Do you actually play offline with him?! Because I took him to sets with a pretty good player and after like 50 matches in he was teching half of my throws from Portal Stab. And it doesn't hit everywhere on the screen - the tracking on it sucks, if your opponent jumps or runs it whiffs like crazy.
All of the post Portal Stab gimmicks you are talking about work only couple times on good players and then you are fucked.
And did you just say you walk back after f212 on block when you are at -1?????????WTF??!?!? I understand backdashing, but walking?!?!?You will get full combo punished half the time for that against a competent player, especially with Quan's walk speed.
All of those safe options you have mentioned are slow as hell (d4 - 15 frames, f2-16 frames)except maybe 141 and b1 (but it is still 14 frames) but after these two it is your opponent's turn to pressure you and if they hit you don't get anything. Plus 1 is a high and gets destroyed by low profiles.
F3 whiffs on runners and jumpers a lot and it has 34 frames of recovery. Which means run xx full combo, jump xx full combo.
And when you asked what more do I want... I mean I have already stated my opinion I want either better tracking on f3, and df2, Ex df2 to rely on in zoning and building meter which he needs; or a meterless Portal stab without armor of course and it can be minus a million on block.
I do. Often. If they're teching your throw, then you're throwing predictably.
It's a 50/50 to tech a throw. So if they're doing it consistently, you're doing the same throw over and over.
Also, instead of throwing, do your 50/50. They have to throw tech in anticipation, because you can't tech a throw on reaction. So your 50/50 will hit.
I'm sorry your offline partners are abusing you for what is obviously pattern play.
Quan's walk speed isn't bad at all. Believe it or not, but you don't have to be constantly running and dashing to move around the screen. Walking is completely serviceable. I stand inside other characters' d4 range and walk back to whiff punish consistently.
And because you're walking, you can block or use armor. It's fine.
Yes, you can walk back. Absolutely you can. If they try to poke, block. Or armor through it. If they're anticipating the full string, they're not going to immediately hit buttons after f212.
If they try, use your armored launcher.
No one is saying don't backdash. Do both.
If they're running to evade F3, use Skulls and Runes. F3 is the conditioning tool. They run to avoid that, and they're running right into a skull or a rune.
If you're terrified of using F3, then you're using it wrong. I've whiffed it and been punished, sure, but that's my bad, not F3's.
You're sounding like you want NO HOLES in Warlock's gameplay. If you whiff F3, you should get fucked up for it. Considering that it hits mid, the only way it whiffs is if they run or jump, and Quan has answers for that.
Point is: If they're running and hopping around to avoid F3, then they're playing your game.
You DO understand the concept of conditioning, don't you?
Those moves are slow?
13 frames for b1 is not slow. It's not reactable at all and it has hella range.
Standing 1 is 9 frames. Also not reactable. 141 on hit also sets up your zoning. 14 into Rune can give you your 50/50 or pressure. So what if it has a weakness? You can't have everything.
D4 is 15 frames, a little slower but definitely usable, especially since you can space it at the same distance as b2 and they can't react to either.
Due to It's range, I'm pretty sure you can hit confirm the b1 into b12 trance.
You can definitely use it to whiff punish.
F2 is 16, frames, but that's what your downpokes are for. D4 leaves you at +21, more than enough to run and do f212.
The tracking is fine on Portal Stab. It's not supposed to be an auto special. If you use it wrong, it will whiff. It's supposed to.
You want these portal moves to auto hit the opponent for free and that's not how they're supposed to work.
Now, it sounds to me like you want safe, loopable 50/50s. If so, play Summoner.
You see a move that's -8 and immediately assume the whole cast can full combo punish and that's not true.
To give you a frame of reference, Kotal Kahn's f2 is -10 on block. Tempest Lao spin can't punish it from max range and definitely not on reaction.
There is a lot more that goes into punishing than knowing frame data.
I like all three variations and think each one serves a purpose.