^ I don’t know alot about Q but I think your only two options would be either throwing or b+mp for an anti-air… you could perhaps guess parry into something, but that’s it I would think…
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This is character-specific, but yeah you’ll usually find yourself cornered as Q and there won’t be too much you can do about it. This is one of the reasons why he’s low-tier, and why certain characters rape him so bad.
The best option is to block, anticipate throw attempts and high/low mixups. The best thing you can do in that situation is just always block low and react high(especially Dudley). That’s something you’ll have to pay attention to, but it also teaches you how to block in 3rd Strike, which is one of Q’s best general traits.
If you feel like you absolutely must, then try a parry or wake-up Super. Use these very sparingly, or unless the opponent is just really that predictable.
Otherwise, just wait for an opening. Like for example, if you find the opponent is reacting to you in the corner, try out a wakeup C&DB because that’s pretty much one of the last things they’ll see coming. It’s a gimmick I’ll admit, but anything’s worth trying at least once. I usually just Dash Punch my way out, because people jump at least once when cornering the opponent…usually to stop a jump-out attempt.
Hey guys what’s your take on the C&DB, Dash Punch, reverse dash punch that Kuroda does? Is it worth learning? I can never seem to get to come out consistently in training. I have yet to even land one in a match. I read the description of the technique (a few pages back) but nothing seems to work all that well. The double dash punch is a bit strict but usable in a match. However, I cannot get the reverse dash punch to work at all really. It feels like there is not enough charge time. I have been successfull in timing the opponent flying backwards after roundhouse C&DB strong dash punch on shotos near or in the corner but I almost never get the reverse punch to work. After the command grab I dash punch (oppenent flies over) but instead of going back I continue to hold forward then press back HP and it never comes out. Any tips on the timing? It seems really strict.
You must reverse the charge at the moment opponent fly above you.
Try against twins with HK C&DB, HP dash punch, HP dash punch.
I can be wrong but i don’t think it works against shotos. (never tried with mk c&db though, maybe this works?)
With Q in the left side of the corner(and against the wall):
HK C&DB (hold Left) -> right, left + HP -> (Tap and hold right the moment the Dash Punch connects) -> Left+HP
:hcb: + :hk: ( hold ) -> :f:, + :hp: -> (tap and hold :f: the moment the Dash Punch connects) -> + :hp:
MK C&DB works on Shotos, but it’s harder to do in my opinion.
I’d say it’s a trick worth learning because not only does the combo do a lot of damage and stun, but you gain positional advantage that you’d only get from a kara-throw to boot. It’s just…a really hard juggle. Kuroda’s the only one I’ve seen do it consistently, and TM has struggled with it plenty of times. I’ve only done it twice my whole life: once at home and once in the arcade.
Def easiest on yun/yang.
Harder to make the shotos fly backwards, and tighter charging is required.
Ive done it on Hugo and Dudley in matches also. Dud seems easier than shotos.
All around its a difficult combo. The key factor imo is overlapping the charge times like uriens tackle x2. Master thar combo first and you’ll improve on this Q combo.
Thanks guys. I really appreciate your insight. What you all described seems to be what I was missing. I’ll try on Yun/Yang. I’ve never dedicated as much time to a character as I have with Q in 3S. And although I seem to have a good grasp I feel I still have a long way to go to really get this character. I imagine it must be difficult to pull off, as Kuroda is the only one to do this with full consistency. However TM’s Q is really reflective of his rushdown big damage style and I can see how he would just go for the EX after C&DB, HK for ease. Also thanks for the Urien tip Ryan I will try it out.
C&DB->EX Dash Punch->HK is probably his 2nd most damaging super-less juggle behind http://www.youtube.com/watch?v=L1a5uyoA3XU#t=2m35s"]C&DB->EX Dash Punch x2, but the former is more lenient with character positioning.
Yeah, Q is a lot of work in spite of/because of his simpleness. He’s really good to help you build defense and learn the importance of maximizing damage potential though. Just keep at it, dude.
And TM is probably not as consistent with execution like Kuroda, but he definitely makes up for it with his inhuman reaction speed and almost Kuroda/Vanao-level knowledge of the game. It makes you wonder what it’d be like if he tried out someone like Ken. D:
Jeez, that is absolutely damaging! I’m going to learn that as well. It looks like Kuroda takes a step back and pauses before the second EX dash punch, maybe that’s the trick to ensure positioning. When it comes to TM I believe he enjoys the challenge and if he played Ken it would be absolutely scary, but I mean everybody and their grandfather plays Ken so I can see why he would avoid him. However, doesn’t he play a pocket Makoto?
I guess while I’m asking questions how consistent have you guys been with the crouch glitch to avoid throws? I’ve been practicing but I only seem to get consistent results against command grabs (but even that is iffy) I’ve dodged a couple Chun-Li kara grabs and Ken grabs in matches and I like it cause even if my timing is slighty off I will sometimes get a parry instead. The trouble I find is reacting immediately afterward for a punish. Is this just something you need more experience with or is there a visual trick or cue?
You just gotta see it and hit it by getting used to it with experience or just having naturally good reaction speed. TM has gotten so used to it that he even dashes in to bait throws and 360s with the crouch glitch and punishes for the kill.
Yea TM has a strong Makoto. I’ve played it a bit. He also messes around with Chun and Ken in Danisen.
I’ve been getting better at the crouch throw thing. There is no real secret to it. You just have to know how to bait people into throwing. TM is really good at parrying. Especially parry raw super. His opponents know this so they usually throw more. The only reason I still own onine edition is to practice the crouch throw. Also q standing mk is possible to hit confirm on oe and def not on ps2.
Remember! Character popularity in no way should discourage anyone from messing around with them as a side character.
The best way to learn how to beat a character is to actually learn that character!
Do you think it’s a coincidence TM messes around with Mak/Ken/Chun?
Oh yeah. I have no reservations about learning any and all characters in 3S, But even as an old school gamer with years of experience it’s difficult to shed the stigma of character popularity and balance. I picked Q originally because I liked the way he animates and his design rocks. Something also satisfying about the way he parries and dusts off his coat. I myself have been fooling around and reading extensively about what the other characters are capable of. Even though OE kinda sucks it’s been helping me learn various match-ups even subtle things like a well timed Cr. Roundhouse seems to work really well as a clean hit or a trade on Hugo’s jump in’s or how using dash punch as a poke against a Ken with quick reactions can result in to SRK’s midscreen. Things like this have helped me really develop my game, but it can be such a struggle against a really experienced player.
Personally I find Ken to be absolutely the most frustrating opponent for Q (next to Makoto). It feels like he has zero recovery on his moves (which I know is not the case) and any Ken with experience can hit confirm off of anything. Parries against Ken seem so unrewarding and it can be very difficult to punish or catch a good Ken with a C&DB. His Jinrai is also really difficult to parry for me. But all these things are small potato’s compared to how much fun this game really is. I feel like a total boob for neglecting this game as long as I have. It took a while to mature but when I was younger nothing beat MVC2, CVS2 or whatever KOF was out at the time. So 3S got neglected pretty much until a few months before OE.
Ken is a very hard matchup for Q early on, and he’s still tough once you’re experienced with it. Once you land a C&DB or two it’ll be very hard to land another one from that point on(or at least intentionally aim for one), and Ken doesn’t even have to react to your Dash Punches since he can just throw out SRKs like a retard and still profit.
You want to stay in that sweet spot, aka not too close to him. I find being outside of his dash/jump range is helpful since he’ll be in range for a C&DB if he tries to dash or empty jump towards me. You’re not going to beat his pokes, but if you play it smart from a distance he’ll have to deal with your pokes and normals, most of which have good range. Eventually though he’s going to get close and/or corner you. Just keep your cool and be patient. Wait for opportunities to throw/karathrow him away, or try to anticipate his offense(react high/low, tech throws, wait for that infamous “jump back HK”, etc). Remember that Ken’s cr.HK blocked = free reversal SA1 for Q(you have no idea how many people forget this in the heat of the moment, including me lol). Don’t try to parry too much, unless they get into an obvious pattern. Ken’s risk-reward ratio is so much better than Q’s, which is part of the reason why this matchup is one of the worst.
All in all, this is just a really big test of patience for Q. If the Ken players are good, expect a lot of 70-90 second rounds because you’ll be playing defense a lot. On the plus side though, your defense will get incredibly better as you gain more experience from it. I’ve played this match so many times I feel really confident with it, even if it’s not as easy as ohhh Yun vs Q.
in general when someone is cornered Q’s optimal range is just outside st.mk imho. he can do basically anything from there and have it hit if they choose to even fidget. it’s pretty awesome. watch TM and you’ll notice he sits right there.
What I’d do is try to dash punch under him mid-air to escape, particularly if he has me cornered. If not, there’s also stuff like j.LP or b.MP anti-air(though you’ll have to catch him before he grabs you, I’ll leave figuring out the timing to you). You’re bound to eat a couple Demon Flip Throws though, as it’s one of Akuma’s biggest advantages against Q.
Jump back fierce works too, but you’ll have to anticipate the Demon Flip early on to catch him. There’s also Slaps, but again, there’s timing and also determining whether or not Akuma’s in range for it in the air. Q’s lack of a decent anti-air really hurts him in this matchup, since it’s all situational and none of them are all that great.
I still say dash punch under is one of his better options, since you want to keep running away from Akuma instead of just standing around and blocking/fishing for parries. You’d be surprised at how much the risk/reward ratio is in Akuma’s favor despite his low stamina. Just try to Twelve your way through this match until you get enough meter: run away, build meter, chip away whatever damage you can, wait for mistakes and capitalize, rinse repeat.