Awesome faq UltraDavid. Quite possibly the most comprehensive character faq in the entire 3s strategy zone. Shit is longer than a horse’s dick (no homo of course). I realize SA1 is his best super but it’s so much more fun using SA2. But to me it seems like he doesn’t really need to use EX moves like that. I never use EX dash punch and I only use EX slaps when I connect with a close-standing forward, or in the very rare instance where they have next-to-no life and the EX slaps will kill them on chip damage.
Thanks, guys.
You need to be using ex dash punches. You should be using it every time you have meter and get a c&db mid-screen, at the least, and I also go for the ex dash punch when I get a c&db corner combo on characters you can only do jab dash punch to jab/ex dash punch on, just to get that extra damage and positioning. Close standing forward xx ex slaps is fine, but if you have an opportunity where you can do close standing forward xx ex dash punch to neutral standing roundhouse, you should always take the ex dash punch; it does more damage and more stun, gives you some meter in return, and gives you a safe taunt.
Awesome, I needed that lesson on the EX dash punch. When I get the mid-screen command grab I just do overhead dash punch >> strong/jab dash punch. But I guess on the characters you can’t hit that combo on (Alex, Urien, Q, Hugo, I can’t remember the rest), I should be doing EX dash punch >> standing roundhouse. I just have to break myself from using SAII all the time. But I just love hitting the fierce dash punch follow-up and doing half a bar clean.
I prefer c&db, ex dash punch, standing roundhouse instead of overhead dash punch, dash punch even on the characters who can be hit by it. It does more damage, you gain a little meter back, and there’s less chance of screwing up the combo. Really the only times I do overhead dash punch, dash punch are at the start of the round when I don’t have meter and if I have SAII and I want to combo into it.
It’s not terrible to use SAII all the time, it has its advantages. Some of the best Q players do that actually (witness Nonsense). But if you do use SAII all the time, don’t feel like you can’t use ex meter. Landing damage can be difficult for Q, so if you get an opportunity, make sure you dish out as much as possible. And Q builds meter pretty quickly, I mean doing the neutral standing roundhouse after ex dash punch and then taunting puts you pretty close to filling your meter all the way up again anyway.
Well granted, I will do the overhead dash punch >> strong dash punch combo off the c&db if I want to conserve meter. That’s something I have to do more with SAII. But yeah, the timing is harder. It seems that you have to do the overhead dash punch as soon as possible after the c&db, yet you can’t see when Q recovers from the c&db lol! I only really use the forward version of Q’s c&db unless I have a super. This is because the roundhouse version only does like 2 points of damage more and has 2 more ‘dots’ of range, but is 1 frame slower (that seems more important to me, maybe you can enlighten me on that), and I can’t do the overhead dash punch combo off the short version. If I have a super I will do the short version of the c&db because that’s the only version that doesn’t knock them too far back to combo SAII, at a deep point as they approach the ground. And thank you for all the diligent advice.
i dont know if you put this but if u C&DB in the corner then hit with a ex dash punch then hold back+roundhouse…u can reset most people then try and get them with another ex dash punch.(works like 50% of the time for good damge)
Yep, it’s an update. Added some new info and changed some matchups. I keep meaning to get to the Hugo and Twelve matchups, maybe some time in the future. A long time, probably.
Oh, and thanks to the guy who edited my work on the wiki (which was exactly what was in this thread). Not only did he take out a preponderance of material, but he put some things in that are explicitly wrong. Oh well!
Could some please elaborate on Q’s wakeup game? I’m at a loss as to what I can do.
some advice from a noob quick rolling is good and the ex slaps help too.
but i would not waste meter on wakeup unless it could win me the match so quick roll and charge whilst quick rolling
wake up super is great for aggressive player (on akuma with super art 2 OMG)
but then they start to catch on so then they will block when u wake up so kara throw =]
and what about in the corner?
Hahahahahaha wikis are terrible dude.
well in the corner you could al ways be holding back so you are fully charged then…
- wait for a weak point move like shoryuken and since you dont move away from the opponent you catchthem with a m kick, dash punchxxsuper combo
- kara throw w/ back md punch to get them in the corner
- back and md punch by itself is pretty fast and then you could try to catch the opponent with a light command grab
when the opponent is in the corner
all i could say is to do command grabs with varying strenths ( go from hard throw, combo reset, light grab combo) and be sure to throw in regular throw also so youre command grabs do not get interrupted by light pokes
-some more advice from a noob
by the way great guide david man i whish ihad read it back when i was first learning Q it would have saved me a lot of time .
I just wish the person who edited it had the balls to put his name on it so we could ostracize him. It would be nice to know who thinks that “HK C&DB -> LP Overhead Dashing Punch -> LP Dashing Punch X SAII” is a “General Capture and Deadly Blow Combo”, because lemme tell ya, it ain’t.
As for Q’s wakeup game? You need to have random super ready, but you should also use it very sparingly. It’s more easily baited than you might think. If you’re going to do random super, SAI is a much, much better choice than SAII. If you do wakeup SAI, you’re generally safe unless the opponent blocked or a did a toward parry. Yes, blocking is common (which is why wakeup super should be used so rarely), and yes, normal throws beat SAI and SAII if timed correctly, and yes, some characters can jump over SAI and still punish you, but only a few can do that and most who can can’t hurt you very badly. You also only lose one meter out of two, so you could still have super or ex meter ready. With SAII, unless you hit them, you’re out of luck, and you’ve wasted a full meter.
In general, though, the best thing to do when waking up is just block. Not very glamorous, I know, but it’s Q’s best option. Look for throws and try to tech them. You should only parry rarely on wakeup. Not only is it a pure guess, meaning you’re unlikely to guess right most of the time (unlike in some situations, where you can convince the opponent to stick out something you can get a good, consequence-free parry attempt), but even if you do guess right, smart opponents will rarely be in a situation where you can do much damage back to them without a super, meaning that wakeup parrying is generally high risk and low reward.
Waking up with a normal, strong/jab slaps, or even c&db is ok sometimes, but only very rarely because you’ll lose to everything other than a block. Waking up with a karathrow is ok if they’re in range (they shouldn’t be, if they’re smart), but again, you lose to everything other than block. Throw teching on your wakeup is great for you because it actually puts you in a better position than you were before (both characters standing with no frame advantage either way), but if you’re trying to throw tech you shouldn’t be doing karathrow, since the normal frames you’re canceling could make your throw startup too long.
Quickrolling is good if you need some meter, but if you don’t, there’s no real reason to do it. It’s not like Q wakes up super-quickly with a quickroll anyway, I mean his quickroll takes long enough so that the opponent can still set up whatever he wants to do. As Q you want to play defensively, annoyingly, and draggingly; you’re fine with dragging out the match as long as possible. Quickrolling really serves none of those purposes.
You can see who edited the wiki page (although their wiki account may not share the same name as their srk account, or be regged on srk at all). there should be a page history with account based edits with dates.
this of course, will likely accomplish nothing but just wanted to correct you!
Whats Qs best meaty against a shryuken wake up?
Block.
Or Cr. RH if you’re looking for a trade.
k i was looking for something to stop it or trade guess that works =] thx
It seems block is Q’s best option about 90% of the time. I love playing Q he’s such a cool character. not sarcasm actually…
Q is the coolest ^^ im still surprised hes in low tier. he has the best defence with taunts and deals ALOT of damage
Q for Mid tier 2008?