lets collect the best setups to qs from.
and the best finishers for every character.
and discuss how well your charas work as QS combo starters and finishers.
i play duck jenet and yuri.
DUCK
starter
juggle starter 1 stock corner only
jD, cA, cB, +C, dd+CDE, +K (QS the 1. hit)
ground starter 0 stocks
jD, cB, sB,fC QS
finisher
ground finisher 3 stocks 1 skill point
jD, cA, cB, +C, dd+CDE, +K DC +E
ground finisher 1 stock
jD, cB, sB,fC, f+P AABACCDC +E
JENET
starter
ground starter 1 stock
jD, sA, sC, +P QS
ground starter 1 stock
just link +P after +P QS (easy if you are no more than half screen away)
finisher
ground finisher 3 stocks 1 skill point
jD, sA, sC, +P DC +E
ground finisher 1 stock
jD, sA, sC, +D cancel with d+K , +K
YURI
starter
juggle starter 0 stocks
jC, sC/D, +D QS
finisher
ground finisher 0 stocks corner only
jC, sC/D, +D, +C, +C, wait a litle +C, +C
ground finisher 2 stocks corner only
jC, sC/D, +D, +C, jump forward +E in air (my favourite^^)
ground finisher 3 stocks 1 skill point corner only
jC, sC/D, +D, +C, +C, +K DC +E
ground finisher 3 stocks 1 skill point
jC, sC/D, +D, +K DC +E
ground finisher 2 stocks
jC, sC/D, +D jump forward +E in air (not easy but good damage)
juggle finisher 2 stocks
just jump forward +E in air
QS Best setups and finishers
-
- Powering up...44%
- Posts:133
- Joined:Wed Jun 07, 2006 03:54
Edited on July 13, 2005
-Added more chains for some people
-Corrected some incorrect notation
I don't have the patience to write down all the chains I've found, so I'll copy paste from my QS FAQ found here:
http://faqs.ign.com/articles/713/713397p1.html
http://db.gamefaqs.com/coinop/arcade/fi ... _xi_qs.txt
http://www.1up.com/do/userFAQ?cId=7218150&cmId=3141909
Note that all of the chains written take into consideration that you'd have NO skill stocks for anything else except for QS (unless noted like in one of Duo Lon's combos).
<<Ash>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump in (or QS in) D, crouch A, crouch A, d*,u+D (1-hit), QS out
or
jump in (or QS in) D, crouch B, crouch A, d*,u+D (1-hit), QS out
SAMPLE QS COMBO FINISHER:
QS in D, crouch A, crouch A, ,qcf+K
or
QS in D, before he lands, A, B, land, C, D (activates LDM) if cornered follow
with d,u+B (2-hits), d,u+B (1-hit), b+D, d,u+B (2-hits), etc.
<<Oswald>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C, stand C, f+A, +A, QS out
SAMPLE QS COMBO FINISHER:
QS in C, stand C, f+A, +A, +B, +E
or
QS in C, stand C, f+A, +A, +A, +B (good for stun combos),
if opponent was not stunned, +K will keep the pressure
<<Shen>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+B, +A, QS out
or
jump (or QS in) D, stand C, f+B, ,qcf+K (3-hits), QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+B, ,qcf+P/qcf,qcf+K
<<Elisabeth>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C (2-hits), f+B, f+A, QS out
or
jump (or QS in) D, stand C (2-hits), f+B, f+A, ,hcb+P (1-hit), QS out
(will leave opponent VERY vulnerable to juggles, even Ralf's LDM)
SAMPLE QS COMBO FINISHER:
QS in D, stand C (2-hits), f+B, f+A, ,hcb+P/qcf,qcf+E (either)
or
QS in D, stand C (1-hit), f+B, f+A, +A/qcf,hcb+P/qcf,qcf+E
or
QS in D, stand C (1-hit), f+B, f+A, +A, wait, juggle with ,hcb+P
<<Duo Lon>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, crouch A, +A, f+B, +C, QS out
SAMPLE QS COMBO FINISHER:
QS in D, crouch A, +A, f+B, +C, crouch A, +Ax3
or
(needs 1 skill stock) QS in D, crouch A, +A, f+B, +C, quickly
[A,C,B,D], crouch C, f+A, (crouch A, +A, f+B, +B)
Note: A,C,B,D needs to be entered quickly. Repeat the moves in
parenthesis at the end to continue the combo. The +B
crosses the opponent up. If you're successful, you might
eliminate the opponent completely just with that combo. The
skill stock is needed to activate the A,C,B,D LDM in a SC after
the +C hits.
<<Benimaru>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+B, +D (5-hits), QS out
or
jump (or QS in) D, stand C, f+B, +K, +K (1-hit), QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+B, ,qcb+K
or
(in corner) QS in +P, land, +A, ,qcf+P/qcf,qcf+E
or
(in corner) QS in +P, land, +A, stand D, ,qcf+E (will
not work in PS2 Arrange Mode)
<<Terry>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, +C, +B, f,f+B, QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand C, +B (1-hit), AB, ,hcf+E
Note: The AB must be done while Terry is still on the ground,
immediately after the +B motion. This is called a Breaking,
and it was introduced in Garou: Mark of the Wolves, which is
the game where this Terry version originated (no cap, brown
jacket, loose hair). If done successfully, the opponent will
be airborne but Terry will not.
<<Kim>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C (2-hits), +B, QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand C (2-hits), ,qcf+B, ,hcf+K/qcb,hcf+E (either)
or
QS in D, stand C (2-hits), ,qcf+B, f,f+A, A, ,hcf+K/qcb,hcf+E
or
(in corner)
QS in D, stand C (2-hits), ,qcf+B, jump C/D, land, ,hcf+E
<<Duck>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand/crouch A, stand/crouch B, f+C, QS out
or
(in corner) jump (or QS in) D, stand/crouch A, stand/crouch B, f+C,
d,d+CDE (3-hits), ,qcf+K (1-hit), QS out (leaves opponent open to
juggles)
SAMPLE QS COMBO FINISHER:
QS in D, stand/crouch A, stand/crouch B, f+C, ,f+P, A, A, B, A, C,
C, D, C, +E
<<Ryo>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+A, QS out
or
jump (or QS in) D, stand C, f,b,f+P, QS out ("A" version leaves opponent on the ground with no recovery, "C" version leaves opponent vulnerable to juggles)
or
jump (or QS in) D, stand C, +B, QS out (leaves opponent vulnerable to juggles, but works better in corner)
SAMPLE QS COMBO FINISHER:
QS in D, stand C, ,qcf+E STUN
or
QS in D, stand C, f,b,f+P
or
(in corner) QS in D, stand C, +A, juggle with +A
<<Yuri>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, +B, QS out
or
jump (or QS in) D, stand C, +D, QS out
or
(in corner) jump (or QS in) D, stand C, +D, (qcb+C optional here),
+C (1-hit), QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand C, +D, (if cornered, add +C here), ,hcb+K/qcf,
+P (either)
or
(in corner) QS in D, stand C, +D, +C, hop, ,hcb+E
or
(in corner) QS in D, stand C, +D, +C, +C (should hit at peak of +C hit), land, ,qcf+K/[dp+C (2-hits), land, +C (2-hits)]
<<King>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump in (or QS in) D, stand D (2-hits), +D, QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand D (1-hit), +D, +B/qcb,qcb+K (either)
or
QS in D, stand D (1-hit), ,hcb+K
or
(if opponent is juggled in the corner), QS in, land, +K/qcf,hcb+K
<<B. Jenet>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand A, stand C, QS out
or
(in corner), jump (or QS in) D, stand A, stand C, +D (2-hits), d+D,
,qcf+P (6-hits), QS out (leaves opponent vulnerable to juggles and
air command throws)
or
jump (or QS in) D, stand A, stand C, ,qcf+P (6-hits), QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand A, stand C, +D (2-hits), d+D, ,qcf+P/qcf,qcf+K
(K version only works in the corner)
<<Gato>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, +P/qcf,qcf+P (1-hit), QS out
(qcf,qcf+P will leave opponent vulnerable to juggles)
or
jump (or QS in) D, stand C, +B (will not hit), B, land, ,qcf+P,
QS out
or
(opponent juggled in the corner), QS in, land, [qcb+B, B] x up to 6 times,
,qcf+P(1-hit), QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand D (2-hits), crouch B, ,qcf+P
or
in corner, QS in D, stand D (1-hit), +B, B, stand C, ,qcf+D
<<Griffon>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand D, +D, ,qcf+K (2-hits), QS out (leaves
opponent open to any juggles)
SAMPLE QS COMBO FINISHER:
QS in D, stand D, +D (good for stun combos)
or
QS in +K (hits opponent on the ground, after no recovery moves like
Ryo's f,b,f+A or Ralf's +C... simple and effective)
<<Ralf>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, b*,f+C (2-hits), QS out (needs you to
hold b before Ralf even hits the first D)
or
jump (or QS in) D, stand C, +P, QS out (knocks opponent down with
no recovery)
SAMPLE QS COMBO FINISHER:
QS in D, stand/crouch C, +P/qcf,hcb+P (if you decide to do +P,
jump forward and do +P in the air to hit the falling opponent)
<<Clark>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D/C, stand C, f+B, QS out
SAMPLE QS COMBO FINISHER:
QS in D/C, stand/crouch A, +D/hcb,hcb+E (if you do +D, motion
+C to hit the opponent with an elbow drop after the move is done)
or
QS in D, stand C, f+B, +C, d,d+K
<<Whip>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand B, crouch B, +C(1-hit)/crouch C(1-hit),
QS out
SAMPLE QS COMBO FINISHER:
QS in C/D, crouch C (1-hit), ,hcf+P/qcf,qcf+P/qcb,hcf+E
<<Athena>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, +C(1-hit), QS out
or
(opponent in corner) jump (or QS in) D, f+B (2-hits), +C(1-hit),
QS out (leaves opponent vulnerable to juggles but requires strict
QS timing)
SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+B (2-hits), +D
or
QS in ,qcf+E (before she lands from the QS)
or
(opponent in corner) QS in D, f+B (2-hits), ,hcb+P/qcf,qcf+E
<<Kensou>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+A, QS out
or
jump (or QS in) D, stand C, f+A, +K, QS out
or
jump (or QS in) D, stand C, f+A, +D, ,hcb+D (4-hits), QS out
(leaves opponent vulnerable to juggles)
or
(in corner) jump (or QS in) D, stand C, f+A, +D, f+B (juggle), air
+C (juggle), f+B (juggle), ,hcb+D (4-hits), QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+A, +K, juggle with ,hcb+D
or
(cornered opponent) QS in D, stand C, f+A, +D, f+B, air +A, f+B,
land, ,hcb+D
<<Momoko>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, crouch C, u+K, QS out
or
jump (or QS in) D, crouch C, ,qcf+K, A, C, E, B, A, C (2-hits),
QS out
or
crouch C (will not combo, can be whiffed), f+P (2-hit), u+K (2-hit),
QS out
or
f+B (may or may not hit), d+K (2-hits), u+K (2-hits), QS out
SAMPLE QS COMBO FINISHER:
QS in C, crouch C, ,qcf+K, A, C, E, B, A, C, E
or
QS in C, crouch C, ,qcf+P, high jump E (in corner, just jump E)
or
QS in C, stand D, +B, +B/qcf,qcf+P/[qcf,qcf+K, A, C, E, B, A, C,
E]
<<Vanessa>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C (2-hits), +P (tap P, 5-hits), QS out
or
jump (or QS in) D, stand C (2-hits), ,qcf+P (3-hits), QS out
or
jump (or QS in) D, stand A, f+A (1-hit), +P (hold b here), stand C
(2-hits), f+A (will trigger b*,f+A), QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand C (2-hits), f+A (1-hit), ,hcf+P/qcf,qcf+P
or
(in corner) QS in D, stand C (1-hit), f+A (1-hit), ,qcf+E, stand A,
f+A (1-hit), +P (hold b), stand C (2-hits), f+A (will trigger
b*,f+A), [qcb+B, f+C]x3, cancel into +C, +B, f+C (qcf,qcf+P is
optional here)
<<Mary>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C, stand C (2-hits), f+B (2-hits), b*,f+B, QS out
SAMPLE QS COMBO FINISHER:
QS in C, stand C/D (1-hit), f+A, ,hcb+P/qcf,qcf+K/hcb,hcb+E
or
QS in C, stand C/D (2-hits), f+B (2-hits), ,hcb+P/qcf,qcf+K/
,hcb+E
or
QS in C, stand C/D (2-hits), f+B (2-hits), +K, +K
or
QS in C, stand C/D (1 or 2 hits), f+B (2-hits), b*,f+K, +K
<<Ramon>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, +C (will not hit), crouch C, +B, QS
out (excellent for stun combos)
or
jump (or QS in) D, stand C, +B, +B, d,d+P, QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand C, +C (will not hit), crouch C, +B, +A/
,hcf+B
<<Malin>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand C/D, f+B, +D (2-hits), QS out
SAMPLE QS COMBO FINISHER:
QS in ,qcf+P (before she lands)
or
QS in C/D, stand C/D, f+B, +D
or
(if opponent cannot recovery roll from last attack) QS in, land, ,
+E
or
(if opponent is juggled), QS in, land, ,qcf+K/qcf,qcf+E
<<Kasumi>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+A (1-hit), +Px3, QS out
or
jump (or QS in) D, stand C, f+A (1-hit), ,f+P (4-hits), QS out
(will leave opponent vulnerable to juggles)
SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+A (2-hits), ,hcb+P/qcf,qcf+P
<<Eiji>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand D (2-hits), +P, QS out
SAMPLE QS COMBO FINISHER:
QS in C/D, stand D (2-hits), +P/dp+P/qcf,hcb+K/hcf,df,f+K/
,hcb+P/hcb,hcb+E
<<K'>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+B, +C (1-hit), QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+B, ,qcf+P/qcf,hcb+E
or
(in the corner) QS in D, stand C, f+B, +A, f+D, stand C/[hop D, land],
,hcb+E
or
(if opponent is juggled, not in the corner) QS in (attacking is
optional), land, ,hcb+E
<<Kula>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand C(2-hits), +B, f+D, QS out (leaves
opponent open to juggles)
or
jump (or QS in) C/D, stand C (2-hits), +C (up to 2 hits), QS out
SAMPLE QS COMBO FINISHER:
QS in C/D, stand C(1-hit), f+A, +C/qcf,qcf+P/hcb,hcb+E
or
(if opponent is juggled, not in the corner) QS in (hitting is
optional here, but encouraged), land, ,hcb+E
<<Maxima>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand D, f+A, +P, +P (2-hit), QS out
SAMPLE QS COMBO FINISHER:
QS in C/D, stand D, f+A, ,hcb+P/hcb,f+E
or
(if opponent is juggled) QS in, land, +C, +D
or
(if opponent is cornered and juggled), QS in, land, ,qcf+B
or
(if opponent is juggled) QS in, land, ,f+E
<<Kyo>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand C, f+A, +C, +C, QS out
or
(in corner) jump (or QS in) C/D, stand C, +D, D, +A, +A,
+A, QS out (leaves opponent on the ground with no recovery)
SAMPLE QS COMBO FINISHER:
QS in C/D, stand C, +D, D, ,qcf+A
or
QS in C/D, stand C, f+B/df+D(1-hit), +C, +C, f+C, +C
or
QS in C/D, crouch C, ,hcb+E
<<Iori>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand C, f+B, QS out
or
jump (or QS in) C/D, f+A, f+A, +K (1-hit), QS out
or
jump (or QS in) C/D, stand C, +C (2-hits), QS out
SAMPLE QS COMBO FINISHER:
QS in C/D, stand A, f+A, f+A, ,hcb+P
<<Shingo>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+B, +A, QS out
or
jump (or QS in) D, stand C, ,qcf+P, QS out (leaves opponent open to
juggles)
SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+B, ,hcf+P/qcf,qcf+E
or
QS in D, stand C, ,qcf+P/qcb,hcf+P/qcf,qcf+E
<<Gai>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+D, f, f, QS out
or
jump (or QS in) D, stand C, f+D, ,qcf+K, f, f, b, , u, f, d, f,
QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand D, f+D, ,qcf+K, f, f, b, , u, f, d, f, u
or
QS in D, stand D, f+D, ,qcf+E (will not let the opponent or
Gai switch out)
<<Hayate>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C, stand C, f+C, +K (1-hit), QS out
SAMPLE QS COMBO FINISHER:
QS in C, stand C, f+C, ,qcb+P
<<Jyazu>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, +C (1-hit), +C (5-hits), QS out
or
jump (or QS in) D, stand C, +C (1-hit), ,f+P/hcb,f+K (K version
leaves opponent juggled in the air), QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+C, ,f+K/hcb,f+E
<<Silver>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+A, QS out
or
jump (or QS in) D, stand C, f+A, ,hcb+P (2-hits), QS out
SAMPLE QS COMBO FINISHER:
QS in with D, stand C, b*,f,b,f+E (must hold back from the incoming D)
<<Adelheid>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C (2-hits), b+B (3-hits), QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand C (2-hits), b+B (3-hits), +D/f,hcf+C/qcf,qcf+K/
,hcb+E/qcb,hcf+E
<<Mai (PS2)>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, +B (1-hit), +D (1-hit), QS out
or
(opponent in corner) jump (or QS in) D, stand C, f+B, +C, land,
+C (1-hit), QS out (leaves opponent open for juggles)
SAMPLE QS COMBO FINISHER:
QS in ,qcf+E (before she lands from the QS)
or
QS in D, stand C, f+A, ,qcf+E
or
QS in D, stand C, +B, +C/hcf+K/qcb,hcf+K
<<Robert (PS2)>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand C, f+B, QS out
or
jump (or QS in) C/D, stand C, f+B, ,hcb+A/f,hcf+C
SAMPLE QS COMBO FINISHER:
QS in C/D, stand C, f+B, ,hcb+A/f,hcf+C/qcf,qcf+E
or
(in corner) QS in C/D, stand C, f+B, +Bx4, land, juggle with
,qcf+E
<<Tung (PS2)>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C, stand C, f+A, QS out
or
jump (or QS in) C, tap C rapidly, QS out
or
jump (or QS in) C, stand C, f+A, ,qcf+K (4-hits), QS out
SAMPLE QS COMBO FINISHER:
QS in C, stand C, f+A, f,hcf+P/qcf,qcf+K/qcf,qcf+E
<<Geese (PS2)>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, +A (2-hits), QS out
SAMPLE QS COMBO FINISHER:
QS in D, crouch C, ,f+C/hcb,hcb+P/db,hcb,df+P/db,hcb,df+E/(hcb,f+E,
A, A, B, B, C, C, D, D, +E)
<<Mr. BIG (PS2)>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C/crouch D, +C (3-hits), QS out
or
jump (or QS in) D, stand A, f+A (2-hits), QS out
or
jump (or QS in) D, crouch D, ,hcf+P (9-hits), QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand C/crouch D, ,hcf+P/hcb,hcb+E
<<Hotaru (PS2)>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+A, d,d+A (will not hit), B, C, QS out
or
jump (or QS in) D, stand C, f+A, d,d+B (will not hit), C, QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+A, +P/dp+C/qcf,qcf+P/qcf,qcf+E
<<EX Kyo (PS2)>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+B (may do 2-hits), +C, +C/hcb+C,
QS out
or
jump (or QS in) D, stand C, +D, D, +B, QS out (leaves opponent
vulnerable to juggles)
SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+B, +C, +C, +A, +B, +C, ,qcf+P/
[if opponent is cornered, +D (2-hits), +A, +A, +A]
or
QS in D, stand C, f+B, +C, +C, +A, +B, +C, +A, wait,
+A, +A, +A, +A, +A
<<Shion (PS2)>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
In wushu, jump (or QS in) A/C/D, crouch B, crouch B, f+E, QS out
SAMPLE QS COMBO FINISHERS:
In wushu, QS in A/C/D, crouch B, crouch B, f+E, +A, ,qcf+E
or
In wushu, QS in A/C/D, crouch B, crouch B, f+E, +E (dp+Provocation
is optional here)
or
In spear, QS in C/D, land, ,qcf+K
<<Magaki (PS2)>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand C(2-hits), QS out
SAMPLE QS COMBO FINISHER:
QS in C/D, stand D(1-hit), ,hcb+E (requires very strict timing)
or
(opponent in the air, on the floor or juggled), QS in, land, ,hcb+E
-----
Yes, I know I probably overdid it, but there's sample chains and finishers for all 47 characters. I post more in my FAQ updates as I find them.
[edit: If you find something wrong or unusual, tell me. While I was copy/pasting my FAQ stuff I noticed I have an affinity for writing B when I mean A and vice versa... ]
-Added more chains for some people
-Corrected some incorrect notation
I don't have the patience to write down all the chains I've found, so I'll copy paste from my QS FAQ found here:
http://faqs.ign.com/articles/713/713397p1.html
http://db.gamefaqs.com/coinop/arcade/fi ... _xi_qs.txt
http://www.1up.com/do/userFAQ?cId=7218150&cmId=3141909
Note that all of the chains written take into consideration that you'd have NO skill stocks for anything else except for QS (unless noted like in one of Duo Lon's combos).
<<Ash>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump in (or QS in) D, crouch A, crouch A, d*,u+D (1-hit), QS out
or
jump in (or QS in) D, crouch B, crouch A, d*,u+D (1-hit), QS out
SAMPLE QS COMBO FINISHER:
QS in D, crouch A, crouch A, ,qcf+K
or
QS in D, before he lands, A, B, land, C, D (activates LDM) if cornered follow
with d,u+B (2-hits), d,u+B (1-hit), b+D, d,u+B (2-hits), etc.
<<Oswald>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C, stand C, f+A, +A, QS out
SAMPLE QS COMBO FINISHER:
QS in C, stand C, f+A, +A, +B, +E
or
QS in C, stand C, f+A, +A, +A, +B (good for stun combos),
if opponent was not stunned, +K will keep the pressure
<<Shen>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+B, +A, QS out
or
jump (or QS in) D, stand C, f+B, ,qcf+K (3-hits), QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+B, ,qcf+P/qcf,qcf+K
<<Elisabeth>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C (2-hits), f+B, f+A, QS out
or
jump (or QS in) D, stand C (2-hits), f+B, f+A, ,hcb+P (1-hit), QS out
(will leave opponent VERY vulnerable to juggles, even Ralf's LDM)
SAMPLE QS COMBO FINISHER:
QS in D, stand C (2-hits), f+B, f+A, ,hcb+P/qcf,qcf+E (either)
or
QS in D, stand C (1-hit), f+B, f+A, +A/qcf,hcb+P/qcf,qcf+E
or
QS in D, stand C (1-hit), f+B, f+A, +A, wait, juggle with ,hcb+P
<<Duo Lon>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, crouch A, +A, f+B, +C, QS out
SAMPLE QS COMBO FINISHER:
QS in D, crouch A, +A, f+B, +C, crouch A, +Ax3
or
(needs 1 skill stock) QS in D, crouch A, +A, f+B, +C, quickly
[A,C,B,D], crouch C, f+A, (crouch A, +A, f+B, +B)
Note: A,C,B,D needs to be entered quickly. Repeat the moves in
parenthesis at the end to continue the combo. The +B
crosses the opponent up. If you're successful, you might
eliminate the opponent completely just with that combo. The
skill stock is needed to activate the A,C,B,D LDM in a SC after
the +C hits.
<<Benimaru>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+B, +D (5-hits), QS out
or
jump (or QS in) D, stand C, f+B, +K, +K (1-hit), QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+B, ,qcb+K
or
(in corner) QS in +P, land, +A, ,qcf+P/qcf,qcf+E
or
(in corner) QS in +P, land, +A, stand D, ,qcf+E (will
not work in PS2 Arrange Mode)
<<Terry>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, +C, +B, f,f+B, QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand C, +B (1-hit), AB, ,hcf+E
Note: The AB must be done while Terry is still on the ground,
immediately after the +B motion. This is called a Breaking,
and it was introduced in Garou: Mark of the Wolves, which is
the game where this Terry version originated (no cap, brown
jacket, loose hair). If done successfully, the opponent will
be airborne but Terry will not.
<<Kim>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C (2-hits), +B, QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand C (2-hits), ,qcf+B, ,hcf+K/qcb,hcf+E (either)
or
QS in D, stand C (2-hits), ,qcf+B, f,f+A, A, ,hcf+K/qcb,hcf+E
or
(in corner)
QS in D, stand C (2-hits), ,qcf+B, jump C/D, land, ,hcf+E
<<Duck>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand/crouch A, stand/crouch B, f+C, QS out
or
(in corner) jump (or QS in) D, stand/crouch A, stand/crouch B, f+C,
d,d+CDE (3-hits), ,qcf+K (1-hit), QS out (leaves opponent open to
juggles)
SAMPLE QS COMBO FINISHER:
QS in D, stand/crouch A, stand/crouch B, f+C, ,f+P, A, A, B, A, C,
C, D, C, +E
<<Ryo>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+A, QS out
or
jump (or QS in) D, stand C, f,b,f+P, QS out ("A" version leaves opponent on the ground with no recovery, "C" version leaves opponent vulnerable to juggles)
or
jump (or QS in) D, stand C, +B, QS out (leaves opponent vulnerable to juggles, but works better in corner)
SAMPLE QS COMBO FINISHER:
QS in D, stand C, ,qcf+E STUN
or
QS in D, stand C, f,b,f+P
or
(in corner) QS in D, stand C, +A, juggle with +A
<<Yuri>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, +B, QS out
or
jump (or QS in) D, stand C, +D, QS out
or
(in corner) jump (or QS in) D, stand C, +D, (qcb+C optional here),
+C (1-hit), QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand C, +D, (if cornered, add +C here), ,hcb+K/qcf,
+P (either)
or
(in corner) QS in D, stand C, +D, +C, hop, ,hcb+E
or
(in corner) QS in D, stand C, +D, +C, +C (should hit at peak of +C hit), land, ,qcf+K/[dp+C (2-hits), land, +C (2-hits)]
<<King>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump in (or QS in) D, stand D (2-hits), +D, QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand D (1-hit), +D, +B/qcb,qcb+K (either)
or
QS in D, stand D (1-hit), ,hcb+K
or
(if opponent is juggled in the corner), QS in, land, +K/qcf,hcb+K
<<B. Jenet>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand A, stand C, QS out
or
(in corner), jump (or QS in) D, stand A, stand C, +D (2-hits), d+D,
,qcf+P (6-hits), QS out (leaves opponent vulnerable to juggles and
air command throws)
or
jump (or QS in) D, stand A, stand C, ,qcf+P (6-hits), QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand A, stand C, +D (2-hits), d+D, ,qcf+P/qcf,qcf+K
(K version only works in the corner)
<<Gato>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, +P/qcf,qcf+P (1-hit), QS out
(qcf,qcf+P will leave opponent vulnerable to juggles)
or
jump (or QS in) D, stand C, +B (will not hit), B, land, ,qcf+P,
QS out
or
(opponent juggled in the corner), QS in, land, [qcb+B, B] x up to 6 times,
,qcf+P(1-hit), QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand D (2-hits), crouch B, ,qcf+P
or
in corner, QS in D, stand D (1-hit), +B, B, stand C, ,qcf+D
<<Griffon>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand D, +D, ,qcf+K (2-hits), QS out (leaves
opponent open to any juggles)
SAMPLE QS COMBO FINISHER:
QS in D, stand D, +D (good for stun combos)
or
QS in +K (hits opponent on the ground, after no recovery moves like
Ryo's f,b,f+A or Ralf's +C... simple and effective)
<<Ralf>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, b*,f+C (2-hits), QS out (needs you to
hold b before Ralf even hits the first D)
or
jump (or QS in) D, stand C, +P, QS out (knocks opponent down with
no recovery)
SAMPLE QS COMBO FINISHER:
QS in D, stand/crouch C, +P/qcf,hcb+P (if you decide to do +P,
jump forward and do +P in the air to hit the falling opponent)
<<Clark>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D/C, stand C, f+B, QS out
SAMPLE QS COMBO FINISHER:
QS in D/C, stand/crouch A, +D/hcb,hcb+E (if you do +D, motion
+C to hit the opponent with an elbow drop after the move is done)
or
QS in D, stand C, f+B, +C, d,d+K
<<Whip>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand B, crouch B, +C(1-hit)/crouch C(1-hit),
QS out
SAMPLE QS COMBO FINISHER:
QS in C/D, crouch C (1-hit), ,hcf+P/qcf,qcf+P/qcb,hcf+E
<<Athena>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, +C(1-hit), QS out
or
(opponent in corner) jump (or QS in) D, f+B (2-hits), +C(1-hit),
QS out (leaves opponent vulnerable to juggles but requires strict
QS timing)
SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+B (2-hits), +D
or
QS in ,qcf+E (before she lands from the QS)
or
(opponent in corner) QS in D, f+B (2-hits), ,hcb+P/qcf,qcf+E
<<Kensou>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+A, QS out
or
jump (or QS in) D, stand C, f+A, +K, QS out
or
jump (or QS in) D, stand C, f+A, +D, ,hcb+D (4-hits), QS out
(leaves opponent vulnerable to juggles)
or
(in corner) jump (or QS in) D, stand C, f+A, +D, f+B (juggle), air
+C (juggle), f+B (juggle), ,hcb+D (4-hits), QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+A, +K, juggle with ,hcb+D
or
(cornered opponent) QS in D, stand C, f+A, +D, f+B, air +A, f+B,
land, ,hcb+D
<<Momoko>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, crouch C, u+K, QS out
or
jump (or QS in) D, crouch C, ,qcf+K, A, C, E, B, A, C (2-hits),
QS out
or
crouch C (will not combo, can be whiffed), f+P (2-hit), u+K (2-hit),
QS out
or
f+B (may or may not hit), d+K (2-hits), u+K (2-hits), QS out
SAMPLE QS COMBO FINISHER:
QS in C, crouch C, ,qcf+K, A, C, E, B, A, C, E
or
QS in C, crouch C, ,qcf+P, high jump E (in corner, just jump E)
or
QS in C, stand D, +B, +B/qcf,qcf+P/[qcf,qcf+K, A, C, E, B, A, C,
E]
<<Vanessa>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C (2-hits), +P (tap P, 5-hits), QS out
or
jump (or QS in) D, stand C (2-hits), ,qcf+P (3-hits), QS out
or
jump (or QS in) D, stand A, f+A (1-hit), +P (hold b here), stand C
(2-hits), f+A (will trigger b*,f+A), QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand C (2-hits), f+A (1-hit), ,hcf+P/qcf,qcf+P
or
(in corner) QS in D, stand C (1-hit), f+A (1-hit), ,qcf+E, stand A,
f+A (1-hit), +P (hold b), stand C (2-hits), f+A (will trigger
b*,f+A), [qcb+B, f+C]x3, cancel into +C, +B, f+C (qcf,qcf+P is
optional here)
<<Mary>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C, stand C (2-hits), f+B (2-hits), b*,f+B, QS out
SAMPLE QS COMBO FINISHER:
QS in C, stand C/D (1-hit), f+A, ,hcb+P/qcf,qcf+K/hcb,hcb+E
or
QS in C, stand C/D (2-hits), f+B (2-hits), ,hcb+P/qcf,qcf+K/
,hcb+E
or
QS in C, stand C/D (2-hits), f+B (2-hits), +K, +K
or
QS in C, stand C/D (1 or 2 hits), f+B (2-hits), b*,f+K, +K
<<Ramon>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, +C (will not hit), crouch C, +B, QS
out (excellent for stun combos)
or
jump (or QS in) D, stand C, +B, +B, d,d+P, QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand C, +C (will not hit), crouch C, +B, +A/
,hcf+B
<<Malin>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand C/D, f+B, +D (2-hits), QS out
SAMPLE QS COMBO FINISHER:
QS in ,qcf+P (before she lands)
or
QS in C/D, stand C/D, f+B, +D
or
(if opponent cannot recovery roll from last attack) QS in, land, ,
+E
or
(if opponent is juggled), QS in, land, ,qcf+K/qcf,qcf+E
<<Kasumi>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+A (1-hit), +Px3, QS out
or
jump (or QS in) D, stand C, f+A (1-hit), ,f+P (4-hits), QS out
(will leave opponent vulnerable to juggles)
SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+A (2-hits), ,hcb+P/qcf,qcf+P
<<Eiji>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand D (2-hits), +P, QS out
SAMPLE QS COMBO FINISHER:
QS in C/D, stand D (2-hits), +P/dp+P/qcf,hcb+K/hcf,df,f+K/
,hcb+P/hcb,hcb+E
<<K'>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+B, +C (1-hit), QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+B, ,qcf+P/qcf,hcb+E
or
(in the corner) QS in D, stand C, f+B, +A, f+D, stand C/[hop D, land],
,hcb+E
or
(if opponent is juggled, not in the corner) QS in (attacking is
optional), land, ,hcb+E
<<Kula>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand C(2-hits), +B, f+D, QS out (leaves
opponent open to juggles)
or
jump (or QS in) C/D, stand C (2-hits), +C (up to 2 hits), QS out
SAMPLE QS COMBO FINISHER:
QS in C/D, stand C(1-hit), f+A, +C/qcf,qcf+P/hcb,hcb+E
or
(if opponent is juggled, not in the corner) QS in (hitting is
optional here, but encouraged), land, ,hcb+E
<<Maxima>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand D, f+A, +P, +P (2-hit), QS out
SAMPLE QS COMBO FINISHER:
QS in C/D, stand D, f+A, ,hcb+P/hcb,f+E
or
(if opponent is juggled) QS in, land, +C, +D
or
(if opponent is cornered and juggled), QS in, land, ,qcf+B
or
(if opponent is juggled) QS in, land, ,f+E
<<Kyo>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand C, f+A, +C, +C, QS out
or
(in corner) jump (or QS in) C/D, stand C, +D, D, +A, +A,
+A, QS out (leaves opponent on the ground with no recovery)
SAMPLE QS COMBO FINISHER:
QS in C/D, stand C, +D, D, ,qcf+A
or
QS in C/D, stand C, f+B/df+D(1-hit), +C, +C, f+C, +C
or
QS in C/D, crouch C, ,hcb+E
<<Iori>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand C, f+B, QS out
or
jump (or QS in) C/D, f+A, f+A, +K (1-hit), QS out
or
jump (or QS in) C/D, stand C, +C (2-hits), QS out
SAMPLE QS COMBO FINISHER:
QS in C/D, stand A, f+A, f+A, ,hcb+P
<<Shingo>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+B, +A, QS out
or
jump (or QS in) D, stand C, ,qcf+P, QS out (leaves opponent open to
juggles)
SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+B, ,hcf+P/qcf,qcf+E
or
QS in D, stand C, ,qcf+P/qcb,hcf+P/qcf,qcf+E
<<Gai>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+D, f, f, QS out
or
jump (or QS in) D, stand C, f+D, ,qcf+K, f, f, b, , u, f, d, f,
QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand D, f+D, ,qcf+K, f, f, b, , u, f, d, f, u
or
QS in D, stand D, f+D, ,qcf+E (will not let the opponent or
Gai switch out)
<<Hayate>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C, stand C, f+C, +K (1-hit), QS out
SAMPLE QS COMBO FINISHER:
QS in C, stand C, f+C, ,qcb+P
<<Jyazu>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, +C (1-hit), +C (5-hits), QS out
or
jump (or QS in) D, stand C, +C (1-hit), ,f+P/hcb,f+K (K version
leaves opponent juggled in the air), QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+C, ,f+K/hcb,f+E
<<Silver>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+A, QS out
or
jump (or QS in) D, stand C, f+A, ,hcb+P (2-hits), QS out
SAMPLE QS COMBO FINISHER:
QS in with D, stand C, b*,f,b,f+E (must hold back from the incoming D)
<<Adelheid>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C (2-hits), b+B (3-hits), QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand C (2-hits), b+B (3-hits), +D/f,hcf+C/qcf,qcf+K/
,hcb+E/qcb,hcf+E
<<Mai (PS2)>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, +B (1-hit), +D (1-hit), QS out
or
(opponent in corner) jump (or QS in) D, stand C, f+B, +C, land,
+C (1-hit), QS out (leaves opponent open for juggles)
SAMPLE QS COMBO FINISHER:
QS in ,qcf+E (before she lands from the QS)
or
QS in D, stand C, f+A, ,qcf+E
or
QS in D, stand C, +B, +C/hcf+K/qcb,hcf+K
<<Robert (PS2)>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand C, f+B, QS out
or
jump (or QS in) C/D, stand C, f+B, ,hcb+A/f,hcf+C
SAMPLE QS COMBO FINISHER:
QS in C/D, stand C, f+B, ,hcb+A/f,hcf+C/qcf,qcf+E
or
(in corner) QS in C/D, stand C, f+B, +Bx4, land, juggle with
,qcf+E
<<Tung (PS2)>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C, stand C, f+A, QS out
or
jump (or QS in) C, tap C rapidly, QS out
or
jump (or QS in) C, stand C, f+A, ,qcf+K (4-hits), QS out
SAMPLE QS COMBO FINISHER:
QS in C, stand C, f+A, f,hcf+P/qcf,qcf+K/qcf,qcf+E
<<Geese (PS2)>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, +A (2-hits), QS out
SAMPLE QS COMBO FINISHER:
QS in D, crouch C, ,f+C/hcb,hcb+P/db,hcb,df+P/db,hcb,df+E/(hcb,f+E,
A, A, B, B, C, C, D, D, +E)
<<Mr. BIG (PS2)>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C/crouch D, +C (3-hits), QS out
or
jump (or QS in) D, stand A, f+A (2-hits), QS out
or
jump (or QS in) D, crouch D, ,hcf+P (9-hits), QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand C/crouch D, ,hcf+P/hcb,hcb+E
<<Hotaru (PS2)>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+A, d,d+A (will not hit), B, C, QS out
or
jump (or QS in) D, stand C, f+A, d,d+B (will not hit), C, QS out
SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+A, +P/dp+C/qcf,qcf+P/qcf,qcf+E
<<EX Kyo (PS2)>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+B (may do 2-hits), +C, +C/hcb+C,
QS out
or
jump (or QS in) D, stand C, +D, D, +B, QS out (leaves opponent
vulnerable to juggles)
SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+B, +C, +C, +A, +B, +C, ,qcf+P/
[if opponent is cornered, +D (2-hits), +A, +A, +A]
or
QS in D, stand C, f+B, +C, +C, +A, +B, +C, +A, wait,
+A, +A, +A, +A, +A
<<Shion (PS2)>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
In wushu, jump (or QS in) A/C/D, crouch B, crouch B, f+E, QS out
SAMPLE QS COMBO FINISHERS:
In wushu, QS in A/C/D, crouch B, crouch B, f+E, +A, ,qcf+E
or
In wushu, QS in A/C/D, crouch B, crouch B, f+E, +E (dp+Provocation
is optional here)
or
In spear, QS in C/D, land, ,qcf+K
<<Magaki (PS2)>>
SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand C(2-hits), QS out
SAMPLE QS COMBO FINISHER:
QS in C/D, stand D(1-hit), ,hcb+E (requires very strict timing)
or
(opponent in the air, on the floor or juggled), QS in, land, ,hcb+E
-----
Yes, I know I probably overdid it, but there's sample chains and finishers for all 47 characters. I post more in my FAQ updates as I find them.
[edit: If you find something wrong or unusual, tell me. While I was copy/pasting my FAQ stuff I noticed I have an affinity for writing B when I mean A and vice versa... ]
Last edited by alexis on Thu Jul 13, 2006 10:16, edited 1 time in total.
- Perfect Stranger
- MAX! Time to break stock!
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I'm not entirely convinced this shouldn't be either in the already existing QS combos thread, or that character specific QS starter/finisher patterns shouldn't be in that character's thread... but I'm willling to let this topic go on for a few days. If the rest of the community doesn't contribute much to it, I'll find some way to merge this thread into the existing QS thread.
- Slapper Joe
- More power! ...69%
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Silber's qcf,hcb+P (2hit) is probably the best QS setup in the game. It allows you to come in and hit on either side and gives you at least a second of stun allowing stuff life Sho's b+C or an Athena walk-up hcf+P to easily combo after. His QS in j.D ironically would be one of the best come ins in the game as well (it has it all, it's fast, stuns, big damage and hitstun). If the QS in is on something that launches well enough he has double stomp, again awesome.
Sho's best option is probably after a 2 hit qcb+C since it launches higher and closer than all 3 hits. Not a fan of his ground QS outs. j.B is his best QS in, j.D won't hit in tight situations, typically followed by:
* D, qcb+C (2-hit), homerang
* D, qcb+C (3-hit), multirang, low LDM
* D, f+C, qcb+D, d+(A/C), high LDM
Then there is the whole blocked QS thing. Stuff like Gai's f+D or Jyazu's qcb+P when blocked allows a free ground crossup when QSed out of. Jyazu's in particular is probably more important than his QSs on hit.
Sho's best option is probably after a 2 hit qcb+C since it launches higher and closer than all 3 hits. Not a fan of his ground QS outs. j.B is his best QS in, j.D won't hit in tight situations, typically followed by:
* D, qcb+C (2-hit), homerang
* D, qcb+C (3-hit), multirang, low LDM
* D, f+C, qcb+D, d+(A/C), high LDM
Then there is the whole blocked QS thing. Stuff like Gai's f+D or Jyazu's qcb+P when blocked allows a free ground crossup when QSed out of. Jyazu's in particular is probably more important than his QSs on hit.
I'm for melting the two threads.... Porno you lazy bitch you should've posted there!!Perfect Stranger wrote:I'm not entirely convinced this shouldn't be either in the already existing QS combos thread, or that character specific QS starter/finisher patterns shouldn't be in that character's thread... but I'm willling to let this topic go on for a few days. If the rest of the community doesn't contribute much to it, I'll find some way to merge this thread into the existing QS thread.
--Blast
(PS: STP-Porno and I know each other personally so there is no need to correct my use of words ("bitch") here, mods )
- Iie-Kyo
- Almost there! ...52%
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- A.K.A.:OG KOF Player
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- Contact:
I think the reason why he made a separate thread is a "complete" list like this can get lost very easily within a thread. If the QS thread gets bigger, you're gonna have to dig REAL deep into it to find specific pieces of information that you may want - i.e. this comprehensive list posted by Porno and alexis.