Quan Chi is a setup-based zoner with many unique options that are very strong in their own niche but tend to have one or more glaring weakness:
- Standing Back Kick (S4, High) and Down+Forward+Back Kick (CF4, Overhead), which i will be referring to as Portal Kick and Overhead Boot respetively, are two full screen tracking normals that serve many purposes such as interrupting projectiles, mixing the opponent, starting/extending combos and just generally disallowing his opponent from backing away comfortably. But they have two serious weaknesses: Their frame data on block and whiff is really not great and they are easy to forward dash or jump away from, meaning that Quan will only be comfortable using them when either he has his Armour Portal up or if his opponent is at a distance where they struggle to or can't punish them
- Quan Chi has a number of normals and strings he can use to control the space in front of him and stay at a range where he can start his zoning properly, some key ones are: F21 & F44 which are double disjointed strings that send the opponent far away on hit and block, D4 which is a safe poke and one of the longest in the game, S122 which is an easily confirmable string that has enough pushback on block to enable a spacing trap with S3 which is a very large launcher he can jump cancel for a full combo or a setup, and more. All of these have at least one weakness such as being very slow to come out, unsafe on whiff or block or just not very rewarding on hit, so it's best to alternate between them appropiately to get the most value out of them as possible and not let the opponent exploit them
- Psycho Skull is a steerable projectile that comes from above the opponent at an oppresive angle, it's safe on block at -5 and can discourage the opponent from jumping as it causes a Ground Bounce on hit, most of Quan's moves can also combo into it with ease, with the EX version being a two-hit launcher that breaks Armoured Reversals and tracks the opponent. Only the normal version has any prominent weakness, needing to be aimed properly for it to hit can cause it to whiff if the opponent dashes away from it or Quan simply misses his inputs during a combo
- Bone Cage is a trap move that encases the opponent inside a ribcage with about 150 health for a couple of seconds before disappearing, the only way to get out of it consistently is with either a teleport or by jumping away so Quan is almost always very safe to put down a Portal if it lands, the EX version makes it last on screen much longer before disappearing and also gives it a small amount of Damage Over Time while the opponent stands inside of it. The normal version is much slower on startup and recovery than the EX version making it risky to go for in neutral and after single hit confirms
- Power Portal (Purple) buffs Quan Chi's projectiles: Ground Head Rush sends out 3 skulls now instead of just one, EX Ground Head Rush becomes a launcher that sends Quan's opponent high above him, Psycho Skull sends 3 projectiles in multiple angles that cover a lot of space, Air Head Rush gains the ability to home in on the opponent and EX Air Head Rush becames a launcher like the ground version but is much faster in startup and recovery. It is possible for Quan to move away from the portal either on his own accord or by getting hit away from it, so sequences that include it will generally keep Quan standing still until the Portal is used up, he can also steer the portal towards forward & backwards in case he moves away but it's impractical to use over long distances
- Fear Portal (Green) pushes the opponnent away from Quan at a rapid pace at the cost of some meter, the opponent can counter this by Dash Blocking through it or using a projectile/far reaching poke to surpass the portal's range so it mostly sees use in situations where the pushback is either guaranteed (such as after a button on hit) or against someone who is taking neutral very slowly
- Armour Portal (Orange/Red) drains 1/10 of the opponent's meter every time they enter the portal's range or gain some meter on their own and gives Quan a single hit of Armour if his opponent stands in the portal's range for just over a second, letting him blow through his opponents offense, combos and even defense, the normal version goes away about a second after the armour is applied but the EX lasts much longer to the point where Quan can generate his armour multiple times (though he can only have 1 hit of it at a time). This Portal is weak to moves that have large amounts of hit advantage as they can negate the armour even if it is applied frames after they connect, steering this Portal towards Quan when he is moved away may lead to some players ending the combo early to avoid getting punished by Quan suddenly gaining armour right at the end
- Old Moon (Forward+Kameo) grants him a better traditional projectile than the baseline Ground Head Rush as the former is quicker to recover and has better frame advantage
- Demonic Dance (Up+Kameo) grants him an invulnerable reversal that is much harder to punish than his infamously bad EX Tele-Drop
- Blessing (Down+Kameo) gives him a away for Sareena to body block incoming strikes and projectiles while also supplying him with much needed meter
- Kia's Blades (Back+Kameo) allows Quan to not spend meter on his confirms and threaten with S4 at longer distances with less risk, giving him more resources to use on his other setups, especially EX zone of waste
- Sareena gives Quan a +50 health bonus, which he desperately needs as a 900 health character