The Troubled Loner - The Joe The Condor Thread

I can’t get anything to combo from :d::snkc:

Anyone got anything on this?

I can’t get 2C to hit OTG to begin with, definitely nothing combos off 2C if they are standing.

It is easiest to get 2C to OTG when doing corner combos from what I can tell. You get to hit j.C with the enemy a little above you and you land right next to them with plenty of time to get the 2c. As for anything after hitting a normal 2c? I haven’t really tried but I’m doubtful.

I’ve never been so happy with a character in a fighting game.
Joe the Condor literally has everything.

First of all, idk if anybody posted this before me, but:

Does 21.397 bill…
(just short of 50% of Ryu’s health)

You might get less damage than that if you don’t time it right,
but that’s the max damage if you position yourself correctly when doing the last two parts.

Also, 2C does hit OTG, so you can follow up with that after aerial rave j.C knockdown,
BUT (hold4)-6A is your better option since it does like 4.3bill damage by itself.

You guys should really stop using 2B in combos. It always ends in the combo doing less total damage…just like Zero’s 5C and 6C. Doesn’t matter if you let it hit 1 or 2 times…less total damage.

You’re right, the above combo does 22.228 total without 2B LOL
my bad.

I’ve actually been wondering why all the combo’s posted had 2B’s also in them, maybe meter gain? I don’t really use it in my saki combo’s though, even if it did more damage since the spacing is so weird after it goes aerial, the 2b messes it up.

Alright before I go to bed I’ll post up my corner combo. It looks a bit combo video-ish but I’m getting it pretty consistently right now so idkif it’ll become a Bnb or just for flash kinda thing. Anyways here it is:

(corner only) 5a[hold a] > 5b > 5c > 3c[hold c] > j.b > j.b > release a feather[hold a] > airdash j.b > double jump j.b > release c feather[hold c] > airdash j.b > release a feather > j.623b > release c feather > j.623c > 236 super or lvl 3 super

with the level 3 super and charge back forward A-grapple afterward, this takes off 39.040 billion dmg. I’m getting pretty close to 100% dmg on ryu if I include assists or baroque. stuff is silly. I’ll try to post a video if I get the chance because I know it’s a lot to take in lol. shout outs to people mentioning 2b’s less dmg and the a grapple otg trick. Keep up the good work people!

can you 2C or grapple otg at the end of your meterless combo pac? I’d test it my self but there’s no way in hell I’m gonna attemp that combo in till I get a stick.

I just realized that combo doesn’t just work in the corner;
you can do it anywhere on the screen, but timing is much more strict.
The added bonus of doing it in the corner, besides timing being more lenient,
is you can finish with the level 3 super into OTG4-6A instead which is like 31 billion total.
IDK if two more bars is really worth the extra 9K damage though…

Pac, your combo makes my brain hurt, but I’m going to attempt that or something similar in training mode.
idk if i can wrap my mind around the multiple button-holds and air dashes, but it sounds like fun lmao

edit:
talor, you can do the OTG grapple or 2C after any aerial rave ending in j.C
(if you’re close enough to the corner)

It’s probably not too bad once you’re used to it, I learned some similar combos with aoko in MB, though like I said, I wouldn’t even attempt it on pad.

edit: thanks, that’s good to know, I might mess around with that a little bit, see what I can do meterless

So apparently you can combo off the counter without BBQ. If they’re close, 2A 5B 3C air combo does the trick. You can also assist after the counter to start a combo if you have a decent assist.

Also what the hell James that combo looks hard as shit, lol. I’ma have to try it though.

nah man the combos not that hard, I figure it is kinda like learning eddie? Really hard till you get that muscle memory, but actually pretty lenient as far as timing. Thing is he might have something better because I already have a way to add another 623b in the combo, but it kinda lifts them too high to make the rest consistent for me. All I know is I’m glad I don’t play pad, I can’t even imagine the button config you’d have to do to make your fingers do all this hold non-sense.

poink- 100% on about the otgs being easier closer to the corner, but I think you can still otg off the level 3 mid-screen? I’m not sure, but I’ll test after school. I figured out some Ryu combos with joe assist, but I gotta say Joe’s assist is not optimal for most combo situations >_> Maybe it’s better at zoning?

Do i stand correct that Joe has no normals that knock down (except :snkc: from air combo)? I tested this a little bit last night trying to integrate his OTG moves but came up with nothing.

The way I’m seeing it is that Joe is played as a point character (really good one at that) that rely’s on a good assist that could help him extend combos and make his OTG moves useful.

Also the hit box on his j.:snkb: :amazed:

so who do you guys have for teammates with Joe so far? I’ve been using Ryu for the tried and true, mostly because I don’t know anything about the tatsunoku characters in general haha.

I’m in agreement on Joe being a great point character though, he seems to have so many tools! One of my favorite fighting game characters I’ve ever played right now haha.

Been doing Zero and Joe but Joe doesn’t help anyone…like someone said earlier his assist is only good for countering jumps and/or preventing them. Either way I think it’s best to develop some solo Joe stuff for now…the team stuff can come later as it’s way too specific for most of us. I still need to know how to maximize his air strike super. Seriously… wtf 5 seconds? How can anyone predict where their opponent is gonna be?! LOL I guess it’s one of those random luck things huh?

Anyway, you guys need to get into the habit of posting videos too because Pac…I have an idea wtf you’re going for but I still learn things a lot better by seeing when it comes to the timing.

Sorry double post WTF is with these dam forums…

Joe’s Battering Rams can be canceled before or after they hit with Shuriken Feathers. I don’t know if this has been posted yet.

The battering ram thing is interesting, but as far as I can tell the ground feathers are terrible for combos. Pretty good at keeping up block strings I would think though. The feathers canceling out the air gun move is pretty cool though. I suppose they just cancel out other specials in general?

As for teammates I have no idea who my second is going to be. Been playing a good bit of ryu and doronjo. I was thinking about Joe saki being a good team where joe’s assist would be somewhat helpful in zoning, but that is like super theory fighter right now as I don’t know too much about saki. Everything is so new I’d say teammate doesn’t matter too much right now anyways.

I’ll get to making that video whenever I get home and have some time. I’d guess maybe around 9pm I might have it up? I’ll post again after I upload it.

Casshern-Joe is pretty slick.
A-Battering Ram -> Assist -> Anti Air Gun works(or go into the air combo of your liking : P)…
and Casshern can get those 30k+ combos off with Joe’s assist, first shot of the assist will land from an 5ABC(on an average sized opponent atleast…)

Overall though? Meh…