I don’t know if this would work but a good way to connect Joe’s assist is using it in specific combos with certain characters which launch the opponent a bit. For example using Ken’s Light bird shot allows Joe’s Savage shot to hit and Ken ends up going behind the opponent for more combo opportunities. Other then an anti-air it has some uses in combos with specific characters.
Ken/Joe combo:
5a, 5b, 2b, 5c, A Bird Shot, Joe’s assist, dash, 5a, 5a, 5b, 5c, Launch, j.a, j.a, j.b, j.b, A Bird Shot, Hyper Bird Shot.
Takes out about half the opponents life I believe. Obviously this is a basic combo but you guys can modify it.
Also it seems that you can connect Ken’s level 3 right after Joe’s assist, since you’ll be in the perfect angle while the opponent is stunned and falling down.
Ken/Joe combo:
5a, 5b, 2b, 5c, A Bird Shot, Joe’s assist, God Phoenix Kick.
There is a trick to this combo though, you have to wait for the combo to reset until Joe’s assist. So technically what will happen is on the 8th hit when Ken lands his
Lvl 3 (the kick which starts the cinematic animation, before he summons his phoenix), the combo meter resets thus allowing for full damage off Ken’s Lvl 3. Takes out a LOT of health, more then 3/4th when I tested it on Ryu.
i did this combo yesterday, when i was playing with a friend
i think is new, i think x)
[media=youtube]l6pXxpzbJoQ[/media]
khalma
134
hey! thats an intersting combo! somone have the inputs for practice on it???
M.D
135
I’ve been trying forever to figure out ways to combo into mutiple feathers during an air raid, but I couldn’t stay up long enough. What version of the gun shot do you use for that combo?
I dont know the names for the directions ( 6 5 asdsadsa)
but the combo is
Air C, A, B, CrouchB, C, Launcher, A, A, B, B, A, B, ShurikenC, GunB, B, ShurikenA, GunB
=)
also I have more joe’s combos in this video [media=youtube]7p3QiLP8gN4[/media]
khalma
137
i end whit the C gun… otherwise i cant hit the triple especial… by the way i was refering to the 100% joe combo that some one put pag before, the one whit the ryu helps xD
[media=youtube]PC2gROMI9GI[/media]
a combo with joe
with the Magnum Condor, 43 billions of damage
I hope you like it =)
Pretty good stuff! You mind if I add these to the video thread?
Also, numeric notation is as follows:
Look at your keyboard’s number pad:
7 8 9
4 5 6
1 2 3
Now think of it as directions on a pad or stick:
:ub::u::uf: 7 8 9
:l:N :r: 4 5 6
:db::d::df: 1 2 3
So a simple QCF (:d::df::r:) would be 236, because that’s what you’d press on your keypad to pull that move off if that were your pad.
Pretty simple once you get used to it! 
No prob, and thanks for the explain
With damage scaling, longer combos do not always mean more damage. Don’t do long combos for their own sake, make sure you don’t have any wasted hits in.
yes i know, but the difference is about 1 or 2 billions
You’re doing more and getting less. I don’t see how you can justify that. The whole sake of these combos is to get the best possible chance to win that you can. You’re doing potentially harder to pull off, longer to finish, etc., combos that do less than the potentially easier, shorter variants.
The individual differences do not matter, overall you’re wasting hits and the like. The point is your practiced combos is what you will be bringing to the table. Your big damage dealer is lower, even if it is only be a couple billion each time you do it. It adds up. There’s no reason to show off. That aside I don’t think anyone’s going to rag on you for only pulling off a 68-hit instead of a 71-hit combo anyways (assuming they don’t notice the damage decrease).
Also, the length in terms of time is neutral advantage wise. If you are at a health advantage, it might be worth doing the less damaging, longer combo to burn time. If you have less health, you would ideally be dealing the most damage possible in the shortest amount of time (assuming you won’t demonstrably gain the health advantage by performing the lengthier, less-damaging variant combo–which itself assumes the time-damage exchange is worth it).
EDIT: I’d also like to add that in general you guys are coming up with some very badass combos.
I’ve found a way to combo into the bird missile with alex
here is a link sorry for the bad quality ignore the backround noise thats my little brother
[media=youtube]QU80qBVl9lk[/media]
edit: do you think i should put this in the Alex thread too?
That. Was. Awesome.
Please tell me you had auto guard turned on.
the combo meter never reset so who cares if auto guard was on or not
410
147
Have you guys noticed any particular strengths or weaknesses in Joe’s game that makes him more well suited to one playstyle over another?
i.e. I feel like he’s lacking in terms of offensive options like a good variety of lows, overheads, cross-ups, etc. (This is some QQ from me but I feel like some of his attacks should have had different properties) Seeing how limited his options are on the offensive, is the turtle/punish route the way to go?
Alternately, am I way off, and Joe actually has a tremendous amount of options I’ve never thought of? Looking at my approach, there’s no reason my opponent can’t just block low the whole time except when I throw out my j.C. In fact, there’s no reason my opponent even has to block low except when I throw out my standing A. How do I make them sweat?
I was tempted to create a new thread for strategy/playstyle (I was gonna call it “Strategy: Fire Bird Missiles!”), but decided against it. I was also gonna make one for partners, because I just threw out the other half of my team. You know, split this thread up by category as someone suggested earlier. But I’m fairly new so I’m unfamiliar with etiquette and protocol.
Wow, didn’t know about all of these combos. I’m gonna have to start playing with the GC controller, I’ve been seeing all the crazy shit you can pull off with it.
Killtz
149
There really isn’t anything you can do on a GC pad that you can’t on a Classic or a stick to my knowledge…
Mehh, ain’t got neither one.