Not sure if it has already been covered in another thread or if i’m just repeating something.
I’m having a hard time doing joe’s DHC into a follow-up DHC glitch out of slow.
Any suggestions?
Not sure if it has already been covered in another thread or if i’m just repeating something.
I’m having a hard time doing joe’s DHC into a follow-up DHC glitch out of slow.
Any suggestions?
No. That junk is hard as far as I can tell. You only have 1 frame to do it, you can’t really do it visually.
what are some uses/setups for the dp super outside of combos?
It has hella invincibility so you can punish most projectile supers in the game from mid-screen.
Eat dat shit Sentinel!
Hyper Sentinel Force trades with Mach Speed in Sent’s favour, unless you X-Factor out of blockstun after the second wave.
I love using Mach Speed to punish bad assist calls, especially Tron and Haggar, because it has 35 frames of invincibility. On defense, I’ll wait for an opening and let it rip; because it’s also a great anti-air, it has a lot of uses. It’s good for punishing Wesker’s teleports and Magneto’s tri-jump bullshit. I think it’s easily one of the best Level 1s in the game. If you do the right air combo after the launcher, you can do 380 000 damage.
I’ve done mach speed against Hyper sentinel force once, and I won. It was because I actually got the first hit of mach speed to hit.
Really? I swear I’ve got him with the first hit before as well but I’d get picked up anyway. I’ll have to test that out more.
it has so much invincibility, I even beat dantes level 3 with it once.
the only move that has move invincibility on it that i can think of off hand is x 23s weapon X prime.
speaking of which.
[media=youtube]qXzxp5sgYnU&feature=channel_video_title[/media] its like he doesnt know how to do anything but voomerang, and it doesnt even matter cus theyre just that fast.
I’m glad you posted that video, I’ve been meaning to talk about it for the past couple of days now.
I would say Josh Wong was playing Joe at 50% of the character’s potential. First of all, he didn’t even come close to maximizing his damage output; his combos were doing around 300K, when he could have been doing more than twice as much. I don’t think I saw a single overhead the entire game either. He didn’t use Viewtiful Godhand once. He won off the strength of his Voomerang game alone; I’ll be honest, I didn’t even know they could be thrown that quickly. I’m practicing now to get my own Voomerangs up to speed.
If Josh Wong and Flash Metroid could fuse somehow, they’d be dominating the MvC3 scene now. It’s just too bad that Flash dropped Joe, it would seem.
I’ve been throwing voomerangs like that for a while. This is what makes Joe’s offense so good. I was playing a friend last night and he was HOLDING DOWN his assist button trying to hard switch out but couldn’t because I was throwing voomerangs so fast he couldn’t get out of block stun. Once I let off a little he was finally able to swtich. Practice Practice Practice Practice. Joe has so much potential. I’ll be posting bomb otg combos that I’ve been doing in the combo thread soon. They do more damage than the air joe combo I posted earlier.
hello,
i like using joe a lot !
but im having a lot of trouble in hitting opponents on the ground, joes standing and crouching M often whiffs a lot in my case and i get punished alot because of that.
should i just try to airdash the opponent instead ???
i find joes ground game very bad (close to your opponent) those arms and legs are too damn short
i still find this character too groovy to switch him so im not giving up
Yeah Joe’s M’s missing the opponent has been a problem for quite a few of us. I personally have success after an IAD H,S, or Voomerang, or coming in with an assist covering me.
Joe’s best normal is Gustaff Fire :razz:
2B usually whiffs for me. =/ I’m still getting in the habit of 2A, 5B, 5C, 2C…
Good stuff to Zoogstin for the assist relaunches, nice to see Joe getting otg relaunches with shocking pink.
Off 2A/cr.:l:, I always go straight into 5C/st.:h:; you have all day to hit confirm the slide, it scales less and st.C will hit where st.B would miss.
i feel joe benefits from making the ground string as short as possible before the 2C
I’m having a lot of trouble connecting Redhotkick > air dash > air H > Redhotkick any suggestions? I try to hit H as soon after as I hit L + M for the dash but it’s tough…
Right now my main Joe Combo is
Air S > st.M > st.H > Upper M > air H > dj M > air H > air S > RHK H > st M > st H > Slow Hyper
And I just been practicing that to get the timing on Groovy Upper to H, so far I can do it pretty consistently
With Slow im not too sure what to do except the same exact combo or Upper H > Redhot H > Land > Air H > Air Joe H > Launch > air M > H air M > H > air M > H > RHK x2 > desperado…
I’d like to up my damage but im not sure I can even do these kinds of combos online let alone connect that RHK M into airdash H…
redhotkick gives a lot of stun , dont try to inmediately air dash after you hit the opponent, theres a slight delay
practice it by just doing an airdash on the ground to air H, Medium RHK to another airdash and repeat
i just tap forward, forward instead of L+M
Thanks for the tips man i really appreciate it,
Hey is RHK > Dash > Air S easily punished? I Do it a lot and it catches most people offgaurd…I really rely on RHK M and dash S more than anything to get in, but im trying to do Jump > Dash > Voomerang > Jump > Dash Voomerang…I can’t get it to flow quite yet but im practicing!
i dont get punished for my air dash S after RHKs,
apparently, H RHK is frame neutral on block and hit, so its a pretty good approach option as long as people dont know that. since people are just used to blocking after divekicks since most of them give frame advantage on block. so a lot of the time, i just approach with H RHK to 6B.
from what i can tell. joe has 5 different ways of advancing on the opponent.
IAD voomerangs
IAD M/H/S
Super/Multi jump M RHK
Super/Multi jump H RHK
Super jump M Voomerang.
just mix it up between those 5, and running away with IAD voomerangs, and typically, you should frustrate the opponent enough for them to fall into a combo.