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Line 540: | Line 540: | ||
|stun=15 | |stun=15 | ||
|description= | |description= | ||
EXTREMELY good air normal. | |||
Great jump in and air-to-air, when used as a jump in, it's plus enough to combo into c.MK or tick throw into Capture and deadly blow. | |||
If you hit your opponent in the air with it you can safely perfom Q's taunt as well. | |||
* Self meter gain: Whiff: 3, Hit: 18, Block: 9. | * Self meter gain: Whiff: 3, Hit: 18, Block: 9. | ||
* Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | ||
Line 581: | Line 585: | ||
|stun=9 | |stun=9 | ||
|description= | |description= | ||
Q performs a tatu- eh close enough. | |||
Really good air normal, it goes pretty far and its fast, so it doubles up both as a air-to-air and as a poke. | |||
* Self meter gain: Whiff: 2, Hit: 10, Block: 5. | * Self meter gain: Whiff: 2, Hit: 10, Block: 5. | ||
* Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | ||
Line 628: | Line 635: | ||
|stun=16 | |stun=16 | ||
|description= | |description= | ||
Q snaps the opponent spine in half. | |||
It deals less damage than the Left/Right throw but it deals more stun. | |||
* 24 throw range | * 24 throw range | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Q/normal/Grab%20and%20Knee%20Smash}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Q/normal/Grab%20and%20Knee%20Smash}} | ||
Line 648: | Line 658: | ||
|stun=12 | |stun=12 | ||
|description= | |description= | ||
Q grabs the opponent by the head and smash it. | |||
It deals less stun than the neutral version, but it deals more damage and it is more plus on hit. | |||
* 24 throw range | * 24 throw range | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Q/normal/Depraved%20Impact}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Q/normal/Depraved%20Impact}} | ||
Line 751: | Line 764: | ||
*holding {{p}} makes the special an overhead but drastically increases startup and becomes much more punishable | *holding {{p}} makes the special an overhead but drastically increases startup and becomes much more punishable | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Q/normal/HP%20Dashing%20Head%20Attack}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Q/normal/HP%20Dashing%20Head%20Attack}} | ||
}} | Similar to G’s dash attack, this is a very fast neutral check that can deal good damage and can even be spaced to be safe on block (aside from a few supers), this is what you’ll use after a successful command grab to deal extra damage and set up for more attacks, this is his most juggle potential special move so even after SA2, this can combo and deal unpredictable amounts of damage, holding it will make it slower but an overhead which could work for corner pressure scenarios or against someone who blocks low too much in neutral but there isn’t a way to make it safe so use it wisely or don’t use it at all}} | ||
{{AttackData-3S | {{AttackData-3S | ||
|version=EX | |version=EX | ||
Line 766: | Line 779: | ||
* Opponent meter gain: Whiff: 0, Hit: 0, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 0, Block: 0. | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Q/normal/EX%20Dashing%20Head%20Attack}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Q/normal/EX%20Dashing%20Head%20Attack}} | ||
}} | The EX version is a little slower than the LP version but it can go farther and deal more damage but it is very unsafe on block so it’s mostly combo fodder.}} | ||
}} | }} | ||
*2nd value of each dataset is for held {{p}} | *2nd value of each dataset is for held {{p}} | ||
Line 820: | Line 833: | ||
* Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Q/normal/HK%20Dashing%20Leg%20Attack}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Q/normal/HK%20Dashing%20Leg%20Attack}} | ||
}} | Unsafe reaction check for anywhere on the screen but super unsafe and very slow, not many combo routes for this move}} | ||
{{AttackData-3S | {{AttackData-3S | ||
|version=EX | |version=EX | ||
Line 892: | Line 905: | ||
* Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Q/normal/HP%20High%20Speed%20Barrage}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Q/normal/HP%20High%20Speed%20Barrage}} | ||
}} | Basic fast combo ender to end light confirms or a juggle combo, unsafe on block and could be a decent anti air.}} | ||
{{AttackData-3S | {{AttackData-3S | ||
|version=EX | |version=EX | ||
Line 954: | Line 967: | ||
* Opponent meter gain: Whiff: 0, Hit: 6, Block: ---. | * Opponent meter gain: Whiff: 0, Hit: 6, Block: ---. | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Q/normal/HK%20Capture%20and%20Deadly%20Blow}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Q/normal/HK%20Capture%20and%20Deadly%20Blow}} | ||
}} | This is where most of Q’s big damage comes from, this attack is good on it’s own but sends the opponent very high into the air which will always at minimum lead to a LP dash punch or LP Claws. It is unblockable as a command grab but it is slow to startup and has poor recovery so while a good pressure tool, you need to be unpredictable with this move.}} | ||
}} | }} | ||
<br> | <br> | ||
Line 977: | Line 990: | ||
|description= | |description= | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Q/normal/Critical%20Combo%20Attack}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Q/normal/Critical%20Combo%20Attack}} | ||
}} | One of Q’s viable SAs, he will rush forward with multiple rush punches for big corner carry. You can use this to end a command grab combo or as the unorthodox anti air.}} | ||
}} | }} | ||
Line 996: | Line 1,009: | ||
|description= | |description= | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Q/normal/Deadly%20Double%20Combination}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Q/normal/Deadly%20Double%20Combination}} | ||
}} | Q’s freestyle super, this super, like Capture and Deadly Blow has good damage on its own but has follow-ups. He will double axe handle the opponent’s back and that will send them very high into the air. You can use this move to keep a combo going or as a reversal but it is very unsafe on block so use it as combo fodder for maximum safety.}} | ||
}} | }} | ||
Line 1,047: | Line 1,060: | ||
|description= | |description= | ||
* 56 throw range | * 56 throw range | ||
* It is classified as a Special Throw ② (see [[Street Fighter 3: 3rd Strike/System#Priority|note]]). | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Q/normal/Total%20Destruction:%20Capture}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Q/normal/Total%20Destruction:%20Capture}} | ||
}} | }} |
Latest revision as of 16:35, 10 July 2025
Introduction
Not much is known about the mysterious being known as "Q". He's been reported to be in completely different places at the same times based on various eyewitness accounts. He has been spotted in every country around the world. Some believe that he may be linked to various disasters. Newcomer to the SF Roster in 3rd Strike.
Perhaps the most popular of the low tiers, Q is a fairly simplistic brute-force brawler with good power, range and many useful normals, but he is also fairly slow, meaning every move must be deliberate. Additionally, he has the highest potential stamina in the game if the player finds safe times to taunt, making him very difficult to kill at that point.
Super Arts
SAI (Critical Combo Attack)
SA1 is usually the best choice. As the only option of Q's SAs with 2 bars he has more meter to stock and spend. Critical Combo Attack has good range and invulnerability as well as being easy to combo into. Punishes blocked shoto sweeps and fantastic at catching projectile attempts. Rounds out Q's kit very well.
SAII: (Deadly Double Combination)
SA2 is also easy to combo into and great damage, and allowing followups afterwards for even more damage. The fastest startup of Q's SAs, with the capability of linking off of Q's Overhead Dash Punch. Has the disadvantage of only being 1 bar compared to the 2 bars of SA1.
SAIII: (Total Destruction)
SA3 is a rather gimmicky super as it has very high startup for being a grab. Not much use aside from flexing on your opponent.
Strengths | Weaknesses |
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Character Colors
Q #3S_Q | |
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Vitals | |
Life Points | 1200 Taunt 1: 1400 Taunt 2: 1705 Taunt 3: 2050 |
Stun Points | 72 |
Super Art Stock/Size | |
SA1 | 2/96 |
SA2 | 1/120 |
SA3 | 1/106 |
Ground Movement | |
Forward Dash duration/distance | 19 (81px) |
Back Dash duration/distance | 23 (86px) |
Jumping | |
Back Jump duration | 42(6+34+2) |
Neutral Jump duration | 42(6+34+2) |
Forward Jump duration | 42(6+34+2) |
Back Super Jump duration | 48(7+39+2) |
Neutral Super Jump duration | 48(7+39+2) |
Forward Super Jump duration | 49(7+40+2) |
Wake up | |
Wake up duration | 72 (36 + 36) |
Quick rise duration | 46 (16 + 30) |
3S Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by an asterisk (ex: 3*5). If there is a gap between sets of active frames, the gap is denoted by a number in parentheses (ex: 2(4)2) |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Damage |
Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. D refers to knockdown on hit. "Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching. |
Kara Range |
Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel. |
Link |
A combo that is performed by inputting the second move after the first move has completely recovered (as opposed to cancelling the first move's animation). In 3S, the final frame of a move's hitstun allows a character to block a normal or special move, as well as some projectile supers. Therefore, an attack's frame advantage must be 2 frames greater than the followup move's startup in order to link. Ex: a +6 normal can link into a 4f normal/special, or a 5f super. |
Parry |
This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. 3S uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Throw range |
Range in pixels from the center of the character to the center of the opponent which allows a grab to connect. |
Frame Data
Standing Normals
5LP (cl)
Startup | Active | Recovery | Block | Hit | Cr. Hit | Damage | Stun | Kara | Guard Level | Parry Level |
---|---|---|---|---|---|---|---|---|---|---|
4 | 4 | 6 | 2 | 2 | 2 | 6 | 3 | - | - | A |
Cancel Options | Self Meter Gain | Whiff | Hit | Block / Tech | Opponent Meter Gain | Hit | Block / Tech | |||
- | - | - | - | - | - | |||||
Q slaps the opponent with the back of his hand, this is one of his best buttons.
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5LP (far)
5MP
5HP
5LK
5MK (cl)
5MK (far)
5HK
Command Normals
4MP
4HP
4HK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
8LP
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Throws
LPLK
4/6LPK
Universal Overhead
MPMK
Taunt
HPHK
Special Moves
46P (hold)
- 2nd value of each dataset is for held
46K
214P
63214K
Super Arts
236236P (SA1)
236236P (SA2)
236236P (SA3)
SA3 > 236P
SA3 > 236K
Startup | Active | Recovery | Block | Hit | Cr. Hit | Damage | Stun | Kara | Guard Level | Parry Level |
---|---|---|---|---|---|---|---|---|---|---|
6 | 3 | 59 | - | - | - | 83 | 20 | - | - | - |
Cancel Options | Self Meter Gain | Whiff | Hit | Block / Tech | Opponent Meter Gain | Hit | Block / Tech | |||
- | - | - | - | - | - | |||||
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