2. Normal Moves2.1 Light PunchStanding

- 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
Close

- 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

-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

- 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 PunchStanding

-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

- 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

-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

- 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 PunchStanding

- 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

- Kinda similar to Makoto's Oroshi, doesn't hit high though. Can make a pretty decent wake up if the opponent is hasty.
Jumping

- 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

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 KickStanding

- Meh, this move is not worth really using.
Crouching

- Better than the standing version. Makes a decent poke, can be helpful when cornered, decent speed. Safe for the most part.
Jumping

or

- 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

he will do a quick hop and pull off this move, he will also dodge low attacks this way. Good move.
2.5 Medium KickStanding

- 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
close

- 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

- Same as standing but crouching. Good for stopping opponents who attack high or who charge at you.
Jumping

- Good air attack, should mainly be used for retreating. Since Q attacks with leg completely straight out it has pretty good range.
Hard KickStanding

- 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

- 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

- 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

-Good air attack, you can link into standing close

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.