Q

Q

Postby Formless » Fri Sep 16, 2011 5:25 pm

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Welcome to the guide for Q, my goal is to help anyone who wants to learn Q. I am fairly new to Third Strike, but I plan on making this guide as detailed as I possibly can. I will frequently update the guide as I learn more, keep playing and getting better. If you notice any misinformation please inform me and I will change it and credit you for it. Also, feel free to share any input or if you want me to add something I may have missed. Expect to see lots of information.
Table Of Contents
1.Overview
--1.1 Who is Q
--1.2 Important
--1.3 Strengths/Weaknesses
--1.4 Colors
2.Normal Moves
--2.1 LP
--2.2 MP
--2.3 HP
--2.4 WK
--2.5 MK
--2.6 HK
3.Special Moves
--3.1 Special Moves
--3.2 Throws
4.Super Arts
--4.1 SA 1
--4.2 SA 2
--4.3 SA 3
5.Match ups
6.Combos/Tactics
--6.1 Combos
--6.2 Set ups
--6.3 Taunt
7.Recommended Players/Videos

1. Overview

1.1 Who is Q
(Taken from SF Wiki)
Not much is known about Q, except that he appears at different places around the world, and may be linked to various disasters. No one knows his real name, if he's human or not or even if he's a man. The CIA is searching for him.

1.2 Important
Q is a very strong character, he is also one of the slowest characters in the game, and his tier level is nothing to brag about either. In order to effectively use Q you can't be overly aggressive. You have to play as a heavy defensive character and wait for openings, as well as incorporating parrying into your game. Learn how to set up Q's Capture and Deadly blow to do some real damage. Learn to get in all 3 of Q's taunts to fully make use of him. Also, DO NOT BECOME PREDICTABLE! If your opponent is parrying all of your moves then either they have impossible reflexes or you are easily readable. Change up your game and keep them guessing. If you are having trouble with Q and keep losing don't give up, Q, like allot of other characters in SF takes time to master, keep at it, learn from both loss and wins, and you will become better. There is more but I'll go into further detail in the guide. :D
Some great Q players
Kuroda
TM
Key
TK

1.3 Strengths/Weaknesses

Strengths
+Very strong attacks
+Can turn the fight around in one or two good combos
+Good starting stamina (1200)
+Best defense in the game with 3 taunts(2050)
+Fast straight dash attack
+Straight dash cancel into SA 1+2
+Capture and deadly blow can start nice combos
+SA 2 high priority over a lot of other SA
+SA 2 Very Powerful and can get an additional hit after
+Looks epic!

Weaknesses
-Slow
-A lot of Normals have slow start up
-A lot of his moves can leave him easily open to be punished
-Very tall so some of his attacks completely miss smaller or crouching characters
-If he misses his SA 2 he is going to get punished
-Turtle heavy character
-Projectile heavy characters can give him a hard time
-Lack of reversals w/o meter

1.4 Colors

Spoiler: show
Image :punch-light:
Image :punch-medium:
Image :punch-hard:
Image :kick-light:
Image :kick-medium:
Image :kick-hard:
Image :punch-light: :plus: :kick-medium: :plus: :punch-hard:
Image :punch-light: :plus: Start
Image :punch-medium: :plus: Start
Image :punch-hard: :plus: Start
Image :kick-light: :plus: Start
Image :kick-medium: :plus: Start
Image :kick-hard: :plus: Start

Tip: To unlock OE + start colors beat the arcade mode and go to downloadable content and my downloads, and change the color set from there.
Last edited by Formless on Mon Feb 06, 2012 10:29 pm, edited 13 times in total.
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Posts: 78
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PSN Gamertag: AlphaInferno

Re: Q

Postby Formless » Fri Sep 16, 2011 5:26 pm

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2. Normal Moves

2.1 Light Punch
Standing
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:punch-light: - This move is pretty fast and can chain into itself, but nothing else. It also does fairly weak damage, it makes a pretty decent poke though with good recovery. Don't rely on this move to chain into any special attacks or Super Arts. Should be used to get in a quick hit or two, but that is pretty much it.

Standing Close
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Close :punch-light: - This move seems useless, but it does have a specific use. You can't chain with it, however you can quickly follow up with a special attack or Super Art(you can cancel to Super Art in very first few frames) and it will hit anyone who didn't block. That is pretty much it, other than that and letting your opponent know their place, this move is so-so, it cant even chain into itself. It is a high risk low reward move, as your follow up can be blocked or parried, there are better moves.

Crouching
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:joystick-down: :plus: :punch-light: -Pretty much the same as the standing version. Slightly faster, less damage than the standing version, good recovery. You can cancel to SA if you input just as the attack hits, decent poke when cornered.

Jumping
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:joystick-up: :plus: :punch-light:- Q extends his arm to hit the opponent. If he is jumps toward or away from them he will extend his arm diagonally in an attempt to hit them. He also stays in this animation until he lands or gets knocked out of it.This is a pretty good move , it is actually a good stop attack, comes out fast so use when you need to play keep away in a hurry, it is also really useful when you are cornered and retreating. Mainly use the angled version of this move, the straight has it's uses though, mainly as a quicker less powerful version of jumping MK.

2.2 Medium Punch
Standing
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:punch-medium: -This move has its uses. However as you can see Q strikes slightly diagonally upward. It can miss allot of crouching characters, and twelve can walk right under it, it has bad recovery if missed or blocked. However when it does connect it is pretty strong and has nice stun. You should also use this move to kara-grab. It brings Q forward a bit, helping him get closer to his opponent. This move works on Hugo whether he is standing or crouching so make note of that.

Standing Back
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:joystick-left: :plus: :punch-medium: - Pretty good anti air attack (Thanks to TheTaiwanNinja for pointing that out). Works really well when your opponent is near or right above you. Don't neglect this move.

Crouching
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:joystick-down: :plus: :punch-medium: -Once again another good anti-air. You could also use it as a substitute for Standing Medium since it hits lower. Works best when the opponent is approaching you at an angle.

Jumping
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:joystick-up: :plus: :punch-medium: - You should rarely use this. Actually you should only use this if your opponent is above you. There are better air options than this. Since it swings upward it has a chance of missing.

2.3 Hard Punch
Standing
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:punch-hard: - It is OK, you can use it to close distance on your opponent, it does decent damage, and can catch the opponent off guard sometimes, best to use against a rushing attack, poor start up so you have to anticipate when to use this. poor recovery as well, you leave yourself completely open if this is blocked. The back version of this move is s bit faster, but doesn't knock down.

Crouching
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:joystick-down: :plus: :punch-hard: - Kinda similar to Makoto's Oroshi, doesn't hit high though. Can make a pretty decent wake up if the opponent is hasty.

Jumping
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:joystick-up: :plus: :punch-hard:- This should be your main air attack. It has good priority, and does good damage. Pretty good speed once you get past the start up frames. Tip: press :punch-hard: just as you jump to bring this move out faster and you have a higher chance of connecting and not getting beat out by other moves. You can cancel to SA or chain a combo to SA with this attack.

2.4 Light Kick
Standing
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:kick-light: - Meh, this move is not worth really using.

Crouching
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:joystick-down: :plus: :kick-light: - Better than the standing version. Makes a decent poke, can be helpful when cornered, decent speed. Safe for the most part.

Jumping
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:joystick-up: :plus: :kick-light: or :kick-medium: :plus: :punch-medium: - This move is surprisingly good. The damage is weak, but it is a good stopping attack,and it's also quick and it is hard to see coming. use to interrupt your opponents moves, makes an OK retreating move as well. Since he stays in the animation until knocked out of it or if he lands, your opponent can run into this move and it will stop them them in their tracks. Also If you hit :kick-medium: :plus: :punch-medium: he will do a quick hop and pull off this move, he will also dodge low attacks this way. Good move.

2.5 Medium Kick
Standing
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:kick-medium: - This is your main poke attack. Good damage, good priority, and nice range. You can sometimes abuse this move on opponents who keep trying to get close, but not often and mostly on careless players. It is also relatively safe on block. Also this is the move you use to build your meter.

Standing Close
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close :kick-medium: - This is a great move, you can chain into unique attacks like high speed barrage or dashing head punch with this, you can also cancel into your SA 1 or 2(3 as well but just to activate). This move comes out fast too, and is safe on block.

Crouching
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:joystick-down: :plus: :kick-medium: - Same as standing but crouching. Good for stopping opponents who attack high or who charge at you.

Jumping
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:joystick-up: :plus: :kick-medium: - Good air attack, should mainly be used for retreating. Since Q attacks with leg completely straight out it has pretty good range.

Hard Kick
Standing
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:kick-hard: - Very risky using outside of juggles. If you misses, gets blocked or parried you can easily get punished. If you feel you can pull it off though it is a good keep away, as it pushes the opponent back a fair deal, strong move as well, but mainly use it as a juggle end. You could also use this at the very start of the fight if your feeling risky, it works more than you might think.

Standing Back
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:joystick-left: :plus: :kick-hard: - Should be used as an anti-air attack. Risky though because if you do anything but hit with this attack, you will get punished. Use when your opponent is in the air and within range of this attack the kick them in the face.This attack hits either low or high so your opponent can't crouch to dodge this.Can cancel into special on first few frames if it his low.

Crouching
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:joystick-down: :plus: :kick-hard: - Q's trip kick attack. Nothing to write home about, only plus is its strong. Other than that is is slow, easily punishable, easy to parry, easy to block. Use this against slow moves like Hugo's running grab.

Jumping
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:joystick-up: :plus: :kick-hard: -Good air attack, you can link into standing close :punch-medium: then chain to unique attack or cancel to SA of choice. It will also knock your opponent to the ground if they are airborne. Good priority after he finishes his flip. It is hard to connect with though. This attack can be followed with a combo to SA or cancel to SA.
Last edited by Formless on Fri Sep 30, 2011 10:40 pm, edited 24 times in total.
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Re: Q

Postby Formless » Fri Sep 16, 2011 5:26 pm

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3. Special Moves

3.1 Special Moves

Dashing Head Attack
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Low
:joystick-charge-left: :joystick-right: :plus: :punch-light: - The least damaging of Q's Dashing head attacks, and travels the shortest distance. This move can be chained into from combos, its short distance makes it the fastest dash attack out of the three. You can cancel into your super art with this as well.Good for applying pressure. Good move for juggling the opponent. Safe on block(all), punishable on parry(all).

Medium
:joystick-charge-left: :joystick-right: :plus: :punch-medium: - Travels about half the screen, does more damage than the LP version. This can be chained into from combos but required faster timing than LP. It has all of the perks of the LP and more, it is a bit more slow but it can do more damage, so it is worth the risk. You can combo with this from CnDB and follow up with the LP version. Super cancelable as well.

High
:joystick-charge-left: :joystick-right: :plus: :punch-hard: - This is the most damaging version of the DHA, travels a full screen. This move however can't be chained into from combo. It is not fast enough for that and gives the opponent time to block. It can be canceled into super art though. This move is great for getting out of corners, if your opponent jumps up, use this to dash out of the corner(or MP version as well). This is good to quickly catchup with your opponent when you knock them across the screen. Also a great move to get additional hit after SA 2.

*Don't overuse your DHA, it is a good move but isn't hard to parry, especially when you can be seen backing up. You can also get knocked out of this attack if the opponent is attacking, if they attack with high or mid they may hit you but they also may get hit as well, if they attack low they can avoid getting hit.

Ex Version
:joystick-charge-left: :joystick-right: :plus: :punch-2x: - This version of DHA hits the opponent and bounces them off the wall, allowing you to follow up with a heavy kick or High Speed Barrage. Standing Heavy is the attack you should follow up with though, this move has generous timing so it is easy to pull off. It only travels the distance of the MP version though.

Dashing Overhead
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:joystick-charge-left: :joystick-right: :plus: :punch:-This is the same as Dashing head attack, except now Q will raise his hand over his head to attempt to hit the opponent. This move attacks high so it cant be blocked low. It is easier to stop than DHA though, as Q makes a slight pause when he raises his hand. Use this to mix up your strategy, if you keep using DHA your opponent might crouch to avoid the attack plus the DLA, this can catch them off guard, especially if they like to block low allot.

Dashing Leg Attack
Regular
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:joystick-charge-left: :joystick-right: :plus: :kick: - This version Q attacks low to try and trip the opponent. Use this every now and then to mix up your strategy and keep your opponent guessing. This move is punishable if blocked. Works as a pretty well wake up attack.

Ex Version
:joystick-charge-left: :joystick-right: :plus: :kick_2x: - This version hits twice if it connects. It is pretty fast and is super cancelable. Good to catch an opponent who likes playing keep away. They are in their corner thinking they have you pined and thinking if you dash they can block, parry it or throw a projectile, then you pull out this and cancel to super art to really surprise them. Its risky, but the pay off is worth it.

High Speed Barrage
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Regular
:joystick-down: :joystick-down-left: :joystick-left: :plus: :punch: - Q swings his arms wildly to hit opponent for a total of three times. It is a good move and you can chain into if from MK(close only) or back HK. You should only use the LP and HP versions. Use the LP when chaining, or to hit a standing opponent. The MP can not connect on all three hits on some characters who are crouching, and the HP can miss completely. Instead use HP as an anti air, if you connect on the last hit you can follow up with a DHA if you time it right. Move comes out fast so it can catch opponent off guard, and it is difficult to parry( if you weren't in a combo). If blocked it can will you open for a brief period. A nice trick is to jump in the air towards your opponent, and before you land use HK, he will go through the flip animation but wont perform the attack, if your opponent tries to parry you can quickly unleash a HSB or the Ex version. Be careful when using high speed barrage, it has no invincibly frames at all so you can easily get interrupted.

Ex Version
:joystick-down: :joystick-down-left: :joystick-left: :plus: :punch-2x: - This move hits 7 times and does good damage to the opponent, the 7th hit sends them flying. Use this if you want to end your combos without using a full bar on your super meter.

Capture and Deadly Blow
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:joystick-right: :joystick-down-right: :joystick-down: :joystick-down-left: :joystick-left: :plus: :kick: - This is Q's bread and butter attack. This move allows you to set up lots of possible combos,as a matter of fact, this grab is required to do some of his best combos. The weight of your opponent determines how far in the air Q knocks them. Depending on the button pressed, Q will knock them a certain height in the air. All three :kick: have the same speed. This move is extremely unsafe if you miss though so be careful when using it.


Taunt
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:punch-hard: :plus: :kick-hard: - Increases defense a certain amount with each taunt up to 3 taunts maximum(basic explanation, see taunt section for more).

3.2 Throws

Standing
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:kick-light: :plus: :punch-light: - This is a basic throw. It does good damage ,and places the opponent on the ground right next to you. Not a good throw to distance yourself from the opponent.

Directional
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:joystick-left: or :joystick-right: :plus: :kick-light: :plus: :punch-light: -Good throw for zoning. Less damaging then the neutral throw, but a good throw overall.

*If you input the command fast enough you can throw your opponent out of certain super arts and ex attacks(works for cndb as well).
Last edited by Formless on Sat Oct 08, 2011 6:29 pm, edited 18 times in total.
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Re: Q

Postby Formless » Fri Sep 16, 2011 5:26 pm

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4. Super Arts

SA 1 Critical Combo Attack
:joystick-down: :joystick-down-right: :joystick-right: :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch: - Q dashes toward his opponent and punches at the opponent 5 times total, 3 high, 1 low, and 1 high. It does good damage. If someone is not familiar with this move, the low hit can catch them of guard, and he will connect with the last hit as well.This move can be canceled into from a dashing head punch, and other cancelable moves. If blocked it will leave you open for a short period. You can juggle with this move if you catch your opponent in the air, but it will only hit them two times at most, don't use this in juggles or when the opponent is in the air unless you are sure you will finish them. This attack can pass through projectiles if you activate just before the projectile is releases from the opponent,or just before it hits you. Once the last hit sends your opponent flying you can get in 2 taunts (see combos sections for set ups and combos). You can also perform this move right after blocking any Shoto's sweep attack, a useful move and the timing isn't that difficult.

SA 2 Deadly Double Combination
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:joystick-down: :joystick-down-right: :joystick-right: :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch: - This is Q's best super art imo, It has high priority over alot of other super arts, and it does really impressive damage(Q's most damaging super art). It allows you to create some of Q's most powerful combos. It also has surprisingly good range for a punch. This attack can catch your opponent in the air as well, but make sure they or close or they will only take damage on the first hit and the second hit will just knock them away. You can follow up with a :punch-hard: DHA after the second hit of this move. It can also be canceled into from combos. Makes a good attack for an opponent who likes to stay on you and attack as soon as you recover(See combos section for setups and combos). The catch though, is if you miss prepare for the beat-down of your life, because you are left severely open. Your opponent can taunt 3 times and then proceed to tear you apart. Not really, but this has terrible recovery, so make sure you hit. :D

SA 3 Total Destruction
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:joystick-down: :joystick-down-right: :joystick-right: :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch: -This activates the timed attack. Once activated you can choose which attack you want to use. Really, you should only pick this when you are not seriously playing someone.If you activate this without the intent to cancel into the punch, be prepared to have your opponent play keep away and drain your meter. It is OK, he has better super arts than this.

Punch
:joystick-down: :joystick-down-right: :joystick-right: :plus: :punch: - Q punches the opponent and an explosion is made, sending both Q and the victim flying. Can cancel into from, total destruction from certain combos, does decent damage.

Grab
:joystick-down: :joystick-down-right: :joystick-right: :plus: :kick: -Q grabs the opponent, and explodes, sending him flying back. This super art does a lot of damage, and can't be parried or blocked. However it can't be canceled into is hard to actually catch a skilled player with.
Last edited by Formless on Mon Feb 06, 2012 10:37 pm, edited 8 times in total.
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Re: Q

Postby Formless » Fri Sep 16, 2011 5:27 pm

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5. Match Ups

Akuma
Spoiler: show
wip

Alex
Spoiler: show
wip

Chun-Li
Spoiler: show
wip

Dudley
Spoiler: show
wip

Elena
Spoiler: show
wip

Gill
Spoiler: show
wip

Hugo
Spoiler: show
wip

Ibuki
Spoiler: show
wip

Ken
Spoiler: show
wip

Makoto
Spoiler: show
wip

Necro
Spoiler: show
wip

Oro
Spoiler: show
wip

Q
Spoiler: show
wip

Remy
Spoiler: show
wip

Ryu
Spoiler: show
wip

Sean
Spoiler: show
wip

Twelve
Spoiler: show
wip

Urien
Spoiler: show
wip

Yang
Spoiler: show
wip

Yun
Spoiler: show
wip
Last edited by Formless on Fri Sep 30, 2011 10:19 pm, edited 3 times in total.
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Formless
 
Posts: 78
Joined: Thu Sep 08, 2011 1:15 am
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Re: Q

Postby Formless » Fri Sep 16, 2011 5:27 pm

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6.Combos/Tactics

6.1 Combos
Regular Combos
Standing MK(close)>High Speed Barrage
:kick-medium:, :joystick-down: :joystick-down-left: :joystick-left: :plus: :punch:

Jumping HP>Standing MK(close)>High Speed Barrage
:joystick-up: :plus: :punch-hard: , :kick-medium: , :joystick-down: :joystick-down-left: :joystick-left: :plus: :punch:

Jumping HP>Standing MK(close)>Dashing Head Attack
:joystick-up: :plus: :punch-hard: , :kick-medium: , :joystick-charge-left: :plus: :punch-light: or :punch-medium:

Jumping HK>Standing MK(close)>High Speed Barrage
:joystick-up: :plus: :kick-hard: , :kick-medium: , :joystick-down: :joystick-down-left: :joystick-left: :plus: :punch:

Jumping HK>Standing MK(close)>Dashing Head Attack
:joystick-up: :plus: :kick-hard: , :kick-medium: , :joystick-charge-left: :plus: :punch-light: or :punch-medium:

Capture and Deadly Blow>Dashing Overhead Attack>Dashing Head Attack
:joystick-right: :joystick-down-right: :joystick-down: :joystick-down-left: :joystick-left: :plus: :kick: , :joystick-charge-left: :plus: :punch-hold:(LP) , :joystick-charge-left: :plus: :punch-light:

Capture and Deadly Blow>Dashing Head Attack>Dashing Head Attack
:joystick-right: :joystick-down-right: :joystick-down: :joystick-down-left: :joystick-left: :plus: :kick: , :joystick-charge-left: :plus: :punch-medium: or :punch-light: , :joystick-charge-left: :plus: :punch-light:

EX Attack Combos
Standing MK(close)>Ex High Speed Barrage
:kick-medium:, :joystick-down: :joystick-down-left: :joystick-left: :plus: :punch-2x:

Jumping HP>Standing MK(close)>Ex High Speed Barrage
:joystick-up: :plus: :punch-hard: , :kick-medium: , :joystick-down: :joystick-down-left: :joystick-left: :plus: :punch-2x:

Jumping HK>Standing MK(close)>Ex High Speed Barrage
:joystick-up: :plus: :kick-hard: , :kick-medium: , :joystick-down: :joystick-down-left: :joystick-left: :plus: :punch-2x:

Ex Dashing Head Attack>HK
:joystick-charge-left: :plus: :punch-2x: , :kick-hard:

Capture and Deadly Blow>Ex Dashing Head Attack>HK
:joystick-right: :joystick-down-right: :joystick-down: :joystick-down-left: :joystick-left: :plus: :kick: , :joystick-charge-left: :plus: :punch-2x: , :kick-hard:

Cancel To Super Art
Crouching LP>SA1 or SA2
:joystick-down: :plus: :punch-light: , :joystick-down: :joystick-down-right: :joystick-right: :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch:

MK(close)>SA1or SA2
:kick-medium: , :joystick-down: :joystick-down-right: :joystick-right: :joystick-down: :joystick-down-right: :joystick-right: :punch:

Dashing Head Attack>SA1 or SA2
:joystick-charge-left: :plus: :punch: , :joystick-down: :joystick-down-right: :joystick-right: :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch:

Jumping HP>Standing MK(close)>Dashing Head Attack>SA1 or SA2
:joystick-up: :plus: :punch-hard: , :kick-medium: , :joystick-charge-left: :plus: :punch-light: or :punch-medium: , :joystick-down: :joystick-down-right: :joystick-right: :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch:

Jumping HK>Standing MK(close)>Dashing Head Attack>SA1 or SA2
:joystick-up: :plus: :kick-hard: , :kick-medium: , :joystick-charge-left: :plus: :punch-light: or :punch-medium: , :joystick-down: :joystick-down-right: :joystick-right: :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch:

Ex Dashing Leg Attack>SA1 or SA2
:joystick-charge-left: :plus: :kick_2x: , :joystick-down: :joystick-down-right: :joystick-right: :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch:

Capture and Deadly Blow>Dashing Head Attack>Dashing Head Attack>SA2
:joystick-right: :joystick-down-right: :joystick-down: :joystick-down-left: :joystick-left: :plus: :kick: , :joystick-charge-left: :plus: :punch-medium: or :punch-light: , :joystick-charge-left: :plus: :punch-light: , :joystick-down: :joystick-down-right: :joystick-right: :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch:

Anti Air Combo
HP High Speed Barrage(connect on last hit)>Dashing Head Attack
:joystick-down: :joystick-down-right: :joystick-right: :plus: :punch-hard: , :joystick-charge-left: :plus: :punch-light: or :punch-medium:

After Super Art
SA2>HP Dashing Head Attack
:joystick-down: :joystick-down-right: :joystick-right: :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch: , :joystick-charge-down-left: :plus: :punch-hard:

6.2 Setups
Parry Baiting
All this means is for Q performing a Dashing Head Attack, and having the opponent parry it, then canceling into your Super Art. This is a great way to punish someone who loves to parry, and it's one hundred percent safe. To do this just make your self as obvious that your about to charge as possible, back up, back up some more, then dash attack, hopefully they parry, then pull out your Super Art.

Setting Up CnDB
Sometimes pulling off CnDB without being interrupted can be tricky, one way is to parry the opponents attack. Another way, this is risky, but jump in at the opponent like you are going to attack, a good move to fake out the opponent is jumping high kick, if you perform it as you are about to land he will go into the animation but wont complete the kick, this can sometimes catch the opponent off guard and give you enough time to perform CnDB(also good for setting up throws which have easier timing). Another way is to attack your opponent with a certain normal move and when they block it the hit stun on the attack will leave them in the block animation long enough for you to perform this, crouching MK works well for this.

6.3 Taunt
Q's taunt is one of his best abilities. Q's base stamina is 1200, It increases with each taunt up to a maximum of 2050. That is almost a 70% increase in his stamina. If you play Q you should utilize your taunt, it is the start to becoming a great Q player.Q's taunt can mean the difference between life and death in matches. The taunt comes out fast so you can pull it off safely most of the time. You don't have to taunt to win, but the only time you shouldn't taunt is if you don't have the chance to taunt. A great way to set up where you can use your taunt is to knock your opponent to the ground across the screen. You wont always have the chance to a concise taunt, mainly because your opponent is staying on you. When this occurs either you have to force a taunt by most likely taking a hit afterwards, or decide to wait for a opening. If you need to, taunt when your opponent throws a projectile. You will take damage but the hit will be mediocre, sometimes the pay off of forcing a taunt is worth it, sometimes you can get heavily punished, you decide.Also don't think just because your opponent is on the other side of the screen they can't get to you, you will be surprised if you do.

Best Times To Pull Off Taunt
*After an Ex Dashing Head Attack
*After Ex High Speed Barrage
*After SA1 you can safety get off two taunts if you are quick enough
*After SA2 if you want to sacrifice your follow up attack
"After CnDB
*During opponents taunt (if they get carried away and perform a second taunt knock them out with Dashing Head Attack, or go ahead and do another taunt) ;)
*After avoiding a Super Art(certain, mostly charging)
Last edited by Formless on Thu Oct 06, 2011 4:01 pm, edited 10 times in total.
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Re: Q

Postby Formless » Fri Sep 16, 2011 7:35 pm

Last edited by Formless on Fri Sep 30, 2011 10:25 pm, edited 6 times in total.
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Re: Q

Postby Shiranui » Sat Sep 17, 2011 6:30 pm

Looking good Formless, keep up the good work :3
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Re: Q

Postby Lavama » Sat Sep 17, 2011 7:56 pm

Is watching. I need to improve my game.
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Re: Q

Postby TheTaiwanNinja » Sat Sep 17, 2011 9:45 pm

Crouching medium punch, and Back medium punch are great anti-airs. He also has Heavy swipes and Heavy kick for an okay-ish anti air. Other than that looking good so far.
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