A high into overhead attack that launches for a combo and is mainly used at close-range to punish unsafe moves.
Nether EruptionB+2Overhead
A slow overhead attack that is unsafe at -12 on block. It can be charged by holding 2. When fully charged, it becomes +8 on block.
Is That A Tongue?3High
A high attack that is mostly used in to extend combos.
Koccyx KrusherB+3,4,2Low, Mid, Mid
A low into mid attack that launches for a combo.
Kunning Kick4High
A high attack that appears behind the enemy. It's primarily used to attack from long distances.
Best Foot BackwardD+F+4Mid
A mid attack that appears behind the enemy. It's mostly used to attack from long distances.
Special Moves
Head RushBF1High
A high projectile that is used in zoning to keep opponents away. When enhanced, it becomes a large mid projectile that destroys the opponent's projectiles. When Quan Chi is near Zone of Power, extra projectiles are spawned, and when enhanced, the opponent is teleported above Quan Chi.
(Air) Head RushBF1Mid
A mid projectile that is fired downwards from the air. When enhanced, it becomes a large mid projectile. When Quan Chi is near Zone of Power, it homes in on the foe, and when enhanced, the opponent is teleported above Quan Chi.
Psycho SkullDB1Overhead
An overhead projectile that appears from above. It can be directed Close, Mid, Far, or Very Far. When enhanced, it homes in on the foe. When enhanced, it homes in on the foe and launches for a combo.
Psycho Skull VolleyDB1Mid
Requires nearby Zone of Power. An attack that fires 3 mid projectiles diagonally from above. When enhanced, it fires 2 mid projectiles diagonally from above and an overhead projectile that homes in on foe.
Field of BonesBDF2Mid
A mid attack that restricts the victim's movement for a duration. It can be directed Close, Mid, Far, or Very Far. When enhanced, the duration is increased to 150 frames.
Zone Of PowerDB3
Creates a portal that stays on the screen for a duration. When Quan Chi is near Zone of Power, extra effects granted to Head Rush, (Air) Head Rush, and Psycho Skull.
Zone of FearDB3+EX
Creates a portal that stays on the screen for a duration. Zone of Fear repels opponents.
Zone Of WasteDF3
Creates a portal that stays on the screen for a duration. When the opponent is near Zone of Waste, it drains opponent's Super Meter. If enough Super Meter is drained, Quan Chi gains armor for a brief duration.
Falling DeathBF4Overhead
An overhead teleport. When enhanced, it grants armor.
From The FogDB4Low
A low attack that launches the opponent for a combo. It costs 2 bars of Super Meter.
Quan Chi has a few ways to begin his combos. 1,3 can be done at close-range and will launch the opponent. Quan Chi's 3 can be used within combos, which can be immediately followed with a jump attack U+F+2 or U+F+2,1. Combos can either be ended with F+4,4 to send the opponent away, or F+4 into From The Fog (DB4) to keep the opponent close.
1,3 3 U+F+2 3 U+F+2,1 F+4,4
MEDIUM
276.50
Quan Chi's B+3,4,2 will also launch opponents up for a combo. This is a great advancing low starter that can be done from mid to close-range. However, 3 cannot be used as the opponent will be too far to follow up with a jump attack.
B+3,4,2 1,3 4 DB4
MEDIUM
289.05
Higher damaging combos are possible by using Enhanced From The Fog (DB4+EX), which will relaunch the opponent and allow Quan Chi to continue the combo.
B+3,4,2 1,3 4 DB4+EX 3 U+F+1,2 BF4
MEDIUM
369.99
Enhanced From The Fog is very resource-heavy as it costs 2 bars of Super Meter, so most times it may not be worth using unless the combo will win the round.
Corner
Corner combos are quite similar to midscreen combos. The main difference is that a jump attack U+F+3 can be used instead for higher damage. When doing so, the jump attack must hit late as the opponent is falling and just before they touch the ground.