Q
Character specific stuff
Shoryu-shoryu
- TC LP shoryu LP/MP shoryu (plink MP into LP to make the timing easier)
UOH setup
- crouch LK > crouch MP
SA3 cross-up setup
- Walk up jump, timing determines cross-up.
Crouch LK>LP>LK
- NO
Shoryu confirm
- Crouch LK > crouch LP xx Shoryu (whiffs when Q is hit crouching)
Corner cross-up jump
- NO
Notes
- Stuff dash-punches with stand MP, crouch MP (or ex hadouken)
- You can often parry it on reaction, takes some practice though
- Backdash and buffer super motion if you get hit by dash-punch if they like to command-grab after
- Walk forward instead of dashing, less risk getting dash-punched
- Don't get wakeup super-ed
- Good kara-throw, especially dangerous when Q is cornered (backthrow)
- They may crouch LP xx SA2 on wakeup
- His low buttons are otherwise not very scary, you should probably do high parries more than low parries
- Little fun bonus: when you double DP Q, you can usually get LP DP > MP DP (I usually plink MP into LP to double my chances)
- You can link SA3 if you hit Q with far HP while he's crouching
- It only hits him crouching during a small part of his normal idle animation
- It also hits him out of some crouching buttons
- The SA3 link is quite late
- Far HP is a decent option to cover neutral jumps