I admit that I don’t know every trick to Q, but just to get the Q forum started, let’s review the tricks of the trade.
First of all, normals of interest. I don’t know any “tricks” per se about any of Q’s normals, except that close standing MK is the only move he can cancel into specials and supers. Standing HK can be cancelled into his taunt, but only right at the beginning, so there’s not a whole lot of potential there… unless someone else has a good trick.
Speaking of taunt, let’s remember that Q’s defense goes up each time he successfully completes a taunt. Although you can taunt as many times as you’d like to humiliate your opponent, after the 3rd taunt, Q’s defense no longer increases. However, the third taunt will also reduce damage done to him by 50%.
Okay, on to the specials. Let’s talk about his dash punches, because I know the least about them. I know that with a little trickery, you can cancel close s.MK into them, and they’re good for punishing people from a distance. I don’t really know what the overhead and sweep are good for because they aren’t as fast as Bison’s/Balrog’s. I do know that you can cancel them into supers though and they can be used for juggles.
The barrage attack is another odd one. Probably his fastest attack, yet it doesn’t give him a lot of control on the game. Good anti-air and combo material.
The command grab is the the most popular of moves. It’s startup makes it difficult to just grab people on reaction, but that doesn’t mean you can’t catch people with it. The startup time is almost negated if you can parry some attacks. Best of all, is after you pound the person into the air, you can hit them on their way down. Including, but not limited to, juggling with a dash punch then cancelling into a super. Or you could just use the extra time to taunt and raise your defense.
There’s not much to say about the supers. As far as practicality goes, Total Destruction is almost useless. Critical Combo is the super of choice, because it’s more versatile and gives more control on the game. Deadly Double is the most damaging, and there’s some juggling tricks you can do. Isn’t there something about juggling with a dash punch after Deadly Double then juggling again with s.HP? Explain.