Pretty sure it’s been posted already, but Instant Air Joe is crazy good off second dash (and any additional dashes) of a wavedash. Makes 6B look irrelevant ;p.
Just dash twice to initiate wavedash, then hold the up direction and keep mashing two attack buttons together. Mixups with 2A or 2B.
I discovered a ridiculous mix up with Joe today; it’s virtually impossible to block, even if your opponent is expecting it and it does over 650 000 damage with one bar. I wouldn’t be able to describe it properly on here, but I’m going to start recording footage for a tutorial come Monday. Just wanted to let you guys know that something really good is on the way.
Joe = the most underrated character in MvC3, period.
After the -Groovy Upper, if you’re doing “j.:h:, dj., :h:,” try “j.:h:, dj.:h:” instead (or vice versa). If they’re falling too quickly and you aren’t able to launch them after the :h:-Red Hot Kick, try jumping forward when you do the double jump. That gives you a bit more height. You might also run into that problem if you aren’t performing the airdashes quickly enough. From my experience, the only characters that force you to do drastically different combos on them are Sentinel and Tron.
Let me know if my advice was helpful. I’m excited to see you run a Joe team on WNF.
I mean the starting ground series - in the book it’s cr. L cr. L st. M st. H cr. H then M groovy upper. Against magneto and wesker, the cr. L’s push them too far away, making the st. H whiff. You can see that just dashing in and spamming cr. L you can get up to a 6-7 hit combo on practically everyone in the game, because it doesn’t push you away from them, whereas with magneto and wesker, you can only spam cr. L for a 3 hit combo. I know I can just do one cr. L and make it work, but it’s still odd, no?
I just started messing around with joe today so he probably won’t be making any WNF appearances quite yet
i usually only start with cr. m, H, cr. H. joes range is poopy so I dont want to make any dumb risks on using a ground series thats too long.
also, if anyone is desperate to open people up at maybe the end of a game with joe. ive been noticing that if you can force them to block a mach speed, x factoring into his overhead hits people from left field and they never see it coming.
That’s very strange, I had no idea that would happen. I start a lot of my combos with cr.L because it comes out in 5F and hits low, but I will never do more than one, it scales too much otherwise. cr.L, s.M, st.H, cr.H is the only ground string I use, maybe I should work in a few more cr.Ms.
Pros: decent rushdown
Two of his divekicks are overhead and can be tiger kneed
Invisible (:f:+:m:) overhead
Mach speed is decently invulnerable(30+ frames)
can utilize DHC trick
Slow hyper makes some chars useless (Thor, Sentinel)
Floaty jump makes running away easy (IMO)
Can attack after uppercut
Voomerang is good for projectile wars (not perfect though)
Desperado eats through most projectile hypers
Cons: very slow
Dash and airdash are slow
Shocking pink has no practical uses
Red hot kicks are super unsafe on block
Low damage output
Combos take decent execution for average damage
Relies on assists. Especially OTGs and something to help him get in.
He has no OTG
Can be airthrown after uppercut
Mach speed is his most damaging hyper, but really adds to hitstun. Best used to counter another hyper/move
Cannot combo after slow, have to rely on a mixup to get full effect
ive been experimenting with shocking pink and its actually not useless.
you have to tailor the combo for whatever character your playing (usually you have to shorten the air combo a ton) but if you learn to time it the assist shocking pink is a great otg, because it blasts them to about regular jump height and no matter where in the combo it hits, im pretty sure they have to hit the ground with a hard landing.
when playing joe, if you preemptively expect some rushdown, like if you fighting zero or wolvie, L shocking pink is a great combo/blockstun breaker. and you can combo off of it. Its a lot harder than it was in tvc but still doable.
H bomb is pretty much useless because it takes FOREVER to explode, but once you hit them with the L one once or twice, it puts so much fear into the other guy, they wont attack you at all because the move is so rare, people have no idea when its going to explode. which give you a lot of time to set up some shenanigans.
so its still bad and situational, but i dont think useless is the right word for it.
Eh, I’ve been starting to use Shocking Pink assist more myself. It’s pretty decent. I pretty much pull it out every chance I can since it’s one more obstacle on the field and it tends to break combos and make rushdown characters more hesitant to approach.
Shocking Pink H isn’t useful per se, but it’s not useless either. Since it takes a while to explode, it can keep the opponent guessing on when it will explode, and therefore hesitant to get near it.
That being said Shocking Pink doesn’t really seem to have much use outside of detonation combos IMO.
Oh, and question: How do you fight Taskmaster? I was playing a Taskmaster with Doom’s Missile assist and try as I might, I just could not get in (Was alternating between Joe/Morrigan/Wolvie and Joe/Morrigan/Skrull because the guy hadn’t bought Shuma.). How do you get around this?
i have issues with task myself, supposedly youre supposed to be able to jump up and air throw him after his mighty swing before his next attack comes out, but everytime i try it i get raped.
Edit:
everyone needs to check out this video
[media=youtube]mi9tzDxJBdo&feature=player_embedded[/media]
and the new thread that was just made here immediately, we have a VJoe game changing tech on our hands right now.
cool video but the only thing I learned from it that shocking pink H lasts long enough for you to combo slow down. Everything else wasn’t really joe specific. Joe would start out with a simple combo everyone has already seen and then he would switch to dante and do 800k damage with a dante/akuma combo.
The double slow on sentinel was pretty cool though.