Quinn

Unofficial Render for Quinn

**Quinn Engarde** is a playable character in *Madwatch 2: Elysium*.

## **Attributes**

[Character Overview]

WORK IN PROGRESS

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 * **Stellar Neutral Game**: One of the aspects of Quinn that makes her notably beginner friendly is her solid neutral game. Boasting a high overall effective range with minimal need to actually approach, Quinn easily pushes the burden of approaching onto her enemies, while also having many tools to preemptively thwart them before they can reach her.
* **Amazing Recovery**: Quinn has debatably the best recovery in the entire game in the form of Domestic Terrorist, an extremely long ranged tether allows her to easily recovery from almost any location off stage.
* **Anti-Zoning/Killer Queen**: In addition to her own superb zoning capabilities, Quinn also possesses perhaps the single most powerful zone breaker in the game- Killer Queen. Killer Queen is a 'projectile' that cannot be reflected and reflects projectiles in its path, further punishing opponents for throwing them out in the first place and makes Quinn almost a direct counter to the other traditional zoners.
* **High Range Relative to Frame Data**: While her frame data is not barrier breaking, it is more than serviceable for the sheer size and typical reward of her attacks. This in turn grants Quinn a reasonably powerful punish game as well.
* **High Versatility and Dynamic Playstyle**: Quinn can function as a zoner, a skirmisher, and debatably even a rushdown character due to her above average ground and air physics. She functions at her best from mid to long range range, while also have potent close range tools to boot, meaning she is not pigeon-holed into one particular playstyle.
* **Queen of Stage Control**: No other character in the game controls as much of the stage as Quinn can at any given time. With a combination of her 4 Specials, Quinn can essential swarm the entire field with hitboxes.
* **Poor OOS Options**: Quinn is ironically a character who **WANTS** the opponent to cross her up, so she can respond with her Frame 4 Up Smash or Frame 10 Back Air on further opponents. In front of her, Quinn in forced to resort to the later hit of her Up Smash or a Neutral Aerial, which is incredibly unsafe while rising. As her grab is extremely slow as is Domestic Terrorist, she is very prone to being trapped in her shield against opponents who break into her zone.
* **Poor Disadvantage State**: Quinn's largest weakness is her ability to actually deal with pressure herself once it arrives to her. While other characters such as Clover, Auriel, and Merlynn have potent OOS options and potential combo breakers, Quinn bares no such thing. She is very easy to combo due to having only her double jump and airdodge for movement options in the air and no combo breaking Aerials or Specials, as even her Treasure swords will fail to 'launch' if Quinn is grabbed or recently damaged, making them much more manageable. She even has difficulty landing due to the awkward hitbox of Down Aerial and opponents are unlikely to approach Quinn from directly below for her to escape pressure with Caliburn- which can only realistically be used once anyway. Arguably Quinn has the worst disadvantage state of any zoner in the game.
* **Reliant on Stray Hits and Edgeguards to Close Out Stocks**: In order for Quinn to actually finish a foe, she typically needs to use Killer Queen or to have a Treasury sword catch a recovering opponent. While she has a potent edge guarding game in her aerials, it puts her that much more directly closer to her opponent. If Neutral resumes while the opponent is close range, Quinn has a significantly more difficult time creating space again.
* **Requires Setup, Weak to Rushdown**: Relating to the above, Quinn is unable to realistically compete with enemies who can weave in and out of her very telegraphed danger zones. While the screen can be hectic with all the projectiles created, all but Domestic Terrorist's small bomb are quite clearly visible and broadcast their threat to the opponent, giving ample time to prepare or bumrush Quinn because she can trigger her swarm in the first place. Beyond that, aside from Killer Queen, all of her specials have answers to have to best them(Hurt Quinn to stop Treasury Swords, Hit Caliburn before she does, Stay in her face if attached with Domestic Terrorist bomb, ect), meaning that alert players will be able to invade Quinn's zone if responded to correctly.
* **Stunted by Projectile Immunity and Zonebreakers**: While Killer Queen cannot be reflected, each and every one of her other Specials is vulnerable to Zone Breaking attacks(JOKER's Dies Irae, CLEAR's Wind Wall, Precognition) or being outright reflected back at her face, which is an issue because they are the vast majority of her ranged pressure, which can severely gimp her gameplan.

## **Moveset**

Quinn has a unique double jump that instantly multiplies her current acceleration tenfold briefly, making her airborne momentum shifts significantly quicker.