I’m a 3s noob, and I like playing Q. But I can’t help but think that most of his moves are… well, uh. Shitty?

I have to stick to a handful of moves, because I don’t feel confident in the rest of them.

But some of the fun in SF is using that whacked-out “shitty” attack for a specific purpose, making it seem like somehow that move is amazing! :slight_smile:

What are some specific uses for Q’s normals? Or, what can they beat if you KNOW they’re going to attack in a certain way?

Like his sweep for example… I think it’s garbage. But i have anti-aired with it against specific attacks. Is there anything else the sweep is good for?

Or that back+roundhouse move… yes you can cancel into taunt, but how the hell to you use it? What attacks does it work against? I try it for anti-air but i trade or get hit. (also, is it just me, or does the 1st hit do hardly any stun at all?)

j.MP anyone? heh

d.MP i use for AA sometimes… but does it have other uses?

lunging MP is a cool move too… I think it’s crappy (am I wrong?) but I rarely if ever miss with it. I use it to stop jumps early, when they least expect it. (take that yun! :))

Basically anything specific would help out a lot. I know about kara-throw, C&DB stuff, MK, combos, taunts, etc… It’s the “little things” I’m interested in.

i play Q a lot, i’ll give u a list

s.jab = anti-air, cancels into C&DB
s.short = good tick for karathrow or C&DB
away+strong = his best antiair IMO
strong = reset in the corner for C&DB
deep j.strong = whiff on purpose so he parries nothing
cr.strong = anti-air
cr.roundhouse = good priority to trade hits after taunts
away+roundhouse = meaty away+roundhouse xx taunt… nothing to lose
j.fierce in air = safe taunt after landing
away+fierce = surprise?
s.forward = combos into pretty much anything
cr.forward = follow it with roundhouse C&DB
j.forward = take advantage of the range (urien’s j.roundhouse)
j.jab = claw of doom

Q doesn’t have any really “good” anti air’s to speak of. Because he’s so tall, basically any of his punches can be used an anti airs, but they don’t really stuff the good jump ins. Your best bet is to try and use back strong to stop them before they even attack since it reaches so high. Low Roundhouse will trade with jumpins in your favor, but it’s not always easy to do depending on who is jumping in on you. I usually just parry, since it’s safer and a tanding forward into jab slaps is a garaunteed hit if you time it right. However this will also lead to me getting lots of empty jumpin throw on me.
As far as ground pokes go, all you really need to know is standing forward. It has good range, and will stuff a lot of stuff. He has a couple of other notable pokes, standing short will freeze somebody long enough for you to grab them with a short C&DB usually. Because of Q’s absurd kara throw range, you can tick throw after his crouching strong and his crouching forward (Karathrow after crouching strong almost always works, hit or miss).

The 3S guide american verison is out. Its are really good book. Get it.

whats this about cancelling into a taunt? I saw something in a combo video where Q cancels one of his kicks other than forward into the dash punch. Im just starting to get into 3rd strike so im not all that familiar with his stuff.

0__0
(o,o) - Bear_Fart

B + MP is a good anti-air and way to build bar.
His HP is good after a C&DB.
crouching LK & MK are the only decent pokes.
Use a c. MP to get back in range.
j. HP is thes best combo starter.
standing HP, HK, B + MP, B + HK are good to use after a C&DB or a EX Dash Attack juggle

it’s back + roundhouse :wgrin:. you can cancel it into pretty much any of Q’s specials (taunt included), but if your opponent gets hit, they will get knocked down.

:rock:

can you cancel the move when the kick whiffs??

0__0
(o,o) - Bear_Fart

heh. no, you can’t. Q will just fall over if you don’t hit anything.

:rock:

after throw, superjump RH. Hesitate to make it hit deep, or early to land first. wee.

Stupid, but i love j.rh. :slight_smile:

what i most use is s.mk (poke, stuff some crouchin attacks ala ALex’s mk), s.lp (antiair, stop rushes), s.sp (stop rushes, early antiair, corner juggle) j.hp (priority), j.lp (tickin purposes same as alex’s j.lp). hope that helps.

i wuv :pleased: usin mk… nd j.md… (so good)