That makes a lot of sense. Thanks.
Jump Hp/ Hk
Kuroda used to magically hit them alot for some reason, You just need to be lucky.
It’s not hard to hit-confirm Cl.Mk x Dash punch though, But yeah, Aku pretty much covered things.
Updated Q matchup rankings courtesy of MexIran:
Retarded tier: Ibuki
Bad tier: Ken Akuma Yun
Kinda bad tier: Makoto Chun Twelve
lolol
david why didn’t you go to ffa this weekend?
btw its,
Retarded tier: Ibuki
Bad tier: Ken Akuma Yun , Makoto, Chun Twelve
This guide is amazingly helpful. I figured out a solid number of combos on my own, but I had no idea about the taunt.
Makoto is Q’s worst matchup. Give me a coked-up-hyper-active Ibuki that can drive the stun meter up like crazy if I don’t block ANYDAY over a Makoto.
Yeah I’m just making fun of him. Obviously Makoto is Q’s worst matchup.
Sorry I haven’t been going to the arcade, just have a lot of studying to do. Come mid-August, I’ll have all the time in the world for many months.
Y’know, I’m not really gonna argue that Makoto is Q’s worst matchup, but I still feel as if Akuma is harder. I can beat decent Makoto players here with zoning and some luck, but Akuma hurts me worse with either rushdown, careful zoning, or just fireball spamming until the clock runs out. Besides the few REALLY good Chuns I’ve played against, Akuma gives me the most trouble out of any of the top/high-mid tier characters…oh, and Urien too, but that’s another story.
Akuma is probably “easier” cause of his crap stamina…
One combo is more than half of his life and you’ve got time to taunt at least one time (twice is not safe but it’s worth it most of times), it helps…
And if you can regularly (one of 3 tries) red parry his tatsus, his choices will become a bit less important IMO…
With Makoto, you just can pray that she’s not gonna be lucky AND the opposite for you…
you can forward parry alot of makotos shit then just super, that is if you have the awsome luck/quickness I do.
only thing that really is worrying is the god damn command throw and how it leads to another throw setup/mixup. god damn i hate that throw.
I hate Makoto. When playing Q I fear 2 characters; Makoto and Yun. Akuma also, mainly for the demon flip. SA1 actually deals with his jump in fireballs ok. (assuming you have a super ready)
I’ve actually become pretty comfortable against Yuns… lots of back+mp and jump back fierce. I even managed to beat Henry’s Yun (chill asian mtl chun, forget his username) once, lol.
Makoto is really the only character I “fear”.
I wonder if I’ll be the only Q in the T9? I know I won’t be getting far either way…
btw, HAPPY CANADA DAY!
Hey guys. I don’t play Q exclusively, but I just recently started playing him a little, just cause he’s so fun. Heh.
What’s been frustrating though is how it seems every player no matter what just comes after me and rushes me down like crazy. Sometimes they back away if they get hit by something, then start to rush again. I know I shouldn’t be surprised at this, but this is ridiculous. lol
It’s weird though. When I try to go aggressive, my opponents just walk back and walk back and turtle. The second I stop going after them, bam, they wanna just rush like a mother. Sup with that? lol
Any help would be appreciated. Thx.
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Expect to get rushed down a lot. Q doesn’t have a lot of get-off-me moves(if any), so usually the best you can hope for is a lucky parry->punish or forcing the opponent to make a mistake and capitalize. What you should try to do is not get into this situation and zone with his normal pokes and anti-air. Q has decent, far-reaching pokes and respectable anti-air normals such as b.MP, d.MP and I guess d.HK.
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If your opponent starts turtling, that’s fine. Q shouldn’t rush down anyway. Patience is key to winning with Q(unless you’re forced to be a bit more offensive than usual, such as ohhh against Urien or Necro). If they start coming to you, keep them at bay with your pokes. If they’re all the way on the other side of the screen or something, then you can get in a taunt. Speaking of which…
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Taunt whenever you can. You get a defense boost for the entire round. Taunt three times and you will have the highest defense in the game. Refer to the first page for appropriate times to taunt.
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Against certain characters, Q has a pretty good corner game. It’s best not to get too predictable though, otherwise they can try something lucky themselves and turn the tables around(the risk/reward factor is USUALLY in the opponent’s favor when you play as Q).
I’m kinda in a hurry because I’m at work, but I strongly advise you check out the first page for detailed information.
Thx for the help.
A couple other things I’d like to mention.
How should I approach opponents in corner when they’re so scared of being grabbed? Sometimes people on wakeup just mash on moves to avoid getting grabbed. Or for that matter, many players in general seem to do that anytime I get close to them no matter where we are on the screen. It’s just gotten to the point where I literally start laughing when I see them doing that.
I mean obviously, no one wants to get grabbed, but now I think I’ve started to adjust to that.
One thing that’s seemed to work is me taking advantage of the situation and me throwing out a lot of pokes, and they end up eating so many pokes just cause they’re trying to throw things out and not get grabbed. Perhaps I could also throw in some option parries and punish?
Honestly, I think I almost try to command grab too often. I’ve gotten it in my head the potential damage I can get from grab that I might just be too grab happy and reckless. I need to control that and pick my spots to grab.
Also, I noticed in this thread about the Q tutorials on youtube and they definitely helped. One option I have that I hardly ever use is his kara throw. Especially ticks into karas. I dunno why I don’t use it when it’s a damn good kara. I’m gonna start using it more often.
The command grab really isn’t that good, the more you and your opponent’s play each other the less effective it’ll become. If you find people throwing out jabs or dragon punches or whatever on wakeup to get out of an expected command grab, yeah, poking them can work, and that’s probably the more reliable way. So can down/toward parrying. I like down most of the time because it beats all jabs and shorts, the most common way to get out of command grabs, most wakeup special moves, and even some characters’ combo setups and supers, like Urien’s crouching fierce or Necro’s electric snake. Obviously, like with everything else in 3S, you should mix it up with toward sometimes if you’re expecting a Chun back fierce into super or wakeup Ken SAIII or some such nonsense. And yeah, option-select toward parry into strong karathrow is pretty strong and keeps the opponent cornered. Also, aside from pokes and parries, occasionally try to stand over the guy with charge ready, do standing forward xx dash punch, and confirm into super if possible. You can keep charge by dashing up with charge partitioning or, depending on where you are when the guy gets knocked down, by charging while doing crouching strong, which moves you forward while keeping your charge.
against command grab you can do stuff like wait half a second in block, then jump, parry as you jump out. its so slow. also reversal LP headbutt rapes the shit out of all of Q’s options as urien, invalidates meaty combos, beats throws.
also dont even bother with hitconfirm close MK into Dash Punch Super IF you cant get it, you can keep close Mk just as threatening if you just use regular close MK because its easy to hitconfirm, easier than Ken’s c.MK even, imo
Unless I’ve forgotten more than I thought about this game (totally possible), Q’s strong slaps, far standing forward, and crouching strong eat Urien’s wakeup headbutt for breakfast from max and near-max range, which is really where you should be standing when Urien’s waking up.
I stand in HK C&DB range on wake-up, also against Urien, and do a bunch of B+HP which easily beats his reversal and does good damage and stun and is safe on block.
Also, I think LK C&DB is severly overlooked. I got one by accident the other day and it worked pretty much like a tick-throw since it’s relatively fast in the right situation, and lets you do HP slaps to power up.
Just played a guy online and everything went my way, haha:
http://2dfighter.com/replays/3/2008/191/1135_3365_128600998299306250.2df
the command grab is very good, its part of Q’s game… at the max range of the grab it will avoid jabs… don’t rely on it though… one of the best ways of using it is canceling a close standing jab into the grab… the block recovers right on time to where Q will grab them… very effective bc it makes the grab look like it came out faster and it can be hiddin in combo’s… jump in attack, c.jab, grab…