@ warioman
yeah I can’t get that j. H after the qcb H to land either. We need some better combos people, I can’t get 600k without 2 meters!
@ warioman
yeah I can’t get that j. H after the qcb H to land either. We need some better combos people, I can’t get 600k without 2 meters!
"3. If you’re doing this sequence and the opponent blocks feel free to continue the combo until the first M. Upper. Immediately following this you can either dash, use S. to crossup, etc.
M> H> c.H> Med. Upper> H> jc > M> H> M. RHK> Air dash forward> H> M. RHK> H. RHK> delayed lauch> M> H> jc> M> H> jc> M> H> M. RHK> M. RHK> Desperado or M. RHK
Desperado = 635,4000
M. RHK = 501,400"
There you go. One meter for 635,400.
Great stuff on the Slow combo, Warioman. The fact that it combos back into the God Hand is too good.
[media=youtube]jTACZL66Gx0&feature=channel_video_title[/media]
Slow combo that I threw together yesterday.
I have that example. I use it with spencer. The timing is iffy but you get it after awhile.
[media=youtube]l_zExHRaj_g[/media]
Also Trag combo #3 with slow mode. Can be done with out slow mode in x factor level 3. I’ll upload a vid in a bit to show it. Timing is really different.
[media=youtube]pJL4s7NCg0k&feature=feedu[/media]
Edit: Here is trags combo #3 x-factor lvl 3.
[media=youtube]NUSNEOTOfCc[/media]
Uh what is combo 7 supposed to be?
Tiger knee M. Red Hot Kick into Air Desperado. The M. Red Hot Kick is an instant overhead, which is why you input it like: :qcb::ub:; the last input causes you to jump and instantly cancel the Red Hot Kick.
That’s pretty sick, I really haven’t messed around with lvl 3 X-Factor combos, now I want to. Mighty fine stuff from Spencer there as well d(~_~d)
can someone help me read what he is doing in this combo?
[media=youtube]i1iRhOT-ngw&feature=player_detailpage#t=14s[/media]
its flashmetroid playing V. Joe
trying to figure out the inputs for this.
can’t tell if hes doing j.:qcb: or j.:qcb::l:
also is he airdashing between?
thanks
Hey thanks!
jpwn11, ya he’s air dashing inbetween and thats M red hot kick he’s doing.
Right. After the m. Groovy Upper, he inputs:
:h:, double jump, :h:, RHK, Airdash forward, :h:,
RHK, :h: RHK
i will have to update again soon, very soon.
figured it out
[details=Spoiler]hey guys, I’m working on a combo, but I need someone to answer this for me:
If I have Amaterasu’s Slow Hyper activated, and I, as joe, activate X-factor and try to do a jumping S, I always get the super jump version which knocks the oponent down. Why?
If you want to know specifically what I’m trying to do, it’s versus sentinel:
Amaterasu:
:s:> j.
:h: xx qcf+:h: xx MIST xx DHC > Viewtiful God Hand (whiff) xx X-factor > j.
:s: xx RHK:h:
however, like I said, after that S, the oponent gets slammed down. Help is much appreciated.
I’ve even tried the alternative of doing j.:h: xx RHK :h: and then re-jumping into j.
:s:, but it still slams them down.[/details]
stuff before the combo was done, carry on s-jump state?
[details=Spoiler]Ok, so… I figured it out, and it’s really strange.
Amaterasu’s super jump state carries over to Joe after the DHC. Which is really really weird. I figured it out because I tried the alternative to landing amaterasu’s Mist after the j.:qcf::h:
cr.:h: xx jump cancel > j.:h: xx j.:qcf::h:
If you do it like this, you can follow up with a regular j.S from joe. This has piked my interest now though, I bet it has SOME useful application.[/details]
After all of the stuff up there, the combo really isn’t what I expected it to be in terms of damage, it’s more combo video stuff… 3 meters, I think you regain one of them during the combo, X-Factor and 901,900 damage.
amaterasu
:l:,, :d::h: xx j.
:h::h: xx :qcf::h: xx MIST xx DHC to
Joe
God Hand xx XFC > j.:s: xx RHK :h: > j.
:s: xx RHK :h: > :s: > j.
:h: double jump j.
:h: xx RHK :h: xx :qcf: :atk::atk:
Can anyone make this combo not suck? I know there’s room for improvement on the Joe part (amaterasu’s is just the setup), specially after the second rep of j.MS>H RDK.
Hi guys, I have been playign a lot of mvc3 online, so far in ranked I am 100 w 30 l, I have been running the team Joe Deadpool Morrigan. With Joe I have just been doing basic magic series to knock down, deadpool assist then slow or relaunch. However I have seen with other players they can do much longer and damaging combos. I have been trying to learn some of them for myself but I am having multiple problems. Mostly combos involving many red hot kicks, jumps, and groovy upper. If anyone can help me Id be greatful
A.) Hard to start combo from a jump in S (first ground move doesnt combo)
B.) Hard to do combo not in the corner
C.) Hard to do combo on all characters
D.) Hard to have opponent not “spin out” of combo (due to too many hits/hit stun decay)
E.) Hard to execute
6.) Hard to hit confirm.
If anyone can help me id be very greatful.
@PKSkyler: It sounds vague, but practice and more practice can simply be the key to nailing those tough combos. I practice my Joe BnB almost everyday, just to keep myself fresh. If you’re having trouble connecting a certain part, practice the combo in 2-3 parts then slowly connect them once you get more consistent.
A lot of it just plain comes down to muscle memory, too. I’m taking this from Juicebox’s podcast from a while back, but maybe try turning the game sounds down and turning on your own music. If you’re able to do your combos while thinking about your music (or even day dreaming about whatever), your muscle memory is taking over, and eventually your fingers will just snap to where they need to go.
Another minor thing would be to choose a different dummy team each time you practice. Vary opponent body types and constantly snap between, say, Ammy and Thor to get used to how you have to slightly change the timing. Paying close attention to the sound of your own button presses can work wonders as well. When your combos become more consistent, play against the computer just to practice on a moving target.
But when it comes down to it, it’s much better to do a 450k combo that you can do 100% of the time, than a 650k combo you can only hit 50% of the time… blah blah what do I know, hope that helps xD
Anyone know any combos with Joe or anything?
Cause my basic BnB combo with him is:
cr.H, S, Jump, j.H, Double Jump, j.H, QCB M, QCB M, Air Dash, j.H, QCF LMH.
In Slow after a launcher its just a Red Hot Kick loop like:
Jump, j.H, Double Jump, j.H, QCB L, QCB M, QCB H. x3 into either any hyper.
I also noticed that you could do this loop with with a level 2 or 3 X-factor.
Except the 3rd time you might have to do,
Jump, j.H, QCB M, Air Dash, H, QCB M, QCB H. Into any super.
Is there anything more I should be doing. Besides Groovy Upper combos. I cant get those right online…
I’d definitely say practice as much as you can. I find personally for me there comes a “breakthrough point,” where I finally pull off a combo that was very difficult for me to perform and suddenly I’m able to perform with increasing consistency.
As for combos not working on certain characters, I know what that’s like. I remember trying to perform the bnb on Ironman and finding that I couldn’t hit the launcher on him due to how fast he falls. So I altered the combo so that I could land the launcher on him after the groovy uppercut juggle. And I think that’s key. Knowing what combos work on who, and altering them for the characters that need it.
, :h:, :d::h: xx X- FACTOR > j.:h:, j.:s: xx :h: RHK > j.:h:, j.:s: xx :h: RHK > j.:h:, j.:s: xx :h: RHK > :h:,:s: > j.
, j.:h: xx
RHK > dash > j.:h: > double jump > j.:h: xx
RHK xx Desperado
1,073,000 damage. 1 meter (and one for slowing down the opponent) and X-factor. Builds 1.5, you can start it with 0 meters (not counting GodHand).
Next one requires lvl3 x-factor. Works on large characters and small characters, but there’s a small variation for small characters, so, on slowed down big ones (hulk, sentinel, modok, dormammu, you know, the works…)
X-F lvl3 > j.:h:, j.:s: xx :h: RHK > j.:h:, j.:s: xx :h: RHK > j.:h:, j.:s: xx :h: RHK > ,:h: xx Mach Speed > j.
, j.:h: xx
RHK > dash > j.:h: > double jump > j.:h: xx
RHK
1,355,500 damage. 2 meters. You can start it with no meter. X- factor lvl 3 only.
For shorter characters use j.:h: xx :h: RHK and do only two reps. You lose a bit on the damage, but that’s not a problem, since most average size characters don’t have as much health as the big ones.
It starts off with an instant overhead, so you might be using it immediately after Godhand and in conjunction with a low hitting assist. Or just get ballsy and go for it… And yes lvl 3 combos, durhur.
After a corner combo with Dormammu (easy to get them into) after the Air S… you can 3.H then Stalk super. After the super is out and chasing, DHC to joe’s God hand…
A. If they roll out of the corner they are forced to block and God hand puts joe to where he can rush back in or combo if it hits.
B. If they Straight tech or back tech, the God Hand catches them and the super waits for the ending animation. Therefore you can continue a combo right after the hands in slow motion. Or you can do what I like to do right now, God Hand > God Hand > God Hand > God Hand > Short slow combo. I’ll put a bad quality video of it up later tonight
lol nvm, disregard. Thought God Hand was a grab. I fail lol
They can block, though. Joe can put in a mixup there but it seems like a waste to me.