Street Fighter 3: 3rd Strike/Q/Archive

From SuperCombo Wiki
Q's Character Select Portrait
Q's Neutral Stance


Normal Attacks

Punches

Jab -WP-

Far standing: This is a decent semi-poke and situational anti-air. It comes out pretty fast and has decent range, but its recovery isn’t as good as it could be and it can be ducked by most characters. It can used to tick into a HK C&DB.

Close standing: This attack is just like his far s.WP except that is does a little bit more damage and is a little quicker. Use it just like his far s.WP.

Crouching:It comes out decently fast with good range. It does low damage and Is only good for it's speed to stop some attacks. Use sparingly.

Jumping:A good Anti-jump poke. Does decent damage and it has good priority. Use on opponents who are early in their jump and sometime in Air-to-Air situations. Can tick into Kara Throw.

Strong -MP-

Standing: A slow move with good range, as it covers just under just half the screen. Because Q aims the attack at his head level, some of the shorter characters can stand under and others (with the exception of Hugo) can easily duck it and counter with a low attack.

Crouching: A crouching version of his s.MP, has better speed, with much less range and no opponent can dodge it as easily as the s.MP. Better, but Q has better crouching moves.

Jumping: the same swipe as his c.MP just in the air. Decent priority, But still slow and can whiff easily.

Fierce -HP-

Standing: A slow lunging punch that knocks down and hits as an overhead. It has a few uses, one is using it's overhead property. It also does quite a bit of stun damage. Use sparingly.

Crouching: "The Ground Pound", A strange attack that hits low and has a slightly bigger range than it seems. A little slow to come out though.

Jumping: The reason to press HP. this attack has high priority, good speed and knocks opponent far into the corner if it hits the opponent if they are in the air. Can be used both as a Jump-in and as an Air-to-Air attack.

Kicks

Short -WK-

Standing: A quick attack with low range, priority and damage. The attack is subtle though so it's hard to see.

Crouching: A low kick with properties similar to cr.WP. One use of this move is to use it as a tick throw with a HK C&DB

Jumping: A jumping knee with terrible range and priority and damage. This is the attack that he uses in his UOH, though it's much more effective in that situation.

Forward -MK-

Standing: His best poke when neutral and fast to come out. Can go over some low pokes while hitting them.

Close: Q's main combo attack, cancelable into Q's dash punch and SA I and II. Best attack to use after a jump-in.

Jumping: A jumping straight kick with great range. Can be used if your too far away for HP to hit. The priority is not so great too.

Roundhouse -HK-

Standing: A massive wind-up kick. Very Slow but great damage. Only to be used after an EX Dash punch. Against Chun-li this should be its ONLY use whether she is hit by it or not she can super through it and hit you.

Crouching: A slow sweep, with strangely good priority. Good to do on opponents who like to wake-up Shoryuken cause it will trade hits. Also used in his corner mind games.

Jumping: Q's strongest jumping attack. Can link just as well as j.HP, but has a large start-up and a strange hit box. If it hits an opponent in the air it slams them to the ground.