[media=youtube]kjuw4xOo7yo[/media]
That brings me back to something I was thinking about earlier.
Ending your combos with otg in to mach speed at the end of a really long combo wont allow you to combo off the launch, but people dont know that, so you SHOULD be able to easily jump up and throw them after. and now that we have otg desperado, comboing off of super jump air throws is way easier.
My standard, practical BnB does ~700k with no assists (does more if I don’t start with jS but w/e thats what I usually hit in real games) and it takes about 1.2 bars to do since there are 2 supers in it. It ends with an otg desperado and I think I may be able to fit another desperado in if I can get the timing down with an assist to hit afterwards. If I DHC after the desperado it does ~900k but I have to start it at 2.2 bars.
Is this roughly in line with the numbers everyone else is getting with Joe?
Its easy to do, but I think a lot of us tend to try to not use more than 1 super in a joe combo. Since he seems to be best played on point (though people really shouldnt under estimate his anchor ability) we try to come up with solid damaging combos that dont run at such a high meter deficit.
I’m still not sure about anything with Joe yet. My playstyle is certainly enhanced because of the jS buff (I’m rushdown/aggressive with Joe) but I don’t exactly know how I want to use him right now. Joe can do a lot of things so it really depends on the other two in your team, so until I find 2 other solid characters to play then Joe will just jump around on my team. On point is nice with a keepaway Joe so you can use good assists, but having him in the middle means I get to use a good amount of bars on tricky stuff like using invincibility frames on Mach Speed. And anchor Joe is pretty good but it really depends on the matchup and if he can catch them.
Unfortunately, Joe still doesn’t mesh very well with most other characters. I was really wishing they would have done something about that for Ultimate… but eh whatever. Some of the characters I’m starting to really enjoy recently (like Firebrand) aren’t really gelling with Joe. I really don’t want to have to drop Joe (again) because I can’t find good teammates for him
[media=youtube]tqhw5qsVc5A[/media]
746k
Cr.
:h: Cr. :h: :dp:
:h: (Double Jump)
:h: :s: (first hit) :qcb::h:
:h: :dp: :atk:+:atk:
:h: Air Joe :h: :qcf::atk:+:atk:
[media=youtube]9ji6xUWTq08[/media]
905k
Cr.
:h: Cr. :h: :dp:
:h: (Double Jump)
:h: :s: (first hit) :qcf:
(Airdash if midscreen) :qcb::h:
:h: :dp: :atk:+:atk:
Air Joe
(Aerial Exchange) (Frank)
:h: :qcf::l:
:qcf::l:
:qcf::l: :s: :qcf::s: :qcb::atk:+:atk:
I was going to ask what was the lengthiest combo joe could do to level up frank from a THC, but i think you answered my question above that should get him half-way to lvl5? This is what I came up with using Frank’s shopping cart assist in the corner, or mid-screen with a cross-up (should work).
:a1:, j.:h: , .rhk , :h:.rhk , :dp::atk:+:atk:, j.
,j.:h:, dj.
, dj.:h:, :l:.aj, :l:.aj, ANY direction TAC, into Frank, starts him out at about 40 hits and is pretty stable (i.e. characters don’t flip out).
Also i’ve been trying to use joes Groovy upper assist as a reset tool, obviously it doesn’t launch as high as say Hulk’s AA gamma charge assist, but i wanted to know if anyone else had any insight into how it can be utilized like that. For example, do a doom loop, then on hard knockdown hit with st.:h:/ and hit the assist at the same time so it connects, and then go for an air-throw or a mixup after that. I’m thinking that characters like Frank with his Barrel Roll or Felicia with her Cat Crawl, may have better usage since they can cancel it into Frank’s AA grab, or Felicia’s helper assist. Just an idea i was thinking about it.
I also like groovy upper so I can THC into Mach-speed as an invincible AA/reaction punish when i have enough bars or joe on point. At least that’s what i’d like to use it for. Kind of like Spencer’s bionic lancer as a THC, but with much more invincibility.
Since playing Joe on a main team, I (a low execution player) have been using a combo I saw in the threads that involves H upper (into M RHK, adf jH xx M RHK, H RHK, land super). Two questions (for context, team is Joe Morri Doom-b):
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If not dropping my combo online is far more important to me than squeezing out an extra 100k, is this combo sufficient or should I really be working on the M upper stuff?
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When I land the air H RHK then land, I can do Slow or Mach Speed… do you guys advise going for Slow into further mixups and attempt to slow into slow into slow? Or am I better off just doing Mach Speed for the dmg? Maybe another option could be to Slow DHC to Astral Vision and make them deal with missiles-Morri while they’re slow.
If you’re willing to lose 100K, I don’t know what to say. But if your opponent is not gonna die I would go with slow. You can DHC from slow though.
Id rather not lose 100k, but if its the diff between drops often and never drops, hell yeah ill lose it. I suck at combos but am very good at landing the hit to start one.
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That combo is definitely sufficient. I do a combo that is less then optimal too for the sake of making sure I land it consistently.
1a. my problem however is, shouldnt you be able to launch at that point instead of going directly into super? if so, that should net you a lot more than 100k extra. -
can you call missile after the mach speed launch but before you actually jump up to hit them? if so I would always do mach speed because then you could do launch, air combo, slam down, and a missile will otg them into slow or MS or whatever you wanna do.
if thats not possible go with what zoog said.
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I have def launched there, and I have def been denied the launch (at about a 1:3 ratio). I’m not really sure what makes the difference. It could just be, like, 1 frame link type timing and we’re screwing it up, OR you might have to omit some hit some where for HSD type considerations. All I know: it’s possible to launch there.
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No I don’t believe you can missile there. It goes from “super-ing” state directly to “super jumping” state via SJC, neither are states in which you can call an assist. I’d love to be proven wrong though
I’m not an expert, kind of a training mode warrior with Joe but here’s my 2 cents:
I think this is based on height above the ground. In my experience the smaller characters, like Zero, RR or Joe himself you can end the combo with too much height and they recover in the air before they get into range of Joe’s launcher (Ammy seems to work like a regular sized character, I think because her hitbox is pretty wide). With basically everyone else the danger is that they’re too low when the H RHK lands and you don’t have enough time to launch. The huge hitboxes all seem to always hit the ground too early unless you skip the MRHKs entirely and just go j.H dj MHS HRHK. You can vary the height above the ground with a few things:
1 - Since you do it 3 or 4 times, most important is probably the j.H cancel. If you cancel out of jH as fast as possible you won’t lift the other character as much as you could have. Delaying the timing of the next move a tiny bit can be beneficial (and necessary) for certain hitboxes.
2 - It’s another j.H, but the first one in particular that links out of GU seems like it can be a frame or 2 late and doom the combo from the start on anyone unless you hit the rest perfectly. However, I noticed in Vanilla at least if you hit that later timing (I usually couldn’t do it on command) you could finish the BnB on Sentinel by catching his hitbox on its toe and getting more height than usual with the other hits. Most people thought the BnB didn’t work on Sentinel, there might be peculiarities like that in Ultimate but I’m not good enough to find them.
3 - This might be obvious, from the first 2 points, but the cancel from j.H into dj is also important.
4 - You can be a tad late with the RHKs or the ADs and still complete the combo and this usually costs you a little bit of height, although that never seems to be where I screw it up. I try to delay the HRHK right before the launch as much as possible on small characters when it seems like they’re a little high.
It’s not that you have to nail any of those things perfectly every time, it’s that all of them add together. When I catch people I am always aware of whether I think they are a little high or a little low and try to vary the timing a little in that direction. If you slip a little bit on height and don’t think you’re going to get the launcher, you can almost always land Godhand or cancel a RHK into Six Cannon in the air and DHC or mixup, the key is recognizing it.
I think these little peculiarities are why even when you see the rare Joe on a stream in a tournament, they don’t use that full maximized BnB very often. Maybe there’s a way to time the combo that always works on everyone, but I have one dialed for 75% of the cast and then I kind of wing it a little to try and make that timing work for others. Otherwise I think to use Joe successfully you have to have another gameplan where you can make do without Joe killing by himself in 2 touch
Alright, i found this reset with joe’s groovy upper assist with frank on point in the corner, and also one mid-screen with frank doing a j.b poke that connects (which seems pretty safe on hit/block). Also found that Joe can do a similar air reset if he does bnb where he can st.C into launh but instead of launching, just does another m.upper canceled into six cannon. At that point usually the HSD takes effect and they fall out of the combo. If the six cannon misses entirely (and they don’t just block it), you can cancel into Frank wests AA grab super and it’ll connect.
[media=youtube]Tv-8J_rOs1g[/media]
also what’s kind of cool about it is that frank can still build PP doing the reset, so a successful reset can easily take him from 3-5 (hypothetically), I’m pretty sure 4-5 is almost guaranteed given you start with a decent sized combo.
Hello everyone, long time lurker first time poster in the VJ forums. Can anyone link me to or give me the notations to a solid, online plausible, consistent combo that starts from a basic magic series to launch? The reason I ask is in training mode I can execute the BnBs on the front page but in a real match my fingers always go into autopilot and go from hitconfirm>s> etc. etc.
Also, on a side note could anyone break down the method of voomerang spamming that a lot of the top level VJ’s do to close space or create space?
I posted an explanation on my youtube video.[media=youtube]sLRrzL4-__Q[/media]
Copied:
This is what typical voomerang spammage looks like. This is one of the first things a Joe player should learn. Practice getting use to joe’s airdash height limit. My methods:
- I hold up-forward or up-back (depending one which direction I want to go) on my controller.
-I then use the 2 button airdash method (press A+B, B+C, or A+C) to airdash and the throw then voomerang.
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BEFORE I land after the throwing the voomerang I am already hold up-forward or up-back, that way when I land, Joe will immediately jump again.
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Rinse and repeat.
If you are jumping and try to airdash and one of joe’s normals comes out that means you are trying to airdash too soon.
You Zoogstin, are the man. Also, after several hours in the lab last night I was finally able to get used to doing lmh dp m instead of lmhs BUT now I can not get the H to come out immediately after. Is it a timing thing or should I just be mashing for it to come out?
timing. Don’t mash. that is just as inconsistent as not knowing the timing.
I’m trying to see the max amount of damage Joe can do solo with no XF and only 1-3 bars.
Anyone up for the challenge?
challenge accepted