It has good range, beats lots of attacks, and makes a great tick into karathrow. The mask has yellow eyes of varying brightness.

Rorschach, The Question, Mr. A). It's most often used to tick into C&DB, to keep certain opponents from dashing in, and to anti-air empty jumps.

Take your favorite fandoms with you and never miss a beat. Stun Bar Recovery (frames it takes to recover 1 pixel): 22.

It can come out if you tap punch quickly, so heads up for that. Blood type This move is almost great, but just a little too risky. He has been spotted in every country around the world. 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. cancelable ground normal that combos into all his comboable specials and supers. It can be parried high and low, even by characters whose down parries make them crouch under the actual jab. He's been reported to be in completely different places at the same times based on various eyewitness accounts. 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. Q's most signature special moves include his Dashing Straight, a fast and useful attack that can easily be cancelled into Super Arts, his Dashing Leg Attack, and the Capture & Deadly Blow, a command grab which sends the opponent into the air for a juggle. [2], When asked by YouTube user Lovesmash on Twitter if Q could appear as DLC in Street Fighter V, Ono cryptically replied; "Ate [sic] you ready!? Not much is known about Q, except that he appears at different places around the world, and may be linked to various disasters. "I... am abomination. It has to be parried high. 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. screenshot and look in the background of Ken's classic SF2 stage, on the boat. 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. This move can be used to end a C&DB or SAII juggle, although there are better options. This comes out almost immediately, has great priority, and lasts the whole jump, so it's useful as an air-to-air antiair. This is a decent semi-poke and situational anti-air. You can link it to SAII if the opponent is crouching and you hit him within SAII's range. On the far right side of the boat, there is a guy with his arm raised (cheering) who closely resembles Q. 1. Perhaps SF3's development team thought He is a mysterious individual of unknown origin whose face is concealed by an expressionless metallic mask. 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. It has to be parried high.

This move has to be blocked and parried low. 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.

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.

Q's UOH is slower and floatier than that of most characters, but it also has better range. He is one of only two characters lacking any mid-boss or final boss conversation dialogue in, Interestingly enough, Q's theme bears some similarities to the theme of the, One of the people who flee from Q in one of his introductions, is a boy wearing a cap similar to, The 15th color scheme of this costume has the same colors as Q's normal costume in.

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. Street Fighter: World Warrior Encyclopedia Hardcover, Street Fighter V Character Encyclopedia: Q, Street Fighter V Character Encyclopedia: Wayne Nakamura, https://twitter.com/Yoshi_OnoChin/status/698710352704499718, https://streetfighter.fandom.com/wiki/File:HDPVRPRO60_20190911_233509_011.JPG, https://streetfighter.fandom.com/wiki/Q?oldid=226409, It was rumored that Q (or someone resembling him) can be seen in, Furthermore someone highly resembling Q can be seen in the background of Dudley's. You may be interested in: Start Game.

Alive 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. The normal version is always safe on block, with the negligible exception of a fierce version done against a reversal Ken SAIII. The EX version bounces the opponent off the wall and back at you, allowing a juggle. Street Fighter: Anniversary Collection, Street Fighter III: 3rd Strike Online Edition, Card Fighters Clash, Card Fighters Clash 2, Card Fighters Clash DS Page Updated: Sept. 18th, 2020 "Q" is definitely one of the strangest and most mysterious fighting game characters of all time. profile artwork. Species Not much is known about Q, except that he appears at different places around the world, and may be linked to various disasters. Unknown (Conflicting viewpoints) First Game Unknown[1][2] 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.

This is another excellent move.

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.

It's also very important as a reset in C&DB corner juggles. Skills Q (キュー, Kyuu?)

Rival(s) Occupation This is a great move, one of the air moves you should use the most.

It beats lots of stuff, has good range, is safe on block, can't be ducked, and is even a decent meaty attack. 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. point this out). Another way to do it is to take advantage of the opponent's style of play. That said, you should obviously try to minimize the damage you take when taunting. 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 has to be parried high. 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.

This is noted as some of his normal attacks act as though he has no intention of harming his opponent. It can be used up close to tick into karathrow or to preemptively stuff an opponent's wakeup attack or jump. Add a photo to this gallery. 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. Due to being an enigma, Q is the only character to have "unknown" as all of his characteristics. Characteristics This is very useful as a poke and antiair and gives Q his best kara throw range, so it's used a lot. Q in Street Fighter III: 3rd Strike artwork by Akiman. Moveset Shadaloo C.R.I.

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. Arcade. There are three uses for this thing. The EX version 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. Taunt: Increases defense for the whole round by 12.5% (maximum 3 taunts, 37.5% bonus). Arcade.

Despite many of his simple, robotic movements, some of his other mannerisms and features could be considered human; for example, after parrying a move, he will brush off his trench coat. Can be EXed. when the throw is activated. 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. Circus Charlie (level select, set 2) Start Game. j=d.createElement(s),dl=l!='dataLayer'?

Fighter: Anniversary Collection, Street 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.

Also, Q's neck is the only portion of his body that is visibly made of flesh and skin, though some of his legs are visible during certain animations.

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. Unknown[1][2] It must be parried high. This is a good poke that does more damage than crouching Short but is a little slower to come out. It must be parried high. Q sports a hat and a tan trench coat, along with white gloves, dark brown pants and dress shoes. 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).

Dislikes Q's UOH is slower and floatier than that of most characters, but it also has better range. Q's moveset and appearance seem to have some unknown connection to G. OTHER

Q is a heavy hitter fundamental character that is the most defensive one in the game, his main gameplan is focused in get closer to the opponent with Dashing Punches use his command special grab to combo it and get a Taunt for gain stamina. * 150+330 Damage is when all hits connect.

It can be used as a poke against tall characters and more rarely as a situational anti-air. 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.

The stronger the kick button used, the longer the range, but longer the startup, and also the farther the opponent will be launched. The best way to learn Q is to watch the tutorial video called "Clawstrophobia". 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.

function gtag(){dataLayer.push(arguments);} 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. Doing a back/toward throw gives you enough time to taunt against certain characters, but it's also totally punishable.

Clash DS, "Q" is definitely one of the strangest and most mysterious fighting game characters of all time. The most preferable ways to taunt are, obviously, the unpunishable ones. Capture & Deadly Blow, Dashing Head Attack, Dashing Straight, Dashing Leg Attack, High Speed Barrage, Critical Combo Attack, Deadly Double Combination, Total Destruction 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.

Color Pack 2 from Street Fighter III: Third Strike Online Edition. The jab version hits everyone even when crouching, although Chun can randomly duck the middle hit. Eye color It can be parried high or low.

As of his 'name', Q shares his 'initial' with several other characters as well, most notably being among the same character from the James Bond series, with the most famous incarnation being played by the late Desmond Llewelyn, who was portraying the character during the time 3rd Strike was made.

It has to be parried high.