lol reading this gave me a good laugh. Id either be pissed as hell or laughing my ass off if i got hit or landed this on anyone
OK fellow Q players I have some feedback to share
I been messing around with this super…
its aight I got wins with it… not by landing it but the fact that they run and you can get free taunts and free rush ins…so you can’t really complain about the “damage” if you think about how long the bar drains so you get time to dish in some damage and if you land the super the math adds up to a ton of damage… but its only effective vs certain characters… best used when you have your opponent cornered…
MAJOR STUN POTENTIAL… heres a senario… you corner somebody by throwing them in your corner (happens alot with Q lol) theres a little stun right there… then on wake up you command grab and dash punch, b.fp… when they land and they sit there you do another command grab dash punch cancel to sa3 and qcf+p… stunned! then combo one more time… I’ve ended alot of matches like this!!! another situation is after the first command grab combo, instead of doing another command grab do a lp dash punch if they are trying to jump it catches them right at the start of the jump and they are in the air! cancel the dash punch into sa3 and juggle… might not stun but you still get good damage their almost stunned!
A couple of ways to corner them from midscreen is command grab then lp overhead dash then juggle with a MP dash and it sends them flying all the way to the corner… 2nd way is after a command grab you do a lp dash cancel to super so you recover faster and you can charge for a 2nd dash punch and then juggle with a mp dash punch… and dashpunch in and your in their face and watch what they do when they get up… if they don’t have a wake up then you can rush in and play mind games with em…
another way to corner em is just kara throw them into your corner if your cornered…
Last just activate like your yun and watch them corner themselves lol…
one fun set up is vs characters with slower throw whiffs like yun… you can empty jump in and activate, since its invincible on start up you shouldn’t get thrown… and punish hehe…
to kara the grab you can use c.mp… since the motion is only a qcf+k you can hit down+mp and quickly kara into throw… bad part is the fact that he can do the other part of the super with punch so if you screw up he will do the punch super and if blocked I hope you had some taunts in cuz your gonna need it at that moment lol
I found this super to be very very useful vs dudley… bc his jump is low and he can’t duck q’s b.fp or his s.mp… you can play some series mind games with sa3… even when not activated you can trap dudley in the corner and its hard for him to jump…
very usefuly vs hugo for the same reason it works vs dudley… I forgot I think urien can’t duck it either
vs shotos its pretty hard to land bc they can hurricane kick out of the corner, you would have to use b.mp to try to keep them in the corner… sa1 is recommended to take away their c.rh and fireball options anyways
vs alex… for some reason its 2nd nature for them to do stomps when your red… lol just look for that and parry it
vs yun… if you can parry the first hit of the shoulder during the gen pressure activate so the 2nd hit whiffs and punish you should use this super other than that stick with sa2 or sa1… if you corner yun on a knockdown and activate the player tends to get scared and goes for his ex kick wake up…
vs chun she tries to jump away or wall jump so look out for that… other than that she will throw out random pokes to keep you back option parry is good… durning a wake up when red if you think chun is going for an ex sbk you can do a b.fp kinda early so it sticks out by the time she gets up… stops it clean
its hard to catch oro’s ass don’t use this on him lol
hard to catch akuma also
super is not his best but I use it for fun hope this feedback helps
Peace Out!
Damn that’s creative…I juggle jumping opponents off dash punches all the time, I’ve never thought about cancelling it into sa3 though
Reading that makes sa3 look fun/ gratifying to use, but i’d rather not make Q more disadvantaged then he alraedy is lol. sa1 for business
It really is one of his best supers when your dying and you red parry into qcf. kick. The expression on the guys face is pure “WTF OMG” moment.
That being said I think the best setups I have done to people to input the qcf punch are:
mk cap. & deadly blow + hold jab charge + then into the second jab charge + activate destruction into qcf punch.
Also are some easy ones to catch people off guard in jumping fierce + standing forward into qcf punch.
Even funnier ones are activating destruction then into cap & deady blow mk then instantly jump with fierce. When they land you go for qcf kick.
And of course the one I use alot: cap & deadly blow + jab charge (then activate destruction) back fierce reset into qcf kick with hilarious results.
wow very helpful!! thanks!!
Here’s what I usually do when I activate SAIII:
1.) Nothing out of the norm. Sure, it’s a waste of a super bar, but the opponent will probably be so bent on avoiding DANGER!! that they’ll eat a lot of combos and setups they normally wouldn’t have fallen for. Plus, you can get about one and a half bars of super in one round just by playing normally, so…
2.) You can really screw with their mind with this one. Activate the super and pretend you have no idea what’s going on; throw out a random whiffed Dageki when you know it’s safe, stuff like that. Then, when they start playing normally, nab 'em with a DANGER!! when you would normally use C&DB. Of course, they’ll probably think you hit them with some noob desparation tactic, but a win is a win.
Now, tactically activating the super is a whole other matter, and I think that was explained in the actual FAQ better than I could ever hope explain it.
The only real reason to use SA3 for me is to desperate the player at a point of win or lose, still Q needs EX to win, activate the super in these occasions:
- When about to stun in a corner [ Your opponent may start jumping, Have fun with him :)]
- Like in the video of “Quick and Dirty” after super, Punish!
- Whenever he does not expect it
- There are some moves that the “Claw” has priority against
The idea is to desperate your opponent NOT yourself
All 3 quick and dirty videos in one. Shows a lot of the setups mentioned in this faq.
God, I must’ve been high when I made these. lol.
When I fuck around with SA3 these are the setups I use that don’t take much effort. These are all when you’re already flashing.
-
air-to-air jumping jab reset into dageki.
When you reset someone in the air with this they will usually either shoryuken or jump back because they’re scared of eating the super. I find that most people rarely go for the block after this. Well at this point it becomes a 50-50 where you can land a lot more damage. If you think they’ll retaliate go for the block and then danger, or do a dageki right after the reset. -
Dash punch (block) -> dageki.
Don’t laugh, if the opponent throws out a bad meaty after the dash punch or reacts too slowly with a jump away, then this will catch them. Usually you’ll probably eat a quick normal, but it’s not that risky at all. -
Tick st. lk or cr. mp into danger
Same principle as ticking into c&db or a kara, but less reliable because people jump like crazy when you’re flashing.
I find that the air-to-air reset into dageki is incredibly effective. Rarely do you see someone just plain block after that reset.
if its a reset then they can’t block, sounds like gimmick tbh
no it’s not a real reset. It’s a reset in the sense that it puts the opponent right back on their feet. I dunno what you call that, but I also call that resets.