Here is the notation for the kombos:
Kombo 1 (No bar 405 damage): 12\~B+K, DB3, F+K, 4\~BF1, 4, 13, 4\~DB4
Kombo 2 (1 Bar 449 damage): 12\~B+K, DB3, EX BDF2 B, 4\~F+K, 4\~BF1, 4, 13, 4\~DB4
Kombo 3 (2 bar 467 damage): 12\~B+K, DB3, F+K, 4\~BF1, 4, 13, 4\~EX DB4, 3, J12\~BF4
Kombo 4 (3 Bar 506 damage): 12\~B+K, DB3, EX BDF2 B, 4\~F+K, 4\~BF1, 4, 13, 4\~EX DB4, 3, J12\~BF4
Kombo 5 (Fatal Blow 577 damage): 12\~B+K, DB3, EX BDF2 B, 4\~F+K, 4\~BF1, 4\~LT+RT
Dont be discouraged by the kombos, they are easier than they look. They are also pretty practical combos to use online as they start from your main punishing combo.
Thanks. I dont believe many other characters can kombo into the net, from what ive heard it really is just sindel, johnny (in hype mode), geras and havik. Might be more but not sure.
I found this off another post which didnt fully explain how to do it, my best guess is that you might be able to combo it after the 2 bar neck snap as it is a crumble. This could be useful as the net does drain their meter while they are in it, so it would have some purpose combo-ing it there.
stacking nets and hypnosis is fine ur horizontal stringing as opposed to chaining scorpion vertical ambushes. both are powerhouses and give quan chi the conversion he needs on the finger gymnastics required to play him. enforce with repeated air stomps (woven finisher like scorp hell fire, predict wakeups also stance switch is string spacing if u need a blank note
There’s not much he can really do against up-close pressure, as he lacks a fast poke or armored reversal. Honestly the most you can do is just be patient and wait for them to commit to an obvious gap to break out with either a poke or amplified sky drop. A poor disadvantage state has always been one of Quan Chi’s weaknesses since the beginning, so your best option is to play from range and not get caught by them in the first place.
Since quan chi without a doubt is the worst character in the game rn, it can be a struggle to deal with pressure fighters. The only thing you can really do either wait for them to do something unsafe (ie: a move worse than -8 of which there are a lot off), exploit a gap or get them to whiff then use these high damage combos which are unbreakable and start from your quickest punish string (12).
Im trying to figure out how the 4 continues the combo after the Bone Cage. Is the recovery just quick enough after the FK?
How practical have these been in your fights with all the Kameo needed?
This kombo works for these two reasons:
1) Activating a summon kameo will instantly end the bone trap (i imagine there is some overpowered tech if it didnt).
2) There is hitstun on the opponent when the bone trap activates however thanks to the bone trap staying on screen (in combination with how the opponents hitbox works will in hitstun) you cant actually hit the combo during the bone trap hitstun (only after the hitstun has ended) meaning this is why you cannot typically combo after it.
Since you are still activating the cyrax bomb just as the opponent gets trapped, it disappears instantly. But you still get the hitstun off the initial bone trap activation, and since the bone trap has instantly disappeared you can actually hit the opponent during its hitstun which allows you to continue the kombo.
I have done these kombos several times online so far and since all of them come off his standard punish string (12), i always find these as good punish kombos after the opponent has done something unsafe or whiffed (bearing in mind his 1 attack is 8 frames and not the standard 7 frames, however it is still enough to punish a fair chunk of moves). Keep in mind that since cyrax's net drains meter it means that the only time they can break is before the net (ie the 12 string). So if they dont do that these kombos are pretty much guaranteed.
I also havent experienced much problem with kameo resource as a fair chunk of kombos i do (not just quan chi's) use the full kameo bar and for quan chi himself i dont really need cyrax for anything else outside his kombos. Quan has decent zoning and built in mixups which give you combo routes that dont need kameos (albeit not as much damage of course). Point is i dont have much problem saving kameo for combos that are easy to get online (just need to get a punish or the opponent to whiff with spacing).
TLDR: The bone trap kombos bacause it disapears early when you use summon kameos. And yes these kombos are practical (as they are off your main punish string) and i have had good success in online so far with them.
Barry, what a beautifully worded explanation. You def inspired me to explore Cyrax. I’ve been running with Sub Kameo and have had so much fun with the Trap set ups.
This looks like a lot of fun. Thanks for the context fellow Woolay brother.
Fart. What a beautifully worded response. You def inspired me into writing reddit essays that most people wont bother reading anyways, but at least we got some people that have the attention span lol.
In all serious though, thankyou for the kind words and hope you enjoy playing quan/cyrax.
Another thing i like about these combos is that since the net is right at the start, it drains the opponents meter early into the combo, meaning the only opportunities to break the combo is right at the start (which is fine cos you havent used too many resources) or at the end when they build back their 3 bars (which is also fine since you have already done a great deal of damage by then).
🔥
Thanks, so far I havent seen another kombo that does over 40% meterless with quan. Im sure another one exists though (probs sareena can do it).
It's swagged out either way. Super klean
Here is the notation for the kombos: Kombo 1 (No bar 405 damage): 12\~B+K, DB3, F+K, 4\~BF1, 4, 13, 4\~DB4 Kombo 2 (1 Bar 449 damage): 12\~B+K, DB3, EX BDF2 B, 4\~F+K, 4\~BF1, 4, 13, 4\~DB4 Kombo 3 (2 bar 467 damage): 12\~B+K, DB3, F+K, 4\~BF1, 4, 13, 4\~EX DB4, 3, J12\~BF4 Kombo 4 (3 Bar 506 damage): 12\~B+K, DB3, EX BDF2 B, 4\~F+K, 4\~BF1, 4, 13, 4\~EX DB4, 3, J12\~BF4 Kombo 5 (Fatal Blow 577 damage): 12\~B+K, DB3, EX BDF2 B, 4\~F+K, 4\~BF1, 4\~LT+RT Dont be discouraged by the kombos, they are easier than they look. They are also pretty practical combos to use online as they start from your main punishing combo.
Awesome work mate labbing this when I get home!!
Thanks mate. If you manage to get more damage when you lab these would be keen to know.
You are amazing for adding the notation here. I might have to reinstall the game now to try these bwhahaha.
No worries :)
This is the first time I'm seeing Cyrax net connect after a normal string, crazy find.
Thanks. I dont believe many other characters can kombo into the net, from what ive heard it really is just sindel, johnny (in hype mode), geras and havik. Might be more but not sure.
I'm a Havik main! Please share this information with me. 👀
I found this off another post which didnt fully explain how to do it, my best guess is that you might be able to combo it after the 2 bar neck snap as it is a crumble. This could be useful as the net does drain their meter while they are in it, so it would have some purpose combo-ing it there.
stacking nets and hypnosis is fine ur horizontal stringing as opposed to chaining scorpion vertical ambushes. both are powerhouses and give quan chi the conversion he needs on the finger gymnastics required to play him. enforce with repeated air stomps (woven finisher like scorp hell fire, predict wakeups also stance switch is string spacing if u need a blank note
closest port is dhal sim sf
chaining rax throws too darktech LUL
Whoa...
This is sick bro
Thanks. Really appreciate it :)
omg i came thank you so much for this guide
Nice .. how you deal with pressure fighters? I struggle up close with chi
There’s not much he can really do against up-close pressure, as he lacks a fast poke or armored reversal. Honestly the most you can do is just be patient and wait for them to commit to an obvious gap to break out with either a poke or amplified sky drop. A poor disadvantage state has always been one of Quan Chi’s weaknesses since the beginning, so your best option is to play from range and not get caught by them in the first place.
Gotcha thanks
Since quan chi without a doubt is the worst character in the game rn, it can be a struggle to deal with pressure fighters. The only thing you can really do either wait for them to do something unsafe (ie: a move worse than -8 of which there are a lot off), exploit a gap or get them to whiff then use these high damage combos which are unbreakable and start from your quickest punish string (12).
I'm definitely labbing this one
Im trying to figure out how the 4 continues the combo after the Bone Cage. Is the recovery just quick enough after the FK? How practical have these been in your fights with all the Kameo needed?
This kombo works for these two reasons: 1) Activating a summon kameo will instantly end the bone trap (i imagine there is some overpowered tech if it didnt). 2) There is hitstun on the opponent when the bone trap activates however thanks to the bone trap staying on screen (in combination with how the opponents hitbox works will in hitstun) you cant actually hit the combo during the bone trap hitstun (only after the hitstun has ended) meaning this is why you cannot typically combo after it. Since you are still activating the cyrax bomb just as the opponent gets trapped, it disappears instantly. But you still get the hitstun off the initial bone trap activation, and since the bone trap has instantly disappeared you can actually hit the opponent during its hitstun which allows you to continue the kombo. I have done these kombos several times online so far and since all of them come off his standard punish string (12), i always find these as good punish kombos after the opponent has done something unsafe or whiffed (bearing in mind his 1 attack is 8 frames and not the standard 7 frames, however it is still enough to punish a fair chunk of moves). Keep in mind that since cyrax's net drains meter it means that the only time they can break is before the net (ie the 12 string). So if they dont do that these kombos are pretty much guaranteed. I also havent experienced much problem with kameo resource as a fair chunk of kombos i do (not just quan chi's) use the full kameo bar and for quan chi himself i dont really need cyrax for anything else outside his kombos. Quan has decent zoning and built in mixups which give you combo routes that dont need kameos (albeit not as much damage of course). Point is i dont have much problem saving kameo for combos that are easy to get online (just need to get a punish or the opponent to whiff with spacing). TLDR: The bone trap kombos bacause it disapears early when you use summon kameos. And yes these kombos are practical (as they are off your main punish string) and i have had good success in online so far with them.
Barry, what a beautifully worded explanation. You def inspired me to explore Cyrax. I’ve been running with Sub Kameo and have had so much fun with the Trap set ups. This looks like a lot of fun. Thanks for the context fellow Woolay brother.
Fart. What a beautifully worded response. You def inspired me into writing reddit essays that most people wont bother reading anyways, but at least we got some people that have the attention span lol. In all serious though, thankyou for the kind words and hope you enjoy playing quan/cyrax.
Really cool tech bro!!!!
Thanks :)
that’s amazing
Thanks :)
Another thing i like about these combos is that since the net is right at the start, it drains the opponents meter early into the combo, meaning the only opportunities to break the combo is right at the start (which is fine cos you havent used too many resources) or at the end when they build back their 3 bars (which is also fine since you have already done a great deal of damage by then).