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    Q by JChristopher

    Version: 1.2 | Updated: 12/18/99 | Search Guide | Bookmark Guide

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    STREET FIGHTER III 3RD STRIKE FAQ
    by Joseph Christopher <sirlordjoseph@icqmail.com>
    version 1.2
    Dec. 18, 1999
                                                                           
    this faq is copyright 1999-2000 Joseph Christopher
                                                                                       
    I didn't believe there will come a time when I'll have to write something          
    like this just to remind some people of what they all should be knowing            
    by heart :( Anyway, here goes...                                                   
                                                                                       
    By gaining access to this faq you agree to the following terms:                    
                                                                                       
    ___________________________________________________________________________________
    ===================================================================================
    ||                                                                               ||
    ||  1) I, Joseph Christopher, the author of this faq, is not in any way          ||
    ||     liable for any harm that anybody thinks came from reading this faq.       ||
    ||     Examples of this harm include physical ones, such as getting mauled       ||
    ||     by someone who lost to you via a technique found in this faq, and         ||
    ||     emotional ones, such as experiencing humiliation upon the use or          ||
    ||     most likely misuse of yet another technique found in this faq.            ||
    ||                                                                               ||
    ||  2) If this faq was accessed from a source other than gamefaqs.com, nine      ||
    ||     out of ten chances are it is not in its latest update. You must           ||
    ||     therefore read the latest version of this faq first at the said web       ||
    ||     site before sending in any comments, suggestions, and/or corrections.     ||
    ||     As for webmasters, web page contibutors, and all similar personnel,       ||
    ||     posting this faq on any other website requires every last sentence,       ||
    ||     phrase, word, and character contained within this file included and       ||
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    ||     preferable, though not required.                                          ||
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    ||  3) This faq is not to be profited from---directly, indirectly, or in         ||
    ||     whatever other way possible. By directly I mean earning less than,        ||
    ||     equal to, or greater than a cent's worth in cash, items, or services      ||
    ||     in exchange for part of or all the contents of this faq. On the           ||
    ||     other hand, by indirectly I mean using a part of or all the contents      ||
    ||     of this faq as a convincing factor for the purchase of another product    ||
    ||     thus directly or again indirectly yielding profit.                        ||
    ||                                                                               ||
    ||  4) You will not use even a single phrase, sentence, or concept found         ||
    ||     anywhere in this faq on your own work, even if you expressed it in        ||
    ||     your own words, without at the very least giving me, Joseph Christopher,  ||
    ||     the author of this faq, full credit for it. If you in any way             ||
    ||     incorporated even a very minute part of the strategies found in this      ||
    ||     faq with your own in your work, then you must at the very least give      ||
    ||     me partial credit for it.                                                 ||
    ||                                                                               ||
    ||  5) Ignorance of the law excuses no one, therefore if ever anything           ||
    ||     unlawful is done to this faq and/or to me, its author, the appropriate    ||
    ||     legal actions will be taken. If at any point you disagree to this         ||
    ||     or any of the above statements, delete this faq immediately and discard   ||
    ||     any help it has done for you.                                             ||
    ||                                                                               ||
    ===================================================================================
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                                                                       
    * This society does not care if you're the dumbest vegetable on earth,             
      if you do something wrong, someone will make you pay the price! ;)               
                                                                                       
    * Q is QUAD DAMAGE! Quake fans would definitely agree, anyone with this
      feature can turn anyone else into a mass of Quivering lard in an instant.
      He's not to be used by any Quack, as his moves are Quite Queer and he's
      obviously not one of the Quicker characters in the game. You'll find
      his personality Questionable, being so Quiet he actually has "..." as
      a winning Quote. He also Quirks a lot while fighting, which is very moronic
      of him. But don't Quit on him yet. Q is still Qualified to Quench your
      thrist for victory and meet your Quota of number of wins for the day.
      Q, if used properly, can easily Quell the opposition because:
                                                                           
    1. Q is QUAD DAMAGE! (ok, I just said that, but so what!?)
    2. Q's attacks are sudden and can easily catch an opponent off guard
    3. Q has tremendous reach in his moves
    4. Q takes a whole lotta less damage from opponents (especially after
       taunting)
                                                                           
                                                                           
    Why read this guide:
       I. Legend
      II. General Moves
     III. Normal Moves
      IV. Special Moves
       V. Supers
      VI. Combos
     VII. Vs. Computer
    VIII. Vs. Human
      IX. Ending
       X. Credits
      XI. Revision History
     XII. Final Words
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____      __    ____   ___  ____  _  _  ____
    (_  _)    (  )  ( ___) / __)( ___)( \( )(  _ \
     _)(_      )(__  )__) ( (_-. )__)  )  (  )(_) )
    (____)()  (____)(____) \___/(____)(_)\_)(____/
                                                                           
                                                                           
    U - up
    D - down
    B - back
    F - forward
    + - at the same time
    P - any punch
    K - any kick
    L - low
    M - medium
    H - high
    / - or
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  ____       ___  ____  _  _  ____  ____    __    __
    (_  _)(_  _)     / __)( ___)( \( )( ___)(  _ \  /__\  (  )
     _)(_  _)(_     ( (_-. )__)  )  (  )__)  )   / /(__)\  )(__
    (____)(____)()   \___/(____)(_)\_)(____)(_)\_)(__)(__)(____)
                     __  __  _____  _  _  ____  ___
                    (  \/  )(  _  )( \/ )( ___)/ __)
                     )    (  )(_)(  \  /  )__) \__ \
                    (_/\/\_)(_____)  \/  (____)(___/
                                                                           
                                                                           
    dash       - F,F / B,B (goes in direction you choose)
    super jump - D,U / D,UF / D,UB (goes in direction you choose)
    throw      - LP+LK / F+LP+LK / B+LP+LK (different throws depending on
                 direction)
    overhead   - MP+MK
    taunt      - HP+HK
    parry      - tap F at the moment of impact of the opponent's attack (maybe
                 done in mid-air)
    low parry  - tap D at the moment of impact of the opponent's attack (no
                 longer can it be done on high attacks)
    red parry  - tap F at the moment of impact of the opponent's attack right
                 after blocking a previous one. (both the current and previous
                 attack must've been a combo for the red parry to be acknowledged)
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  ____  ____      _  _  _____  ____  __  __    __    __
    (_  _)(_  _)(_  _)    ( \( )(  _  )(  _ \(  \/  )  /__\  (  )
     _)(_  _)(_  _)(_      )  (  )(_)(  )   / )    (  /(__)\  )(__
    (____)(____)(____)()  (_)\_)(_____)(_)\_)(_/\/\_)(__)(__)(____)
                           __  __  _____  _  _  ____  ___
                          (  \/  )(  _  )( \/ )( ___)/ __)
                           )    (  )(_)(  \  /  )__) \__ \
                          (_/\/\_)(_____)  \/  (____)(___/
                                                                           
                                                                           
    1) LP - Q's jabs, unlike what is very common, cannot be done twice and register
            as a combo. They're just plain pokers, not even so good at that
            because of their lack in speed but, what choice do you have?
                                                                           
       a) standing - makes use of the fingertips to inflict a small amount
                     of damage to the opponent's chest. Should also be considered
                     as an anti-air(though I'd prefer other, more powerful
                     versions) because of Q's height.
                                                                           
       b) crouching - you extend your hand out. What!? Imagine how your hand
                      looks like when it's not doing anything---half-open
                      right? You think you can hurt anyone with that? Certainly
                      not! And that's just what Q does in this move so don't
                      use it.
                                                                           
       c) jumping - excellent reach for an LP. Here, Q opens his hand as if
                    trying to grab the opponent and then aims diagonally
                    downward. Don't get too excited, he won't grab the opponent
                    if the move connects.
                                                                           
    2) MP - range is the theme of these moves and with that in mind, use them
            as often as possible to counter an incoming ANYTHING ('cept fireballs,
            of course). Also comes out fast and may be used to poke but not
            to be abused in that field. Highly prioritized to say the least.
                                                                           
       a) standing - Q delivers a nicely damaging swipe with his farther arm
                     to the opponent's face. Not much use I can find for this
                     move other than to counter moves even before they can
                     come out.
                                                                           
       b) back - works like(though inferior to) Yang's standing MK---average
                 damage yet propells the opponent high enough in mid-air to
                 allow a very limited number of juggling opportunities. Use
                 this often and especially when your opponent is trying to
                 get behind you.
                                                                           
       c) crouching - you reach out as far as your long arms would take you
                      and hit the opponent in the midsection even if he's
                      about as far as he was when the round started. Definitely
                      one of the best things to do when you detect a powerful
                      yet slow move coming your way.
                                                                           
       d) jumping - dammit, he gives a spinning punch that aims HIGH! Now,
                    who the hell can he hit aiming high in mid-air? Don't
                    use this move, it's utterly useless.
                                                                           
    3) HP - powerful moves that come out slow but can easily be timed right
            to guarantee success. Three words: "Practice makes perfect."
                                                                           
       a) standing - you clench your fists, stretch out both your arms, and
                     hop a little to make the fists connect. Doesn't look
                     like a very damaging move but fortunately it is. Also
                     stuns the opponent for about a sec, giving you time to
                     plan what you'll do next.
                                                                           
       b) crouching - from a kneeling position, Q folds his nearer arm up a
                      bit and then hits the ground, smashing a standing opponent's
                      knee in the process. Good punisher for blocked sweeps
                      but don't expect to hit a low blocking opponent with
                      it cause it's not an overhead.
                                                                           
       c) jumping - its just a mid-air version of the standing HP that aims
                    diagonally downward. Comes out faster than the said move
                    since no slight hopping is needed to execute it. Just
                    as high on damage and priority so use it much, very much.
                                                                           
    4) LK - don't bother using these, as they can and should be replaced by
            his other normal moves.
                                                                           
       a) standing - supposed to be another poker, but, because of the presence
                     of the standing LP, is frequently neglected. Comes out
                     slower and less practical than the said move so rather
                     use that one---always!
                                                                           
       b) crouching - Q's folded front leg just turns side ways and stretches
                      out while the whole base of the foot does not leave
                      the ground
                                                                           
       c) jumping - useless, actually. He just sticks his knee out. Maybe
                    you can use it to counter a Shoryuken type move but,
                    doesn't a parry followed by any other, stronger, attack
                    feel a lot better?
                                                                           
    5) MK - too slow, too easily detected and too easily parried. Sounds bad
            but on the good side, has range, priorit, and of course damage.
                                                                           
       a) standing - its just a slower yet more powerful version of the standing
                     LK, this time making use of the farther leg (I think)
                     instead of the nearer one, as in the case of the standing
                     LK.
                                                                           
       b) crouching - same as his crouching LK except he uses the other leg
                      and only the heel does not leave the ground. Looks like
                      a shoto's move but still can't be comboed into anything.
                                                                           
       c) jumping - he does a horizontal kick that out-prioritizes most air
                    attacks I've seen. Best at air to air encounters though
                    easily parried so mix it up with your other air moves.
                                                                           
    6) HK - powerful moves that come out slow and can be easily countered.
            Still worth the try whenever your opponent's on the offensive
            since he'd be jumping or dashing for you and wouldn't expect any
            of these.
                                                                           
       a) standing - Q raises both his arms to, quite successfully, increase
                     the power of the forward K he does afterwards. High on
                     damage yet comes out slow and can easily be detected,
                     parried, and punished.
                                                                           
       b) back - you do a roundhouse K that's so high you actually give up
                 your own balance just to reach a little higher. Definitely
                 a good anti-air but should be used only at that. That fact
                 that you fall back into the ground after doing the move makes
                 you wide open for your opponent's wildest dreams.
                                                                           
       c) crouching - the professional wrestler's drop kick used as a sweep.
                      Quite powerful but comes out a little too slow and, like
                      Hugo's dropkick, will leave you open for a combo that
                      ends in a super if you miss.
                                                                           
       d) jumping - Q does a forward sommersault in mid-air and stretches both
                    his legs diagonally downward and hit the opponent---hard---
                    in the face. Remember to hit the HK button AS you jump
                    and not WHILE you're jumping to make sure your feet are
                    out at the right time.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  _  _      ___  ____  ____   ___  ____    __    __
    (_  _)( \/ )    / __)(  _ \( ___) / __)(_  _)  /__\  (  )
     _)(_  \  /     \__ \ )___/ )__) ( (__  _)(_  /(__)\  )(__
    (____)  \/  ()  (___/(__)  (____) \___)(____)(__)(__)(____)
                     __  __  _____  _  _  ____  ___
                    (  \/  )(  _  )( \/ )( ___)/ __)
                     )    (  )(_)(  \  /  )__) \__ \
                    (_/\/\_)(_____)  \/  (____)(___/
                                                                            
                                                                            
    * EX version - done by pressing two P/K instead of one in every move
                 - basically just increases in speed and number of hits
                                                                           
    1) Dashing Head Attack - Hold B...F+P
                                                                           
            This move is what brought Q to fame. One of the first reasons
       why I decided to master him, this move is a speedy yet powerful dash
       punch that actuallly leaves a trail of Q images behind. You may hold
       the P during the dash to make Q pause instead of throwing his whallop
       and replace it with an overhead. Use the normal version for surprise
       attacks and for countering far-fetched jump-ins and use the overhead
       version for those who low block all day. NEVER use the overhead version
       for ending or filling juggles.
                                                                           
    2) Dashing Leg Attack - Hold B...F+K
                                                                           
            You may have guessed by now what this move does...yup! It's nothing
       but a low hitting version of the Dashing Head Attack. You can't hold the K to
       vary your attack this time so only use this move for those who high
       block all day when they're far from you. Use the LK version more often
       to catch your opponent off guard.
                                                                           
    3) High Speed Barrage - D,DB,B+P
                                                                           
            One of the few moves in the game that don't only change in speed
       range and damage when executed with a different P strength. In this
       move, which is a set of three whacks to the face, Q will aim horizontally
       if executed with an LP, quite higher if executed with an MP, and at
       a 60degree angle if executed with an HP. Oh, and ... just you try the
       EX version---sooo cool!
                                                                           
    4) Capture and Deadly Blow - F,DF,D,DB,B+K
                                                                           
            Well, the name says it all (much like all of Q's other moves)
       You "capture" the opponent and deliver a "deadly blow" that knocks
       him way up in mid-air, giving you the a multitude of juggling opportunities.
       This is another move whose K strength not only alters speed, range,
       and damage. With the LK version, the opponent is thrown almost vertically
       upward, with the MK version he is thrown at a 60degree angle, and
       finally with the HK version he is thrown at 45degrees. Beginners should
       always use the LK version, as that is the easiest to follow up (with
       something as simple as a standing HP) Hold back immediately after
       executing the HK version to prepare for a juggle with an HP Dashing
       Head Attack.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _      ___  __  __  ____  ____  ____  ___
    ( \/ )    / __)(  )(  )(  _ \( ___)(  _ \/ __)
     \  /     \__ \ )(__)(  )___/ )__)  )   /\__ \
      \/  ()  (___/(______)(__)  (____)(_)\_)(___/
                                                                          
                                                                            
    1) Critical Combo Attack - D,DF,F,D,DF,F+P
       (comes in two moderately long super bars)
                                                                           
            Comes with two major advantages: One, you can do the most number
       of EXs when fully charged with this super and two, IF and only IF your
       opponent is not used to blocking this super yet, he'll get hit by the
       fourth attack which surprisingly hits low. If those advantages don't
       suit your fighting style in any way, then don't use this super!
                                                                           
    2) Deadly Double Combination - D,DF,F,D,DF,F+P
       (comes in one moderately long super bar)
                                                                           
            You deliver a hard hitting punch to the midsection which stuns
       your opponent, he/she shivers in pain, and then...uuuuoooooaaaaaaaaa...
       POW!!! You pound him/her with both arms, he/she gets buried in the
       ground, and then bounces back waaaay up in mid-air! (though I think
       this should only be possible for someone with big b***s like Chunli)
       Remember, ALWAYS follow-up this move with an HP Dashing Head Attack. Most people
       forget that. Also, remember that this super is extremely useless if
       the first, extremely close-range hit doesn't connect so as much as
       you would want to inflict its full damage, use it in a combo(after
       a Dashing Head Attack) to greatly minimize risks. Besides, the damage is still
       respectable. Hey, by b***s I meant boots! what the hell were you thinking!?
                                                                           
    3) Total Destruction - D,DF,F,D,DF,F+P-> D,DF,F+P/D,DF,F+K
       (comes in one moderately long super bar)
                                                                           
            Q detonates himself with the opponent but no one dies. The worse
       thing this explosion can do is knock someone out but, other than that,
       it's pretty useless. It's a grapple super, and how you'll grapple your
       opponent depends on whether you do a D,DF,F+P or a D,DF,F+K. The former
       allows you to execute a long reaching yet blockable grab while the latter
       allows you to execute a short range yet unblockable garb---no matter
       which you choose, landing this super on any opponent would prove to
       be a very hard task.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____       ___  _____  __  __  ____  _____  ___
    ( \/ )(_  _)     / __)(  _  )(  \/  )(  _ \(  _  )/ __)
     \  /  _)(_     ( (__  )(_)(  )    (  ) _ < )(_)( \__ \
      \/  (____)()   \___)(_____)(_/\/\_)(____/(_____)(___/
                                                                           
                                                                           
    * please bear with me, as I am still experimenting with combos regarding
      B+MPs, EX Dashing Head Attacks, and the like. Help would greatly be appreciated,
      and credited.
    (every Dashing Head Attack may be followed up by any of his first two supers)
                                                                           
    Intermediate
                                                                           
    UF-> HP-> MP-> MP High Speed Barrage
    UF-> HK-> MP-> MP High Speed Barrage
    UF-> HP-> MP-> LP Dashing Head Attack
    UF-> HK-> MP-> LP Dashing Head Attack
    UF-> HP-> MK-> LP Dashing Head Attack
    UF-> HK-> MK-> LP Dashing Head Attack
                                                                           
    Improbable yet Possible(I have successfully done these yet only on
                             rare occasions)
                                                                           
    1) Fully charged with Deadly Double Comnbination (8-hits)
                                                                           
    Capture and Deadly Blow-> HP Dashing Head Attack-> Deadly Double Combination->
                              HP Dashing Head Attack-> HP High Speed Barrage(in corner)
                                                                           
    * The HP Dashing Head Attack must be cancelled into the Deadly Double Combination
    * Most practical combo in this section
                                                                           
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____      _  _  ___
    ( \/ )(_  _)(_  _)    ( \/ )/ __)
     \  /  _)(_  _)(_      \  / \__ \
      \/  (____)(____)()    \/  (___/()
                 ___  _____  __  __  ____  __  __  ____  ____  ____
                / __)(  _  )(  \/  )(  _ \(  )(  )(_  _)( ___)(  _ \
               ( (__  )(_)(  )    (  )___/ )(__)(   )(   )__)  )   /
                \___)(_____)(_/\/\_)(__)  (______) (__) (____)(_)\_)
                                                                           
                                                                           
    * a general strategy would be to catch your opponent with an HK Capture
      and Deadly Blow and execute an HP Dashing Head Attack but time it so you WON'T
      hit his falling body and end up behind him. Catch him with yet another
      HK Capture and Deadly Blow and repeat the process indefinitely.
                                                                           
    * Deadly Double Combination is the most recommended super for the computer
                                                                           
    Akuma - if you block a combo of his that ended with a Hadouken, do a
            B+MP cause he'll jump and try to do another dive K combo
          - if he's in the corner and blocks your LK Dashing Leg Attack, he'll
            jump. Do a Deadly Double Combination if you will
                                                                           
    Alex - whenever he does an HP Back Fist, duck. He'll follow up with a
           Double Dive P which you should be ready to parry and counter
         - if he suddenly walks back for 3 sec, get ready to parry his charging
           elbow
                                                                           
    Chunli - she wouldn't be herself if she didn't jump at least 10 times per
             match. Have a handy B+HK at your disposal
                                                                           
    Dudley - he is, in my opinion, the hardest to parry cause it's so dam hard
             to anticipate his moves. A good strategy would be to block his
             attacks and retaliate
           - note: don't block all day, especially if he's close cause he,
             like most computer opponents, can always throw you when you least
             expect it
                                                                           
    Elena - memorize her body language and you'll see her charging kick from
            a mile away
          - low blocking her D+LK will make her do an overhead kick and follow
            it with a sweep so counter as you see fit
          - she'll super jump for you if you're too far away so time your
            Dashing Head Attacks wisely
                                                                           
    Gill - continue parrying his fireballs until he does something else
         - he rarely parries in mid-air so you know what to do
         - don't get intimidated by his meteor shower; it can be parried
         - get intimidated by his ULTRA CHEAP angel of death super
         - have at least one super ready to counter his resurrection super
                                                                           
    Hugo - jab occasionally to make sure he doesn't grapple you
         - when he jumps, carefully time a sweep cause he never expects it
                                                                           
    Ibuki - if she jumps back, she'll throw a dagger so don't try to follow
          - if she jumps forward, meet her in the air and pummel her to the
            ground with an HP
                                                                           
    Ken - don't jump on him or if you do, get ready to parry a three-hit Shoryuken
        - if he's near fully charged and you launch an LP Dashing Head Attack, he'll
          jump over it and propell himself with an EX Tatsumaki, landing
          behind you
                                                                           
    Makoto - don't risk slow moves even if you think their damage is worth
             the wait. She'll surely punish you with her speedy power P
           - don't HK repeatedly just to charge up your super meter. She'll
             see to it that you learn your lesson
                                                                           
    Necro - don't jump cause he has a whole lot of ways to counter
          - his mid-air drill K is always followed by a sweep
          - he mixes his groud and air attacks but keep an eye on his feet
            and you'll know when to do a B+MP
                                                                           
    Oro - he'll always follow a straight fireball with an upward one
        - he rarely uses his uppercut now. That means you can always beat
          him via jump-in combos
                                                                           
    Q - he's crap. (but YOU musn't be!) Don't know why he was chosen for a
        secret challenger. Not much strategy is needed for him. He can be
        obliterated even by simple jump-in combos
                                                                           
    Remy - concentrate on countering his attacks and low parrying his projectile
         - don't rush cause that's what he's waiting for
         - if you must jump, be sure you're ready to parry a 2 hit flash kick
                                                                           
    Ryu - if he dashes backwards, expect two hadoukens to come your way. Jump
          and attack
                                                                           
    Sean - you're half-screen away and you do an LK Dashing Leg Attack, he'll always
           respond with a hopping heel K which you, in turn can counter with
           a parry-> super
         - two D+LK s will always be followed by a hopping heel k. Parry and
           super
                                                                           
    Twelve - don't lose hope if he's been countering all your jump-ins for half the
             round. he won't be countering the succeeding ones and thus victory
             for you
           - keep an eye out for his invisibility. It's when you give all you've
             got: He'll accept every last bit of it
                                                                           
    Urien - crouching for 3 or more seconds yields a dive knee
          - walking back for sec yields a charging shoulder
          - standing for 3 or more seconds yields a projectile
                                                                           
    Yang/Yun - they may have different abilities, but the strategies the computer
               has in mind when playing them are identical
             - whenever they're very far from you, they'll super jump and 
               dive K. You'll parry and super
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____  ____      _  _  ___      _   _  __  __  __  __    __    _  _
    ( \/ )(_  _)(_  _)(_  _)    ( \/ )/ __)    ( )_( )(  )(  )(  \/  )  /__\  ( \( )
     \  /  _)(_  _)(_  _)(_      \  / \__ \     ) _ (  )(__)(  )    (  /(__)\  )  (
      \/  (____)(____)(____)()    \/  (___/()  (_) (_)(______)(_/\/\_)(__)(__)(_)\_)
                                                                           
                                                                           
    Well, there won't be any universal rules for fighting against humans cause
    no two humans think identically. There are, however, general rules that
    could apply to at most 80% of your encounters with human challengers
                                                                           
    1) Deadly Double Combination is the most recommended super
                                                                           
    The other two supers are just too hard to connect but with this one, just
    think Shin Shoryuken and you're more than halfway there. Just remember
    two things: One, you can link it FROM a Dashing Head Attack and two, you can link
    it TO a Dashing Head Attack afterwards.
                                                                           
    2) Mix-up your LK Dashing Leg Attack, Overhead P, and your Capture to Deadly
       Blow
                                                                           
    If you get close to an opponent, try as randomly as possible to execute
    one of these attacks and follow it up with another randomly chosen move.
    Most of the time I just mix-up the crouching punch and the overhead punch
    and only use the throw when my opponents' getting the hang of it.
                                                                           
    3) Try jumping straight up as the first round starts
                                                                           
    Normally, your challenger would throw a fireball which you should parry.
    If he jumps towards you, just do an HK. Sometimes he'll dash in. When this
    happens, repeatedly tap forward and LP+LK to anticipate either an attack
    or a throw. 
                                                                           
    4) Parry, parry, parry
                                                                           
    Q is not for the faint of wrist, so stop dreaming of being an expert Q
    player if you can't even successfully parry all five hits of a Shinkuu
    Hadouken yet. Learn that first, then go on with your quest for mastering
    the man of mystery. Besides the first two supers, the High Speed Barrage is probably
    the best thing to do after successfully parrying any attack.
                                                                           
    5) Taunt, taunt, taunt
                                                                           
    Being one of the few SF3 characters whose taunt is not annoying at all
    and can actually help a lot in gameplay, Q must concentrate on executing
    three, yes THREE taunts before even trying to beat the opponent. The reason
    for this is not to show off, rather it is to decrease the amount of damage
    you may receive dramatically, giving you the highest of advantages.
                                                                           
    6) If Ryu was used honorably, he'd be used in a similar way to Makoto.
       Double her damage and reduce her speed to half and you'd be, in a sense,
       using Q. I'd be including here a section of my Ryu faq that'd be modified
       a bit to suit Q. Since Ryu's Shin Shoryuken is much like Q's Deadly
       Double Combination, you'll have to use that super to apply these strategies.
                                                                           
    Akuma - If there's anyone who'd take your Deadly Double Combination as
            sign to insert more quarters, it's him. The Deadly Double Combination
            takes a LOT of damage, and Akuma just takes a LOT more than he
            should as a balancing factor for his awesome power. With Akuma
            as an opponent, all you have to concentrate on is landing a Deadly
            Double Combination that's not part of a combo. That's quite a hard
            task, but parrying leads the way to it. Just parry any jump-in
            and proceed with this super---and juggle with a Dashing Head Attack if
            he's not KOed yet!
                                                                           
    Alex - Always keep an eye out for his spiral DDT. You can do just about
           anything to counter it, but that is IF you detect it. Most of the
           time you'll block, which is very, VERY bad. It IS blockable but,
           why block if you can counter? Besides, a simple crouch would get
           you out of his accursed reach. His non-super grapples do not require
           a 360 degree rotation so don't underestimate your opponent's ability
           to do it anytime he wants. He won't be doing any non-grapple moves
           if you can parry and counter them all so give him that impression.
           Besides, it's quite easy to parry his non-grapples, being one-hit
           moves.
                                                                           
    Chunli - She'll definitely confuse you with her wide array of high and
             low hitting kicks so stay out of a close fight. She can't just
             walk toward you and attack without you surprising her with a dashing
             head attack first so she'll have to jump. Parry and counter. If she
             pushes you to a corner, however, she'd be an instant offense freak
             so use your MP High Speed Barrage to silence her.
                                                                           
    Dudley - Parrying his moves will prove to be quite a challenge as its
             moments of impact vary at his will. If you really find it hard
             to parry, try blocking all his moves. They leave a lot for you
             to feast your combos on, anyway. Be careful not to get thrown
             out of a block, though. If he does that move wherein he allows
             you to hit him in the face and then counters, throw him. It
             won't be considered cheap unless the throw knocked him out, but
             no one's so foolish as to execute that move with a low life
             left.
                                                                           
    Elena - She's also a good confuser like Chunli, and she attacks slower but,
            to my surprise, is a lot more undetectable. LP Dashing Head Attack her whenever
            she's starting a confuser's game with you. Her Rhino Horn need
            not be parried, just duck, dash-in, and choose a favorite combo
            for her. Remember, all her moves, even her supers, leave her
            open for a Deadly Double Combination afterwards.
                                                                           
    Hugo - Intimidating, but not really a problem. He's a grappler, so throwing
           won't be considered cheap in this situation. Actually, it's a
           worthy skill on your part if he wasn't able to throw you first.
           He'll also be a counter attacker cause if he's not, all you'll
           need are well-timed HPs and HKs to win. If he is, as I was saying,
           you'll just have to out-wait him. When he jumps toward you, dash
           back and do a Dashing Head Attack. If he super jumps, dash forward, walk back,
           and throw.
                                                                           
    Ibuki - Don't be dismayed over a 10+hit combo that rendered you helpless
            for several seconds because all her efforts would prove futile
            when she does a cheap knife throw in mid-air, cause that's when
            you jab the knife (yes, you can!) dash forward, and bury your
            hand in her,....uh....midsection with a Deadly Double Combination.
            Same goes with her slide if you block it---and she's sure to use
            either of the two moves I mentioned at least thrice in a round.
                                                                           
    Ken - It's easy to land a Deadly Double Combibation with this guy. Just
          sacrifice a relatively small amount of life by letting him hit you
          with a Tatsumaki. He's so weak even four or more hits of this move
          won't knock you down so repeatedly do the down to forward motion
          and hit the HP afterwards to connect. If he doesn't ever use this
          move, my number two and three Vs. Human strategies are enough to
          send him on his way.
                                                                           
    Makoto - Just like Elena, this newcomer will leave herself open for a
             Deadly Double Combination after every blocked move. You'll find
             it hard to parry her speedy punch, but you won't have to. Block
             and super. If she utilizes a Karakusa-to-HP-to- Hayate-and-repeat
             strategy on you, the better. Time it right so you can do a Deadly
             Double Combination after the speedy punch is done to make her
             cry. She'll also be a counter attacker like Hugo so you'll also
             have to out-wait her. Always be ready to block, though, as she
             might surprise you with her sudden attacks.
                                                                           
    Necro - a lot rarer than Alex users to even have the guts to challenge
            me so I'm not that sure of the properties of his moves but what
            I know is this: treat him as you would treat a computer controlled
            Necro. He'll knock you off the air if you jump, electrify you
            if you're close, and do that multi-hitting spin attack if you
            miss a move. Watch his feet when he does a confuser's strategy
            so you'll know when to do a B+MP.
                                                                           
    Oro - Another character whose cheapness is more frequently utilized than
          not. His EX fireball is the key to his "efficiency" It hits twice,
          just like any other EX projectile, but then it has some MAJOR pluses.
          First, it's extremely slow, meaning he could use it to protect himself
          and make sure you won't hit him without YOU getting first. This dam
          projectile is also homing, which means you can't jump over it and
          hope to feel safe. If he stays close, you'll just have to exchange hits
          with him so attack wisely. Otherwise, you can parry it without
          the fear of being thrown, swept, or stomped at.
                                                                           
    Q - You should, by now, know of all his strengths and weaknesses. It would
        be very, VERY rare to encounter this kind of match-up end expect your
        opponent to be an expert but, for security's sake, better be prepared
        to counter your own strategy by luring him into surprising you
        (unsuccessfully, of course) and opening himself up for a Deadly Double
        Combination.
                                                                           
    Remy - I just hate the Guile types. It's so dam easy to go cheap on them.
           Just crouch back all day, throw projectiles like crazy, and counter
           jump-ins via flash kicks. Remy's even worse. His projectile actually
           has a use (as a confuser cause it may hit high or low), the EX
           version is hard to parry (because it hits BOTH high and low), and
           parrying the super is virtually impossible unless you jump first
           (since it's compose of a multitude of EX versions). Ok, enough
           of his "strengths" and on to his weaknesses. Remy needs to hold
           directions before he could execute his moves so if you ever see
           a standing Remy, dash-in immediately and engage in a confuser's
           game. He'll probably double sweep you and that'd be his downfall.
           Block one of his sweeps and parry the other. It's Deadly Double
           Combinbation time! If you happen to be facing the cheap@$$ low
           blocker I was talking about, you'll have to master the art of parrying
           an anti-air (in this case flash kick-like moves). Whenever you are
           successful leave him a scar in the chest via Deadly Double Combination.
                                                                           
    Ryu - You'll have your hands full in this devastating match, whether he'd be
          using a Shinkuu Hadouken or a Shin Shoryuken. They'd probably use
          their supers as surprise moves, so when you close in on a knocked
          down Ryu, add blocking to the list of things you might do as he gets
          up. Denjin Hadouken users need not be worried about. All you have
          to do is avoid being rendered dizzy, as that would mean the end.
          In any case, always meet him in mid-air with an HK, always parry
          his Hadoukens, duck and combo when he does a Tatsumaki, and apply
          numbers two and three of my Vs. Human strategies. 
                                                                           
    Sean - It's easy to land a Deadly Double Combination with this guy. Just
           sacrifice a relatively small amount of life by letting him hit you
           with his(Dan's) version of a Tatsumaki. He's so weak even four or
           more hits of this move won't knock you down so repeatedly do the
           down to forward motion and hit the HP afterwards to connect. If
           he doesn't ever use this move, my number two and three Vs. Human
           strategies are enough to send him on his way.
                                                                           
    Twelve - If he copies you, you'll just have to follow my Q strategies,
             disregarding the "avoiding the supers" part because he won't
             be able to do any of them. Choosing his dive super means your
             opponent is ready for any Hadouken attack you can think of, but
             since you don't HAVE a Hadouken, he'll die of frustration. Looks
             like the needle super is all he has left, but you can easily
             block that. Scatter his molecules with a Deadly Double Combination
             afterwards for a glorifying win. By the way, his specials are
             of no use whatsoever.
                                                                           
    Urien - Learn from the computer. Don't parry that Thunder thingy cause
            he'll follow up with an EX projectile. Don't jump for him cause
            he's got an ultra cheap D+HP that allows him to juggle you with
            several powerful moves and even his shoulder ram super! You're
            also not supposed to parry the mirror super and the reasons are
            obvious. Out-wait him just like you would with Hugo and Makoto.
            He'll generally be less patient than the other two and succumb
            to his fate---KO!
                                                                           
    Yang - Good Yang players would never finish their three hit Tourou Zan
           so keep an eye out for the pause and Deadly Double Combination!
           Master the art of parrying a dive kick and you'll be fine. Don't
           ever jump, hoping to land behind him cause he's got a nice MK that
           can juggle you for a looong time. Choosing his roll super means
           your opponent is ready for any Hadouken attack you can think of,
           but since you don't HAVE a Hadouken, he'll die of frustration. His
           Raishin Mahhaken is just too easy to evade, and his multiplicity
           super is not supposed to give much damage.
                                                                           
    Yun - Lure him into missing a Zesshou Hohou by dashing in and out for a
          free Deadly Double Combination in his face. Master the art of parrying
          a dive kick and you'll be fine. His two combo supers are dealt with
          in the same manner: just block them all and Deadly Double Combination
          him out of his brand new kung-fu shoes afterwards. His multiplicity
          super, by the way, is not supposed to give much damage.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  _  _      ____  _  _  ____   ____  _  _   ___
    (_  _)( \/ )    ( ___)( \( )(  _ \ (_  _)( \( ) / __)
     _)(_  )  (      )__)  )  (  )(_) ) _)(_  )  ( ( (_-.
    (____)(_/\_)()  (____)(_)\_)(____/ (____)(_)\_) \___/
                                                                           
                                                                           
    * Q's sub-boss is Akuma and since they're both the silent types, this
      is what they and that SFIII 3rd Strike dumb@$$ rapper have to say:
                                                                           
      Q      : .....
      Akuma  : .....
      rapper : hey, I'm waitin for you!
      Q      : .....
      Akuma  : .....
      rapper : yeah, I see.
      Q      : .....
      Akuma  : .....
      rapper : wo, that makes sense!
      Q      : .....
      Akuma  : .....
      rapper : wo, I got to see this!
                                                                           
    (ok, I just made that whole corny thing up. They just plain don't have
     any pre-fight speeches, period)
                                                                           
    * Q's ending:
                                                                           
    FBI agents are are in their office pondering over the mystery obsevred
    in a screen displaying different photos. All these photos feature a man
    in a trenchcoat that, according to one of them, cannot all be the same
    person since those pictures were taken from different places around the
    globe, namely, arenas for the Street Fighter tournament. They also notice
    the fact that all these "sightings" reveal the man's metal face, or is
    just an iron mask? They decide to dispatch investigators on the matter
    and as they leave, they did not notice Q spying on them.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _       ___  ____  ____  ____   ____  ____  ___
    ( \/ )     / __)(  _ \( ___)(  _ \ (_  _)(_  _)/ __)
     )  (     ( (__  )   / )__)  )(_) ) _)(_   )(  \__ \
    (_/\_)()   \___)(_)\_)(____)(____/ (____) (__) (___/
                                                                           
                                                                           
    Jeff Maxwell for sharing his opinions on the predictabilities of different
                 computer opponents and...
                 for constantly giving me a taste of brand new kung-fu shoes
                 (but that's nothing compared to the taste of QBoots! hehe)
                                                                           
    Red Phoenix (red_phoenix_1@hotmail.com) for info on the whats and hows
                                            of ASCII arts
                                                                           
    Carter Ong (carterong@hotmail.com) for info on the Spiral DDT
                                                                           
    SAL (bitoku_no_kishi@hotmail.com) for the ending (which I rephrased so
                                      errors, if any, are mine)
                                                                           
    Nathan Arnold (natholomew@hotmail.com) for some intermediate combos
                                                                           
    Krizalid (krizalid@netzero.net) for the correct names of all of Q's moves
                                                                           
    Gamefaqs.com for paying attention to this faq
    Capcom and all its affiliates for creating such a great game
                                                                           
    Ms. AsianCuteness for inspiring me in just about everything I do!
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____      ____  ____  _  _  ____  ___  ____  _____  _  _
    ( \/ )(_  _)    (  _ \( ___)( \/ )(_  _)/ __)(_  _)(  _  )( \( )
     )  (  _)(_      )   / )__)  \  /  _)(_ \__ \ _)(_  )(_)(  )  (
    (_/\_)(____)()  (_)\_)(____)  \/  (____)(___/(____)(_____)(_)\_)
                     _   _  ____  ___  ____  _____  ____  _  _
                    ( )_( )(_  _)/ __)(_  _)(  _  )(  _ \( \/ )
                     ) _ (  _)(_ \__ \  )(   )(_)(  )   / \  /
                    (_) (_)(____)(___/ (__) (_____)(_)\_) (__)
                                                                           
                                                                           
    v1.2 - improved ASCII art
    v1.1 - corrected names of moves
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____      ____  ____  _  _    __    __
    ( \/ )(_  _)(_  _)    ( ___)(_  _)( \( )  /__\  (  )
     )  (  _)(_  _)(_      )__)  _)(_  )  (  /(__)\  )(__
    (_/\_)(____)(____)()  (__)  (____)(_)\_)(__)(__)(____)
                 _    _  _____  ____  ____   ___
                ( \/\/ )(  _  )(  _ \(  _ \ / __)
                 )    (  )(_)(  )   / )(_) )\__ \
                (__/\__)(_____)(_)\_)(____/ (___/
                                                                           
                                                                           
    Please feel free to email me if there's something about Q I left out
    or if you just want to comment on my work. Thank you. If ever I revise
    this faq and add something you feel came from one of your emails to me,
    email me again and remind me bout it so I can give you credit. Thanks
    again.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
                                                                           
    And just in case you read the last part of this faq before the first,
    allow me restate my legal notice...
                                                                           
    By gaining access to this faq you agree to the following terms:                    
                                                                                       
    ___________________________________________________________________________________
    ===================================================================================
    ||                                                                               ||
    ||  1) I, Joseph Christopher, the author of this faq, is not in any way          ||
    ||     liable for any harm that anybody thinks came from reading this faq.       ||
    ||     Examples of this harm include physical ones, such as getting mauled       ||
    ||     by someone who lost to you via a technique found in this faq, and         ||
    ||     emotional ones, such as experiencing humiliation upon the use or          ||
    ||     most likely misuse of yet another technique found in this faq.            ||
    ||                                                                               ||
    ||  2) If this faq was accessed from a source other than gamefaqs.com, nine      ||
    ||     out of ten chances are it is not in its latest update. You must           ||
    ||     therefore read the latest version of this faq first at the said web       ||
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    ||     As for webmasters, web page contibutors, and all similar personnel,       ||
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    ||     other hand, by indirectly I mean using a part of or all the contents      ||
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    ||     thus directly or again indirectly yielding profit.                        ||
    ||                                                                               ||
    ||  4) You will not use even a single phrase, sentence, or concept found         ||
    ||     anywhere in this faq on your own work, even if you expressed it in        ||
    ||     your own words, without at the very least giving me, Joseph Christopher,  ||
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    ||     faq with your own in your work, then you must at the very least give      ||
    ||     me partial credit for it.                                                 ||
    ||                                                                               ||
    ||  5) Ignorance of the law excuses no one, therefore if ever anything           ||
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    ||     or any of the above statements, delete this faq immediately and discard   ||
    ||     any help it has done for you.                                             ||
    ||                                                                               ||
    ===================================================================================
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                                                                       

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