UltraDavid's How-To Q Thread

Well I dont think Dave never throws C&DB, I mean its always an option. but if your tied for health and you get hit out of C&DB on a corner reset its GG for Q.

I like to think of C&DB as one of those moves that is worth using after 2-3 taunts or a serious health advantage. Otherwise, vs most chars, throwing a C&DB can cost you the match.

On the corner reset, if you time CDB right, the **only ** things that can beat it are SRK or Jump. You can’t be hit out of it otherwise.

If their jump is succesful, when they land they get a free combo. Hence why you consider many factors. Look at the character you’re facing, and ask yourself: How bad can he punish me? Does he have meter? How many taunts do I have off? Etc. All these factors and more must be weighed.

Most characters can land a decent combo for good damage if they succesfully jump out, hence why you rarely CDB after the reset. So for the upteenth time, I stress: rarely CDB.

Throw an AA or block. B.HK will catch them on the way up, and can be canceled into lp slaps (if they block low). Remember that lp slaps is not totally safe on block, and can be reversed by some characters (Ken for instance can Shippu it).

If the AA hits, you again are in a position for another mixup. Here you can block, CDB, or AA again. Your oppoenent might be scared to jump, so -weighing the situation-, a CDB is not a bad option here.

Or you block and hope for an SRK. They do nothing, you’re back to square one.

Sitting in Kara range is also a good idea, because if they jump your safe and if they sit you can Kara them. The only drawback is this takes them out of the corner and puts you -near- the corner, which is the last place Q wants to be vs. anyone.

Just updated with some new info and totally tweesed the matchup section around. Tweese it, tweese it, tweese it out!

Also, would anyone like me to make the Word file where I have all this info downloadable on yousendit or whatever? I don’t know why that would be important, just something I thought about. Only thing is, I’d still be updating it from time to time.

So I changed some things around, mainly regarding super choice. I now think that SAI is nearly always the better choice, and SAII should be used in only a couple of instances, not only character-specific but human-opponent-specific as well.

I don’t get why the crap Nonsense used SAII in that recent GVision ranbat. Wish I could ask him.

rush down elena is a really bad match up for Q imo.
or maybe it was just my Q…
she have those very annoying pokes. and she jumps in w/ 2hits, ticks, kara, cross up…
the only time i beat her is when i can land my SA, and shut down her jump-ins.
i use SA1 in this match-up btw.

I updated some stuff again, this time in the move description and combos sections.

Updated, mainly with improvements to the layout but with some new info on the matchups and character-specific stuff as well.

Everytime you update ultradavid, I get this warm feeling inside that tells me everything is going to be ok

Just thought I’d let you know that

Mad props to UltraDavid for all his hard work and his manly love for Q. I got a question though, when would you do j rh and when would you do j fp? Seems to me that j rh whiffs very often. You see it sort of comes out but it doesn’t hit your opponent.

Respect

Respect to ultra for his understanding of Q(a very underrated character). Cant wait to you come back to Maryland so I we can play again.

Ok, I’ve only recently discovered I loved playing Q, and that he’s more or less the character I’m using as my main in 3S (I absolutely hate playing with everyone else, and the very notion that I could sit on my ass all day and not attack in hopes to frustrate my opponents is a very rewarding feeling). It’d be a lie if I said you didn’t influence me UD, so thanks for that.

Anyways, I’ve been trying to find ways to better hit confirm SAI off of random dash punch. I was thinking, you know how you can do 236 on the ground, and then 2369+P there after for a TK SAI super from Ibuki? Is it viable to do 41236+P as a dash punch, and then do do 236+P quickly after, fufilling the requirements of both qcf motions?

Also, sometimes when I parry I instantly do a dash punch afterwards, is it because I was holding in the opposite direction before the parry, and only got the dash after parry (this is accidental mind you)?

Dick Tracy colors ftw~

Half circle dash into fireball motion works great.

As for parries into unwanted dash punches your theory is correct. Basically, you built up enough charge and your following input included a Toward + P/K. Dash Punches post parries can be useful sometimes, mostly against long range fireballs. You can parry the projectile and dash in their face before the try another one.

There’s a thread somewhere about the inner workings of charges and why exactly this happens and how to avoid it. I think it’s either in the Urien section or in the General strats section under Unblockables.

Also, am I supposed buffer dashes when I try to do LP overhead dash, LP off of a RH CnDB? I’m having trouble doing that, and two MP dashes after one another. How exactly do I do it properly ;p?

Aww, I love you guys too. As Greed can attest, though, having been away from arcades for most of a year has really hurt my knowledge and playing ability, so I don’t know how appropriate any praise is, but thanks anyway.

Well, there are a few reasons to choose one or the other.

Fierce is good for air-to-air when you want to get a taunt because air-to-air fierce sets up a taunt that, while not entirely safe, usually works. It’s also good when you need an air attack to come out quickly. Roundhouse comes out more slowly, since Q has to do a whole flip in the air before it hits, whereas fierce comes out almost as fast as jumping jab or short. This is useful to do as a quick jump up anti-air.

Roundhouse is useful for air-to-air when you want to knock the opponent down and leave them near you; it’s also tricky because, unlike fierce, which comes out when the opponent expects an air attack to come out, roundhouse sort of unfurls itself at a weird pace, making it really hard to parry in the air. It’s also good as a meaty attack if you’re thinking the opponent might wake up with a dragon punch or whatever, since it’ll stuff anything up to (and sometimes including) ex dragon punches and supers. It’s also tricky to parry as a jump-in, both because the timing on it is easily varied enough so that you can choose between hitting the opponent’s face, hitting the opponent’s feet, or whiffing altogether, and also because its hit-stun is so long that you can go right into close standing forward or super (depending on your distance) regardless of where in the air you hit the opponent. It can also stuff things that just about no other air attack in the game can stuff, that is, things like Chun’s crouching forward. At the end of the animation it hits opponents and limbs that are directly below Q and also a little in front of him, so you can beat opponents who can crouch really low. Whiffing a jumping roundhouse is a good way to set up a normal throw, an immediate low attack on landing, a parry in expectation of the opponent attacking, and so on. Jumping roundhouse is also the most damaging way for Q to start a combo.

Roundhouse’s hitbox really is strange, but that strangeness is also really useful. An example that sticks out in my mind is one time when I was playing against a Urien player, when we were both down to no life, he was in the corner with two full bars, I was a third of the screen away, and time was just about to run out. He put out an ex aegis reflector, thinking I wouldn’t be able to attack him. Well, as soon as the super flash happened, I did a jump-toward roundhouse, and it hit Urien in the scalp, killing him. Jumping roundhouse makes Q’s hitbox like that of a high jumper coming down, meaning his legs, where the attack happens, are low, but the hittable part of his hitbox is high up, far enough away so that Q is basically safe. In this case the high jump bar was the ex reflector, which Q sort of amusingly jumped over, his feet hitting Urien before his back got low enough to run into the reflector.

Yes indeed, you have to start charging for the second dash punch just before you press punch for the first dash punch. That is, charge back, press toward then back then punch (hold punch), charge, then press toward and punch.

Is getting that j.RH and its weird hit boxes to your advantage a matter of distance and timing?

Most of the time in practice mode the damn thing whiffs all together (against Alex).

>_<

master chibi come to montclair and play andreas if you want to learn Q

Well my Q is ‘decent’ / ‘solid’, but hell yeah I’m up for learning.

How’s next Sunday sound? Your place?

i might be busy also i dont have a second stick, so its a maybe

i’ll probably have a mini-gathering or something shrug

In other news, I added a new video, fixed some of the match-specific info, and changed some stuff about Q around.

Omg Update. Q-gasm!