop (34%) No Meter (Staggers)
b+2,1 > dash > b+2,1 > dash > b+1,1 > Trance > 1,1 > EX Sky Drop (39%) 1 Bar (Not sure if there’s a reason to use this over Rune Trap)
b+2,1 > dash > b+2,1 > dash > b+1,1 > Trance > 2,1 > X-Ray (46%) Full (Not sure if there’s a reason to use this over Rune Trap)

Corner (or near-corner) Combos:

Replace Ground Burst with Skull Ball in mid-screen combos that are performed in the corner for easier input and a barely noticable increase in damage.

b+2,1 > Trance > (optional dash) > b+2,1 > (optional dash) > b+2,1 > j.4 > EX Sky Drop (46%) 1 Bar (Not sure if there’s a reason to use this over Rune Trap)
b+2,1 > Trance > (optional dash) > b+2,1 > (optional dash) > b+2,1 > (optional dash) > b+1,1 > X-Ray (54%) Full (69% with damage boost = current highest Quan Chi combo)

f+1,2 > Trance > (optional dash) > b+2,1 > (optional dash) > b+2,1 > (optional dash) > b+1,1 > X-Ray (51%) Full
f+1,2 > Trance > Nj.1 > dash > b+2,1 > b+2,1 > b+1,1 > X-Ray (52%) Full (Don’t even bother with this one)

b+3,1+2 > Trance > (optional dash) > b+2,1 > (optional dash) > b+2,1 > j.4 > EX Sky Drop (44%) 1 Bar (Not sure if there’s a reason to use this over Rune Trap)
b+3,1+2 > Trance > (optional dash) > b+2,1 > (optional dash) > b+2,1 > (optional dash) > b+1,1 > X-Ray (51%) Full

u+3 > Trance > (optional dash) > b+2,1 > (optional dash) > b+2,1 > j.4 > EX Sky Drop (45%) 1 Bar
u+3 > Trance > (optional dash) > b+2,1 > (optional dash) > b+2,1 > (optional dash) > b+1,1 > X-Ray (53%) Full

those combo include jump i guess? because i tried some of them and they do 3-4% less than you put down?

Uh, yeah. I noted that myself, actually.

nice stuff though my usual combo is back 2,1 dash 2,1, 2, trance back 1,1 ground burst does 34 without jump but there is a lot of good stuff there thanks

Your combo only does 30%; you meant Back+2,1 > dash > Back 2,1 > dash > 2 > Trance > Back+1,1 > Ground Burst (Mid). Honestly, hitting with Back+1,1 in that situation is no harder than hitting with 2 and increases the damage by 3%. Back+1,1 has great damage/proration.

And as for my combos, just don’t expect to be pulling the “Difficult” ones off online. And it’s a bit hard to memorize unless you notice the patterns, which shouldn’t be hard, honestly. Just pay attention to how the amount of juggle hits affects what you can do after Trance and how difficult it will be as a result.

no my usual combo does 37% without meter that’s the one i use online or offline, if i use meter i get around 40-41%, its more about the mix-ups though and baiting the wake-up game that’s where i condition people.

I have a different variation of your difficult combo Back+2,1 > dash > Back 2,1 > dash >1,1,3 trance. etc

…Which is why I said you meant something else; you typed the combo incorrectly. And Back+2,1 isn’t a mix-up. Also, that’s not really a variation of the combo I labeled “Difficult;” that’s closer to the one below it.

Your not understanding what im trying too say, your not gona get a full combo in a real match unless ur lucky or playing someone bad, for-instance if your conditioning a guy too block low, then you walk up overhead into trance your not gona get anything higher than around 37% meterless, or like i do use trance on peoples wake up option if i land trance i no longer can use trance in my juggle. There no point having damaging combos if you can’t land them under pressure.

Its more about mix ups that set-up up for combos not just the raw damage.

Keep in mind: This is a combo thread. I never said mix-ups weren’t important. In fact, I listed combos for all his mix-ups, rather than just the most damaging ones, and even listed some easier ones for exactly that purpose–to be performed under pressure. But the set-ups are the same and there’s no reason not to capitalize unless it’s something you can’t do consistently. As for “being lucky or playing someone bad,” the opponent’s skill isn’t going to get them out of a combo, breakers aside.

I’m surprised you chose to implicate that I think raw damage is the only purpose of a combo without bringing up the fact that none of my combos leave the opponent near Quan Chi. To that I would say my combos not only do significantly more damage than most Sky Drop or f+1,2,1+2 combos, but place the opponent closer to the corner and at a good distance for Trance wake-up. Additionally, the highest damage combos I could find that leave the opponent close to Quan chi would just be the EX Sky Drop combos, but with normal Sky Drop. EDIT: Which I realize I omitted from the list. Whoops.

And the ideal combo off raw Trance ground-to-ground would be Back+2,1 > dash > Back+2,1 > dash > Back+1,1 > Ground Burst (Far), at least out of what’s known at the moment; it wouldn’t be hard either, as there have been no mid-air hits. Now if Trance was a ground-to-air hit, that’d be a bit more difficult to pull off, and something easier might be preferred.

Okay man no problem but be sure too put those combos on the main page its gona help people that are new to Quan chi or new too his combos because you got some interesting stuff there.

Yeah i see the stuff my bad nice man!

I can’t put them on the main post (I assume you mean “post”). Gief can, though; but both he and Devil are soon releasing new videos, so it’s too soon to say what’s going to be up there. And I wouldn’t say the combos are particularly interesting; I’ve made some interesting ones. Fortunately or unfortunately, however, the optimal combos I could find just abuse b+2,1–it hardly prorates, deals good damage, AND pops up–and b+1,1, which has good damage/proration.

Hmm… perhaps I should add ideal Rune Trap combos?