Alright cool. What do you do personally to follow up with the Tekkaman assist?
I finally got to play the game at my friend’s place. I’m really liking Joe, but I found his combos into launcher to be a bit harder to connect.
I think it would be a decent idea to follow up with a fully charged voomerang so you can close back in on your opponent.
I think I know the problem. If you do the combo I have on page one, after your launcher super jump cancel into with a diagonal arc going towaards your opponent. That should help.
No I mean comboing INTO launcher. It seems he whiffs the launcher a lot more often now.
Oh. That’s a bit weird, what is the combo you’ve been using?
I have the exact same problem. I’m not exactly sure, but they may have slightly increased the knockback or reduced the hitstun of his jC. In CGoH, I had absolutely no problem landing a jC then dashing into a ground combo to make sure it all connects. But in UaS I’m finding the timing to be much more strict. And if I don’t dash on hitting the jC, then I will wiff my launcher nearly guarenteed. I’m trying to work on recognizing when my launcher will wiff (which I think I can already do fairly accurately) and ending with the 2C -> BBQ or assist instead of my launcher. One way or another, its tough to deal with, especially on wifi.
As for following up the Tekka assist, I usually just do an airjoe reset. I think its jA, jB, jB, Airjoe, 3C whenever possible. Not 100% sure on that specific sequence.
By the way, while I was experimenting with airjoe last night, I discovered that airjoe resets may be 100x easier if you do a 2B -> 3C on landing instead of just 3C. Because the 3C takes a little to come out, so if you messed your spacing/timing up even slightly then it won’t combo. I don’t have time to test it out more until later this week, so I’m too confident about it.
Are you guys using 2B in your ground combos? I think that’s the problem, this isn’t an exact science but from my experience the 2B extends his body forward a little allowing him to finish the ground string into launcher. Maybe that’s it but I don’t have these problems usually.
I am indeed using 2B. Actually, I’m thinking of possibly leaving out 5B, or maybe even doing jC, 5C, 3C. I just need to test out which lands the most, even when you barely hit them with the jC.
Oh I see now. Again from my experience, doing 5C into the standard ground string will most likely whiff mid screen. So I simply do J.C, 2B, 5C, 3C.
Seems vollnutt/viewtiful joe is still the best team. Another team to consider is yatterman 2 but her assist does not help joe too.
Any other teams?
Joe/Jun the swam, awesome team. my friend mr.q plays it from time to time and its a pain in the neck, their VHC hurts a lot as well, and actually it doesnt matter who starts the super, the opp will get hit by six machine cannon and all the bombs, both are great batteries and are great rushers, joe can also run away, jun can zone. really good team if you ask me
Just some random crap I’ve found while messing around in training with Chun/Joe (attempting to up my Joe game)
After a launch, you may follow with any Air Combo with Joe, Aerial Tag to Chun Li and immediately level 3 super. It tacks on quite a bit of extra damage to any of Joe’s Combo.
Anytime you land a Voomerang, you can immediately assist Chun Li and do the start up for Six Cannon and it will connect. Seems to have strict timing but it is a useful link into the canon for this team. (Basic A, B, d.B, C, Voomerang, Assist, Canon is 19.5B so feel free to get more elaborate to beef that damage.)
You guys should consider joe/polimar
Polimar assist lets you set up an A-bomb (give yourself chip damage for baroque with safety from a combo) or do a jump air combo or combo into his cannon super.
Their VHC between canon super and drill is very strong even though it’s kind of hard to hit.
With Joe on point, V-air raid into Polimar is damaging since Polimar has his aerial reset grab. Joe can also DHC into Polimar’s ground grab super (which his more powerful when done on the ground).
Joe doesn’t help Polimar all that much when he’s on point, but sometimes getting random bombs into polimar drill is pretty nice.
[media=youtube]2JENYoFF5Y0[/media] at about 1:55 you’ll see a pretty cool DHC into Joe’s canon. So contrary to what I thought Joe has a lot of good partners. Polimar/Joe sounds pretty cool btw I was trying them before but with the new knowledge of the air combo system combined with polis grab resets makes it an attractive option.
joe has a secret taunt
hit someone with a standing :snkc: then do :r::snka::snkc:
that DHC into cannon is old news, and for 2 meter 18000b honestly isn’t that great.
Well there is no reason to be condescending about it. I never paraded it around saying “ZOMG this is the end all be all DHC for Joe!” As a recall I just said it was pretty cool, if you’ve seen it before then forgive me for being helpful.
I think i am going to drop joe. Joe is considered low tier due to the fact that he has small hitboxes, cannot deal damage good and has a terrible assist. I really like this chracter but im just going to have to do it…
His damage is fine. Air rave into air joe combos and you can get over 17000b without any help. That’s above average for most characters.
His assist is useful for Soki. I’ve already worked out a combo into his assist that deals over 30 000b without baroque.