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Street fighter iii q
Street fighter iii q








street fighter iii q

How many frames it takes before the move becomes 'active' or have a hit box. How many frames it takes for a move to finish after it's been active. This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching. If the number is negative, the defender will be able to act before the attacker and maybe even punish. If the number is positive, then the move will end before the defender can act again. These are frame advantage values when the attack hits or is blocked. Notation may denote multi-hit or "sweet spot" damage values on certain frames. Successive attacks in a target combo may warrant their own move entry.Īttack damage on hit in life points. "tc": Target combo, refer to description for options.Much more restrictive than a standard chain cancel. "ch": Chain cancel (into itself or another light attack), refer to description for options.T is for throw attacks (which cannot be blocked). How many frames a move remains active (can hurt opponents) for.Īttack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). tall, thin hurtbox making him an easy crossup and large juggle combos targetġ200, 1400 with 1 taunt, 1705 with 2 taunts, 2050 with 3 taunts.Struggles in a lot of matchup, especially ones against defensive or pressure-heavy characters.slow mobility and limited offensive mixups.Nearly all his normals don't cancel into specials or supers, his heavy attacks are very unsafe.can avoid all throws while crouching, essentially validating many of the cast's pressure when he blocking low.great command grab allowing him to gain a solidly good offensive presence.Medium range pokes with good recoveries and damage.Very high damage output with meter, great super arts.Punch rushes allow him to control footsies decently, and can mixup unready opponent with high-lows.Can setup the best Defense in the game, with 3 of his quick, somewhat safe taunts.Not much use aside from flexing on your opponent.

street fighter iii q

SA3 is a rather gimmicky super as it has very high startup for being a grab. Has the disadvantage of only being 1 bar compared to the 2 bars of SA1. The fastest startup of Q's SAs, with the capability of linking off of Q's Overhead Dash Punch. SA2 is also easy to combo into and great damage, and allowing followups afterwards for even more damage. Punishes blocked shoto sweeps and fantastic at catching projectile attempts. Critical Combo Attack has good range and invulnerability as well as being easy to combo into. As the only option of Q's SAs with 2 bars he has more meter to stock and spend. 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. 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. Some believe that he may be linked to various disasters. He has been spotted in every country around the world. He's been reported to be in completely different places at the same times based on various eyewitness accounts. Not much is known about the mysterious being known as "Q".










Street fighter iii q