I was talking to Flash at Final Round and asked him about getting in with Joe. His response was that he doesn’t necessarily focus on getting in but instead chooses to focus on not getting hit. Because of his movement options – triple jumps, kara airdash, and IAD voomerangs I don’t think this mindset is too far-fetched.
“Like… you’ve got 99 seconds. You have time”.
Effectively using Tron assist also helps a great deal. EMP Remix and Flash had a money match. (I forget how many games) Team MSS vs VMT. Remix got wrecked.
In regards to kara airdash – I use L+M, M~H. You can also use this technique on the ground.
Just a question.
But does anyone know a good way to approach Hsien-Ko?
Cause I cant seem to wrap my mind around it.
Cant airdash Voomerangs cause of that reflect projectile. Cant leave her alone or she will do that super armor special and tag out.
Cant do anything to her when armored…Other then RHKs and hope for the best. Is it just an extremely bad match up for Joe or am I forgetting a way in?
joe is very good at not getting hit, and if your opponents arent great, when they do hit you, you sometimes fall out of combos. so putting your focus on avoiding damage is a great idea. a lot of the matches I play go to time. part of that is because my combos arent really up to snuff yet, but its more because joe is very good at being varied, if the guy is laming you out, red hot kicks/airdashes can get you in, if the guy is too strong up close, he can fall back and throw tons of projectiles. if you need to play mid range or if someone is overly defensive, joe can hold his ground and open people up very easily. joes strength doesnt come from rediculous over the top comboes, or retardedly safe zoning. its in the fact that hes good at everything and can almost always play to your opponents weaknesses.
however, i am having a little bit of a problem with joe against akuma. i have a friend who does nothing but jumping tatsumaki at me, and i cant figure out what to do about it. tatsu beats projectiles so voomerangs dont work, all of joes air normals get stuffed by it, and i even tried srk’ing it, and i still got outprioritised. The only thing i tried that had any semblance of success, was reading his jump and catching him with a jumping H before tatsu came out, but thats crazy risky and requires me to know beforehand, exactly what hes going to do. is there anything I can do thats more consistent?
I don’t know if this is old news, but I figured out how to do Air Joes immediately out of a jump. Instant Air Joes could be very useful because they have full body invincibility IIRC, I know they go through projectiles at the very least. All you have to do is wavedash twice in quick succession, then jump cancel the second dash with :u:+:atk:. It looks like wavedashing counts as buffering inputs for a mash special, so that’s why it works. All of this has to be done very quickly; if you do it properly, Joe will do two hits of his Air Joe then land. This gives you insane frame advantage, you can go straight into s.:h: or his slide.
Air Joes are mids though, not overheads, which is too bad. But it looks like now he can pressure with invincible moves that give plus frames on block, so that’s even better. :razz: I can record myself doing this if anyone is having trouble with it.
Very right on the height thing. I use to do down with dashing buttons but now i just use foward and dash at the same time. For some reason i use to get the desprado super instead of voomarang. Congrats on college and i really do hope to see you in the fights stream.
I know it’s a long shot, but did anyone notice any changes to Joe? I’m only asking because people are saying that the range on Spiderman’s cr. has been increased, so maybe he’s received some subtle changes too.
Also, cancelling a super-jump into IAD allows you to reach the minimum height requirement for an airdash much faster, and perhaps more consistently, then just jumping up.
if the opponent knows they can block low on the airjoe, its so hard to see when he lands, that you can go directly into an overhead and it puts them in a really bad 50-50 situation, because im not sure that most people are fast enough to differentiate between viewtiful over head and cr. m in the time it takes for either to come out, so pretty much anytime you jump in, they are guessing how to block, and even if they guess right you can cancel overhead into G upper which lets you continue pressure.
also, ima have to look into this whole shocking pink assist thing.
to be honest i havent taken a serious look at any of joes assist for practical applications, since i always play him on point