Just so you know before you read all this: Q is low tier. It is possible to win with him, but you have to work harder than your opponent to do so, and doing that is not easy. To help you get started, check out Thongboy Bebop?s Third Strike Basics video and StreakSRM?s introduction to Q video, Clawstrophobia, both of which are on Combovideos.com and YouTube. And remember, these are all suggestions, so if you feel you have better ones, let me know and I?ll change things around.
**Post 1**
Part 1: Special Moves
Part 2: Normal Attacks
– A. Normal punches
----- a. Standing punches
----- b. Crouching punches
----- c. Jumping punches
– B. Normal kicks
----- a. Standing kicks
----- b. Crouching kicks
----- c. Jumping kicks
– C. Other Attacks
----- a. Universal overhead
----- b. Normal throws
Part 3: Frame Data
Part 4: Useful Combos Etc
– A. Combos that work anywhere
– B. Midscreen combos
– C. Opponent almost cornered
– D. Corner combos
– E. Combos when Q is cornered or almost cornered
– F. Resets into super
– G. More (stupid) combos
Post 2
Part 5: Stuff About Q
– A. Defense
----- a. Basics
----- b. Red parrying
----- c. Escaping situations
– B. Taunts
----- a. Benefits
----- b. Setups
– C. Supers
----- a. SAI
----- b. SAII
----- c. Super choice
----- d. Random supering
----- e. Canceling into super on reaction
– D. Normals
----- a. Pokes
----- b. Meaty attacks
– E. Capture and deadly blow
----- a. Usage in Q?s game
----- b. Setups
----- c. Using opponent?s fear of c&db
----- d. Reset vs. knockdown
----- e. Superjump canceling
----- f. Uoh ground crossup
Post 3
Part 5 Continued: More Stuff About Q
– F. Combos
– G. Kara canceling
----- a. Kara throwing
----- b. Kara uoh
– H. Partitioning
– I. Start-game strategy
– J. End-game strategy
----- a. Chip kill
----- b. Being cautious
– K. Random things
Post 4
Part 6: Matchup Win-Loss Expectancy
– A. Retarded tier
– B. Bad tier
– C. Not-too-awful tier
– D. Manageable tier
– E.** Fine tier**
Part 7: General Notes on Matchups
– A. Ranking process
– B. Matchup comments
Part 8: Character-Specific Advice
– A. Retarded tier
----- a. Makoto
– B. Bad tier
----- a. Chun
----- b. Ken
----- c. Akuma
----- d. Urien
----- e. Yun
Post 5
Part 8: More Character-Specific Advice
– A. Pretty hard tier
----- a. Ibuki
----- b. Elena
----- c. Alex
----- d. Oro
– B. Not-awful tier
----- a. Dudley
----- b. Remy
----- c. Yang
----- d. Ryu
----- e. Necro
– C. Fine tier
----- a. Q
----- b. Hugo
----- c. Twelve
----- d. Sean
Post 6
Part 8: Advice From Other People
Part 9: Videos
**
Part 1: Special Moves**
Capture and deadly blow (c&db): half circle back, kick. A slow command grab that sets up very damaging combos. The stronger the kick button used, the slower the startup, the longer the range, and the farther the opponent will be launched, although the startup and range don?t differ all that much. The range is great, even longer than Hugo?s Gigas Breaker?s range. C&db is very important against certain characters and not so important against others. If you don?t follow up with an attack before the opponent lands on the ground, he cannot quick-stand.
Regular dash punch: charge back, toward, punch. The harder the punch, the farther the dash goes. The normal version is always safe on block, with the rare and negligible exception of a fierce version done against an opponent who counters with a reversal-timed 2-frame long-ranged super (so, Ken SAIII). It can be comboed into with close standing forward and out of with a super (or other stuff, if it?s the ex version) and used to cover ground quickly. Don?t get predictable with it or use it to attack too often. Note that some characters, as mentioned below, can duck/walk/dash under it. The ex version bounces the opponent off the wall and back at you, allowing a juggle.
Overhead dash punch: charge back, toward, hold punch. It?s an overhead, obviously, and it hits a little later than the regular version, so if the opponent is crouching or going for a parry it?s a little harder for them to deal with. You can link it to SAII, but only if the opponent is crouching and you do it close enough. This move can come out if you tap punch, so heads up for that. It?s punishable on block.
Low dash punch: charge back, toward, kick. This sweeps the opponent, but it?s unsafe on block and has a little longer startup than the regular dash punch. Opponents usually have no reason not to block low on a dash punch because every character can either block or duck the regular version that way, so going low isn?t useful very often. It?s mainly used as a surprise move, to beat an expected toward parry, and against opponents who can?t punish you much if it?s blocked. The ex version combos into SAI.
High-speed barrage (slaps): quarter circle back, punch. This is very useful against lots of characters. Use the jab version most often because it hits everyone even when they?re crouching. Strong slaps is a good poke and is useful if you parry an air attack, fierce slaps is a decent and situational antiair, and both can be used to keep an opponent from jumping on yours or your opponent?s wakeup. The slaps can only be punished by certain supers, including Ken SAIII, Chun SAII, Dudley SAIII, Makoto SAI, Q SAII, reversal-timed Necro SAIII, and Remy SAII, which only hits a couple times and can then be parried or blocked. Against characters who can?t punish the slaps, you can use it for poking, antiair, spacing, and chip. EX slaps knocks the opponent down, does great damage, stun, and chip, but it?s easily punished by everyone on block.
** Part 2: Normal Attacks**
Normal Punches
** Far standing jab**: This is a decent semi-poke. It comes pretty fast and has decent range, but its recovery isn?t as good as it could be and it can be ducked by most characters. It?s most often used to tick into c&db and to keep certain opponents from dashing in, but standing short is generally a better option. It can be parried high and low, even by characters whose down parries make them crouch under the actual jab.
** Close standing jab**: This comes out and recovers faster than far standing jab and can be canceled into all of Q?s specials, although it only comboes into ex slaps and super. Its main use is as an antiair against empty jumps and opponents who jump right in front of you, but it?s also used as an occasional tick. It can be parried high and low.
** Neutral standing strong**: This move has great range, is safe on block, and actually recovers better if whiffed than you?d think. It?s mainly used in c&db corner resets and to give Q his second-best karathrowing distance, but it can also serve as a preemptive antiair. It must be parried high.
** Back + strong**: This is one of Q?s best normals, and is useful as a poke, antiair, and karathrow. It makes Q move up a bit, and the punch actually extends over and a little behind Q?s head, so you can hit people who are over and a little behind you. It?s safe on block and has good range, so it?s good for a poke and for making sure the opponent doesn?t jump when you have him cornered. Plus, if you use it as an antiair and time it just right, you can recover in time before you can be hit or thrown. This move also gives Q his best distance for karathrowing, although it throws the opponent behind you unless you have crazy enough timing to only press back for the punch and not for the throw. It must be parried high, although it can be difficult to parry for an opponent jumping right over you because the opponent sometimes has to parry what looks like behind himself.
** Neutral standing fierce**: This move knocks the opponent down and can be used as a poke against tall characters like Urien, although it isn?t very useful because it?s unsafe if it gets blocked from anywhere but max range. The only time this move is really used is to end a c&db or SAII juggle, and even then it?s used rarely because other moves are usually better options. It has to be parried high.
** Back + fierc**e: This is a good poke, but only against opponents tall enough to get hit by it if they crouch, meaning Dudley, Urien, Hugo, Alex, and Q. It?s safe on block, beats out lots of attacks, and can even be used as a weird antiair because it?s Q?s only normal that can beat certain air attacks and is usually safe if parried because it moves Q under the opponent and past his attacks. It?s still used against characters who can duck it, but really only as a reset in c&db corner juggles. It has to be parried high.
** Crouching jab**: This is a quick little ranged poke that?s great for keeping the opponent out and beating slower attacks, so it should be used often. It can be parried both high and low.
** Crouching strong**: This is a good poke and antiair that?s safe on block and can recover in time if air parried. It can be used up close to tick into karathrow or to preemptively stuff an opponent?s wakeup jump or easily-stuffed attack. Its main drawback is that it can be parried high and low, which makes it less useful as a meaty attack since the opponent can beat it by parrying either toward or down.
** Crouching fierce**: This is a great meaty that is safe on block and stuffs or trades with just about all non-invincible wakeup attacks, although its startup is a little slow. Its range extends beyond and above Q?s fist, so it can also be used to stuff long-range low attacks, but that?s kinda risky because of its long startup and recovery if whiffed. It has to be blocked and parried low.
** Jumping up jab**: This comes out almost immediately, has great priority, and lasts the whole jump, so it?s useful as an air-to-air antiair. It must be parried high.
** Jumping toward jab**: The claw! This move comes out quickly, lasts almost the whole jump, and has great priority, so it?s useful to beat certain air and even antiair attacks, to retaliate with after an air-to-air parry when the opponent is in front of or above you, and to fake an empty jump by attacking at the last second. It has to be parried high.
** Jumping strong**: This is good against opponents that jump higher than you and against characters who are tall enough to get hit by it when standing, but it?s rarely used because Q?s other jumping attacks are usually better options. It can be whiffed into karathrow. It has to be parried high.
Jumping fierce: This is a great air move that should be used often. It?s good for starting combos and beating or trading with air attacks and antiairs, including some moves like dragon punches and headbutts. It can set up a taunt if it knocks the opponent out of the air and can also serve as a tick into c&db. It must be parried high.
Normal Kicks
** Standing short**: This is a nice little poke that comes out and recovers very quickly and is useful for keeping the opponent out and as a tick into c&db. It can be parried both high and low.
** Far standing forward**: This is an excellent poke that should be used often. It beats lots of stuff, has good range, is safe on block, can?t be ducked, and is even a decent meaty attack. It has to be parried high.
** Close standing forward**: This is a very important move. Aside from close standing jab, this is Q?s only (only.) cancelable and comboable ground normal attack, and unlike close standing jab, it actually combos into all of Q?s comboable specials and supers for noticeable damage It can also be used as a tick into karathrow and an occasional meaty attack. It has to be parried high.
** Neutral standing roundhouse**: This is safe on block and beats just about any non-invincible attack, but if whiffed or parried it?s completely unsafe. It can be used for keep-out and spacing, as a meaty attack if you think the opponent will dash back, or in anticipation of a poke from an opponent who can?t hurt you much if you miss. That said, however, its main use is as a c&db combo finisher. It has to be parried high.
** Back + roundhouse**: This move is almost great, but it turned out otherwise. If it touches the opponent early in its animation, it has to be blocked low, knocks down if it connects, and can be canceled into the taunt and all of Q?s specials and supers, whereas if it touches the opponent later, it can be blocked high, doesn?t knock down, and can?t be canceled. This thing’s main use is against characters who can?t punish the slaps; if you do close back + roundhouse xx slaps and the opponent doesn?t parry, he?ll either get knocked down or take some block damage from the slaps. It can also be used to beat low pokes, since the early part of its animation eats up every low move in the game. The third use is as a preemptive antiair, for when you think the opponent might jump back on wakeup and you?re a little distance away. Unfortunately, this move has huge recovery time if uncanceled or whiffed, can?t cancel into anything quickly enough to escape an option-select parry/throw, can’t actually combo into anything, and can be parried both high and low at any stage of its animation.
** Crouching short**: This is a decent poke. Its startup is a little slower and it doesn?t beat as many things as crouching jab, but it has slightly longer range and must be blocked and parried low.
** Crouching forward**: This is also a decent poke that does more damage than crouching short but is a little slower to come out. It?s also Q?s best meter-building attack. It has to be blocked and parried low.
** Crouching roundhouse**: This move knocks the opponent down if it connects, but if it doesn?t it can be punished by anything. It?s a decent meaty because it beats everything except moves with invincible startup, like some supers and dragon punches, and it?s also useful as a situational antiair, but it?s risky because of its super long recovery on block and parry. It has to be blocked and parried low.
** Jumping short**: This comes out as fast, lasts as long, and has as good priority as jumping toward jab, but it?s used differently because its hitbox is lower. It?s useful for beating air attacks and some antiairs, retaliating after an air-to-air parry when the opponent is lower in the air than you are or when you jump straight up, for changing the timing on a fake empty jump, and for ticking into karathrow. It must be parried high.
** Jumping forward**: This is a great move and is one of the air moves you should use the most. It has great range, beats lots of stuff, is a useful defensive poke, and is a good spacer. It must be parried high.
** Jumping roundhouse**: This is another great air move. It stuffs a lot of things and trades with many of the rest, even some that have invincibility frames because its oddly-shaped hitbox sometimes hits the opponent in an area where he doesn?t have invincibility. It?s Q?s only jumping attack that knocks the opponent down out of the air instead of resetting them and has deceptively good range and hit stun, can also be used as a tick, to zone the opponent out, to whiff a jump-in to throw, and is also the most damaging way to start a combo. Also, if you do it so that it hits as late as possible, like around the level of the opponent?s feet, it can?t be punished if it gets parried. It has to be parried high.
Other Attacks
** Universal overhead**: Q?s uoh is slower and floatier than that of most characters, but it also has better range. It?s a decent poke and can be used to link into super if it?s done at max range or as a deep meaty. If you do it as a deep meaty, you can also link into close standing forward, standing short, and crouching jab. On some character you can use this for tricky ground uoh crossovers when the opponent is waking up.
** Neutral throw**: It does more damage than the toward or back throw and leaves the opponent right next to Q, which is good if you need the extra damage, don?t need a taunt, or want to play close to the opponent. The regular range is longer than many characters? normal throws, but unless you?re trying to tech a throw or otherwise need a throw to come out as soon as possible, you should use the kara throw (same thing with the toward/back throws).
** Toward/back throw**: One throws the opponent in front of Q and the other throws him behind. The opponent gets thrown a little distance away from Q, so this can set up taunts in certain situations. This is also good if you don?t want the opponent right next to you, which is usually the case with Q. Also, I don?t have the exact data, but it seems to me like the toward throw has more range than the neutral throw.
** Part 3: Frame Data**
StreakSRM?s old site, www.karathrow.com, isn?t up anymore, but here?s the archived Q info page . Unfortunately some of the frame data is missing, and also unfortunately this is the information for the Dreamcast version of the game, which is slightly different in a some ways from the arcade/PS2 version, but it?s the best English translation of this stuff around.
**
Part 4: Useful Combos Etc**
Combos that work anywhere (everyone)
(Optional Jumping medium/heavy attack or meaty uoh) close standing forward xx jab/strong/ex dash punch
(Jumping medium/heavy attack or meaty uoh) close standing forward xx jab/strong dash punch xx SAI/SAII
(Jumping medium/heavy attack or meaty uoh) close standing forward xx jab/strong/ex slaps
(Opponent crouching) overhead dash punch, link to SAII
EX low dash punch (one hit) xx SAI
Short c&db, SAII
Short c&db, fierce slaps
Universal overhead, SAI/SAII
Midscreen combos
(Jumping medium/heavy attack or meaty uoh) Close standing forward xx ex dash punch, neutral standing roundhouse
Roundhouse c&db, strong dash punch (everyone)
Roundhouse c&db, fierce dash punch (Yun, Yang, Ibuki, Remy, Oro)
Roundhouse c&db, ex dash punch, neutral standing roundhouse/fierce (everyone)
Roundhouse c&db, jab overhead dash punch, ex dash punch xx SAI (Sean, Akuma, Chun, Makoto, Ryu, Dudley, Elena, Ken)
Roundhouse c&db, strong overhead dash punch, ex dash punch xx SAI (Yun, Yang, Ibuki, Oro)
Forward c&db, jab overhead dash punch, ex dash punch xx SAI (Remy)
Roundhouse c&db, jab overhead dash punch, strong dash punch xx SAII (Sean, Akuma, Chun, Makoto, Ryu, Dudley, Elena, Ken)
Roundhouse c&db, strong overhead dash punch, strong dash punch xx SAII (Yun, Yang, Ibuki, Oro)
Roundhouse c&db, strong dash punch, fierce dash punch (Chun)
Forward c&db, jab overhead dash punch, strong dash punch xx SAII (Remy)
SAII, fierce dash punch (everyone)
*Note: c&db, overhead dash punch, dash punch combos do not work on Hugo, Alex, Necro, Q, Urien, or Twelve)
Opponent almost cornered combos (everyone)
Roundhouse c&db, strong dash punch, jab/strong/ex dash punch (choice between jab/strong depends on distance to wall)
Roundhouse c&db, fierce dash punch, jab/strong/ex dash punch (choice between jab/strong depends on distance to wall, Yun, Yang, Ibuki, Remy, Oro only)
Roundhouse c&db, strong dash punch, neutral standing strong (reset)
Roundhouse c&db, ex dash punch, neutral standing strong (reset)
Roundhouse c&db, ex dash punch, neutral standing roundhouse
(Jumping medium/heavy attack or meaty uoh) close standing forward xx ex dash punch, neutral standing strong (reset)
(Jumping medium/heavy attack or meaty uoh) close standing forward xx ex dash punch, neutral standing roundhouse
SAII, strong dash punch
SAII, neutral standing fierce/roundhouse
Antiair slaps (one hit), neutral standing strong (reset)
Antiair slaps (one hit), jab/ex dash punch
Antiair dash punch, neutral standing strong (reset)
Antiair dash punch, jab/ex dash punch
Corner combos
Roundhouse c&db, fierce dash punch, strong/ex dash punch (Yun, Yang, Ibuki, Remy)
Roundhouse c&db, strong dash punch, strong/ex dash punch (Oro, Alex, Q, Dudley, Makoto, Elena, Chun)
Roundhouse c&db, jab dash punch, jab/ex dash punch (Ken, Ryu, Sean, Akuma, Twelve, Necro, Urien)
Roundhouse c&db, fierce dash punch, strong slaps (Yun, Yang, Ibuki, Remy)
Roundhouse c&db, strong dash punch, strong slaps (Oro, Alex, Q, Dudley, Makoto)
Roundhouse c&db, jab dash punch, strong slaps (Ken, Ryu, Sean, Akuma, Chun, Twelve, Elena, Necro, Urien)
Roundhouse c&db, fierce dash punch, back + fierce (reset) (Yun, Yang, Ibuki, Remy)
Roundhouse c&db, strong dash punch, back + fierce (reset) (Alex, Oro, Q, Dudley, Makoto)
Roundhouse c&db, jab dash punch, back + fierce (reset) (Ken, Ryu, Sean, Akuma, Chun, Twelve, Elena, Necro, Urien, Hugo)
SAII, strong dash punch (everyone)
SAII, neutral standing fierce/roundhouse (everyone)
Antiair slaps (one hit), jab/ex dash punch (everyone)
Antiair slaps (one hit), back + fierce (reset) (everyone)
Antiair dash punch, jab/ex dash punch (everyone)
Antiair dash punch, back + fierce (reset) (everyone)
Q is cornered or almost cornered combos (everyone)
Roundhouse c&db, ex dash punch, jab/ex dash punch
(Jumping medium/heavy attack or meaty uoh) close standing forward xx ex dash punch, jab/ex dash punch
Roundhouse c&db, ex dash punch, neutral standing strong (reset)
Resets into super
Close anti-air standing jab, dash toward, SAII
Forward c&db, jumping toward jab, SAII
(Opponent cornered) Roundhouse c&db, jumping toward anything-other-than-roundhouse, SAII