**TOTAL DESTRUCTION!! **
**BAKAHATSU O TOMONAU DAGEKI YA HOKAKU (KARI)!! **
Ok, yes, it’s his worst super. Perhaps the worst in the game? Either way, I like using it… It can be very satisfying to actually land this POS super. Yes I know that in “high-level play” or in “Japanese tournaments” SAIII doesn’t cut it. But most of us don’t get to take on KO or Daigo everyday, and not every match is a tournament one. If we submit to that line of thinking, NO ONE should pick Q at all, ever… He sucks right? Anyway, it gives me that warm, fuzzy feeling inside when I know that my opponent is thinking “How could I be so fucking STUPID to get hit by that POS super?!?” and that makes it all worthwhile IMO.
I’m going to lay down info for people if they want to challenge themselves by picking SAIII, then if anyone can add anything, please do. Feel free to ridicule any mistakes I make, but at least correct them if you do. (WTF am I saying? Like your average SRK top-tier whore is gonna even look in this section, let alone read all this.)
TOTAL DESTRUCTION ACTIVATION! QCFx2+P
ONE long-ass super meter… meaning no EX moves unless they’re gonna win you the round, and I mean it! Seriously, if you gonna pick SAIII, you might as well try and use the damned thing.
It seems that Q has invincibility during the startup, black screen, and a little teeny tiny bit at the start of his recovery. Since this move CANNOT hit the opponent, and you are vulnerable during recovery, your opponent can hit you if you they are free to move and in range when you activate.
The activation itself also makes Q take a step BACKWARD once he’s done and glowing red… meaning, if you activate point blank, I think you might get pushed out of range for s.MK x DAGEKI against some characters.
I wish I had frame date for this move, but I don’t. The bradygames guidebook doesn’t list ANYTHING for it (except to say it sucks). I think it also mixes up which SAIII followup attack is faster?
Karathrow.com has some data, but that’s for DC. So is it -1 for each number for AE?
Anyhow, it lists the activation as having 20 startup, but no recovery. Sooo… I assume that it’s actually for the ENTIRE move. ie: startup + black screen + recovery = 20 frames? It seems like a relatively instant super, so I’ll guess at the startup being 1-2 frames, leaving the actual recovery at like 18-17? Anyone? The numbers get a bit funny sometimes too… I think there might be some things that he shouldn’t mathematically be able to punish, but he can… but I really don’t know. Either way I will be using it as a referrence. (Props to karathrow.com! w00t!)
THE REACHING CLAW!! or DAGEKI!!! (QCF+P)
I have no idea what to call this move in english… I think “Dageki” translates to “shock” “strike” or “damage” or something… meh.
CAN BE PARRIED??: Yes! High and Low! Awesome!
- it has long range, farther than his s.MK
- it will trade with a LOT of attacks, resulting in full damage
- it can be comboed from close s.MK
- it can be used in juggle combos
- it has high stun
- if they duck the range magically shrinks to his elbow, less than far MK.
- it has lots of startup (1 frame less than back+fierce)
- it does CRAP damage for such a long super meter IMO
- it can be blocked
- it can be parried high AND low!
- it has huge recovery if blocked/whiffed
When blocked, the blockstun is surprisingly long… so your opponent might mistime their response and not punish you so bad. However, expect that to work exactly ONCE (probably not at all) because the whole reaching out business leaves Q totally spent, and he is extremely open afterwards regardless… Ken has much less recovery on his FIERCE DRAGON PUNCH.
DANGER!! or HOKAKU!! (QCF+K)
What else do I call it? It’s the only time Q ever speaks!! Or is that someone else’s voice?
CAN BE PARRIED?: No!
- it does a LOT of damage! about 50% on the twins
- it is unblockable
- the startup isn’t that bad, about half of C&DB
- it has decent range! More than Alex’s Powerbombs and slightly less than Hugo’s Jab 360.
- The range isn’t THAT good, as it is less than far s.MK and C&DB
- it isn’t instant, as you can be jabbed out of it
- it has HUGE recovery if missed
- it requires the opponent to be grounded
I much prefer this move over the first one, simply because of the damage. Nothing better than hearing “danger” and you win the round. If it is whiffed, you are left wide open, even more so than with Dageki, and you even move closer to the opponent during the recovery making it easier for them to hit you. Although It can never be blocked, if they happen to jump straight up when you go for it, you should expect to eat a very large combo.
[CONTINUED IN NEXT POST…]