that is no way to talk to the sexiest/bestiest Q player ever. yea too bad we didnt play I woulda called you my little pwny.
What’s up with back+roundhouse xx c&db. According to the frame data, the opponent should be able to act 3 frames before the c&db hits, but appears to be throw protected.
Edit: Realized that it can only be cancelled on the first hitting frame.
hey are there any good moves to use for kara swipes ?
I’m not really sure what you mean, Omski. Do you want to kara cancel into the slaps? If so, don’t bother. The slaps already have great range, so you don’t really need extra distance. Also the fact that the slaps involve pressing a punch button makes it pretty hard to kara cancel back + strong or neutral standing strong into slaps.
I’m trying to implement close standing MK->MP dash into a possible SA1, on the opponent’s wake-up… but I never get the chance to charge while the opponent is knocked down. All of Q’s knock-down-moves have too long recovery. Come to think of it, it’ll work after a C&DB with no follow-up… but it’s hardly worth passing up the juggle for a possible hit later on.
I’m gonna mess around in Training Mode in a bit. I’ve never seen this done before, so you may want to try it out. It’s even better than Ken’s target combo.
ultradavid - so you mean it would be like neg edgin for kara UOHs ? is it really not worth it because of difficulty or becuase the added range is too poor ?
NG1313 - ty going to the urien thread for help on chg partitioning, you can definitly preform this via partitioning. I’m not very proficient at it, but its a nice way of messing with someone if u can do it proper. so you can walk arouund and then dash xx sa1. it’ll take time, but i do think it’s a tech worth trying to learn.
Actually, you can cancel from the first frame of back+roundhouse into, for example, his taunt, which should leave him standing. If you start charging the b…f mk during the taunt, you should have plenty of time to charge up the punch and stick the medium kick.
Yeah… I should try it out in Traning Mode, but it’s ultimately a bad move in my opinion. You may get a taunt in, perhaps with minimal punishment on the first time. Normally, though…
It might work after you reset the opponent after a C&DB, with the help of D+MP (since it moves you forward… you can even charge while doing this move).
It’s not so difficult if the opponent doesn’t do Quick Recovering, but most people tend to do that.
It’s something we should take advantage of, though… I, for one, can’t confirm a hit just off of his close MK.
You should also be able to do it from a deep jump in fierce or roundhouse, but you may have to charge partition the jump.
That works fine. No need for fancy techniques there…
Fucked around in Training Mode, since Xbox Live is having problems nowadays… A set-up is C&DB in the corner, HP to knock them down, then charge, while doing low MP to move you in range for close MK.
Doesn’t work if they quickly roll up on their feet, though :wgrin:
You could ditch the HP, to take away their option to Quick Recover, but as I said before…
Close standing forward to dash punch is a very important meaty attack, no doubt about that. Some setups are knockdown c&db combos in the corner, throws in the corner (actually basically any knockdown in the corner) regular throws followed up by charge partitioned regular dash or dash punch up, SAI to crossover partitioned fierce dash punch up, SAII to dash punch up, and so forth. Obviously this is harder against characters who get up faster, and knowing how to charge partition is pretty useful.
Can’t believe I missed this…:
Neutral throw, low MP to move you forward (as soon as possible, of course). That puts you in position, but it probably won’t work on quick-standing opponents.
Just normal dash up, dude! The timing on throw to dash up to close standing forward xx dash punch is basically, start charging back a little before the opponent bounces after Q slams him to the ground, then dash up as soon as possible, hold back immediately, press forward kick while still holding back, and then press toward and punch. Charge partitioning isn’t really that hard, just give it a go for a bit.
And yeah, this doesn’t work well on quick standing opponents. It’s hard to get meaty close standing forward to dash punch on quickstanders midscreen.
Yeah. I did try this charge partitioning technique, by charging, moving forward for under a split second, back for a split second, then try the dash. Nothing came out, so I gave up.
Make sure that the total time you spend charging adds up at about a second. You need that much for the dash punch in any case, and if you charge for much more the partitioning won’t work.
I was tinkering around with HK CDB walk up LK reset in the corner. If you walk up and do close MK, it’ll stuff everything but the invincible-est of specials and supers. Stops jumps too!
Put the fear in 'em and Re-Capture their asses.
Something to note.
The only time I’ve used a ground cross-up with Q is against Chun… I’d UOH or Kara-UOH over her body, then do qcf+mk (close mk), and confirm it into SA1 with qcf+p if I get the chance…
Hey, I don’t remember if I’ve asked this before (think it was a while ago, so I don’t remember where to look, even) but how do you dash punch after SA1? I’ve seen someone, maybe Kuroda, do a hp dash punch or two lesser ones after an SA1 to get close to the corpse… I couldn’t ever really figure out which way to charge because of the wall bounce after the last hit, you know?
It’s partitioning again. Charge back, but just as the opponents flies on your other side switch the direction of charging. Recover and dash. In order to not overcharge it, begin charging at about the moment of the final punch.
Oh, cool. That’s not hard at all. Thanks. :tup:
Thank you~UltraDavid
Thank you~UltraDavid for all these Tips on Playin Q! :wgrin:
You are my Hero! haha~ :lol: