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 | |
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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.
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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