UltraDavid's How-To Q Thread

I added 18 more videos to the videos section.

Hey UltraDavid, I just wanted to let out some miniscule good news.

I entered a random team (as in your team mate is selected randomly) tournament at Chinatown and actually managed to win 1st place with my partner (he played Ibuki, I played Q). It shot my confidence through the roof, and just established the fact that I fucking love playing Q and that he’s the only damn reason I’m even playing / enjoying the game.

http://www.shoryuken.com/forums/showthread.php?t=115356

There should be vids coming soon, and I know it’s a just a random tournament from no where, but I thought I’d give credit where it was due because I did use a few tricks that were in this thread, like canceling ex- kick dash into super, and using half a circle for dash to confirm into super, and canceling out a parry into the same super even.

I also firmly believe that SAI really is just THE super art to go with. SAII has its uses with a few matches, but SAI is much more beneficial imo.

Thanks again~

Awww, thanks man! Glad to hear you did well, looking forward to seeing those vids and linking to them here.

I also agree with you on SAI. I used to pick SAII on about a third of the cast, but now I use SAI almost exclusively (still playing around with it against Dudley, Ibuki, and Akuma, but lately I’ve been using SAI on them too).

In other news, I thought the reaction from some dude named Vancar to some of the videos I put up was pretty funny.

Of Nonsense vs Aruka, he says, “Wow…The guy using Q is such a n00b. All of Ibuki’s rushes does nothing to you. No blocking damage is done to you, so BLOCK! Damn it…”

Of Ryan Hart vs Nonsense, he says, “Wow…the n00b beat the n00b.”

And of TK vs Spellmaster J, he says, " Wow…the Q guy is a n00b. He has to wait for a counter attack. If his opponent didn’t make a mistake, he could never attack except for throws." Welcome to Q, buddy!

Vancar, if you read this, you should really try to get some competition before calling others noobs. Nonsense is one of the best Q players in the world, probably top 5. He plays like he does because, for the most part, it’s an effective way to play. I disagree with some of what he does, but he beats way better players than me (and doubtless you too), so I sure as crap wouldn’t call him a noob. And TK, TK I consider one of the top 3 Q players in the world, along with Kyosenshi and Kuroda. I find his play very interesting and insightful, and I’ve learned a lot from it; he isn’t faultless, but he comes close much of the time.

My problem with using SA1 against Dudley is the fact he can make you look like an ass if he anticipates a Critical. Crosscounter can stop SA1 at any point except the low hit.

Sure, he can do more damaging things like actually doing a combo but Crosscounter is demoralizing! SA2 on the otherhand plows through Crosscounter. And let’s say Dudley parries the the first hit and tries to be funny and Crosscounter the second… SA2 WILL PLOW THROUGH THAT SHIT!

…(That was useless).

I say SA choice is about 50/50 on Dudley and Akuma. SA2 is reserved for Twins, Oro, Ibuki, Elena, Hugo, and sometimes Alex.

Hey in:

[media=youtube]QZuHZgnQcBM[/media]

around the 1:08 mark, Fal cancels a st.RH with a taunt.

I take it this isn’t something new? Or it has to be on hit?

I’ll test it at home :O!

that was b.Roundhouse which is special cancelable

Oh, my bad, I meant b+RH, but I did not know it was special cancelable.

Very slick.

:slight_smile:

You still get the taunt bonus when you do b+RH x taunt on block? I’m not sure but it looked so to me.

b+RH ghetto setup. On wake up, when you think they’re going to be blocking low, do b+RH x jab overhead rush punch xx SA2. Works once in a full blue moon.

Thanks Ultradavid, I was wondering who that nonsense guy was. I thought he was some foreigner than was visiting Japan, especially that Ryan guy.

If the ground shakes, you get the bonus.

So far only THREE characters are giving me trouble:

Everyone else I turtle the fuck out of.

Ken - Obvious
Yun - Obvious
Hugo - Christ I can’t get near him, and frankly I don’t want to.

:frowning:

Yeah, I already knew that. I just asked my question cuz I don’t have console to check it, and I don’t go to the arcades that often to mess around. I don’t remember how much blockstun b+RH gives, but it gives you enough probably I guess…

B+RH x Taunt on block is, unfortunately, unsafe. Pretty much the entire cast can sweep you on reaction–if not worse.

As for Hugo: Mediums are your friend. Standing MK should be your damaging dealing tool of choice, but I’m willing to bet you’re not giving MP the love it deserves. Try it out! Give it a chance! Standing MP hits far, B+MP anti-airs and has a deceptive range to it, crouching MP is relatively fast and has okay range, and jumping MP can be used every now and then as a jump in.

Things to note-

-Poorly placed/predictable Dash Punches will get you killed.

-Slaps are good.

-Try and keep capture ticks to a minimum. Otherwise you’re gonna end up in Moonsault Country.

-Get taunts in early. Dash back taunt will work a few times before Hugo will try to Lariat your ass.

-Parrying a cr. MK from Hugo into a capture is fucking GANGSTA.

I like to use SA2 in this match up. I tend to avoid EX usage against Hugo, and most Hugos try to counter poke blocked dashes with cr.MK… SA2 THAT SHIT! CROUCHING DAMAGE OH YEHA!

SA1 can be used the same way and gives you access to Double EX Dash pretty much anywhere on the screen, but that’s just for cool points. Is there anything in particular that gives you trouble?

My friend just plays an extremely over aggressive Hugo, the guy will absolutely NOT get off of whoever he’s playing. That’s not say he rushes down mindlessly, it’s just that I got overwhelemd with the power / priority of Hugo’s moves and the notion that even if I do hit him, he’ll just immedately 360 me afterwards. That, and he’s played the match up more than enough to realize he doesn’t have much anything to worry about.

Grapplers are not my friends.

:frowning:

I knew it was unsafe, but it will get you a third taunt, and whatever they might punish you afterwards probably not hurt you anyway, like if they sweep you. It’s still hella risky since you give your opponent the opporunity to land a free combo or move that leads to a knockdown, and that’s when your really screwed. Q doesn’t seem to have much to protect his ass on wakeup or when trapped in a corner.

So maybe if your defense is as good as Kuroda, it might be worth doing rarely. :slight_smile:

Hugo should fear Q and here’s why:

One, you can run away and get free taunts off.

MP isn’t a bad poke to use at full range, but B.HP is better. If you sit out of range of Hugo’s MP, you can hit him with B.HP (remember to back HP don’t hold it).

If you are getting spun all the time, you are doing something wrong. He’s more than likely just mashing it out, and you’re eating it.

Jump beats mash spinners. Period. You can punish him hard after he whiffs one. Come down with HK, land MK, LP Dash Punch xx SAI. That’ll teach his ass.

Also if he’s running you down and shit, jumping in, try jumping back and anti-airing him with like air HP, air MK, whatever. He shouldn’t be able to get near you, Q controls the pacing of this matchup. He can’t catch a back-dashing Q, and like I said, the first thing I would do is try and get my taunts off.

play me and you’ll be putting Urien on that list.

Actually I was going to put him there, but then I changed my mind.

;p

Question VS Hugo - Usually I do ok in this match, but when he spams those Body splashes - it just puts me in a mental block :xeye:

Any text book methods of dealing with it?

Hmm well Q’s back dash is quick (vs. Hugo at least), so Q can control the spacing of this matchup because he has a slight speed advantage.

If someone were blatantly spamming the belly splashes, I’d just maybe move back out of range, and air to air him with Jumping MK or something, which I think beats it. Or air to air fierce punch might beat it too.

Outside of that I guess you can still just parry it, but I know guys who will belly smash you at the last possible millisecond (milimeters off the ground), and then cancel into Hammer Mountain, so it’s risky. If you block they can walk up throw or throw you against the wall and back breaker for good damage.

Bottom line though you don’t want Hugo jumping up and landing next to you anyway - because of spinners or late belly splashes- so keep space between him and force him to use his slow, long range pokes instead, which Q can punish. Q wins this matchup at mid-range.

Well, I updated for the first time in a million years. I’m pretty sure I added a bunch of stuff or something.

I’d also like to partially retract my statements that Q has nothing to make opponents fear jumping on wakeup. He does have one option: close standing forward xx strong dash punch xx super. This is the most damaging thing you can do on the ground, and it takes anywhere from 50%-75% of the opponent’s health, so it can be huge in dissuading the opponent from jumping. Unfortunately it’s always toward-parryable, so you have to mix in some crouching forwards and fierces, and it also requires you to be on top of your opponent for a second before he wakes up, meaning it’s really only feasible after a corner knockdown or against the characters who wake up slowly. I feel it’s pretty important, though, and also yet another reason that you should only rarely do resets in the corner.