Street Fighter 3: 3rd Strike/Q/2021/Introduction

From SuperCombo Wiki

Introduction

Not much is known about the mysterious being known as "Q". He's been reported to be in completely different places at the same times based on various eyewitness accounts. He has been spotted in every country around the world. Some believe that he may be linked to various disasters. Newcomer to the SF Roster in 3rd Strike.

Perhaps the most popular of the low tiers, Q is a fairly simplistic brute-force brawler with good power, range and many useful normals, but he is also fairly slow, meaning every move must be deliberate. Additionally, he has the highest potential stamina in the game if the player finds safe times to taunt, making him very difficult to kill at that point.

Super Arts

SAI (Critical Combo Attack)

SA1 is usually the best choice. As the only option of Q's SAs with 2 bars he has more meter to stock and spend. Critical Combo Attack has good range and invulnerability as well as being easy to combo into. Punishes blocked shoto sweeps and fantastic at catching projectile attempts. Rounds out Q's kit very well.

SAII: (Deadly Double Combination)

SA2 is also easy to combo into and great damage, and allowing followups afterwards for even more damage. The fastest startup of Q's SAs, with the capability of linking off of Q's Overhead Dash Punch. Has the disadvantage of only being 1 bar compared to the 2 bars of SA1.

SAIII: (Total Destruction)

SA3 is a rather gimmicky super as it has very high startup for being a grab. Not much use aside from flexing on your opponent.

Strengths Weaknesses
  • 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-low options.
  • Very high damage output with meter, great Super Arts.
  • Medium range pokes with good recovery and damage.
  • Great command grab allowing him to gain a solidly good offensive presence.
  • Can avoid all throws shortly after crouching and not pressing anything after, essentially invalidating many of the casts' pressure when blocks 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 matchup, especially ones against defensive or pressure-heavy characters.
  • Tall, thin hurtbox making him an easy crossup and large juggle combos target.

Character Colors

(qcolor).gif