UltraDavid's How-To Q Thread

It’s the most common use of C&DB, and if you can use it each round that way, that’s probably only cause your opponent is not good, is drunk or had no really experience against Q…
Q cannot really punish if opponent constantly jump after pokes (like j. HP, st. LP C&DB), so there is no real reason for them to just wait here…

Command grab is good, but as UltraDavid said it some months before, in high levels nobody will regularly fall into it…

Q’s hitbox gets a lot bigger when he does c&db, so yeah, pretty much everyone can jab him out of it (maybe everyone? I don’t remember anymore). Also, Q can punish opponents a bit for trying to jump out of c&db setups with strong slaps (if this isn’t a character that can punish slaps), far standing forward, crouching strong, or (depending on your range) crouching forward. Not very damaging, but hey, that’s Q.

so when i parry with Q and i’m out of cl.mk range, do i just kara throw or C&DB (sometimes it seems too slow).

wow, how the fuck do I do ANYTHING against urien. my parry skills are minimal and I just get locked down in the corner. I can get hit by high and low projectiles and he cant do anything to counter it besides parry but then I just get another projectile thrown at me and the cycle continues.

What I would do sometimes, is if Urien keeps throwing projectiles at me at like mid-range, I’ll parry and immediately do Dash Punch if I have a charge stored.

Try playing a little bit more offensively against Uriens, with some max-range Slaps, MP, b.MP, and HP/b.HP. This is like a harder version of Q vs Necro, only Urien has some methods of being able to escape the corner. Don’t just throw out Dash Punches if that Urien knows how to parry, because you’ll regret it deeply. If he tries air fireballs, just jump-parry those and punish as best as you can. If you really can’t parry those, then just don’t jump I guess.

That’s what I usually do against Uriens, and it’s been pretty effective against most of them. It’s still a really tough matchup though.

super thro eggs, catch headbutt with mk xx super.

Here are some matches of my Q. Matchup vs Urien and Dud is something I’m still tryin to work at. I have an easier time against Ken and Yun than these guys. I dunno what it is about these particular matchups. :confused:

Any constructive criticism, strats, advice, etc. would be appreciated, thx.

Not specially for matchup but:

  • taunts more
  • block instead of trying to parry every jumpin attempt
  • learn a better punishment than throw
  • try more tick C&DB

Sounds good. Ty!

Anyone else have any comments/suggestions/tips?

Any good Q matches uploaded on the net recently?

I still believe that Q’s Super Jump cancel is very useful, those 6 frames make predictable kara-grab setups ineffective and obviously leaves you in positive advantage. For example: Some Yun’s after failing to do the target combo to Genei-Jin do a st. Mk and the command grab, if you predict that this person will go for it, just execute it and not only give you advantage but plus: damage, SA2 and gets you out of corner. There are many uses for this, SOME command grabs whiffs but still there are some exceptions, like: Urien’s Grab(Very hard to perform SJ. cancel) Makoto’s Command grab(Another Reason for Makoto being a retarded mach-up), Hugo’s Gigas Breaker(No need to explain), and Alex’s Power Bomb. I would like make a video only of this to show how it works. Q has limited opportunities against almost every character, Q needs all the advantages he has in a match which are very little, you can deal massive damage with this and although some might call it “flashy” it really is practical it just needs a lot of practice. If any questions on anything I’m here :wink:

When you are cornered, you can do HP Dash Punch under opponent’s jump to get out of there.

Y’all know nothing about Q

People Think He’s Balrog… Although for a Fact you can see Him in Ken’s Stage on one of The Boats in 2 turbo. That’s all we Know about him for now.

i wish i could have seen this sooner, lol

Hello, I just had some general questions about Q and forgive me if it has already been discussed, but sometimes it’s just not worth it to crawl through years of ancient posts. Q is one of my mains on GGPO, you might know me as Cyrus.

First some execution issues.

  1. How do you prevent charging on block? Let’s say I block a super sometimes I go for throw, c&db, or just plain super, but dash punch comes out instead. Sometimes I can just combo in the move with standing close forward, but most of the time I pushed out of range by the attack. This is especially important against Ken who can get away with jab srk spams and I can’t really punish with anything except a super or a plain standing forward.

  2. I see a lot of Q’s save meter on c&db combos. I’ve gotten into the habit of doing nothing but ex dash standing rh, but would it be better to start using the overhead dash punch -> jab dash punch or the double dash punch on larger characters?

  3. I usually pick exclusively SA2 as my super. A lot of people use SA1 for the escape and the free punish on shoto crouch rh. Any decent player does not randomly throw out crouch rh on a Q in my experience. Plus the super is sooo slow to come out. I feel like the extra meter is completely useless because Q’s ex moves are only good at increasing damage during combos or occasionally I’ll throw out that low ex dash punch randomly. I just don’t see why SA1 is a better super.

  4. What are some good tick setups for c&db. I find that most of the time I go for a tick I get stuffed with something unless it’s jump fierce or rh into c&db. I don’t see how people get the standing far jab or lk to tick into c&db with scary efficiency. But then again all I really try is just randomly try lk -> c&db on wake up and of course it fails.

Now for some match up questions.
By far the most difficult matchups for me are Ken and Chun.
Ken’s pokes all beat mine if he knows any kind of zoning game and he can land the srk juggle combo for an easy 35% with little effort. His air fk and mk both beat my anti air back mp, his low mk beats my low mk, and his standing rh creams whatever poke I try to stick out. Like my current strategy is to block a lot, eat as many throws as he tries, but don’t let myself eat a huge combo by going for a parry or sticking something out that will instantly eat a sa3.

As for Chun Li, everything whiffs chun li apparently. There is just no possible way to advance on chun li and her wall of normals. Empty jump in to try to get an easy parry does not work against any decent chun. Pressuring with dash punches doesn’t work because everything goes over her. Staying still will get raped completely. I dunno what to do man.

Got any general advice for these characters? Pretty much what I’ve seen so far is… you gonna get raped bro, don’t suck.

i’ve never had the random dashpunch problem except when i get crossed over and try to kara throw but thats it. when you cdnb you should be hitting up when you hit kick so that at least solves that problem haha.

if you have a super stocked DO THE EX COMBO the damage is worth it. If your using sa2 ya do the over head combo, and keep the meter you can do cdnb to medium dash to fierce dash on the entire cast besides hugo/alex mid screen so you should work on that. it puts them in the corner on top of giving you shitloads of meter.

unless your playing against the twins,makoto,ibuki USE SA1, if you don’t you won’t be able to punish ranged pokes even on parry, seriously pick sa1 it does a shitload of damage and if you land it you and you already have taunts in you can do setups to have advantage on their wakeup, and q is very scary if hes in that situation.

vs ken, block everything and make that fucker get in kara throw range, when hes in range throw him, thats not even the troubling part actually its the jumpin game thats going to fuck you, its good try to jump at ken when he jumps in jump at you either parry then j.fp him or just j.fp at him you can’t let ken just attack you cuz eventually hes gnna get meter. Mix up low forward and standing forward if you want to poke, your low forward trades with ken and trading is always in Q’s favor so do it, also walking up and kara throwing is a good option. Thats how i play vs ken at least hahah.

vs chun if your going to empty jump in, don’t do it every time mix it up.
jumping mk is safe on parry at the correct range learn that fucking range its at around kara throw range too so mix up and j.mk and kara throw.
if your going to empty jump in do it with j.RH make sure the round houses REALLY close to almost hitting, it tempts a parry and you can just kara throw them or kara cdnb if your ballsy.
so bassically.

learn kara throw to perfection, learn to jump parry, block till they want to throw you haha.

SGGK with back mp is very good vs chun if your traped in the corner also, recomend learning that so you don’t get fucked by her kara throw/l.mk mix up bullshit.

Some help on parrying the last hit of Chun’s SA2 on console. For some reason, I can blue parry it for all other characters but once I pick Q to practice it I miss constantly. Is there something about Q’s parrying that is unique among others?

Also, what are the command inputs for Q’s SGGK?

its a red parry for Q just block it.

forward + any kara throw

down + any kara throw

Even for arcade? I’m pretty sure I remember blue parrying it with Q in arcade.