View Full Version : Q ultimate faq
dead like latin
04-26-2005, 04:46 PM
i actuly like him alot. ill post what i nkow, anybody else post anything useful would be ... useful
b+strong = gooooooood. good to stuff alot of stuff. quick, good aa and if parried your safe ... ehh .. for the most part
taunting is good .. but pretty hard to get
real match i use super 1, 2 against the twins because i love big damage.. 2 agaist anybody weak actuly
command grab with feirce, jab dash punch but the overhead version combos with very gay timing. then you can do jab one again.
or ex after the overhead version. or in corner 2 ex punches
what was that command grab .. standing rh into super 2 ? mmm might have to try that.
i use him in high level play, i think hes good enough to withstand it. his kara-throw is insane.
pretty much i turtle and wait for an opening while throwing at every oppurtinity
anybody else got any ideas ? fighting chun li / ken / urien is pretty hard. the urien i play is good with partioning and knows monster combos. but .. taunts help, getting them is alittle tricky haha
anybody know any good setups that give a safe taunt ? chun li or ken can ruin Q after throw -> taunt
i usually just do them randomly and hope they don't react haha
Sanchez
04-26-2005, 05:31 PM
Watch Clawstrophobia.
UltraDavid
04-30-2005, 10:27 PM
Yeah, watch Clawstrophobia, it's a great vid, even if not exactly perfect. You should know that you can't always safely taunt after air-to-air jumping fierce, depending on the character you're facing. Like, don't do it against a Dudley with meter unless you want an EX-machine gun punch juggle to the face. Same thing with anti-air slaps, if you don't land all three slaps it isn't safe. And you can't taunt twice after SAII safely against a Dudley with meter either. I think those are the only things that vid has any problems with, and those are pretty situational things.
Also check out all the info in this thread, there's plenty of it, including all the stuff you wrote in your post.
eddieW
05-01-2005, 06:54 AM
maybe the guy using Q was sacrificing life for a taunt... its stupid of him but he probably thought it would benefit him in the long run.. cuz remember u get he damage decrease when the screen shakes.. u can still get hit on his recovery but ull still get the bonus.. I would only do that if to sacrifice a hit like chun's fp or something
King Of Naboo
05-02-2005, 12:45 PM
You forgot to add that Q is a pimp.
WonderTonic
05-06-2005, 08:55 AM
You forgot to add that Q is a pimp.
you got the best Q Av I have seen
Soldier Zero
05-08-2005, 03:27 PM
What're some beginner tips for a Q player? Would it be better to use SAI or II?
Spoony
05-08-2005, 03:44 PM
What're some beginner tips for a Q player? Would it be better to use SAI or II?
What're some beginner tips for a Q player? Would it be better to use SAI or II?
Read the old posts on this forum (as in use "Display -> from the beginning").
Quick and dirty:
- C&DB = "Capture and Deadly Blow" = HCB+K command throw
- slaps = QCB+P
- You NEED to learn to kara throw.
- SAII is highly recommended against all the zippy characters (Yun, Ibuki, etc.)
- SAI is good in general. You can punish a blocked shoto sweep with it, but it must be Reversal.
- Most damaging non-corner C&DB juggle is EX dash punch, s.RH.
- Good corner C&DB juggle is jab dash punch, b+FP.
- You can link SAII from UOH.
- Short C&DB, jab slaps usually lets you get two free taunts.
- Primary poke is s.FK.
Q has a few character specific tricks, but a lot of Q is just playing by feel... after all, he can barely combo, he's generally slow, and he's a huge target. Unmetered, the main thing you have to get people off you is kara throw.
Play for a while to get a feel for his weirdness.
Practice that kara throw. A good way to practice in training mode is to do a neutral throw on Alex, and then try doing kara throw with neutral SP... i.e. all you're doing is SP xx JP+SK. It's very quick. If you're doing it right, you will grab them. Do it until you can have Q grab them over and over again without error.
Watch SlimX's "Clawstrophobia" video, it has a bunch of cool tips.
Soldier Zero
05-08-2005, 04:22 PM
Where can I dl the vid?
SlimX
05-08-2005, 05:37 PM
It's really Streak's video; I just contributed some stuff.
Soldier Zero
05-08-2005, 07:22 PM
Ah ok, then I know which vid.
eddieW
05-11-2005, 03:49 PM
Q's kara is b.mp... it has crazy reach and its makes Q's defensive game more deadly cuz ur holding back and u find an opening and their in range kara the fuck outta em
UltraDavid
05-14-2005, 12:04 AM
with anti-air slaps, if you don't land all three slaps [taunting] isn't safe.
Heh what was I on that day. Not only is that wrong, but I don't even remember writing it. Congrats to me!
About the kara, yeah, back+strong is his best, but regular standing strong ain't too shabby neitha. The reason I mention it is that if you want to play throw-baiting games in the corner, doing the back+strong will throw the opponent out of the corner unless you totally rock at pressing the back part for such a split second. Just so happens that I don't, so I just do a strong kara. Works fine, you still have better throw range than any normal throw and your kara throw is still better than just about any other character's kara throw.
Soldier Zero
05-14-2005, 09:40 AM
I get 3 taunts every round, right? Would it be better to always try getting in all 3 or is one or two safer?
UltraDavid
05-14-2005, 02:07 PM
I have been swayed by Kuroda. I used to make sure I got all three taunts in early, but not anymore. Kuroda rarely taunts unless he's completely safe and it doesn't hurt his positioning. Sometimes he only gets one or two taunts in, and sometimes only towards the end, and sometimes he doesn't taunt at all. And he wins. Even without the taunts, Q has one of the best defenses in the game (if I recall correctly, third after Hugo and Alex). While it's true that, all else equal, having three taunts is better than not, think about what you stand to gain and lose when taunting. Do you gain defense while losing no positioning or health? If so, great, do it. Do you gain defense while losing one of those things? If so, think twice. Don't just consider whether or not you CAN taunt, consider whether or not you SHOULD.
Jason
05-14-2005, 03:43 PM
Thing is, the third taunt gives the largest defense boost by quite a bit, more than doubling the defense gain of the first 2 combined. So if you've already got 2 under your belt, it sort of behooves you to go for that third. I guess it depeneds on your style; also, gotta think of your opponent's options at the time.
here be some numbers (originally posted by Streak):
"I found a piece of paper where i figured out Q's actual defense numbers. I don't remember what combo/super I used so okay, here it is anyway.
From the mystery combo Q takes:
No Taunt: 63 dmg 100% Defense
1 Taunt: 52 dmg 121% Defense (+21)
2 Taunts: 46 dmg 136% Defense (+15)
3 Taunts: 36 dmg 175% Defense (+39)"
Septimus Prime
05-14-2005, 07:35 PM
I have been swayed by Kuroda. I used to make sure I got all three taunts in early, but not anymore. Kuroda rarely taunts unless he's completely safe and it doesn't hurt his positioning. Sometimes he only gets one or two taunts in, and sometimes only towards the end, and sometimes he doesn't taunt at all. And he wins. Even without the taunts, Q has one of the best defenses in the game (if I recall correctly, third after Hugo and Alex). While it's true that, all else equal, having three taunts is better than not, think about what you stand to gain and lose when taunting. Do you gain defense while losing no positioning or health? If so, great, do it. Do you gain defense while losing one of those things? If so, think twice. Don't just consider whether or not you CAN taunt, consider whether or not you SHOULD.
Q has better stock defense than Alex (who's 5th, I believe). He's 4th behind Hugo, Gill, and Urien. It might also be the case that Alex and Q have the same stock defense, but I don't remember.
Edit:
The stock defense tiers should be something like (from worst to best):
Akuma
Remy, Ibuki
Yun, Yang
Twelve, Necro
Oro
Sean
Ryu, Ken, Makoto, Dudley
Q, Alex
Urien
Gill
Hugo
UltraDavid
05-15-2005, 12:31 AM
The stock defense tiers should be something like (from worst to best):
Akuma
Remy, Ibuki
Yun, Yang
Twelve, Necro
Oro
Sean
Ryu, Ken, Makoto, Dudley
Q, Alex
Urien
Gill
Hugo
So he has the third-best defense among playable characters? Meh, I almost got it right. And in any case, the point remains the same: Q has great defense even without the taunts. Taunts help him a lot, but they aren't absolutely necessary and shouldn't be something you try to max out at all costs.
Everdred
05-15-2005, 08:51 AM
remy has better defense than yun and yang, its just his stun bar is as long as akuma's
eddieW
05-15-2005, 12:17 PM
taunts depend on who im fighting if their rushing me yea don't taunt but for example a turtle akuma and he jumps back with a fireball from full screen i get a free taunt.. i turtle like hell with Q and i usually get 3 taunts in.. if im fighin somebody who has a super stocked i won't take the risk but if im fighting say chun and she has no meter and i already have 2 taunts in i go on ahead and do the 3rd cuz remember u get the bonus when the screen shakes and i'll take the fp in the mouth but it pays off later in the match if she lands a c.mk>super
i think taunts play an important role in Q's game..
Septimus Prime
05-15-2005, 07:18 PM
remy has better defense than yun and yang, its just his stun bar is as long as akuma's
My bad. I was working from memory.
dead like latin
05-18-2005, 01:20 PM
i usally only taunt when its safe. but in the long run it does help i guess. but its not nessecary
its overkill, for lack of a better word
for his kara, i thought f. mp was how to kara haha, NO fucking wonder i always do his dash punch insted of a throw.. knowing that its b. mp or even s. mp is like, best news of my life.
i was wondering, for after his C&DC, if you do a dash punch. is partioning nessesary to get another in ? i seen it in alot of vids where he does 2 dash punches after C&DC, its kinda crazy
i cant seem to get the timing down, maybe im pressing wrong buttons :(
Sanchez
05-18-2005, 01:52 PM
CDB, jab over head dash punch, jab dash punch.
This is a good read-Buffering Charges. (http://www.shoryuken.com/forums/showthread.php?t=64739)
Try doing the first dash punch as soon as CDB ends. Practice so the timing becomes second nature.
You can replace the second dash punch with s.mp for 5pts. less damage.
UltraDavid
05-18-2005, 06:09 PM
Replacing the second dash punch with a standing strong (or if you're closer to the wall, back + fierce) is only good if you want the reset. Those two moves reset the opponent so that they land on their feet, which is good in some cases. That's what Q's corner game is based off on. However, if you want to land more damage or if you need to taunt, do a second dash punch. The opponent will fall down, giving you time to taunt, get into a better position, whatever.
I didn't mean to make it seem like you shouldn't worry about taunting. Q is a much better character when his taunts are maxed out. You just have to set up situations in which you can taunt safely and in good positioning.
Donkus
05-23-2005, 03:24 PM
Q has a double airlock combo, but it's much harder to do than 2 jab dashes.
i usally only taunt when its safe. but in the long run it does help i guess. but its not nessecary
its overkill, for lack of a better word
Wrong. Q is a joke character and needs all the help he can get. You're much more likely to win when you have the outrageous defense.
dead like latin
05-26-2005, 10:09 PM
hes a good character
idiot
UltraDavid
05-26-2005, 11:57 PM
No he's not. Nor is he a joke character; he's no MvC2 Roll, for example. He's playable, but just barely. Donkus is right in that Q needs all the advantages he can get, and the taunt is a big one. You'll be able to get the crap kicked out of you for longer when you're on three taunts, giving you more of a chance to create/find an opening. Again, however, think of it as an advantage, not a necessity. When you taunt you give yourself an advantage, but consider whether or not pressing the attack, being more defensive, or setting up something else would give you more of an advantage.
3sInHouse
05-27-2005, 05:13 AM
q needs his 3 taunts. its good that he will tend to get quite a few chances to do them as the taunt frames last so short. as i noticed in a vid, even if the last taunt means getting hit by a shippu then its still worth it as the defence will last for the rest of the round and the shippu will take off hardly anything! :badboy:
Donkus
05-27-2005, 12:26 PM
hes a good character
idiot
Yeah, I guess that's why he keeps winning tournaments in Japan. Or high end US tournaments. And why he isn't consistently ranked as the worst or second worst character. Wait a second...
Go back to the gamefaqs boards where you belong.
There's no hard and fast rule for taunts, it depends on the character. Obviously there are a lot of better opportunities to get them in vs meterless Chun than Ken, even when he has no meter. It's not worth eating a double dragon combo over.
dead like latin
05-27-2005, 02:05 PM
you are nub donkus
besides, if you managed to beat my Q i always have diddy to fall back on
Sanchez
05-27-2005, 07:39 PM
Please quit now.
Q is low tier. /Fact
eddieW
05-28-2005, 09:04 AM
thats because u can't use him...
Sanchez
05-28-2005, 01:47 PM
I am well versed in the ways of Q. He is still low tier when compared to the other characters.
Moving on.
I'm working on a sort of chart as to what works after a blocked dashpunch. Is there any specific attack you go for or do you wait and respond according to your opponent?
I'll post my findings after I'm done testing all the characters.
UltraDavid
05-28-2005, 02:46 PM
Q is low tier already. What else would you call him? Nobody would argue he's top tier or high tier or even high-mid tier, and frankly I can't imagine anyone who really knows him well saying he's low-mid tier. There's an argument for him being not the worst character in the game, but even among people who say that, no one says he's better than third-worst.
You're safe on a blocked dash punch. After one of your dash punches gets blocked, tap forward or (more likely) down, just in case the opponent attacks. If they're good, they'll probably know that the dash punch is safe, but there's always a chance they'll attack, so try a parry just in case. If you do get a parry, great, punish them. If they don't attack, cool, you don't lose anything. It's just a tap, and if it doesn't work, do something else. Standing short, standing forward, low jab, jump back, jump up, dash forward karathrow, c&db, mix it up, ya know? Realize, though, that good opponents may try a forward parry after they block a dash punch.
I used to think it was a good idea to super after a blocked dash punch in case the opponent went for a counterattack, but that's really not a very good idea. If they block (good chance of that happening), you'll get punished. Just try the parry thing, it's basically the same idea but without as much risk. If you get a parry, you can super, but don't just throw it out. If I'm going for a chip kill and I have SAI I'll sometimes cancel a blocked dash punch into super, but that's pretty risky too. It isn't that hard to red parry SAI.
Sanchez
05-28-2005, 03:34 PM
So far what I'm finding is that MK(both standing and crouching) beats out quite a large amount of pokes after a blocked dashpunch. It's also possible to place jab slaps after so you can train them to continue blocking after the dashpunch.
The shoto sweep has enough range to hit Q after a blocked dashpunch. Q can use his UOH to hop over and hit but the results are pretty inconsistent. Sometimes Q hits and sometimes the sweep hits. I'll test this further.
UltraDavid
05-28-2005, 07:21 PM
The problem with jab slaps is that they're unsafe against some characters. Pretty much anyone with a quick rushing super can punish you, so it's not a good idea to use it against them. But against others, or if your opponent doesn't have super, yeah, go nuts with it.
Standing short and crouching jab beat a lot of stuff too.
eddieW
05-29-2005, 08:47 AM
I wouldn't say worst character but more hardest character to use.. i still say sean is the worst cuz sean couldn't do shit vs a mad turtle Q.. dash punch and supers move Q to a more dangerous level than people think.. i mean the dash punch is balrog like without the yelling making it one of the best specials in the game and makes his ground game super deadly. the dash punch enables Q to close the gap anytime he wants.. its safe, fast, hits hard, and cancellable to super too
this is some of the stuff i do after a dash punch.. ok vs a shoto yea they can c.rh but Q still has the advantage.. after a dash punch i charge back while im going forward.. after its been blocked i have another one charged and i take a step back they whiff the c.rh i get a dash punch super if they do nothing i do another dash punch.. u can't see the charge cuz u charge while he's doing the first dash punch.. u can repeat this to put pressure on them...or just block the c.rh and sa1 em for free hehe..
c.mk is probably best long range pokes he has.. its the only poke he can use vs chun lol. up close c.lp and s.lk are best.. c.lp is Q's best friend.. when turtling just block, block until u see a gap like an overhead or something and just c.lp.. the blockpush is far for Q's c.lp giving u breathing room, it seems to be meant for a turtling poke
Drunken Master
05-29-2005, 10:23 AM
I do d.LP out of instinct when crowded sometimes.. it's good, but damn if it isn't annoying when Ken shippus you after it. :/ I think I've been shippu'd after s.LK as well? i dunno.. fuck ken.
I find far s.MK is decent "wall" kinda move. Throw it out right in front of them, and they run/attack into it.
eddieW
05-29-2005, 11:43 AM
ken can shippu u after a c.lp??? wtf thats gay!! its a lp
Drunken Master
05-29-2005, 12:59 PM
well, according to the frame data I have.. he can't.
But I swear I've been hit by shippu many times in matches after D.LP. Perhaps I hit another button? Hrm. Maybe i'll go test?
Ooh.. just noticed that according to the frame data, you should be able to link SAII after d.LP. :)
UltraDavid
05-29-2005, 02:51 PM
You're definitely safe on a blocked crouching jab, I mean, it's a jab heh. You must have hit another button or something to get hit by a shippu after that.
And yes, you can indeed combo crouching jab into SAII, but it's entirely useless. Unless you're incredibly awesome, you can't hit confirm off it or anything.
Drunken Master
05-29-2005, 03:14 PM
Why not? I can confirm off his close MK quite a bit. I would imagine a link would be same/easier? Something new for me to toy with anyhow. :)
Prolly not useful, but anyone try kara-ing his d.MP into C&DB? I find that damn hard to do reliably.
UltraDavid
05-29-2005, 08:40 PM
It's useless because it's so fast. You have like no time to recognize that it connected before you super, there's such a small window there. If you can confirm it, you're a faster man than I am, but I doubt anyone can. I can confirm his standing forward and dash punches, but crouching jab is way too fast. Plus, even though you can link to super while crouching, it's not like the opponent has to down parry it or even block low.
eddieW
06-01-2005, 09:21 AM
c.lp/sa2 is good to replace his s.mk/sa2 cuz the s.mk comes out too slow.. like trying to punish ken's j.dp u can just c.lp/sa2 instead...
another note. sa1 is too good as an antiair.. if they jump at u can time it were u activate while there in mid air and the super will suck em in and they will be crouching so u get bonus damage...
Cactus_legion
06-01-2005, 12:03 PM
does anyone have any uses at all for SAIII?
i use it to beat on scrubs and look flashy, but does it actually have any practical uses?
Q has the hottest parry animation though. just brushes himself off. fucking pimp.
UltraDavid
06-01-2005, 01:27 PM
does anyone have any uses at all for SAIII?
i use it to beat on scrubs and look flashy, but does it actually have any practical uses?
Nope! It's one of the worst supers in the game, fo sho. Its only redeeming quality is that if you kill someone with it, you're a badass (or the other dude sucks balls... or something lucky happened). This thread has all your Total Destruction info: http://www.shoryuken.com/forums/showthread.php?t=74904
Q has the hottest parry animation though. just brushes himself off. fucking pimp.
Yes, there is no doubt that Q is the coolest character in 3S.
Cactus_legion
06-01-2005, 07:04 PM
Nope! It's one of the worst supers in the game, fo sho. It's only redeeming quality is that if you kill someone with it, you're a badass (or the other dude sucks balls... or something lucky happened).
I'd say it's probably one of the best supers in the game for playing scrubs, because it looks pretty fucking sexy, and it can be used for the old let-them-think-they-rock-and-then-come-from-behind-win, which is usefull for both embarrasing (you thought you were gonna win right?) AND encouraging (oh man! you nearly had me there!) purposes.
Perhaps the coolest thing is that everyone around the machine who actually knows the game will immediately say "dayum, you won with THAT?", which is perfect for making scrubs with big egos (People whove only played XBL and don't even know what a red parry is, usually) shut the hell up.
!!Sazabi!!
06-01-2005, 09:06 PM
does anyone have any uses at all for SAIII?
i use it to beat on scrubs and look flashy, but does it actually have any practical uses?
Q has the hottest parry animation though. just brushes himself off. fucking pimp.
that special blows but u can combo it in the corner off his command throw lol.. .
and yes the parry is the shit.. .i had it as an av! haha.. .
Biuret
06-12-2005, 07:37 PM
there is no way Q is the worst character in the game, just the harderst to play. perfect Q vs. perfect sean and I think sean would lose.
UltraDavid
06-12-2005, 10:54 PM
Lately I've begun to doubt my conviction that Q is worse than Sean, so I've decided to become the world's first Q/Sean user just to find out which character actually is better. I don't know yet, because I'm much much better with Q than I am with Sean (having just picked up Sean last month and having learned the game for the last two years with Q), but my guess is that eventually I'll find that Sean is better.
In Q news, I've developed more of a liking for crouching strong. I always thought moves like Ryu's standing roundhouse were awesome when you have the opponent in the corner because they basically shut the opponent's movement down, and I've been using far standing forward, fierce slaps, or even standing strong to get that effect, but each of those moves has problems. With slaps and especially standing strong obviously you have a horrendous recovery, while far standing forward only knocks them if they jump forward, it doesn't stop them from jumping up. Well, crouching strong does that. It's not just good in the corner, though, it can also be used in the same way midscreen. Its recovery is fine, it's safe against reversal Q SAII for example. And, if they block it, you can use it as a ghetto tick into karathrow or c&db, or if the opponent gets wise to that, you can crouching jab virtually any normal out of existence! Only thing is, it's riskier against low-crouching characters since it goes over their heads, and the block-stun mindgames obviously won't work. But still, I like it. Ume-anti-air!
Chunster01
06-15-2005, 08:51 PM
i wanted to ask how's the timing in C & DB, jab dash overhead punch, jab dash punch. I could only do it twice and no more.
UltraDavid
06-16-2005, 11:05 AM
C&db, immediate jab dash punch (hold jab), but just after pressing toward and just before pressing and holding jab, press back to start charging the next dash punch, dash punch again as soon as possible, like right after the opponent gets popped back up into the air. You'll be both holding jab and charging for the next dash punch.
Don't bother trying to tack on SAII after that, if that's what you're thinking. The damage reduction is so bad that it's really not worth doing, unless doing it would kill the opponent. Do this if you don't have meter for c&db, ex dash punch, standing roundhouse and if you aren't close enough to the wall for c&db, dash punch, dash punch or c&db, dash punch, reset. It does more damage and stun and builds more meter than just c&db, strong dash punch, but if you can't do it, it's no big deal really.
UltraDavid
06-18-2005, 01:47 AM
Just realized I didn't put this in before. For the lightweight characters, you're gonna have to use forward c&db instead of roundhouse for this because roundhouse launches 'em too far away. These are the same characters that require/have an easier time of taking a forward c&db for ex dash punch juggles, that is, Remy, Yun, Yang, Ibuki, and Oro. Also, I've never been able to get it to work under any circumstances on Hugo. On another side note, I've also never been able to do c&db, dash punch, dash punch under any circumstances on him either. Maybe I'm retarded, but, uhh, shut up. If you can get said things to work on him, fancy you, and please enlighten us all with your glorious methods, but personally, I think they can't be done on him.
Spoony
06-18-2005, 07:22 AM
Just realized I didn't put this in before. For the lightweight characters, you're gonna have to use forward c&db instead of roundhouse for this because roundhouse launches 'em too far away. These are the same characters that require/have an easier time of taking a forward c&db for ex dash punch juggles, that is, Remy, Yun, Yang, Ibuki, and Oro. Also, I've never been able to get it to work under any circumstances on Hugo. On another side note, I've also never been able to do c&db, dash punch, dash punch under any circumstances on him either. Maybe I'm retarded, but, uhh, shut up. If you can get said things to work on him, fancy you, and please enlighten us all with your glorious methods, but personally, I think they can't be done on him.
Actually, light characters can be juggled with basically the same timing as regular characters with a roundhouse c&db. The trick is to use STRONG overhead dash punch. The follow up normal dash punch can actually be a strong dash punch as well on most characters (even those juggled by jab overhead dash punch).
Chunster01
06-19-2005, 04:09 PM
another request.. it has to do with karathrow.
I have a Dreamcast with a dreamcast controller of course, and I'm having trouble to make karathrow with Q since my controller is configured so Y is strong and x for light and a for short. My problem is, as quick as i try to drum my thumb from back+strong to X and A i get the full back+strong motion most of the time, then i configured my controller so L trigger is strong but despite i can pull a karathrow often, mentally i'm trying to push the buttons at the same time, i know it's wrong since i saw the Thongboy tutorial and it's like a "drum" sequence, but i press the L button almost at the same time with the throw command and still get kara. So i wanted to know what am i doing wrong. why am i getting karathrow by pressing L almost at the same time with X and A? Is it easier to learn to kara with an arcade controller? or should i just configure my controller the way it was and try to drum the buttons faster from Y to X+A? is it right to press all the buttons with the thumb? or is it harder because it's a dreamcast controller?
Jason
06-19-2005, 06:14 PM
First off, yes, it's much easier with an arcade stick. As for the drum your fingers thing, don't take it too literally, it's just a technique. The cancel is going to be fast, so it makes sense that it would almost feel as if you're pushing the buttons at the same time. Only thing that's important is that you see Q lurch forward right before he throws. Later on you might want to experiment with different speeds to see if you can maximize the range increase.
Chunster01
06-19-2005, 06:28 PM
what does speed have to do with range?
Jason
06-19-2005, 11:35 PM
what does speed have to do with range?
As I understand it, karathrows, or kara-anythings for that matter, are not a simple on/off did it right/don't do it at all kind of thing. There is a window at the begining of a moves execution during which it can be canceled. The later into this window you cancel into a throw, the further you'll move. Of course, we're talking a couple of frames here, so it's not going to be a huge deal, and I dunno, mebbe my brain is playing tricks on me when it tells me that Q karathrew further when I did the cancel just a liiitle slower. Meh, what's important is that noticeable lurch before the throw.
UltraDavid
06-29-2005, 10:46 PM
As I understand it, karathrows, or kara-anythings for that matter, are not a simple on/off did it right/don't do it at all kind of thing. There is a window at the begining of a moves execution during which it can be canceled. The later into this window you cancel into a throw, the further you'll move.
You are correct, sir. You get the most extra distance when you wait until the last possible moment to execute the throw. That timing just comes with practice.
On the issue of the c&db, overhead dash punch, dash punch juggles, I've done a lot of experimenting on the various characters to see what works and what doesn't. I'm testing this out on the Dreamcast, and since I only very rarely use this in matches in the arcade I don't know the info off the top of my head for the arcade version; might be different, I'm not sure. Maybe I've been doing something wrong and some part of this is incorrect, and if it is, please tell me and I'll change it. Anyway, I'll say which c&db works, which overhead dash punch works, which follow-up dash punch works, or whether any of it works at all; if multiple c&db strengths work, I'll put the stronger variety first. So:
Alex: doesn't work at all
Sean: roundhouse c&db, jab overhead dash punch, jab/strong dash punch; forward, jab, jab
Ibuki: roundhouse c&db, strong overhead, jab/strong dash punch; forward c&db, jab overhead, jab/strong dash punch
Necro: doesn't work
Urien: doesn't work
Akuma: roundhouse, jab overhead, jab/strong; forward, jab, jab
Yun: roundhouse, strong, jab/strong; forward, jab, jab/strong
Remy: forward, jab, jab/strong
Q: doesn't work
Chun: roundhouse, jab, jab/strong; forward, jab, jab/strong
Makoto: roundhouse, jab, jab/strong; forward, jab, jab/strong
Twelve: doesn't work
Yang: roundhouse, strong, jab/strong; forward, jab, jab/strong
Ryu: roundhouse, jab, jab/strong; forward, jab, jab
Oro: roundhouse, strong, jab/strong; forward, jab, jab/strong
Dudley: roundhouse, jab, jab/strong
Elena: roundhouse, jab, jab/strong; forward, jab, jab
Hugo: doesn't work
Ken: roundhouse, jab, jab/strong; forward, jab, jab
eddieW
06-30-2005, 08:25 AM
I nearly always do the dash/overhead, jab dash... on the characters u can do it too mainly cuz it builds mad meter.. instead of wasting it.. i would rather have a super always charged.. i only do ex version if its gonna kill em
Drunken Master
06-30-2005, 11:02 AM
Use EX dash to punish whiff pokes, it rocks. :P
Nice list Ultradavid!
Oh yeah, noticed the other day that SA1 owns remy's flying kick move thing. Sucks him down to the ground, AND he's crouching! w00t! :)
eddieW
06-30-2005, 02:40 PM
yea sa1 sucks all characters but dudley to the ground when they jump in... the secret to getting crouching damage on jump ins is if your opponent says OH SHIT and holds c.block while ur doing super they end up crouching when they get sucked in...
ex dash punch is also good when ur waking up and ur opponent jumps back fearing the kara throw.. ex punch em outta of the air hehe
Hmm. I've always been wondering this. If someone throws a full or 3/4 screen fireball and you don't have your 3 taunts in, would it be wise to taunt and take the hit? This is always something I've opted to do instead of parrying it.
UltraDavid
07-05-2005, 11:21 AM
Yeah, I always take that trade. If I can, I'll parry the fireball and then taunt. It's not worth getting hit by an ex fireball, though, since the knockdown screws your positioning all up.
Kitsuji
07-06-2005, 09:29 AM
yea david is right
i get in my 3 tuants after dash punch + a bitch slap
Firewaster
07-11-2005, 11:56 AM
i usually taunt after i hit an air-to-air fierce punch...
the oponents goes to the other side of the screen ...
i also taunt after command grabs (you lose a combo oportunity but sometimes it's worth the loss) .
eddieW
07-11-2005, 03:41 PM
u can combo after a command grab and still taunt
Drunken Master
07-11-2005, 06:02 PM
Sometimes I'll just taunt against characters that can't punish with big damage. I'll eat the punches to the face from Chun.. I don't care. Prolly not the greatest idea, but when she finally does get meter, it doesn't hurt nearly as much. :wgrin:
eddieW
07-12-2005, 10:42 AM
oh yea taunt vs chun with no meter :tup:
taunt vs anyone when they jump back
I sa1 whiff moves.. its more effective.. ex dash punch has that travel time and is harder to hit a whiff move..
nanitaberu
07-12-2005, 12:43 PM
away+rh xx taunt. if ur RH knocked him down and he's got no super, taunt TWICE.
too cocky. :tup:
UltraDavid
07-12-2005, 02:17 PM
I swear, back+roundhouse is the most retarded cancellable move in the history of fighting games. I can just picture the dude who decided that one: "So I made this normal that you can cancel into all sorts of stuff, right? But get this, it doesn't COMBO into anything! Slaps, dash punch, supers, it goes right into all that stuff, but none of it connects. Yeah, I just made it as a joke, but they're really putting it into the game like that. Our secret plan to make Q simultaneously the most badass and most retarded fighting game character ever is well on its way..."
eddieW
07-12-2005, 07:23 PM
yea just like hugos c.rh is stupid
Kitsuji
07-13-2005, 05:16 PM
Q is cheap and baSic
but is till luv the guy
Yuk_Fai
07-17-2005, 05:20 PM
I swear, back+roundhouse is the most retarded cancellable move in the history of fighting games. I can just picture the dude who decided that one: "So I made this normal that you can cancel into all sorts of stuff, right? But get this, it doesn't COMBO into anything! Slaps, dash punch, supers, it goes right into all that stuff, but none of it connects. Yeah, I just made it as a joke, but they're really putting it into the game like that. Our secret plan to make Q simultaneously the most badass and most retarded fighting game character ever is well on its way..."
Would it be possible to cancel B+RH into SAIII activation, then catch them with it while they're in block-stun? Probly not... but just an idea.
Drunken Master
07-17-2005, 05:39 PM
When you do that, you get pushed back. I believe Q might have frame advantage, but if so, it's real damn small and they recover well before you can get back in and land Danger. It's pretty much just a safe way to activate SAIII.
Even if you could get back in quickly, and had piles of advantage after activation.. There's an important rule that exists in every SF game: You can't throw the opponent while they are in blockstun. So they ALWAYS have to recover first, giving them the ability to reversal, superjump, super, DP, etc to try and get out of the tick.
nanitaberu
07-17-2005, 08:05 PM
the P version of TD isn't a throw.
but regardless, that is still impossible
UltraDavid
07-18-2005, 06:24 PM
A while ago, I don't remember if it was in this thread or not, but there was some discussion about whether Q's c&db outranged Hugo's Gigas Breaker. Well, it doesn't. I got Gigased out of a c&db that I shouldn't have even done because I was out of range for it. So, there ya go. C&db range > spd range, Gigas range > c&db range.
Jason
07-18-2005, 06:50 PM
Are you sure that it wasn't because you'd whiffed the c&db, thus extending your hitbox? If not, CrazyDazed is a liar! I'll never believe the internet again.
Donkus
07-18-2005, 07:04 PM
I'm pretty sure the furthest range for any grab is Alex's B+HP at 91 pixels, Q's HK CDB is second at 89 pixels. Unless I'm completely off the Gigas isn't as high as those two.
UltraDavid
07-18-2005, 10:49 PM
Are you sure that it wasn't because you'd whiffed the c&db, thus extending your hitbox?
Oh, that totally could be the case. See, what happened is that I thought I was far enough out of range to c&db Hugo when he was waking up (because of the aforementioned belief that c&db range > gigas range), but (I think) it turned out I was too far to get a c&db anyway. As Hugo woke up, he did a gigas, which beat out my c&db. Now, I guess a couple things could be the case here. One, I was just too far out of range for the c&db, but the Gigas was still in range, so I got Gigased. Two, my hitbox was extended because of the c&db, and so even though I was out of range for the c&db, my hitbox became long enough so that the range of the gigas, while normally less than that of the c&db, latched onto the end of Q's hand. Three, Gigas is just plain more of a baste than c&db, so my throw whiffed not because I was out of range but because Gigas just powers through it, in which case we don't learn anything new about its range. Four, the other guy stuck his penis into the machine instead of a quarter and, by means of devious sexual manipulation, forced the game to let his Gigas be the most powerful and erotically stimulated Gigas of all time. Fifth,
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