Street Fighter 3: 3rd Strike/Q/Archive

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

File:Example.jpg


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.

Command Attacks

Due to his attacks not really having names, the Japanese names for the attack are going to be put here.

Ryouude ni yoru Zenshin Tsuugeki (Kari) Back+HP An attack that looks exactly like his s.HP, but it is faster and safer at the cost of range and damage, It also loses it's overhead property.

Tentou kara no Toubu Tsuugeki (Kari) Back+HK A strangely good attack. It is an attack that hits it 2 parts, though it can only hit once. The first is a fast sweep that is cancelable into any special move including his taunt. The second attack is an upwards aim kick that can work as an anti-air. The kick ends up with him on the ground so the safety is in question.

Toubu ni yoru Jouhou Kougeki (Kari) Back+MP An upwards aimed punch, makes for a good safe and fast anti-air attack. It is also his Kara attack (the one that you cancel with)

Tentou kara no Kyakubu Tsuugeki (Kari) DB or DF+HK This attack is a moving variation of his sweep. There are no differences at all. if you hold down+back he will do it going backwards. If you hold Down+Forward he will do the sweep going forward. This attack has a couple of mind game properties.

Special Attacks

Dash Punch Charge B, F+P

Q's basic dash attack. They are safe when blocked. The Attack is fast with good range, priority and damage. Being that this is his most commonly used special be careful about parries. It is not very hard to reaction a super cancel after this move hits. The EX version will do a version that's as fast as the jab version, stronger than the Fierce version and will bounce them of the wall, but it sacrifices the good recovery for it.