QS Best setups and finishers

Strats, combos, technical discussion.
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[STP]Porno
QS Best setups and finishers

Post by [STP]Porno » Wed Jul 05, 2006 01:37

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, df+C, dd+CDE, qcb qcb+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, df+C, dd+CDE, qcb qcb+K DC hcb hcb+E

ground finisher 1 stock

jD, cB, sB,fC, hcb f+P AABACCDC dp+E


JENET

starter

ground starter 1 stock

jD, sA, sC, qcf qcf+P QS

ground starter 1 stock

just link qcf qcf+P after qcf+P QS (easy if you are no more than half screen away)


finisher

ground finisher 3 stocks 1 skill point

jD, sA, sC, qcf qcf+P DC hcb hcb+E

ground finisher 1 stock

jD, sA, sC, qcf+D cancel with d+K , qcf qcf+K


YURI

starter

juggle starter 0 stocks

jC, sC/D, df+D QS


finisher

ground finisher 0 stocks corner only

jC, sC/D, df+D, qcb+C, dp+C, wait a litle dp+C, dp+C

ground finisher 2 stocks corner only

jC, sC/D, df+D, qcb+C, jump forward qcf hcb+E in air (my favourite^^)

ground finisher 3 stocks 1 skill point corner only

jC, sC/D, df+D, qcb+C, dp+C, qcf hcb+K DC qcf hcb+E

ground finisher 3 stocks 1 skill point

jC, sC/D, df+D, qcf hcb+K DC qcf hcb+E

ground finisher 2 stocks

jC, sC/D, df+D jump forward qcf hcb+E in air (not easy but good damage)

juggle finisher 2 stocks

just jump forward qcf hcb+E in air

alexis
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Post by alexis » Wed Jul 05, 2006 04:04

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,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, qcb+A, QS out

SAMPLE QS COMBO FINISHER:
QS in C, stand C, f+A, qcb+A, qcf+B, qcf+E
or
QS in C, stand C, f+A, qcb+A, qcf+A, qcb+B (good for stun combos),
if opponent was not stunned, dp+K will keep the pressure

<<Shen>>

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+B, qcf+A, QS out
or
jump (or QS in) D, stand C, f+B, qcf,qcf+K (3-hits), QS out

SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+B, qcf,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, qcf,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, qcf,hcb+P/qcf,qcf+E (either)
or
QS in D, stand C (1-hit), f+B, f+A, dp+A/qcf,hcb+P/qcf,qcf+E
or
QS in D, stand C (1-hit), f+B, f+A, dp+A, wait, juggle with qcf,hcb+P

<<Duo Lon>>

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, crouch A, qcf+A, f+B, hcb+C, QS out

SAMPLE QS COMBO FINISHER:
QS in D, crouch A, qcf+A, f+B, hcb+C, crouch A, qcf+Ax3
or
(needs 1 skill stock) QS in D, crouch A, qcf+A, f+B, hcb+C, quickly
[A,C,B,D], crouch C, f+A, (crouch A, qcf+A, f+B, qcf+B)

Note: A,C,B,D needs to be entered quickly. Repeat the moves in
parenthesis at the end to continue the combo. The qcf+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 hcb+C hits.

<<Benimaru>>

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+B, hcb+D (5-hits), QS out
or
jump (or QS in) D, stand C, f+B, qcf+K, qcf+K (1-hit), QS out

SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+B, qcb,qcb+K
or
(in corner) QS in qcf+P, land, qcf+A, qcf,qcf+P/qcf,qcf+E
or
(in corner) QS in qcf+P, land, qcf+A, stand D, qcf,qcf+E (will
not work in PS2 Arrange Mode)

<<Terry>>

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, df+C, hcf+B, f,f+B, QS out

SAMPLE QS COMBO FINISHER:
QS in D, stand C, dp+B (1-hit), AB, qcb,hcf+E

Note: The AB must be done while Terry is still on the ground,
immediately after the dp+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), qcb+B, QS out

SAMPLE QS COMBO FINISHER:
QS in D, stand C (2-hits), qcf,qcf+B, qcb,hcf+K/qcb,hcf+E (either)
or
QS in D, stand C (2-hits), qcf,qcf+B, f,f+A, A, qcb,hcf+K/qcb,hcf+E
or
(in corner)
QS in D, stand C (2-hits), qcf,qcf+B, jump C/D, land, qcb,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,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, hcb,f+P, A, A, B, A, C,
C, D, C, dp+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, qcf+B, QS out (leaves opponent vulnerable to juggles, but works better in corner)

SAMPLE QS COMBO FINISHER:
QS in D, stand C, qcf,qcf+E STUN
or
QS in D, stand C, f,b,f+P
or
(in corner) QS in D, stand C, qcf+A, juggle with dp+A

<<Yuri>>

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, df+B, QS out
or
jump (or QS in) D, stand C, df+D, QS out
or
(in corner) jump (or QS in) D, stand C, df+D, (qcb+C optional here),
dp+C (1-hit), QS out

SAMPLE QS COMBO FINISHER:
QS in D, stand C, df+D, (if cornered, add qcb+C here), qcf,hcb+K/qcf,
qcf+P (either)
or
(in corner) QS in D, stand C, df+D, qcb+C, hop, qcf,hcb+E
or
(in corner) QS in D, stand C, df+D, qcb+C, dp+C (should hit at peak of qcb+C hit), land, qcf,qcf+K/[dp+C (2-hits), land, dp+C (2-hits)]


<<King>>

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump in (or QS in) D, stand D (2-hits), df+D, QS out

SAMPLE QS COMBO FINISHER:
QS in D, stand D (1-hit), df+D, rdp+B/qcb,qcb+K (either)
or
QS in D, stand D (1-hit), qcf,hcb+K
or
(if opponent is juggled in the corner), QS in, land, rdp+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, qcf+D (2-hits), d+D,
qcf,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,qcf+P (6-hits), QS out

SAMPLE QS COMBO FINISHER:
QS in D, stand A, stand C, qcf+D (2-hits), d+D, qcf,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, qcf+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, qcb+B (will not hit), B, land, qcf,qcf+P,
QS out
or
(opponent juggled in the corner), QS in, land, [qcb+B, B] x up to 6 times,
qcf,qcf+P(1-hit), QS out

SAMPLE QS COMBO FINISHER:
QS in D, stand D (2-hits), crouch B, qcf,qcf+P
or
in corner, QS in D, stand D (1-hit), qcb+B, B, stand C, qcf,qcf+D

<<Griffon>>

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand D, df+D, qcf,qcf+K (2-hits), QS out (leaves
opponent open to any juggles)

SAMPLE QS COMBO FINISHER:
QS in D, stand D, df+D (good for stun combos)
or
QS in hcb+K (hits opponent on the ground, after no recovery moves like
Ryo's f,b,f+A or Ralf's dp+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, dp+P, QS out (knocks opponent down with
no recovery)

SAMPLE QS COMBO FINISHER:
QS in D, stand/crouch C, dp+P/qcf,hcb+P (if you decide to do dp+P,
jump forward and do qcf+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, hcf+D/hcb,hcb+E (if you do hcf+D, motion
qcf+C to hit the opponent with an elbow drop after the move is done)
or
QS in D, stand C, f+B, hcf+C, d,d+K

<<Whip>>

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand B, crouch B, hcf+C(1-hit)/crouch C(1-hit),
QS out

SAMPLE QS COMBO FINISHER:
QS in C/D, crouch C (1-hit), qcb,hcf+P/qcf,qcf+P/qcb,hcf+E

<<Athena>>

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, dp+C(1-hit), QS out
or
(opponent in corner) jump (or QS in) D, f+B (2-hits), dp+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), qcb+D
or
QS in qcf,qcf+E (before she lands from the QS)
or
(opponent in corner) QS in D, f+B (2-hits), hcb,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, dp+K, QS out
or
jump (or QS in) D, stand C, f+A, dp+D, qcf,hcb+D (4-hits), QS out
(leaves opponent vulnerable to juggles)
or
(in corner) jump (or QS in) D, stand C, f+A, dp+D, f+B (juggle), air
qcb+C (juggle), f+B (juggle), qcf,hcb+D (4-hits), QS out

SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+A, dp+K, juggle with qcf,hcb+D
or
(cornered opponent) QS in D, stand C, f+A, dp+D, f+B, air qcb+A, f+B,
land, qcf,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,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,qcf+K, A, C, E, B, A, C, E
or
QS in C, crouch C, qcf,qcf+P, high jump E (in corner, just jump E)
or
QS in C, stand D, df+B, qcf+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), hcf+P (tap P, 5-hits), QS out
or
jump (or QS in) D, stand C (2-hits), qcf,qcf+P (3-hits), QS out
or
jump (or QS in) D, stand A, f+A (1-hit), qcb+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), qcb,hcf+P/qcf,qcf+P
or
(in corner) QS in D, stand C (1-hit), f+A (1-hit), qcf,qcf+E, stand A,
f+A (1-hit), qcb+P (hold b), stand C (2-hits), f+A (will trigger
b*,f+A), [qcb+B, f+C]x3, cancel into dp+C, qcb+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, qcf,hcb+P/qcf,qcf+K/hcb,hcb+E
or
QS in C, stand C/D (2-hits), f+B (2-hits), qcf,hcb+P/qcf,qcf+K/
hcb,hcb+E
or
QS in C, stand C/D (2-hits), f+B (2-hits), dp+K, dp+K
or
QS in C, stand C/D (1 or 2 hits), f+B (2-hits), b*,f+K, qcf+K

<<Ramon>>

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, qcb+C (will not hit), crouch C, df+B, QS
out (excellent for stun combos)
or
jump (or QS in) D, stand C, dp+B, dp+B, d,d+P, QS out

SAMPLE QS COMBO FINISHER:
QS in D, stand C, qcb+C (will not hit), crouch C, df+B, qcb+A/
qcb,hcf+B

<<Malin>>

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand C/D, f+B, qcf+D (2-hits), QS out

SAMPLE QS COMBO FINISHER:
QS in qcf,qcf+P (before she lands)
or
QS in C/D, stand C/D, f+B, qcf+D
or
(if opponent cannot recovery roll from last attack) QS in, land, qcf,
qcf+E
or
(if opponent is juggled), QS in, land, qcf,qcf+K/qcf,qcf+E

<<Kasumi>>

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+A (1-hit), qcb+Px3, QS out
or
jump (or QS in) D, stand C, f+A (1-hit), hcb,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,hcb+P/qcf,qcf+P

<<Eiji>>

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand D (2-hits), qcb+P, QS out

SAMPLE QS COMBO FINISHER:
QS in C/D, stand D (2-hits), qcf+P/dp+P/qcf,hcb+K/hcf,df,f+K/
qcf,hcb+P/hcb,hcb+E

<<K'>>

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+B, dp+C (1-hit), QS out

SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+B, qcf,qcf+P/qcf,hcb+E
or
(in the corner) QS in D, stand C, f+B, qcf+A, f+D, stand C/[hop D, land],
qcf,hcb+E
or
(if opponent is juggled, not in the corner) QS in (attacking is
optional), land, qcf,hcb+E

<<Kula>>

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand C(2-hits), qcb+B, f+D, QS out (leaves
opponent open to juggles)
or
jump (or QS in) C/D, stand C (2-hits), df+C (up to 2 hits), QS out

SAMPLE QS COMBO FINISHER:
QS in C/D, stand C(1-hit), f+A, dp+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,hcb+E

<<Maxima>>

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand D, f+A, qcf+P, qcf+P (2-hit), QS out

SAMPLE QS COMBO FINISHER:
QS in C/D, stand D, f+A, hcb,hcb+P/hcb,f+E
or
(if opponent is juggled) QS in, land, df+C, dp+D
or
(if opponent is cornered and juggled), QS in, land, qcf,qcf+B
or
(if opponent is juggled) QS in, land, hcb,f+E

<<Kyo>>

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) C/D, stand C, f+A, qcf+C, hcb+C, QS out
or
(in corner) jump (or QS in) C/D, stand C, qcf+D, D, qcf+A, qcf+A,
hcb+A, QS out (leaves opponent on the ground with no recovery)

SAMPLE QS COMBO FINISHER:
QS in C/D, stand C, qcf+D, D, qcf,qcf+A
or
QS in C/D, stand C, f+B/df+D(1-hit), qcf+C, hcb+C, f+C, dp+C
or
QS in C/D, crouch C, hcb,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, hcb+K (1-hit), QS out
or
jump (or QS in) C/D, stand C, dp+C (2-hits), QS out

SAMPLE QS COMBO FINISHER:
QS in C/D, stand A, f+A, f+A, qcf,hcb+P

<<Shingo>>

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, f+B, qcf+A, QS out
or
jump (or QS in) D, stand C, qcf,qcf+P, QS out (leaves opponent open to
juggles)

SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+B, qcb,hcf+P/qcf,qcf+E
or
QS in D, stand C, qcf,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,qcf+K, f, f, b, df, u, f, d, f,
QS out

SAMPLE QS COMBO FINISHER:
QS in D, stand D, f+D, qcf,qcf+K, f, f, b, df, u, f, d, f, u
or
QS in D, stand D, f+D, qcf,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, dp+K (1-hit), QS out

SAMPLE QS COMBO FINISHER:
QS in C, stand C, f+C, qcb,qcb+P

<<Jyazu>>

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, df+C (1-hit), qcb+C (5-hits), QS out
or
jump (or QS in) D, stand C, df+C (1-hit), hcb,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, hcb,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, qcf,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), qcf+D/f,hcf+C/qcf,qcf+K/
qcf,hcb+E/qcb,hcf+E

<<Mai (PS2)>>

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C, df+B (1-hit), qcf+D (1-hit), QS out
or
(opponent in corner) jump (or QS in) D, stand C, f+B, qcb+C, land,
qcb+C (1-hit), QS out (leaves opponent open for juggles)

SAMPLE QS COMBO FINISHER:
QS in qcf,qcf+E (before she lands from the QS)
or
QS in D, stand C, f+A, qcf,qcf+E
or
QS in D, stand C, df+B, qcb+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, qcf,hcb+A/f,hcf+C

SAMPLE QS COMBO FINISHER:
QS in C/D, stand C, f+B, qcf,hcb+A/f,hcf+C/qcf,qcf+E
or
(in corner) QS in C/D, stand C, f+B, qcb+Bx4, land, juggle with
qcf,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,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, hcb+A (2-hits), QS out

SAMPLE QS COMBO FINISHER:
QS in D, crouch C, hcb,f+C/hcb,hcb+P/db,hcb,df+P/db,hcb,df+E/(hcb,f+E,
A, A, B, B, C, C, D, D, qcb+E)

<<Mr. BIG (PS2)>>

SAMPLE QS COMBO STARTER (OR FOLLOWING CHAIN):
jump (or QS in) D, stand C/crouch D, dp+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, qcb,hcf+P (9-hits), QS out

SAMPLE QS COMBO FINISHER:
QS in D, stand C/crouch D, qcb,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, qcb+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), qcf+C, qcf+C/hcb+C,
QS out
or
jump (or QS in) D, stand C, qcf+D, D, hcb+B, QS out (leaves opponent
vulnerable to juggles)

SAMPLE QS COMBO FINISHER:
QS in D, stand C, f+B, qcf+C, qcf+C, qcf+A, qcf+B, hcb+C, qcf,qcf+P/
[if opponent is cornered, hcb+D (2-hits), dp+A, dp+A, dp+A]
or
QS in D, stand C, f+B, qcf+C, qcf+C, qcf+A, qcf+B, hcb+C, qcf+A, wait,
qcf+A, qcf+A, dp+A, dp+A, dp+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, dp+A, qcf,qcf+E
or
In wushu, QS in A/C/D, crouch B, crouch B, f+E, qcf+E (dp+Provocation
is optional here)
or
In spear, QS in C/D, land, qcf,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), qcf,hcb+E (requires very strict timing)
or
(opponent in the air, on the floor or juggled), QS in, land, qcf,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... lol]
Last edited by alexis on Thu Jul 13, 2006 10:16, edited 1 time in total.

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Perfect Stranger
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Post by Perfect Stranger » Wed Jul 05, 2006 05:17

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.

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Post by alexis » Wed Jul 05, 2006 05:21

That would be great.

Come on, contribute, people!

:)

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Post by Slapper Joe » Wed Jul 05, 2006 11:01

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.

Blastrezz

Post by Blastrezz » Thu Jul 06, 2006 12:41

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.
I'm for melting the two threads.... Porno you lazy bitch you should've posted there!! ;)

--Blast

(PS: STP-Porno and I know each other personally so there is no need to correct my use of words ("bitch") here, mods ;) )

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Post by Iie-Kyo » Thu Jul 06, 2006 13:34

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.

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