Hey dink. You mentioned in one of your earlier videos about a sweet spot in quan's midscreen combos where you can switch sides for corner positioning. I use it in my game and from every starter midscreen he is able to switch sides during combos for corner carry and positioning, followed by armor portal set play. It adds so much versatility to his game being able to always put people back into the corner and keep them there once the portal is set up. I was a summoner main, but after patch imo Sorcerer is best. Basically I call him grandmaster 2.0. For anyone wondering you can switch sides for the following with a crossover Jump1 after trance. It's tricky at first but there is a sweet spot for the run and then just cross over Jump 1 and then continue the combo. Basically optimal combos with a run and jump 1 added. B321-trance-Run-Jump1-F2122-Run-141 B32EXrune-trance-Run-Jump1-F2122-Run-141 F4EXrune-trance-Run-Jump1-F2122-Run-141 12-trance-Jump1-F2122-Run-1-Run-141 12Exrune-trance-Run-Jump1-F2122-Run-141 F2122-4-Extrance-Run-Jump1-F2122-Run-141 (you can do regular trance but its tricky) B2EXrune-trance-Run-Jump1-F2122-Run-141 Some other side switching combos midscreen that you can only get due to not being able to land Jump1 after trance. You can't because trance pulls them out of range. So you need to use NJP. F4-trance-NJP-1-Run-141(when you do NJP it will switch for you if timed correctly) F212-trance-NJP-FRWDdash-1-Run-141 ( i hit confirm the F212 if I want to switch sides. I use this to condition with F212. Allows for meterdrain portal after F212 and/or backdash, NJP, D3 etc if they block) B2-trance-NJP-FRWDdash-1-Run-141 Also, if your back is against the corner and you hit these and want to switch sides you just have to dash under after NJP and then continue with Standing 1 or whatever you want into 141 hardknockdown. Anti air side switch: Jump1-B2-trance-Jump1-F2122-Run-141 NJP-4-trance-Run-Jump1-F2122-Run-141 D3-4-trance-Run-Jump1-F2122-Run-141 1-4-trance-Run-Jump1-F2122-Run-141 (good for crossovers) Anyways, hope this helps someone. Even though its nothing groundbreaking I think its a huge aspect for sorcerer players that can't be left out, due to him having one of if not the best corner game in mkx. I've only started to add this to my game and I'am winning games solely due to the fact that even when they get out of the corner, I can put them back in followed by Dark Curse. Sorry about the novel. Thanks for all the tech Dink, big fan and have learned a lot from you and your channel. Keep up the quality content.
glad to see a sorcerer guide up, ive messed around with this variation before all the quan changes in the past. Never could utilize his pressure as well as you do with him. Hope to see more set ups with hex rune
This tutorial is not bad at all. But you can do a lot more combos/set ups with the spells tho. I will upload a full guide of Sorcerer but in spanish soon.
Hey dick. You mentioned in one of your earlier videos about a sweet spot in quan's midscreen combos where you can switch sides for corner positioning. I use it in my game and from every starter midscreen he is able to switch sides during combos for corner carry and positioning, followed by armor portal set play. It adds so much versatility to his game being able to always put people back into the corner and keep them there once the portal is set up. I was a summoner main, but after patch imo Sorcerer is best. Basically I call him grandmaster 2.0. For anyone wondering you can switch sides for the following with a crossover Jump1 after trance. It's tricky at first but there is a sweet spot for the run and then just cross over Jump 1 and then continue the combo. Basically optimal combos with a run and jump 1 added. B321-trance-Run-Jump1-F2122-Run-141 B32EXrune-trance-Run-Jump1-F2122-Run-141 F4EXrune-trance-Run-Jump1-F2122-Run-141 12-trance-Jump1-F2122-Run-1-Run-141 12Exrune-trance-Run-Jump1-F2122-Run-141 F2122-4-Extrance-Run-Jump1-F2122-Run-141 (you can do regular trance but its tricky) B2EXrune-trance-Run-Jump1-F2122-Run-141 Some other side switching combos midscreen that you can only get due to not being able to land Jump1 after trance. You can't because trance pulls them out of range. So you need to use NJP. F4-trance-NJP-1-Run-141(when you do NJP it will switch for you if timed correctly) F212-trance-NJP-FRWDdash-1-Run-141 ( i hit confirm the F212 if I want to switch sides. I use this to condition with F212. Allows for meterdrain portal after F212 and/or backdash, NJP, D3 etc if they block) B2-trance-NJP-FRWDdash-1-Run-141 Also, if your back is against the corner and you hit these and want to switch sides you just have to dash under after NJP and then continue with Standing 1 or whatever you want into 141 hardknockdown. Anti air side switch: Jump1-B2-trance-Jump1-F2122-Run-141 NJP-4-trance-Run-Jump1-F2122-Run-141 D3-4-trance-Run-Jump1-F2122-Run-141 1-4-trance-Run-Jump1-F2122-Run-141 (good for crossovers) Anyways, hope this helps someone. Even though its nothing groundbreaking I think its a huge aspect for sorcerer players that can't be left out, due to him having one of if not the best corner game in mkx. I've only started to add this to my game and I'am winning games solely due to the fact that even when they get out of the corner, I can put them back in followed by Dark Curse. Sorry about the novel. Thanks for all the tech Dink, big fan and have learned a lot from you and your channel. Keep up the quality content.
Indeed, Ex Trance used in the armour spell really is a great punish, Dink. I always use it when the opponent is on 30-35% health and they start to throw projectiles at you, because they begin to panic and want to get rid of the "one hit armour" to go in afterwards. of course, against kano's or predator's fast zoning e.g. you can't do that much. But Tremor's rocks, Kung lao's hat toss, sub's iceball (not ex) and many more recover sooooooooooooooooooo sloooooooooooowly, so I go to the mall, buy a can of "Quan-woop-ass", come back, and use the ex trance. not much they can do :)
Final hex is so risky you forgot to mention that if the opponent has one bar. Better no to use the final hex because he can wake up with armor. As you said if the opponent has let's say 30% of life left you do the final hex but also you must have at least 2 bars to get real damage and the opponent no bar. And If you are lucky you get the touch of death brutality
shujinkydink man thanks a lot shudink now im your biggest fan! u the best quan sacky n michalangelo dont know how to play quan chi playing some epic songs!
i still dont get how u get the 1,4,1 knock.down after.the f.1,2,1 i try to dash foward and i either complete miss the 1 do a foward+1 or can only hit the 1
Race On 3 Productions you ment the F2122? If is that I had the same problem in the beginning. Dash can't get combo. The only way is ff block. You run and press 141 hard nock down before the opponent hits the floor. If is that waht you ment youll have to practice that. Dash never can be converted into a combo that was in mk9. The timing for the 141 is ridiculous but you'll get a time when you get it all the time
Race On 3 Productions you ment the F2122? If is that I had the same problem in the beginning. Dash can't get combo. The only way is ff block. You run and press 141 hard nock down before the opponent hits the floor. If is that waht you ment youll have to practice that. Dash never can be converted into a combo that was in mk9. The timing for the 141 is ridiculous but you'll get a time when you get it all the time
Race On 3 Productions yea that the only way at least you are in the corner and the opponent is against the wall is obvious you don't have to run. But yea you have to run
Did the nerf him ? I tried a million times and nothing at all will combo after F2122. I cant get 4 to combo with it or 141. Only when they are in the corner. In the open F2122 throws them too far and nothing connects with it. Pressing 4 if far from connecting, I tried over and over on a PC with xbox controller
Hey dink. You mentioned in one of your earlier videos about a sweet spot in quan's midscreen combos where you can switch sides for corner positioning. I use it in my game and from every starter midscreen he is able to switch sides during combos for corner carry and positioning, followed by armor portal set play. It adds so much versatility to his game being able to always put people back into the corner and keep them there once the portal is set up. I was a summoner main, but after patch imo Sorcerer is best. Basically I call him grandmaster 2.0.
For anyone wondering you can switch sides for the following with a crossover Jump1 after trance. It's tricky at first but there is a sweet spot for the run and then just cross over Jump 1 and then continue the combo. Basically optimal combos with a run and jump 1 added.
B321-trance-Run-Jump1-F2122-Run-141
B32EXrune-trance-Run-Jump1-F2122-Run-141
F4EXrune-trance-Run-Jump1-F2122-Run-141
12-trance-Jump1-F2122-Run-1-Run-141
12Exrune-trance-Run-Jump1-F2122-Run-141
F2122-4-Extrance-Run-Jump1-F2122-Run-141 (you can do regular trance but its tricky)
B2EXrune-trance-Run-Jump1-F2122-Run-141
Some other side switching combos midscreen that you can only get due to not being able to land Jump1 after trance. You can't because trance pulls them out of range. So you need to use NJP.
F4-trance-NJP-1-Run-141(when you do NJP it will switch for you if timed correctly)
F212-trance-NJP-FRWDdash-1-Run-141 ( i hit confirm the F212 if I want to switch sides.
I use this to condition with F212. Allows for meterdrain portal after F212 and/or backdash, NJP, D3 etc if they block)
B2-trance-NJP-FRWDdash-1-Run-141
Also, if your back is against the corner and you hit these and want to switch sides you just have to dash under after NJP and then continue with Standing 1 or whatever you want into 141 hardknockdown.
Anti air side switch:
Jump1-B2-trance-Jump1-F2122-Run-141
NJP-4-trance-Run-Jump1-F2122-Run-141
D3-4-trance-Run-Jump1-F2122-Run-141
1-4-trance-Run-Jump1-F2122-Run-141 (good for crossovers)
Anyways, hope this helps someone. Even though its nothing groundbreaking I think its a huge aspect for sorcerer players that can't be left out, due to him having one of if not the best corner game in mkx. I've only started to add this to my game and I'am winning games solely due to the fact that even when they get out of the corner, I can put them back in followed by Dark Curse. Sorry about the novel. Thanks for all the tech Dink, big fan and have learned a lot from you and your channel. Keep up the quality content.
Lucas Fitch Very informative and helpful thank you
This video is gold since I started learning quan chi now. Thanks man
glad to see a sorcerer guide up, ive messed around with this variation before all the quan changes in the past. Never could utilize his pressure as well as you do with him. Hope to see more set ups with hex rune
This tutorial is not bad at all. But you can do a lot more combos/set ups with the spells tho. I will upload a full guide of Sorcerer but in spanish soon.
Hey dick. You mentioned in one of your earlier videos about a sweet spot
in quan's midscreen combos where you can switch sides for corner
positioning. I use it in my game and from every starter midscreen he is
able to switch sides during combos for corner carry and positioning,
followed by armor portal set play. It adds so much versatility to his
game being able to always put people back into the corner and keep them
there once the portal is set up. I was a summoner main, but after patch
imo Sorcerer is best. Basically I call him grandmaster 2.0.
For anyone wondering you can switch sides for the following with a
crossover Jump1 after trance. It's tricky at first but there is a sweet
spot for the run and then just cross over Jump 1 and then continue the
combo. Basically optimal combos with a run and jump 1 added.
B321-trance-Run-Jump1-F2122-Run-141
B32EXrune-trance-Run-Jump1-F2122-Run-141
F4EXrune-trance-Run-Jump1-F2122-Run-141
12-trance-Jump1-F2122-Run-1-Run-141
12Exrune-trance-Run-Jump1-F2122-Run-141
F2122-4-Extrance-Run-Jump1-F2122-Run-141 (you can do regular trance but
its tricky)
B2EXrune-trance-Run-Jump1-F2122-Run-141
Some other side switching combos midscreen that you can only get due to
not being able to land Jump1 after trance. You can't because trance
pulls them out of range. So you need to use NJP.
F4-trance-NJP-1-Run-141(when you do NJP it will switch for you if timed
correctly)
F212-trance-NJP-FRWDdash-1-Run-141 ( i hit confirm the F212 if I want to
switch sides.
I use this to condition with F212. Allows for meterdrain portal after
F212 and/or backdash, NJP, D3 etc if they block)
B2-trance-NJP-FRWDdash-1-Run-141
Also, if your back is against the corner and you hit these and want
to switch sides you just have to dash under after NJP and then continue
with Standing 1 or whatever you want into 141 hardknockdown.
Anti air side switch:
Jump1-B2-trance-Jump1-F2122-Run-141
NJP-4-trance-Run-Jump1-F2122-Run-141
D3-4-trance-Run-Jump1-F2122-Run-141
1-4-trance-Run-Jump1-F2122-Run-141 (good for crossovers)
Anyways, hope this helps someone. Even though its nothing groundbreaking
I think its a huge aspect for sorcerer players that can't be left out,
due to him having one of if not the best corner game in mkx. I've only
started to add this to my game and I'am winning games solely due to the
fact that even when they get out of the corner, I can put them back in
followed by Dark Curse. Sorry about the novel. Thanks for all the tech
Dink, big fan and have learned a lot from you and your channel. Keep up
the quality content.
i meant dink-_-
Indeed, Ex Trance used in the armour spell really is a great punish, Dink. I always use it when the opponent is on 30-35% health and they start to throw projectiles at you, because they begin to panic and want to get rid of the "one hit armour" to go in afterwards. of course, against kano's or predator's fast zoning e.g. you can't do that much. But Tremor's rocks, Kung lao's hat toss, sub's iceball (not ex) and many more recover sooooooooooooooooooo sloooooooooooowly, so I go to the mall, buy a can of "Quan-woop-ass", come back, and use the ex trance. not much they can do :)
Holy crap
This guide is on godlike mode
Thank dink
would happen to have a list of the combos in the video.. and thanks for the guide!
who else smelt his breath
Final hex is so risky you forgot to mention that if the opponent has one bar. Better no to use the final hex because he can wake up with armor. As you said if the opponent has let's say 30% of life left you do the final hex but also you must have at least 2 bars to get real damage and the opponent no bar. And If you are lucky you get the touch of death brutality
Just watched ketchups guide on this character. Both are amazing and I'm gonna pick this character now
please whats the name of that epic song at the end? its so epic!
fdagan nagadf in the description :) unity by thefatrat
shujinkydink man thanks a lot shudink now im your biggest fan! u the best quan sacky n michalangelo dont know how to play quan chi playing some epic songs!
Oh I just worked it out, you have to very quickly press F right after F2122 and then it combos quite easily
Finally!! Thanks dink #BoneHawks
Quran chi rating
Sorcerer: god
Summoner: god
Warlook: descent
Rating on quan chi over all
⭐️⭐️⭐️⭐️
Master of Storms next?
i still dont get how u get the 1,4,1 knock.down after.the f.1,2,1 i try to dash foward and i either complete miss the 1 do a foward+1 or can only hit the 1
Race On 3 Productions you ment the F2122? If is that I had the same problem in the beginning. Dash can't get combo. The only way is ff block. You run and press 141 hard nock down before the opponent hits the floor. If is that waht you ment youll have to practice that. Dash never can be converted into a combo that was in mk9. The timing for the 141 is ridiculous but you'll get a time when you get it all the time
Race On 3 Productions you ment the F2122? If is that I had the same problem in the beginning. Dash can't get combo. The only way is ff block. You run and press 141 hard nock down before the opponent hits the floor. If is that waht you ment youll have to practice that. Dash never can be converted into a combo that was in mk9. The timing for the 141 is ridiculous but you'll get a time when you get it all the time
abigail gabriel so u have to run then 141 really quick yes after the string u were talking about
Race On 3 Productions yea that the only way at least you are in the corner and the opponent is against the wall is obvious you don't have to run. But yea you have to run
I have 6 degree burns now, from his dragon breath🔥💀
breath was so bad i smelled it through the screen .... RRRROASTED !
But was the garlic....rrrroasted?
Smelled your breath through the screen fam lol jkjk
whats the thumbnail from? i keep seeing it and i dont know what its from
29:31... "we make GUYS like this all the time" hahahahaha....
I fell as tho I'll never be good at this game when I do my combos I freeze up and forget and I feel as tho I'm not fast enough :-/ advice ?
The voices on the ads are so grating compared to your smooth calmness... You should do audiobooks
i just got a 27 win streak with sorcerer quan it's pretty strong
Did the nerf him ? I tried a million times and nothing at all will combo after F2122. I cant get 4 to combo with it or 141. Only when they are in the corner. In the open F2122 throws them too far and nothing connects with it. Pressing 4 if far from connecting, I tried over and over on a PC with xbox controller
just wait a little, f2122 4 should connect
what does EX Skull/Trance mean?
Nathaniel Varlet meter burn it
Why can’t I hit the 141 after the f2122
Do a short run into it
YES!
I swear I smelled it....
Needs more sub zero, but nice video dink
The chip portal they can block break remember that
14:56
Hahaa
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