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To reiterate: Everyone listen to Zoogstin. From overhead I got 643,100. From standing M, 663,900. My BnB is for styling purposes it seems.
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818,400 on Sent. 801,800 - 809,700 on others. Might not work on everyone
Alright so I have a various 1 super combos for every one to see. The first is the basic Bnb that I suggested using the Air Joe in case anyone needs to see it.
[media=youtube]_cWQjOW3iis[/media]
The second slow combo I posted a while ago:
[media=youtube]beJWS4ZqLwI[/media]
The rest are OTG combos to get your minds flowing. I am using Amaterasu and Iron man and can get almost 730K with just 1 meter. I can get 676-677K with out the Iron Man assist, but this is obviously more damage than my solo Joe BnB. Obviously if you start off with j.S the damage will be considerably lower buts still more than what the current bnb would be if you started with j.S. Hopefully you guys can contribute:
As you all may or may not know the following characters allow Joe to pull out a bomb mid combo and continue to hit the opponent afterwards:
Magneto- hyper grab
Spencer- Pull
Chun- Lightning legs
Capān- Shield slash
Amaterasu- Cold Star
Here is the potential uses of these. (Note the second assist in my combos can probably be any character in the game. But the first assist should be one of the mentioned characters above.)
[media=youtube]mgpPZvAqQx4[/media]
[media=youtube]oLq-tWVb6Tk[/media]
[media=youtube]nBOUAhZfet0[/media]
[media=youtube]ofqJmq_3TRI[/media]
great stuff sir^. def. starting to practice that now. since i am new to joe, i am still trying to get the timing of j.H after a M Upper. grrrrrr. but when it connects, its all magicallyā¦
In tournament, I use j. after M Upper, just to make sure I get the link every time. It also doesnāt affect the rest of the combo, besides doing less damage of course.
something you all might have known, but i didnt.
Despite the glow on joes feet when he spins for his air S, both air M and air H have more range than it. Im thinking people should change their main combo starter from air S to air H, double jump Airdash, MH. same number of hits but a fair amount more damage. this also works as an instant overhead combo starter. I think somebody mentioned this before, but its really good so i thought i should bring it up anyway.
Air S is still really good for air to air encounters and cross ups tho.
if joeās hits-tun is deteriorated to shit. We can end anything into Mach speed, Superjump, A-Voomerang, Desperado. Good solo joe DMG.
i need more solid slow state combos
Air joe is so awkward to combo super after though :ā( I canāt get the timing for the fifth hit very consistently.
Wait which one are you doing? Youāre suppose to do the H version and super after he drop kicks the opponent.
Oh okay, I might be trying to do it one hit too early.
:h: version is 6 hits IIRC, the dropkick being the 6th, it has the most hit stun. If youāre doing it at the end of a long combo, buffer the QCF before the drop kick hits and then press :atk:+:atk:.
hey guys, I have a question. I had never come into any threads or anything for mvc and pretty much āmade upā all the combos I do with my team (joe, deadpool, tron) for joe I pretty much just did jump s, m, h, s, jm, jh, js, katana rama assist, slow/mach speed. I wouldnt do anymore because they would get flying screenād away from me. In the corner I would do jump cancels and air joes in my combos but they always spin out if I try too muchā¦
Im guessing that I can do a lot more damage or land a hyper off an otg while not in the corner but I dont know how. I have tried messing with the groovy upper combos but suck at them and see them as inconsisten for certain characters, idk. any help for good bnbs that do solid damage/use otgs if needed/go into slow or mach speed???
New question: Whats Joeās strongest combo starting from a launcher (S)?
Whats Joeās strongest/best/most reliable combo starting from m groovy upper leading into slow?
Thanks in advance.
A reliable combo into slow off uppercut (not the most damaging but I find it to be very consistent):
after the uppercut link j.B (or j.C if you want but j.B is easier), jump cancel j.BCD, red hot kick H, land behind them, slowdown super.
I was trying to go for a lot of damage, Ill try that out thanks. Currently I was doing ground series into M upper, air joe m, h, jump cancel m h medium redhot kick h red hot kick land in front of them slow hyperā¦
Another thing I was wondering was what are some really strong combos off of launcher?? I had a nice set up, ground series to launcher, j.m h medium air joe, h jump cancel m h jump cancel m h light air joe x 2 team exchange to Deadpool, blah blah deadpool combo to cuttin time, dhc to slow super DHC glitch into launcher, then the same combo but end in m redhot kick to desperadoā¦if theres stronger air combos though PLEASE let me know, everything I can do is only like give or take 20000-60000 points.
Most damaging solo combo into Slow is [media=youtube]pBLsqIuL26w[/media], credit goes to Tenkaigear, of course.
Most damaging combo off a launcher is j.:h:, dj., :h: xx :h:-Air Joe, :h:-Air Joe, land, :s:ā¦then Iām not sure what hit stun scaling lets you do after this. Iām at school so I canāt check, I guess youāll have to figure it out on your own, or Iāll edit my post when I get home.
Im at school too so I cant check that videoā¦
I didnt realize he could do that relaunch combo, Ill mess with it when I get home. Thanks a lot, this should really help for the DHC trick set up I am trying out.
:s:, j.:h:, dj., :h: xx :h:-Air Joe, :h:-Air Joe, land, :s:, j.
,:h:, dj.
,:h:, airdash, :h: xx :h:-Air Joe xx Desperado = 577 000. Thatās the most damaging combo I could figure out off a raw launcher.
Hey guys, know how when joe blocks his bombs and the opponent gets hit it resets the combo counter but not damage and hitstun?
Well according to the last the combo in this video the damage and hitstun WILL reset if you use the bomb detonation technique. GET IN THE LAB PEOPLE!!! This video is mad old and I had no idea about this.
I remember reading somewhere that the bomb reseting scaling depends on exactly how you combo into it. Certain assists, especially any that cause a ground/wallbounce, make the scaling not reset.