UltraDavid's How-To Q Thread

Fucked around with Q. I kinda’ like him. Looking for general strategy for this: When the shoto or twins have you in the corner and are mashing like crazy, what do you guys do? I tend to try to parry and grab, or stMK, or crMK. Jumping HP doesn’t seem to work, his specials have shit priority in that situation, and the command grab isn’t very good. I do like using his Sissy Slaps though.

Also, his sMK seems to beat the Raging Demon. I lol’d when I did that.

kara qcnb beats lows and throws on wakeup, you should just read the opponent tho your fucked in the corner, specially vs ken

(Lol, I only just saw what an essay I’ve written, sorry if it seems too rambling.)

My general corner philosophy is to try and be patient until an opening looks clear. It can be difficult to force a fuck-up from your opponent, but it’s often worth waiting for (especially if you’re tanked-up with taunts).

Lp, b.fp, mk, cr.lk and cr.mk are all semi-decent pokes if you’re careful. All of Q’s other normals have their uses, but they tend to be more about use as clever anti-airs (such as cr.mp and cr.fk) or as out-prioritising your opponent’s other heavy attacks in trades (such as cr.fp and cr.fk). You can make your UOHs a bit more dangerous by using a kara mp.UOH too (this is easiest done by pressing mp a fraction of a second ahead of mk when you input the UOH command). Be wary of throwing out too many counter-pokes in case you get parried, because Q doesn’t have many useful options even from his cancelable attacks (lp, cl.mk and b.fk, lol).

Don’t forget you can super through some of your opponent’s normals and specials if you’re sharp and patient. SA1 goes through fireballs if the first hit connects with them as the fireball is about to hit you, so try to keep a stock of that to nullify their fireball game if they use that a lot.

Q can also be difficult to cross-up in the corner if you sit tight, so try not to get flustered if they’re spamming aerial crap. Lp and b.mp will knock many opponents out of the air if they jump a lot right on top of you, and don’t forget you can also Dash Punch right under them as a quick escape from the corner. A well-timed SA1 will also suck an airborne opponent on to the ground for full damage if you can try to keep an eye open for the opportunity.

If they’re forcing risks from you at point-blank (such as guess-parries, grabs and high/low mix-up) remember that crouch-blocking is your number one priority. You should be crouch-blocking by default and REacting to overhead attacks instead of leaving your legs as an open target. Also, try to REact to throws and tech them instead of guessing if they are about to grab you. That is quite a bit more difficult though, especially online.

If you feel that the pressure’s a bit much and you must take some risks, try to cover your ass a bit more with some option-selects instead of all-out gambles. SGGK can be useful, and you don’t have to master any special/super follow-ups to at least nullify the situation a little (though obviously aim for as much damage as you feel you can comfortably deal). Mk is the most obvious SGGK to use at point-blank, and this is achieved by inputting an option-parry, followed very shortly by a mk.kara grab (if you get the parry and are close enough, a cl.mk will come out which is obviously special/super-cancelable… if you get no parry, you’ve input what amounts to a regular throw which will grab them, or tech their throw if they went to grab you… from the cl.mk the obvious follow-ups are Slaps, EX Slaps, or super).

It can also be useful to use lp.kara grab in place of mk.kara grab in some situations, because lp obviously comes out faster and recovers faster. This is done with the same method that I mentioned for kara mp.UOH above. If you throw off their rhythm with a fast parry xx lp, you may have an easier time setting them up for a ticked fk.C&DB or walk > kara grab to get out of the corner.

If Q is cornered, then I just sit there. If the opponent just keeps pushing buttons, then I just wait until they pause for that brief second for a throw. Ken’s normals may have good blockstun, but they don’t last THAT long. If I manage to throw the opponent to the corner, then awesome. If it gets teched, then I just wait again and repeat. Sometimes I just eat the throws anyway in certain situations, because eating a throw > eating a combo.

You don’t really have to gamble too much against Ken…in fact it’s not really recommended since the risk isn’t worth the reward a lot of times, unlike against Chun. Q can win this match, you just need a LOT of patience and a sharp eye.

Slaps aren’t safe against Ken with one bar. Remember that.

Also, the most basic but important thing you should know regarding Q vs Ken: cr.HK can be punished by SA1. :wink:

Definitely. It’s better to eat a throw because you cut down your opponent’s other options so much than to eat cr.mk xx Shoryu x2 because you started gambling.

I’m actually happy to be in the corner sometimes simply because people can’t cross-up Q as easily and they have less options.

Also, you can improve your chances of a successful block or parry against a cross-up shoto j.mk or Dive Kick by tapping block the split-second you’ve woken up. If you blocked the wrong way then you’ll get a parry, if you blocked the right way then no harm done. If you always tap lp after the block/parry option-select, that can be really annoying for them as they just get parry-jabbed out of their cross-up attempts.

Five years later and this still helped a TON.

Thanks, UD. May your Hakan stayed oiled forever.

Good advice, thanks. Any advice on how to land Two dash punches after command grab? What I do is this: As I do the grab, I’m holding back, they get launched, LP Dash Punch, and I’m holding back as I quickly do the Dash Punch, and I try to do another one and nothing. Hard to do because that useless overhead Dash Punch comes out a lot.

You just need to be more familiar with charge time.
Also, it’s very char and/or distance dependant…

You should try first with the OH Dash punch / Dash punch follow-up which is easier…
First page of this thread or here (click on chars name) :
Q -= STREET FIGHTER III THIRD STRIKE =-

It depends on the character, as well as the distance between the opponent and his/her side of the corner.

Q is the easiest character to land this juggle on, so practice it on him first to get the general feel.
HK C&DB->MP Dash Punch->MP Dash Punch

If you’re having a lot of trouble with two Straight Dash Punches, just use the Overhead for starters.

For Shotos, Dudley and Chun, do this:
HK C&DB->LP Overhead Dash->LP Dash Punch

For Makoto, Yun, Yang, Ibuki, Oro, and Elena:
MK C&DB->LP Overhead Dash->LP Dash Punch
(You can also do HK C&DB->MP Overhead Dash->LP Dash Punch on the characters above except for Makoto)

Otherwise, if you’re STILL having trouble with that, just do C&DB->EX Dash Punch->HK. It may be bland, but it’s big damage.

This works, I just have to get the timing down. Thanks.

Once you learn C&DB, overhead, straight dash…you can [media=youtube]l8OgodqnCbc&#t=1m56s"]add SAII on the end of that combo for more fun. Do the combo as you usually would but do the last dash punch with either HCF+P or DB,QCF+P and then another QCF+P to combo SAII off of the straight dash punch. [URL=“http://www.youtube.com/watch?v=l8OgodqnCbc&#t=1m24s”[/media] TM lands C&DB, straight dash, straight dash, SAII.

[media=youtube]0deim0FKD7g&#t=2m30s[/media]

GRRUUHHHHH!!! I finally nailed the Crossup Double Dash Punch on Yun. ryan/let blood run’s input method worked the best. Timing is strict though.

good job man. i finally did it in match. felt dope.

Does Back MP work as a Kara for CDB? Also, are there any seamless tick throw setups for it? I’ve been looking for a way to ensure that this move lands, but I haven’t found anything that works. Even Cl.Jab xx CDB doesn’t work on hit or block. The grab seems to whiff, either the hitstun or blockstun is too long. If I delay the cancel a little, it seems to work, but it also seems like it’s escapable.

  • b.MP could potentially work as a karathrow for C&DB, but the timing is way too strict to be humanly possible.
  • There are stuff like cr.MP, cl.LP and some others, I can’t remember right now.
  • You’re most likely canceling cl.LP->CD&B too fast. Leave a little room inbetween.
  • Any tickthrow is escapable.

Sorry if I seem a bit too vague right now, I’m fuckin’ drunk off 4Loko omg I hate this shit it tastes like pee(not that I know what pee tastes like)

Fixed.

That sucks about escaping tickthrows for commands, but it can’t be helped.

Well, any tickthrow attempt is escapable by jumping or using something like a Shoryu. It just really depends on if the opponent is smart enough to read your tickthrow attempts.

Dang, so I can’t time the throw to become active on the first frame of block/hit stun ending? That’s ultimately what I’m trying to do. I’m trying to make people not block. :slight_smile:

If I can find a way to scare them into not blocking, I’ll be one happy fucker.

Just to clarify this is because even on the first frame if they decide to jump jump has throw invincibility on startup if I recall. shoryus have either upper body or full on invincibility depending. It’s not the timing it’s the nature of jumps and other moves. There’s no 100% way to land cdb unless you grab someone during their startup or recovery.

I could use some help, if anyone can offer me some.
I’m having trouble with Q in the corner, no matter what match-up. The only thing fast enough that I’ve figured out helps is a well timed, well aimed High Speed Barrage, followed by some pokes for good measure, and finishing off with a mad, panicked scramble to get on the other side of my opponent before they get up and continue stomping my face into the curb. (*I’m not really a master tactician, if you can’t tell.) Please help me!