Some things.
Some are much more significant than others.
1.) Far Standing forward can only be parried high. This is surprisingly significant.
2.) A number of surprising things can screw Q’s supers. No fewer than two of Hugo’s grabs (running grab, throw-to-wall grab) will flatout snatch Q out of SAI. Q can be thrown out of SAII.
3.) Q can actually do a ground cross-up! UOH against downed Makoto (mainly in the corner). Dunno who else this works on.
4.) Q’s jumping roundhouse allows him to cross-up many opponents in the corner… it’s just that the roundhouse isn’t actually going to hit. Jumping roundhouse actually has a few tricks… if timed right, whether it whiffs or doesn’t can be surprisingly deceptive.
5.) Although many times you don’t want to stay in the corner, be aware that very few (probably none?) characters can cross-up Q via jump-ins when Q is cornered.
6.) I don’t see how Urien is not in the SUPER ULTRA HARD matches category. His normals totally dominate Q, and his shoulders/EX shoulders don’t allow Q to get free taunts should Urien let Q sit back. On top of that, Urien cannot be hit by the non-EX double dash punch combos (outside of the corner, AFAIK), and he has above average durability and stun. I simply don’t know how Q is supposed to win against a good Urien.
7.) Q can link SAII from far standing forward, even against non-dizzied opponents. However, this only works against a very few select crouchers… Dudley, AFAIK.
8.) Remember that you can retain charge for dash punches while doing UOH. Good for that extra little bit of surprise.
9.) Jump cancel! Jump cancel C&DB allows you to evade literally any throw, and of course C&DB them. Good if you’re psychic.
10.) I’m pretty sure that Q can land a surefire kara throw on Makoto after a blocked dash punch.
11.) If you want to practice hitconfirm SA from dash punch, practice with strong and fierce dash punches first. They are MUCH easier to do this with than jab, IMO.
i’m tired. that’s all i can pull off the top of my head.