The Newbie's guide to Q

If I could make a movie, I would show off quite a few SAI set-ups and uses (such as the infamous Air-To-Crouching AAA that I abused at N-Cubed).

What is this AAA you speak of?

Wellsir, it’s more of a glitch than anything…as already discussed, Q’s SAI has invincibility frames that allow him to blow through attacks, projectiles, what-have-you. The strange thing about it, though, is if you have the timing right on using it as an Anti-Air, it not only socks your opponent out of the air (you’re invincible, so their only hope is to parry it)…but it even “glitches” your opponent to the ground, acting as if they were standing the entire time. In fact, it usually forces your opponent into a crouch, meaning they take EXTREME damage from a jump-in. Jumping at a loaded Q is a very, very risky maneuver, since you have to parry the move or else you are flat-out screwed.

Ask Stacey (Queen of Combat), since I repeatedly told her in the match not to jump in on a loaded Q. That and a few corner resets are what killed her off right-quick. Unfortunately, I just couldn’t get my head in the game versus Jamaar, and blew several great opportunities for a parried jump-in --> timed C&DB. Bah.

So Rev. you saying that if someone is jumpin in on my Q charged with SA 1 I can activate the super as an anti air and it will connect the whole super? Do they have to be really close to the floor or can it be high up in the air also?

thanx

another use for back strong

just saw this on a match I dl’ed from go for broke. Its Slim X’s Q vs Streak’s Sean. So Q gets Sean in the corner gets him with a C&DB (havent tested it out yet so dont know which strength) gets him with a ex rush punch, back strong (standing uppercut) which lets Sean land behind him (does this only work on certain chars.?) and left him at the right distance to C&DB him again which you can follow with ex rush and standing roundhouse or whatever else. I’ve never seen that before and I figured you can fool some peeps at least once with it and it just adds another option to Q’s C&DB game.

oh and sorry if this has been mentioned before

That is not a glitch. This is possible with every rush super in the game. And it’s not really an anti-air. It only works when your opponent has commited to a move in the air. Once that happens, do the SAI just as you would an anti-air super like Ken’s SAII, and although it looks like you should hit them out of the air, the opponent teleports to the ground and he gets hit by all the hits. This also works with Hugo’s SAIII and other supers like it and Q’s SAI.

another use for back strong

I haven’t tested it on all characters, but I imagine it would work on most of them (though you might need to adjust the timing on the EX dash or back+strong). I used RH C&DB. The important part of the sequence to get it to work is making sure you hit them with the EX dash punch as late as possible. You also have to take a tiny step forward before doing the grab after they fly over your head, or it’ll sometimes be barely out of range.

Heh. Once if you’re lucky. =) The only thing that makes it any better than a standard corner juggle is the surprise factor. No one’s going to stand there and get grabbed by it more than once, and I’ve had people escape it the first time I ever tried it on them. Now, you don’t have to go for the grab. You have the same options as when you get them in the corner (grab/slaps/low RH/nothing) but they have more room to escape, since they’re not backed into the corner. I pretty much just tried it to see if Streak would fall for it (heheh) - it’s not really something you should make a habit of doing unless you’re just trying to show off. =)

They have to be closer to the ground for all of it to hit, or else you will shoot underneath or only hit once; optimal level would be right as your opponent is within range of kicking/punching you with whatever they want to hit with (you’ll often see Ryu/Ken/Akuma with a j.HK through Q’s head when the super starts). The part I believe(d) to be a glitch was how it not only brought your opponent to the ground, but put them in crouching mode as well…does this happen with those other SAs, too? And, finally…you want to know something truly cheesy, that makes CPU Gill even worse to handle? If you attempt the SAI AAA on him while he’s performing a Knee Drop, not only will it NOT connect…but Gill will magically drop to the ground and BLOCk everything. Nevermind the fact that it should connect (he can’t block or parry during the attack), and the fact that he wouldn’t touch the ground for another few moments…

…bah!

Finally, a Q combo for those of you that are bored…versus Hugo, with Stun turned on (meaning 1 hit = instant stun) and Full Meter:

j.HK, s.MK xx EX Dashing Straight, Back + MP, HP Dashing Straight. (Gets up dizzy) j.HK, s.MK xx MP Dashing Straight xx SAI or SA II. Although not feasible in a real fight, you can straight-up kill Hugo with this combo; against Akuma, you need scads less, which is why I still say a match between the two is rather even (kara throws = perfect way to capitalize on blocked Hurricanes and jump-ins).

Or, if you would prefer a slight mixup…and if you’re close enough to the corner:

j.HK, s.MK xx EX Dashing Straight, Back + MP (opponent flies overhead), Back + MP (facing opposite direction), HP Dashing Straight. Finish with jump-in, MK xx DS xx SA I or II. Serve well done.

I would hate to say it, but I think everything Q can do by himself has been covered. We could start covering match-ups now…

Then make a new thread… this one is getting too long =)

Q doesnt really have a poke game that has already been established. So for most of his air to ait moves which is his best. Ive heard that j.strong was and so was j.forward. I already know that jump back and Fierce is real good for zoning. Just wanted to know did any of his air to air moves tradeor did one have more priority over his other air move. I also know that playing Q you dont want to jump very much. So any thoughts on this would be most appreicated.:slight_smile:

Are you guys sure the overhead rush punch connects with a super arts after?

There is, in my knowledge, no way that this works. actually combos?

Yes.

Example 1: Overhead Rush Punch vs crouchers, link it with SA2.

The timing on that link isn’t that hard, just do the super as soon as Overhead Rush Punch finishes its animation, BAM!

Example 2: Roundhouse C&DB, Jab Overhead Rush Punch, jab Rush Punch XX SA2 (hmm is it possible to SA3, qcf+p that shit? I don’t have DC with me atm, please confirm)

Not hard either, just make sure you time Rush Punch so you can connect it with SA2.

Example 3: Laugh, taunt x3, Overhead Rush Punch, get blocked, eat super. Laugh again as opponent notices their super did shitty damage. :slight_smile:

<sarcasm>This combo is EXTREMELY HARD. EXPERTS ONLY COMBO!!!</sarcasm>

Edit: made Example 1 more clearer. It works. Really.

I would like to point out some videos:

http://remimoe.hp.infoseek.co.jp/combo_mov.shtml

This link was originally posted by Death By Aegis on the Vids from Overseas thread.

The videos are short but entertaining. Slightly informative, but mostly for show.

I just wanna add what i think is Q’s best combo off a command grab.

Rh Command Grab, EX Rush Punch, s. rh, then taunt x 2.

ehh, thoe videos are pretty basic, but oh well. Never find good Q videos on the net.

I will try the overhead rush to SA2 tomorrow and see if it works, I had it on training though for like 10 minutes and I couldn’t get it at all.

Eric Jacob

Heh, interesting thing about Q: he can use back+RH, twd+Strong, whatever that is REALLY laggy execute to BAIT them into attacking you! The instant you see them doing whatever, do the super! Or whatever that fits the situation. Works pretty good, but I’m not sure it would work well in high level play :slight_smile:

As you all know, it’s essential to taunt with Q to increase his defense. If you’re fighting someone who won’t let you taunt for whatever reason, try using standing roundhouse against them. Most players will just block, but when this move is blocked it pushes both characters apart. They’re pushed almost to the opposite sides of the screen. With your opponent a screen away, you’ll be able to get in a taunt.

Your prayers have been answered! I just put up 2 Q match vids by the excellent japanese Q player TK. I saw another Q player in the shirube vids, I’ll probably put osme of his videos up later. Q deserves all the recognition he can get! :slight_smile:

http://www.karathrow.com/

Is this a combo? I just thought of it and I can’t test it for a while.

Capture, Overhead Rush, EX Rush, EX Slappy Hands.