The Newbie's guide to Q

When added to the mix, how much more damage does the Overhead Rush Punch introduce to Q’s game? If it is only by a small amount, then I am in no rush to learn how to do this. I’ll have to try that j.Rush Punch into s.Rush Punch.

While it does work , it’s rather risky and one of those tactics you should use on VERY rare occasion.

I use it every other blue moon considering the fact that I’ve been punished for attempting it on a variety of occasions. But hey maybe that’s just me. :sweat:

Regardless it’s something to keep in your mental database of “Q Tricks”. Cause any set-up for Q’s C&DB is a set-up worth learning.

Thanks for bringing the tactic up Yousponnybard.

And for a side-note I’ll only risk doing it if I don’t have a full meter and I think my opponent will go on the defensive.

If I have full meter and he get’s hit by a (close) standing jab I’ll cancel into Q’s SAI/SAII.

Here I’ll throw the training mode attack points data at you of Q’s most commen C&DB follow-up combo’s/juggles (for comparison and contrast reasons) and let you be the judge as to if the over-head juggle is worth incorporating into your game-play:

In the Corner:

C&DB > Jab Rush Punch > B+Fierce (46)

C&DB > Over-head Jab Rush Punch > Jab Rush Punch (47)

Midscreen:

C&DB > EX Rush Punch > Standing Roundhouse Kick (57)

C&DB > Jab Over-head Rush Punch > Strong Rush Punch (49)

Note that the Over-head rush punch combo is Q’s most damaging midscreen C&DB combo that doesn’t use any meter. Take that into consideration.

Q VS MAKOTO… alost cause for q?

Thank you Silvergear for listing the damage for those Overhead Rush Punch juggles. I’m going to try to get the midscreen one down first, that one seems more useful. So which characters will these juggles work on? I’m thinking everyone except Q, Alex, Hugo, and maybe Urien. I’ll test out for myself once I have my Dreamcast set up.

Ugh…Makoto beats Q so bad that it’s not even funny.

Hell I’ll go as far as to say that Makoto is Q’s WORST match-up.

Her ground game crushes Q’s and she completely owns him when in the air.

Her J. Fierce beats out or trades with Q’s anti-air moves in her favor, Q’s only option in that case is to parry or block and hope for the best.

In order to even stand a chance against Makoto you have to play a very careful distancing/spacing game. The ideal position is far enough to be out of her Karakusa (and Kara-Karakusa if possible) range while still being close enough that if she dashes you can punish her before she recovers.

When in this “sweet spot” you’ll want to focus on your far S. Forward and his Jab/EX Slaps to keep her away from you, but only throw out these moves when you know your chances of them connecting are good (i.e. when she attempts a dash.). And on the occasion that you manage to connect a C&DB be sure to get the most damage out of it possible. Every pixel counts!

You’ve got to have a real careful eye during this match and can’t afford to glance away for a split second.

Ideal super for this match-up is SAI due to all the EX Meter it provides and the fact that it really helps Q’s ground game. Just be wary when using it with-out linking into it when Makoto’s close cause when timed right she can Karakusa Q out of his supers. :frowning:

It’s a very difficult match to win but with patience and a watchful eye you can help sway things into your favor.

And don’t forget to taunt when you knock her down!

No problem.

And your correct about what characters the combo won’t work on. For them you’ll just have to stick with the EX combo mid-screen and the standard corner combo (remember to replace B. Fierce with Strong Punch when against Alex!).

Don’t worry. After my loss at Gainesville to that Alex player, I’ll never forget his crazy juggle manner.

Did Wallace Johnson eliminate you as well?

He’s about 6’ even , wears glasses, shaved head, has a dark skin color? He used Alex with SAII?

If so then I know who you’re talking about because he eliminated me in the losers bracket at that G-ville tournament 2-1(after Colin Caldwell raped me with Makoto :frowning: …funny too cause they both tied for 5th).

We had some really close matches. Gah…if only I switched to Chun-li after he beat my Q.

Ah well…Hind-sight is always better…

Yes! That Alex defeated me in the losers bracket as well. Too bad you didn’t win, we could of had another Q on Q match. The first person to beat me won the entire tournament altogether. Although he used Ken, not Yun.

To add something a little more informational: Gill can’t be juggled properly either!

We should start analysising Q’s matchups to keep this thread alive. What would you say is Q’s easiest matchup, SilverGear?

Don’t forget that Makoto’s j.Forward can EASILY crosses up on Q… Grrr, it’s annoying.

okay just found out that ppl cant quick rise out of C&DB if you do not follow it up with anything. Any other moves Q has that ppl cant quick rise out of?

Um…I’d have to say Sean for obvious reason. :lol:

Nope. Unless you include Q’s supers, but that qualifies for everyone (you can’t quick rise after being hit with a super.).

Everyone has no doubt heard of Charge Partitioning in 3rd Strike. Although it is a large part of Remy’s arsenal, I wonder what Q can do with it since he has three Rush Punch variants. My friend who just picked up Charge Partitioning can get out a Rush Punch into a Low Rush Punch much like Charge Partitioning should but he cannot get anything else to work. Take in mind that he just started doing Charge Partitioning, so if there is anyone that reads this thread that can Charge Partition like a pro that could share with me (and the rest of the thread) if Charge Partitioning can be used with Q as an effective strategy, it would be greatly appreciated.

Hate to say it but in my opinion Q has no real use for Charge Partitioning. I’ve played around with it and I must say my results where best described as lack-luster.

And from what I’ve seen, heard and read I’m not the only one who’s come to the same conclusion.

If anyone cares to prove me wrong and state it’s uses for Q I’m all ears. :slight_smile:

there is a combo vid that shows Q doing,

command grab, rush punch(twice) then DDC.

thing is, it was against Q. i don;t know if the size of character matters.

:slight_smile: it does matter q is easy to juggle
hey nate whats qs combo hit limit? 4 or 3?

what other characters are easy to juggle

dumb Q question

i just started reading this thread and saw “C&DB” many times and got frustrated cuz i dont know what you’re talking about

sorry im still a scrub, can someone enlighten me? thanks in advance

you can do this against ANY character, but it takes some practice.

The first rush punch MUST be a jab OVERHEAD rush punch. the second one is a jab regular rush punch, then if your timing was good you can do a SAII.

This is easier to do in the corner against most characters. You just have to do the overhead dash punch as FAST as possible. Also it can be helpfull not to charge back, but to charge back-down so you dont walk backwards while charging.

Ive been able to do this against yun/yang, makoto, but i cant ever remember landing it against ibuki off hand.

EDIT: just noticed silvergear allready goes into these combos in a lot more detail earlier in the thread, so this is kind of pointles =/

One of the better tricks ive learned with Q. is how fast his C&DB comes up after a standing jab. If they block your standing jab, you can bring out a C&DB fast enough to stuff almost anything.
If you jump in with roundhouse, distanced properly, if they parry it you uslaly land a safe distance, and if they block it, you land, do a standing jab, right into C&DB, they only have a milisecond of not being in block stun. Eventually they will learn to jump, and you can start doing back and short to hit them out of their jump. shotos may begin dragon punching, and you can start luring them out, by blocking instead of C&DB.

I was playing around in training mode with the EX. Rush Punch and I found out that Q can do…

EX.Rush Punch > EX.Rush Punch

After the second one, nothing seems to hit though. In order for the two to connect, both characters must be on one side of the screen, Q facing toward the far corner. Note that this does around three more damage than just finishing the first EX.Rush Punch with a s.Roundhouse (which is pretty damn good anyway). Just something to keep in mind when your opponent is down on life.

All this rushing made me think about what combos involve EX.Rush Punch. The best one I can figure out is:

j.Fierce (or j.Roundhouse) > s.Forward XX EX.Rush Punch > EX. Rush Punch

Now personally, I can’t see how much damage this does because I can’t do it on a Dreamcast controller (which is all I have available right now) but it does work. While we’re on combos, can someone try out this one below?

j.Fierce (or j.Roundhouse) > s.Roundhouse+Back XX Taunt

maybe im just thinkin wrong but doesnt j.HK knockdown? o_O/…