Street Fighter 3: 3rd Strike/Q

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

Introduction

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.

Strengths Weaknesses
  • Can setup the best Defense in the game, with 3 of his quick, somewhat safe taunts.
  • Punch rushes allow him to control footsies decently, and can mixup unready opponent with high-lows
  • Very high damage output with meter, great super arts
  • Medium range pokes with good recoveries and damage
  • great command grab allowing him to gain a solidly good offensive presence
  • can avoid all throws while crouching, essentially invalidating many of the cast's pressure when he blocking low
  • Nearly all his normals don't cancel into specials or supers, his heavy attacks are very unsafe
  • slow mobility and limited offensive mixups
  • Struggles in a lot of matchups, especially ones against defensive or pressure-heavy characters
  • tall, thin hurtbox making him an easy crossup and large juggle combos target

Specific Character Information

  • Stamina: 1200, 1400 with 1 taunt, 1705 with 2 taunts, 2050 with 3 taunts.
  • Stun Bar Length (in pixels): 72 (Long)
  • Stun Bar Recovery (frames it takes to recover 1 pixel): 22
  • Taunt: Increases defense for the whole round by 12.5% (maximum 3 taunts, 37.5% bonus). Also increases stun recovery rate for the whole round by 10% (one taunt is the maximum).
  • Best Kara-Throw: B+MP
  • Kara Throw Range (pixels): 35
  • Q takes 2 additional frames of blockstun, standing or crouching

Character Colors

(qcolor).gif

Moves List

Basic Moves

Move Convention
Forward F
Back B
Crouch C / D
Up U
Jump J
Jump Forward JF
Jump Backwards JB
Super Jump D-U
Super Jump Forward D-UF
Super Jump Backwards D-UB
Dash Forward FF
Dash Backwards BB
Quarter Circle Forward QCF
Quarter Circle Backwards QCB
Half Circle Backwards HCB
Forward, Down, Down-Forward F, D, DF / DP
Back, Down, Down-Backwards B, D, DB / RDP
Guard (High) B when enemy is attacking
Guard (Low) DB when enemy is attacking
Parry (High) Tap F when about to take a hit
Parry (Low) Tap D when about to take a hit
Parry (Air) Tap F in air when about to take a hit
Red Parry Execute parry after blocking a hit in a combo
Punch (Any) P
Kick (Any) K
2 Punches PP
2 Kicks KK
3 Punches PPP
3 Kicks KKK
Jab LP
Strong MP
Fierce HP
Short LK
Forward MK
Roundhouse HK
Universal Overhead UOH

Normal Moves

Move Motion
Jab Lp.png
Strong Mp.png
Fierce Hp.png
Close Jab (Close to opponent) Lp.png
Short Lk.png
Forward Mk.png
Roundhouse Hk.png
Close Forward (Close to opponent) Mk.png
Jumping Jab (Air) Lp.png
Neutral Jumping Jab (Air) Lp.png
Jumping Strong (Air) Mp.png
Jumping Fierce (Air) Hp.png
Jumping Short (Air) Lk.png
Jumping Forward (Air) Mk.png
Jumping Roundhouse (Air) Hk.png
Overhead Mp.png+Mk.png
Taunt Hp.png+Hk.png

Throws

Move Name Motion
Hokaku Oyobi Touteki ni yoru Daraku Shougeki F.png+Lp.png+Lk.png or B.png+Lp.png+Lk.png
Hokaku Oyobi Shippu o Mochi ta Tsuuda Lp.png+Lk.png

Command Normals

Move Name Motion
Crouching Jab D.pngLp.png
Crouching Strong D.pngMp.png
Crouching Fierce D.pngHp.png
Crouching Short D.pngLk.png
Crouching Forward D.pngMk.png
Crouching Roundhouse D.pngHk.png
Toubu ni yaru Jouhou Kougeki (Kari) D.pngMp.png
Ryouude ni yaru Zenshin Tsuugeki (Kari) B.pngHp.png
Tentou kara no Toubu Tsuugeki (Kari) B.pngHk.png
Tentou kara no Kyakubu Tsuugeki (Kari) Db.png or Df.png+Hk.png

Target Combos

Q has no Target Combos

Special Moves

Move Name Motion
High Speed Barrage Qcb.png+P.png SC
Dashing Head Attack B.png charge, F.png+P.png
Dashing Head Attack (Overhead) B.png charge, F.png+P.png(hold)
Dashing Leg Attack B.png charge, F.png+K.png
Capture and Deadly Blow Hcb.png+K.png

EX Moves

Move Name Motion
High Speed Barrage Qcb.png+P.pngP.png
Dashing Head Attack B.png charge, F.png+P.pngP.png
Dashing Leg Attack B.png charge, F.png+K.pngK.png SC

Super Arts

Num. Super Art Name Motion Super Bars Bar Length (In pixels/dots)
I Critical Combo Attack Qcf.pngQcf.png+P.png 2 stocks 96
II Deadly Double Combination Qcf.pngQcf.png+P.png 1 stock 120
III Total Destruction Qcf.pngQcf.png+P.png then Qcf.png+P.png or Qcf.png+K.png 1 stock 112

Move Analysis

  • All those sprites are taken from the site https://www.justnopoint.com/zweifuss/
  • All Frame data in the "Move Analysis" section is taken from Game Restaurant, this means the Frame data isn't from the Dreamcast version, like Karathrow, it's from the Arcade version.

General

  • Move: Move name
  • Motion: What you must do to execute the move
  • Damage: Damage it does (in pixels)
  • Stun Damage: Stun Damage it does (in pixels)
  • Chains into itself: If you can combo into the same movement
  • Special Cancel: If you can cancel the move into a Special Move
  • Super Cancel: If you can cancel the move into a Super Art
  • Throw Range: Range of the throw (in pixels)
  • Num.: Super Art number
  • Super Art: Super Art name
  • Super Art Stock: Number of Gauge Bars the Super Art have, also the length of each bar (in pixels)

Frame Data

  • Startup: Number of frames it takes to start the move
  • Hit: Number of frames that can hit the opponent
  • Recovery: Number of frames it takes to recover from the move
  • Blocked Advantage: Number of frames you are in advantage/disadvantage after opponent have been blocked the hit
  • Hit Advantage: Number of frames you are in advantage/disadvantage after opponent have been take the hit
  • Crouching Hit Advantage: Number of frames you are in advantage/disadvantage after opponent have been take the hit while he's crouching
  • + # : You have # frames of advantage
  • - # : You have # frames of disadvantage
  • # ~ # : Advantage/disadvantage can vary from # to #
  • Down: Enemy gets knocked down
  • Guard: How opponent must guard the move, High (H), Low (L) or both (HL)
  • Parry: How opponent must parry the move, High (H), Low (L) or both (HL)

Gauge Increase

  • Miss: Gauge you gain if you miss the move (in pixels)
  • Blocked: Gauge you gain if the move gets blocked (in pixels)
  • Hit: Gauge you gain if you hit the opponent with the move (in pixels)
  • Parry: Gauge opponent gains when he parry the move (in pixels)

Basic Moves

(qdf).gif
Move Motion Total Frames
Dash Forward double tap F.png 19

Comments here


(qdb).gif
Move Motion Total frames
Dash Backwards double tap B.png 21

Comments here


(qjump).gif
Move Motion Startup Frames
Jump BU or U or FU 5

Comments here


(qjump).gif
Move Motion Startup Frames
Super Jump DBU or DU or DFU 6

Comments here


(qw).gif
Move Motion Frames
Normal Wakeup - 72

Comments here


(qtw).gif
Move Motion Frames
Quick Stand Tap D.png when hitting the ground 46

Comments here


(qt).gif
Move Motion Frames Gauge Increase
Taunt Hp.pngHk.png 62 3

Comments here


(qparry).gif
Move Motion
Parry (High) Tap F.png when about taking a hit
Parry (Low) Tap D.png when about taking a hit
Parry (Air) Tap F.png in air when about taking a hit

Frame Data

Move Frames you're frozen Frames opponent is frozen Frame Advantage when parry is successful Frames before you can try another parry
Parry (High) 16 16 +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 24(19 when attack comes from the air)*,**
Parry (Low) 16 16 +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 24(19 when attack comes from the air)*,**
Parry (Air) 16 16 +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 21(19 when attack comes from the air)*,**
* (If a parry attempt is successful, the 19/21/24 frame restriction is taken away and you can attempt another parry immediately)
** (If another attack connects within 2 frames of your parry, it will automatically be parried)

Gauge Increase

Move Gauge Increase
Parry (High) 4***
Parry (Low) 4***
Parry (Air) 4***
*** (You gain 4 of gauge for whatever attack parried, and for whatever hit you parry during multihit attack)

You can buffer any motion during High or Low parry, but NOT during Air parry, also parry resets the juggle count (and thus resets all scaling).

  • Parry information is taken from Shoryuken Forums, more exactly, from user JinraiPVC. Thanks for this information dude.

Normal Moves

Standing Normals

Please note that the images show in this section are for the 1st frame it hits, so this means the opponent is taking the hit in the image shown on the move. I use the 1st frame of every move (except 2nd throw image sprites) because you will see the maximum range of every attack (mostly of the attacks). Note also that those images are ACCURATE, they are exactly the first frame it hits, so enemy takes damage but they still don't make the "pain" frame.

(qlp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Far Jab Lp.png 30(5 life points) 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 4 4 +4 +4 +4 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

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's most often used to tick into C&DB, to keep certain opponents from dashing in, and to anti-air empty jumps. It can be parried high and low, even by characters whose down parries make them crouch under the actual jab.


(qmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Strong Mp.png 90(16 life points) 9 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
12 5 19 -2 0 +2 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 3 7 4

This move has great range, is safe on block, and actually recovers better if whiffed than you'd think. While it's mainly used in C&DB corner resets and to give Q his second-best kara throwing distance, it can also serve as a poke and anti-air, although it's not too useful as a poke against most characters because it can be ducked by most and stood under by lots. It must be parried high.


(qhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Fierce Hp.png 130(120)(23 life points) 15(13) No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
18 16 23 -23 Down Down HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 5 13 4

This move knocks the opponent down for most of its many active hit frames, but at the very end it works as a reset if the opponent is in the air or as just a regular hit if the opponent is on the ground. It can be used as a poke against tall characters and more rarely as a situational anti-air. It's safe when done from max range, beats most high-level pokes, and has an active hitbox that stays up for a long time, but characters who can duck it can punish it easily. This move can be used to end a C&DB or SAII juggle, although there are better options. It has to be parried high.


(qcloselp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Close Jab (Close to opponent) Lp.png 35(6 life points) 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 4 6 +2 +2 +2 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

This comes out and recovers faster than far standing jab and can be canceled into all of Q's command moves, although it only combos into EX Slaps and super. Its main uses are as a tick and as an anti-air against empty jumps and opponents who jump right in front of you. It can be parried high or low.


(qlk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Short Lk.png 40(7 life points) 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 4 8 +2 +2 +2 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

This is a nice little poke that comes out and recovers very quickly and is great at keeping the opponent out. It's also used to tick into kara throw or C&DB. It can be parried high or low.


(qmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Far Forward Mk.png 110(19 life points) 7 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
8 5 14 -1 +1 +3 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 3 7 4

This is an excellent poke that should be used often. It beats lots of stuff, has good range, is safe on block, can't be ducked, and is even a decent meaty attack. It must be parried high.


(qhk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Roundhouse Hk.png 150(23 life points) 9 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
20 5 28 -12 -10 -8 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 5 13 4

This is safe on block (except against a reversal Chun SA2) and beats just about any non-invincible attack, but if whiffed or parried it's completely unsafe. It can be used for keep-out and spacing, as a meaty attack if you think the opponent will dash back, and in anticipation of a poke from an opponent who can't hurt you much if you miss. That said, however, its main use is as a C&DB combo finisher. It has to be parried high.


(qclosemk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Close Forward (Close to opponent) Mk.png 100(17 life points) 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 2 18 -2 0 +2 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 3 7 4

This is also a very important move because it's Q's only (only.) cancelable ground normal that combos into all his comboable specials and supers. It can also be used as a tick into kara throw and an occasional meaty attack; although it can't beat many wakeup attacks, using it to combo into super as the opponent is waking up is an important way to get damage and force the opponent to stay still on wakeup. It can only be parried high.

Jumping Normals

(qjlp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Jump Jab (Air) Lp.png 40(7 life points) 7 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 Until landing - -8~+7 -8~+7 +2~+7 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

The claw! This move comes out quickly, lasts almost the whole jump, and has great priority. It can be used to beat most air and even antiair attacks, to retaliate with after an air-to-air parry when the opponent is in front of or above you, and to fake an empty jump by attacking at the last second. It has to be parried high.


(qnjlp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Neutral Jump Jab (Air) Lp.png 40(7 life points) 7 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 Until landing - +2~+7 +2~+7 +7 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

This comes out almost immediately, has great priority, and lasts the whole jump, so it's useful as an air-to-air antiair. It must be parried high.


(qjmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Jump Strong (Air) Mp.png 100(17 life points) 11 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 6 - +4~+10/+5~+10 +4~+10/+5~+10 +9~+10 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 3 7 4

This is good against characters that jump higher than you or are tall enough to get hit by it when standing, but it's rarely used because Q's other jumping attacks are usually better options. It has to be parried high.


(qjhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Jump Fierce (Air) Hp.png 130(23 life points) 15 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
10 8 - 0~+13 0~+13 +9~+13 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 5 13 4

This is a great air move that should be used often. It's good for starting combos and beating or trading with air attacks and anti-airs, including some moves like Dragon Punches and Headbutts. It can set up a taunt if it knocks the opponent out of the air and can also serve as a tick into C&DB. It must be parried high.


(qjlk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Jump Short (Air) Lk.png 40(7 life points) 7 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 Until landing - -7~+7/-8~+7 -7~+7/-8~+7 0~+7 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

This is much like jumping toward jab in that it comes out as fast, lasts as long, and has as good priority, but because its hitbox is lower it's better for attacking an airborne opponent who is lower in the air than you are. It's good at beating air attacks and some anti-airs, faking an empty jump, and ticking into karathrow. It must be parried high.


(qjmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Jump Forward (Air) Mk.png 90(16 life points) 9 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
9 8 - -3~+10/-5~+10 -3~+10/-5~+10 +6~+10 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 3 7 4

This is a great move, one of the air moves you should use the most. It has great range, beats lots of stuff, is a useful defensive poke, and is a good spacer. It must be parried high.


(qjhk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Jump Roundhouse (Air) Hk.png 145(130)(25 life points) 13(11) No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
17 3 - +3~+13 +3~+13 +7~+13 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 5 13 4

This is another excellent move. It stuffs a lot of things and trades with many of the rest, even some that have invincibility frames because its oddly-shaped hitbox sometimes hits the opponent in an area where he doesn't have invincibility. It's Q's only jumping attack that knocks the opponent down out of the air instead of resetting them and has deceptively good range and hit stun. It can be used to zone the opponent out, whiff a jump-in to throw, and start Q's most damaging combos, and it also makes a useful tick and meaty attack. If you do it so that it hits as late as possible, like around the level of the opponent's feet, it can't be punished if it gets parried. It has to be parried high.


(quoh).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Universal Overhead Mp.png+Mk.png 40(7 life points) 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
15 10 5 -5~+7 0~+8 +1~+9 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Q's UOH is slower and floatier than that of most characters, but it also has better range. It's a decent poke and can be used to link into super if it's done at max range or as a deep meaty. If you do it as a deep meaty, you can also link into close standing forward, standing short, and crouching jab. You can also use this for tricky ground crossovers when the opponent is waking up. Other than overhead dash punch, this is Q's only overhead attack, so make sure you use it. It has to be parried high.

Throws

(qtn).gif
Move Motion Damage Stun Damage Throw Range
Hokaku Oyobi Shippu o Mochi ta Tsuuda Lp.png+Lk.png 110(19 life points) 17 24

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 1 21 - - - Lp.png+Lk.png -

Gauge Increase

Miss Blocked Hit
0 7 (for the player who blocked) 7

This does less damage than the toward or back throw but also does more stun, so if the opponent is just about to get stunned, use this. It leaves the opponent right next to Q, which is good if you don't need a taunt or want to play close to the opponent. The regular range is longer than many characters' normal throws, but unless you're trying to tech a throw or otherwise need a throw to come out as soon as possible, you should use the kara throw (same thing with the toward/back throws).


(qtf).gif
Move Motion Damage Stun Damage Throw Range Kara-Throw Kara-Throw Range
Hokaku Oyobi Touteki ni yoru Daraku Shougeki F.png+Lp.png+Lk.png or B.png+Lp.png+Lk.png 140(24 life points) 13 24 B+MP/MP 58/49

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 1 21 - - - Lp.png+Lk.png -

Gauge Increase

Miss Blocked Hit
0 7 (for the player who blocked) 7

One version throws the opponent a bit ahead of Q and the other a bit behind, but they both do the same damage and stun and even have the same animation. They do more damage than the neutral throw and leave the opponent farther away, but they also do less stun. Use one of these if you want to do more damage, set up taunts in some situations, or have the opponent some distance away from you. It seems to me that the toward/back throw also has more range than the neutral throw, but unfortunately I can't find any data to make sure.

Crouching Normals

(qclp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Crouch Jab D.png+Lp.png 20(3 life points) 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 4 4 +4 +4 +4 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

This is a quick little ranged poke that's great for keeping the opponent out and beating slower attacks, so it should be used often. It can be parried both high and low.


(qcmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Crouch Strong D.png+Mp.png 90(16 life points) 9 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
8 5 13 -2 -1 0 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 3 7 4

This is a decent poke and antiair that's safe on block and can recover in time if parried by a jumping opponent when you're more underneath than in front of him. It can be used up close to tick into karathrow or to preemptively stuff an opponent's wakeup attack or jump. Its main drawback is that it can be parried high and low, which makes it less useful as a meaty attack since the opponent can't guess wrong on a parry.


(qchp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Crouch Fierce D.png+Hp.png 120(21 life points) 5 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
14 1 20 -3 -1 +1 L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 5 13 4

This is a good meaty that is safe on block and stuffs or trades with most non-invincible wakeup attacks, although its startup is a little slow. Its range extends above and beyond Q's fist, so it can also be used to stuff long-range low attacks, but that's kinda risky because of its long startup and recovery if whiffed. It has to be blocked and parried low.


(qclk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Crouch Short D.png+Lk.png 20(3 life points) 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 5 8 -2 -2 -2 L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

This is a decent poke that can also work as a meaty attack and a tick into karathrow. Its startup is a little slower than crouching Jab and it doesn't beat as many things, but it does have slightly longer range so it's better for opponents who are farther out. If done at max range, it can stuff moves like Ibuki's EX Dragon Punch. It must be blocked and parried low.


(qcmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Crouch Forward D.png+Mk.png 80(14 life points) 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 3 14 -3 -2 -1 L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 3 7 4

This is a good poke that does more damage than crouching Short but is a little slower to come out. It has good range, beats lots of attacks, and makes a great tick into karathrow. It's also Q's best meter-building attack. It has to be blocked and parried low.


(qchk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Crouch Roundhouse D.png+Hk.png 130(23 life points) 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
12 8 33 -25 Down Down L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 5 13 4

This move knocks down on hit, has good range, and is pure active hit frames at Q's feet, but if blocked or parried it can be punished by anything. It's a fairly good poke against some characters, a pretty good situational antiair, and a decent way to capitalize on parries when the opponent is at max range. It's also useful as a meaty because it beats everything except moves with invincible startup frames, like some supers and Dragon Punches. This move has to be blocked and parried low.

Command Normals

(qbmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Toubu ni yaru Jouhou Kougeki (Kari) B.png+Mp.png 100(17 life points) 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
8 4 18 -2 0 0 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 3 7 4

This is very useful as a poke and antiair and gives Q his best kara throw range, so it's used a lot. It makes Q move up a bit, and the punch actually extends over and a little behind Q's head, so you can hit people who are over and a little behind you. It's safe on block and has good range, so it's good for a poke and for making sure the opponent doesn't jump when you have him cornered. Plus, if you use it as an antiair and time it just right, you can recover in time before you can be hit or thrown. This move also gives Q his best distance for kara throwing, although it throws the opponent behind you unless you have crazy enough timing to only press back for the punch and not for the throw. It must be parried high, although it can be difficult to parry for an opponent jumping right over you because the opponent sometimes has to parry what looks like behind himself.


(qhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Ryouude ni yaru Zenshin Tsuugeki (Kari) B.png+Hp.png 120(100)(21 life points) 15(13) No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
13 11 15 -1 +1 +3 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 5 13 4

This is a good poke and antiair that's best against opponents who are either tall enough to get hit by it when crouching, like Dudley, Urien, Hugo, Alex, and Q, or whose air attacks are susceptible to this move's weird hitbox, like Twelve, Urien, Makoto, and Dudley, but it's good against anyone if the opponent is using a high poke or standing up. It's safe on block, beats out lots of attacks, and is usually even safe if parried by a jumping opponent if it moves Q under the opponent and past his attacks. It's also very important as a reset in C&DB corner juggles. It has to be parried high.


(qbhk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Ryouude ni yaru Zenshin Tsuugeki (Kari) B.png+Hk.png 140(130)(24 life points) 3(15) No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
11 7 35 -26 Down Down HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 5 13 4

This move is almost great, but just a little too risky. If it touches the opponent early, it has great range and priority, must be blocked low, knocks down on hit, and can be canceled but not comboed into all of Q's command moves; if it touches the opponent later in its animation, it can be blocked high, doesn't knock down, and can't be canceled. There are three uses for this thing. The main use is as a meaty attack; if you do close back + roundhouse xx slaps or dash punch and the opponent doesn't parry, he'll either get knocked down by back + roundhouse or take some block damage from the specials. It can also be used to beat low pokes, since the early part of its animation eats up every low move in the game. The third use is as a preemptive antiair, for when you think the opponent might jump back on wakeup and you're a little distance away. One problem, apart from the fact that it doesn't combo, is that this move cancels into other moves fairly slowly, meaning that if you do it too close when the opponent is waking up and try to cancel into slaps, you could get thrown; the solution is to take advantage of the move's range and do it from further away. It also has huge recovery time if uncanceled or whiffed, so make sure that that only happens when it's successfully used as a preemptive antiair. It can be parried both high and low at any stage of its animation.


(qchk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Tentou kara no Kyakubu Tsuugeki (Kari) Db.png+Hk.png or Df.png+Hk.png 130(23 life points) 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
12 8 33 -25 Down Down L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 5 13 4

Comments here

Special Moves

(qhsbl).gif
(qhsbm).gif
(qhsbf).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel Juggle Value
High Speed Barrage (Jab) Qcb.png+Lp.png 150(50x3)(24 life points) 9 9(3+3+3) No
High Speed Barrage (Strong) Qcb.png+Mp.png 150(50x3)(24 life points) 9 13(5+3+5) No
High Speed Barrage (Fierce) Qcb.png+Hp.png 150(50x3)(24 life points) 9 13(5+3+5) No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
High Speed Barrage (Jab) 9・19・29 1・1・1 26 -6 +1 +3 HL/HL/HL H/H/H
High Speed Barrage (Strong) 8・18・28 1・1・2 28 -9 0 +2 HL/HL/HL H/H/H
High Speed Barrage (Fierce) 9・19・29 1・1・1 28 -8 +1 +1 HL/HL/HL H/H/H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
High Speed Barrage (Jab) 3 10 17 12(4+4+4)
High Speed Barrage (Strong) 3 10 17 12(4+4+4)
High Speed Barrage (Fierce) 3 10 17 12(4+4+4)

quarter circle back, punch. Can be EXed. This is very useful against lots of characters. The jab version hits everyone even when crouching, although Chun can randomly duck the middle hit. Strong Slaps is a good poke and is useful if you parry an air attack, fierce slaps is a decent and situational antiair, and both can be used to keep an opponent from jumping on your wakeup or your opponent's. The slaps can only be punished by Ken's SAIII, Chun's SAII, Dudley's SAIII, Makoto's SAI's, Q SAII, reversal-timed Necro SAIII, and Remy's SAII, which only hits a couple times and can then be parried or blocked. Against characters who can't punish the Slaps, you can use it for poking, anti-air, spacing, and chip. EX Slaps knocks the opponent down, does great damage, stun, and chip, and is hard to red parry, but it's easily punished by everyone on block.


(qdha).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Dashing Head Attack (Jab) Hold B.png,F.png+Lp.png 120(21 life points) 8 11 Yes
Dashing Head Attack (Strong) Hold B.png,F.png+Mp.png 140(24 life points) 9 13 Yes
Dashing Head Attack (Fierce) Hold B.png,F.png+Hp.png 155(27 life points) 10 15 Yes

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Dashing Head Attack (Jab) 13 3 16 -2 0 +2 HL H
Dashing Head Attack (Strong) 15 3 16 -2 0 +2 HL H
Dashing Head Attack (Fierce) 19 4 16 -3 -1 +1 HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Dashing Head Attack (Jab) 3 9 14 4
Dashing Head Attack (Strong) 3 9 14 4
Dashing Head Attack (Fierce) 3 9 14 4

charge back, toward, punch. Can be EXed. The harder the punch, the farther the dash goes. The normal version is always safe on block, with the negligible exception of a fierce version done against a reversal Ken SAIII. Strong or Jab dash punch can be comboed into with close standing forward and any version dash punch can be canceled into a super (or other stuff, if it's the EX version) and used to cover ground quickly. Note that some characters, as mentioned below, can duck/walk/dash under it.


(qdhao).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Dashing Head Attack (Overhead) (Jab) Hold B.png,F.png+Lp.png(Hold Lp.png) 100(17 life points) 6 9 No
Dashing Head Attack (Overhead) (Strong) Hold B.png,F.png+Mp.png(Hold Lp.png) 115(20 life points) 7 9 No
Dashing Head Attack (Overhead) (Fierce) Hold B.png,F.png+Lp.png(Hold Lp.png) 130(23 life points) 8 9 No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Dashing Head Attack (Overhead) (Jab) 24 3 23 -10 +2 +4 H H
Dashing Head Attack (Overhead) (Strong) 28 3 24 -11 +2 +4 H H
Dashing Head Attack (Overhead) (Fierce) 32 3 25 -12 +2 +4 H H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Dashing Head Attack (Overhead) (Jab) 0 0 2 4
Dashing Head Attack (Overhead) (Strong) 0 0 2 4
Dashing Head Attack (Overhead) (Fierce) 0 0 2 4

charge back, toward, hold punch. It's an overhead, obviously, and it hits a little later than the regular version, so it's a little harder for the opponent to block or parry if he's crouching or looking to duck, walk under, or parry a regular dash punch. You can link it to SAII if the opponent is crouching and you hit him within SAII's range. This is a little more useful than the low dash punch because some people low-block or try to parry dash punches, and this'll throw off their timing. It can come out if you tap punch quickly, so heads up for that. It's quite punishable on block.


(qdla).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Dashing Leg Attack (Short) Hold B.png,F.png+Lk.png 100(19 life points) 6 3 No
Dashing Leg Attack (Forward) Hold B.png,F.png+Mk.png 125(22 life points) 8 3 No
Dashing Leg Attack (Roundhouse) Hold B.png,F.png+Hk.png 140(24 life points) 9 3 No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Dashing Leg Attack (Short) 25 2 29 -13 Down Down L L
Dashing Leg Attack (Forward) 28 2 30 -14 Down Down L L
Dashing Leg Attack (Roundhouse) 31 2 31 -15 Down Down L L

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Dashing Leg Attack (Short) 3 7 12 4
Dashing Leg Attack (Forward) 3 7 12 4
Dashing Leg Attack (Roundhouse) 3 7 12 4

charge back, toward, kick. Can be EXed. This sweeps the opponent, but it's unsafe on block and has a little longer startup than the regular dash punch. Opponents usually have no reason not to block low on a dash punch because every character can either block or duck the regular version that way, so going low isn't useful very often. It's mainly used to surprise the opponent or beat an expected toward parry.


(qcadb).gif
Move Motion Damage Blocked Damage Stun Damage Throw Range Super Cancel Juggle Value
Capture and Deadly Blow (Short) Hcb.png+Lk.png 110(19 life points) - 11 85 No
Capture and Deadly Blow (Forward) Hcb.png+Mk.png 120(21 life points) - 11 87 No
Capture and Deadly Blow (Roundhouse) Hcb.png+Hk.png 130(23 life points) - 11 89 No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Capture and Deadly Blow (Short) 12 2 42 - Down Down Impossible Impossible
Capture and Deadly Blow (Forward) 13 2 44 - Down Down Impossible Impossible
Capture and Deadly Blow (Roundhouse) 14 2 46 - Down Down Impossible Impossible

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Capture and Deadly Blow (Short) 5 - 20 -
Capture and Deadly Blow (Forward) 5 - 21 -
Capture and Deadly Blow (Roundhouse) 5 - 22 -

half circle back, kick. A slow command grab with range longer than Hugo's Gigas Breaker that sets up very damaging combos. The stronger the kick button used, the longer the range, but longer the startup, and also the farther the opponent will be launched. There's usually no reason to use any strength other than Roundhouse for C&DB. Short is used to do short C&DB, Fierce Slaps and forward is used on Remy because some of the juggles don't work on him otherwise; also Short, Fierce Slaps gives a great taunt opportunity. C&DB is very important against certain characters and not so important against others. If you don't follow up with an attack before the opponent lands on the ground, he cannot quick-stand.

EX Moves

(qhsbex).gif
Move Motion Gauge Needed Damage Blocked Damage Stun Damage Super Cancel Juggle Value
High Speed Barrage (EX) Qcb.png+P.pngP.png 40 230*(for 7 hits)(30×2+40×4+50)(40 life points) 19(2+2+3×5) 25*(for 7 hits)(3+5×6) No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
High Speed Barrage (EX) 6・14・24・33・41・42・43 1・1・1・1・3・1・3 36 -23 Down Down HLx7 Hx7

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
High Speed Barrage (EX) - - - 25(4x7)

Comments here


(qdhaex).gif
Move Motion Gauge Needed Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Dashing Head Attack (EX) Hold B.png,F.png+P.pngP.png 40 160(28 life points) 10 9 Yes

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Dashing Head Attack (EX) 14 3 36 -21 Down Down HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Dashing Head Attack (EX) - - - 4

Causes a wallbounce, leading to high damage combos and taunt setups, but is very unsafe on block, making its most common application in C&DB juggles.


(qdlaex).gif
Move Motion Gauge Needed Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Dashing Leg Attack (EX) Hold B.png,F.png+K.pngK.png 40 170(90+80)(29 life points) 11 8(3+5) Yes/No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Dashing Leg Attack (EX) 26 2 34 -18 Down Down L L/H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Dashing Leg Attack (EX) - - - 8(4+4)

Combos into SAI, but the damage reduction is huge and it's easier for the opponent to see coming because its startup is slower. it's mainly used as a chip kill.

Super Arts

(qsa1).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage Damage/Gauge
I Critical Combo Attack 2 bars (96 each bar) Qcf.png,Qcf.png+P.png 380*(62 life points) 70 12** 3,95(x2)
* 75(x3)+70+130 Damage is when all hits connect.
** 3(x3)+3+3 Stun Damage is when all hits connect.

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 3 31 -19 Down Down HL/HL/HL/L/HL H/H/H/L/H

Comments here


(qsa2).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage Damage/Gauge
II Deadly Double Combination 1 bar (120) Qcf.png,Qcf.png+P.png 480*(80 life points) 38 20** 4
* 150+330 Damage is when all hits connect.
** 5+17 Stun Damage is when all hits connect.

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 1 38 -25 Down Down HL/HL H/H

Comments here


(qsa3).gif
(qsa3qcfp).gif
(qsa3qcfk).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage Throw Range Damage/Gauge
III Total Destruction (Activation) 1 bar (112) Qcf.png,Qcf.png+P.png - - - - -
- Total Destruction (Punch) - (After activation) Qcf.png+P.png 350(62 life points) 44 25 - 3,12
- Total Destruction (Grab) - (After activation) Qcf.png+K.png 470(83 life points) - 18 56 4,19

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Total Destruction (Activation) 19 - - - - - - -
Total Destruction (Punch) 12 1 39 -17 Down Down HL HL
Total Destruction (Grab) 6 3 59 - Down Down Impossible Impossible

Comments here

Strategies

Basics and Rapid-fire tips

Q is a heavy hitter character and one of the most defensive ones in the game, as his main gameplan is to get his taunts set up and a life lead to either time out the win or get the opponent to recklessly get in.

  • neutral
    • build your meter as a first priority, do so by whiffing your normals, preferably your faster pokes, at a safe range.
    • don't do a lot of 'random' dash punches, otherwise they get predictable and can be parried for a massive punish. use them when the opponent isn't expecting, and even more if you have super full
    • if the opponent gives you too much space, just taunt
      • don't taunt in neutral
    • use st.mk, cr.mp, cr.lk and cr.mk as you main pokes. note that none cancel, so you are only going to use them to chip in damage and assert space control, which is perfectly valid, just worse.
    • use cr.mp, j.mp, back+mp and scratches as anti airs
  • offensive game
    • your command grab is the core of your main offensive core, due to leading to very high damage. It's slow for a command grab, but luckily you have ways to mix up with it effectively.
    • st.lp, cr.lp, st.lk and cl.lp are all your only +oB moves. you have a lot of other safe oB moves, but these are the cores of your frame traps.
    • cl.mk is the normal to use offensively because its the only one that cancels and combos into stuff. it's safe oB, aint too slow, and can only be parried high.
    • your UOH is ok - its slow and floaty, but it has a lot of range and allows for combos into super if properly spaced\hit meaty
  • defensive game
    • Block low - since Q can evade all throws when crouching, you essentially have an OS against the majority of pressure options. be patient, don't mash lights or super, and stay on your toes vs. the few OH that can be comboed out of
    • your best punish options at close range is like to be cl.mk xx ex dash punch, st.hk
    • note that Q gets additional 2f of crouch blockstun, and 1f of stand block stun

Taunt

Benefits

Taunting gives Q great benefits. While he normally takes the second-least damage in the game among playable characters, three taunts gives him about 40% damage off what he usually takes and the game's best defense. You only get bonuses for the first three taunts, and the bonuses only last until the end of that round, so to get full benefits you need to taunt three times early each round. Trading a bit of health for a taunt actually lets you take more total hits without dying than if you hadn't taunted and still had full health; in fact, if you lose a third of your health bar with three taunts, you still have more total damage-taking power than if you had a full health bar and no taunts. That said, you should obviously try to minimize the damage you take when taunting. Alongside the stamina gains, the first taunt Q performs in a round also gives him 10% faster stun recovery. He gains no more stun recovery upon additional taunting, however.

Choosing when and where to taunt

When deciding when and where to taunt, take into account not only your health bar but also your positioning and other opportunities and only taunt if it gives you an advantage overall. For example, taunting in Ken's face isn't worth it, but if you're just gonna get hit by a full screen fireball or if you're up against a meter-less Chun, do it. For another example, if you land EX dash punch to neutral standing Roundhouse about 2/3 of the way to one side of the screen, consider that while you could taunt after, leaving you across the screen from your cornered opponent, you could also do a Strong or Fierce dash punch to get better positioning. Taunting is not always your most advantageous option.

Setups

There are lots of setups for the taunts. In order to find space and time to taunt, you generally have to be a proactive turtle, if that makes sense. You need to either force your opponent away from you by attacking or dictating the pace of the game, or you need to force him to be complicit in being far away from you through conditioning him to let you do so. The most preferable ways to taunt are, obviously, the unpunishable ones. You get one unpunishable taunt after an antiair dash punch or slaps, after any C&DB combo that ends in a knockdown, after SAI, and after SAII if you do a follow-up knockdown attack, and you get two unpunishable taunts after SAII if you don't do a follow-up attack. There are also ways of setting up taunts that guarantee a taunt but don't guarantee that you won't be punished. Doing short C&DB to fierce slaps or close antiair fierce slaps guarantees two taunts, but every character except Hugo can punish the second one, although most characters can only do it if they have a super bar or EX meter ready. Air-to-air jumping fierce, ex slaps, and just being really far away will get you a taunt against characters who can't hurt you fast from a distance, although this can always be punished by half the cast when they have super or ex meter ready. Back + Roundhouse canceled into a taunt guarantees a taunt, but it's completely unsafe and you will get punished for it. Doing a back/toward throw gives you enough time to taunt against certain characters, but it's also totally punishable. Another way to do it is to take advantage of the opponent's style of play. If they're a turtle, use your taunts. This is good because you get a taunt but also because the threat of you taunting and getting magical-level defense is enough to make the opponent not want to turtle, and that's good because Q has a hard time dealing with turtles. You can also condition the opponent to let you taunt by doing something a few times in a row to make them expect one thing and then taunt when they expect it again; for example, do something to make them move backward or attack a few times, and then when they expect you to do it again, use that rhythm to taunt, or do a dash punch on their wakeup after SAI to get them used to blocking, parrying, or attacking on wakeup, and then do two taunts after SAI instead when they're not expecting it.

Combos

General Midscreen

  • (Optional Jumping medium/heavy attack or meaty uoh) close standing MK xx jab/strong/ex dash punch
  • (Optional Jumping medium/heavy attack or meaty uoh) close standing MK xx jab/strong dash punch xx SAI/SAII
  • (Optional Jumping medium/heavy attack or meaty uoh) close standing MK xx jab/strong/ex slaps
  • (Opponent crouching) overhead dash punch, link to SAII
  • EX low dash punch (one hit) xx SAI
  • Short c&db, SAII
  • Short c&db, fierce slaps
  • Meaty Universal Overhead, SAI/SAII

Capture and Deadly Blow Combos

All information in this section is annotated from Clawstrophobia tutorial video and placed here for ease of memorization.

General Capture and Deadly Blow Combos

  • HK C&DB -> MP Dashing Punch
  • HK C&DB -> EX Dashing Punch -> HK
  • LK C&DB -> HP Slaps
  • HK C&DB -> LP Overhead Dashing Punch -> LP Dashing Punch X SAII

Midscreen Character Specific Combos

Ryu, Ken, Sean, Akuma, Chun-Li, Dudley, Makoto, Urien, Alex, Necro, Twelve
  • HK C&DB -> MP Dashing Punch > HP Dashing Punch (Alex timing is trickier. You can use MK C&DB to make it easier)
Hugo
  • HK C&DB -> MP Dashing Punch
Ibuki, Oro, Twins
  • MK C&DB -> MP Dashing Punch -> HP Dashing Punch
Remy
  • HK C&DB -> MP Dashing Punch (overhead) > MP Dashing Punch
Q
  • HK C&DB -> MP Dashing Punch -> MP Dashing Punch
Ryu, Ken, Gouki, Sean, Chun, Dudley, Necro, 12, Q, Alex, Urien, Oro, Hugo, Elena, Makoto
  • HK C&DB -> EX Dashing Punch -> HK (Timing is Tricky on Oro and Makoto, You can use MK C&DB to make it easier)
Remy, Yun, Yang, Ibuki
  • MK C&DB -> EX Dashing Punch -> HK

Character Specific Corner C&DB Combos

Midscreen to Corner
Alex, Dudley, Elena, Ryu, Ken, Gouki, Sean, Hugo, Q, Urien=

HK C&DB -> MP Dashing Punch -> MP Dashing Punch

Makoto, Chun Li

HK C&DB -> MP Dashing Punch -> HP Dashing Punch

Yun, Yang, Ibuki, Oro, Remy

HK C&DB -> HP Dashing Punch -> MP Dashing Punch

In Corner
Alex, Dudley, Elena, Ryu, Ken, Gouki, Sean, Oro, Urien

HK C&DB -> MP Dashing Punch -> MP Dashing Punch

Necro, Twelve, Hugo

HK C&DB -> LP Dashing Punch -> LP Dashing Punch

Ibuki, Remy, Yun, Yang

HK C&DB -> HP Dashing Punch -> HP Dashing Punch

Makoto, Chun Li

HK C&DB -> MP Dashing Punch -> HP Dashing Punch

Q

HK C&DB -> MP Dashing Punch -> LP Dashing Punch

Match-Ups

External Links

UltraDavid's How-To Q Thread

3S Navigation

General
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Characters
Akuma
Alex
Chun-Li
Dudley
Elena
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Ibuki
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Makoto
Q
Necro
Oro
Remy
Ryu
Sean
Twelve
Urien
Yang
Yun
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