The Troubled Loner - The Joe The Condor Thread

On a pad, I’m finding it a lot easier to execute these new Joe combos if you switch the shoulder button functions. I found it really hard to hold L while doing :dp:+:p:, so making R = :snkc: and L = :3p: helped that a lot.

I’m curious to see what a combo like that last one that PacStrife’s video showed would look like with a Baroque in the air to reset the double jump. This shit’s getting past my head, but I have a feeling that might add a lot more hits to the equation.

awesome thread, good to see people backing the condor :smiley:

So what have people been finding synergy wise for Joe? His assist is interesting and i feel one of the harder ones to utilize. For starters it seems to be a major pain to combo on standing opponents. It can’t seem to hit anyone just standing, but in certain combo’s and corner situations i can get one or all of the hits to combo.

For example i’ve been messing with cassh/joe and can occasionally get:
5A, 5B, 2B, 5C, JoeP to combo and allow another loop, but it seems really inconsistent.

So is there more info on comboing the assist or is the best bet right now to somehow launch into it and juggle from there?

i launch into his assist and super from there… so itd be Joe’s assist THEN launch cause if you launch first the assist will just whiff

so if im using Ryu and Joe, you can use the standard ground string into launcher but right before you hit launcher call assist and finish with super. something simple .

So, Joe’s assist seems to suck… which, to me, means if you’re gonna play Joe, you have to play him on point.

That being said… how do you guys attack with Joe? It seems like his offense is really linear. What do you guys do to open up your opponents?

I feel like Joe’s pretty good at running away, but does have real trouble breaking someones guard. I end up doing a lot of standing a’s into throws and trying to mix-up his late hitting jump C with wiff tricks. Honestly though I haven’t had much luck. On the bright side he can maintain pressure fairly well and can always cancel into his 2C for safety.

My advice would be back him up with a good assist and try to get some pressure going when you can. Maybe someone else has some ideas?

I’ve been trying to work with Joe’s assist recently and I came up with one simple combo with ryu on point. Have not tried it on other characters and only in corner so far. I’ll update if I find something else.

5A, 5B, 5C, 2C, 214C, A+P, P, A, A, B, 236BC, 236BC

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Joe’s assist is fine as long as you’re not already in the corner. Preventing my opponent from jumping really helps out my Polimar’s ground game so I can get in those ground mixups.

With Condor Joe as the point character, lots of IAD j.C since it tends to cross up and it gets blocked, just stack the offense because Condor Joe moves really quickly.

When going on the offensive, always try to have a shuriken charged so that you can try to trick your opponent up with it. They can be used to cancel out of anything and continue blockstrings.

I play joe by holding B most of the time if I want to keep away (C.Joe/Rock Volnutt here), so I can use J.C if they are next to me in the air, if they are far and throw fireballs, B shiruken goes stops it and the 2nd hit damages the opp (shurikens are damn fast) , the A button is used to do dp + a as anti air from far and to start a combo of 2a, finally the C button is also used for 2C if they are mid range, that combined with rockman assist makes a great wall

Yeah, Joe has pretty decent keepaway game if you always have a shuriken charged lmao
I always play pretty offensively with joe,
but, if I’m up against Soki or a giant,
I try to pressure as much as I can from fullscreen with air/ground shuriken feather and savage shot mixup.
(occasionally throwing out lassos when I know they’ll connect)

Tekka assist, in the corner:

5a 5b § 5c (assist hits) {jump,j.b j.623a j.b land}xN launcher, etc.

see how many loops you can get before it stops working.

some of the casuals I promised with my condor/volnutt, I need to improve my keep away and combos a lot. Any feedback (positive, negative. etc) is well appreciated

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Necrosis found something like this before. I posted this on the IRC. But he did his with Souki. Around 4 loops.

LMAO hold ABC at the beginning of the match. When you release one, immediately start charging again with the same button. LET THE CAMP GAMES BEGIN! The fact that they’re linear and can be thrown in the air makes it even more hilarious. I play keep away with them amazing. It’s the best when your opponent is Ryu and/or Polimar and they like to initiate by IAD C/B. Stops them right in their tracks. Umm and yeah obviously you’ll need a stick for this…sorry pad players :frowning:

So it should pretty much look like… A feather, B Feather, C feather, 1 sec, REPEAT. Over and over until they get in (if they can). It’s fun easy damage, especially at the start of the match when people like to be stupid and IAD in your face.

Oh and Chang - I clicked your video and saw you getting raped. _ WTF? You play a nice Megaman though, really campy…but effective…sorta. I got bored after the first match. Dunno why you’d pack so many matches in one video ____________ but k.

Interesting lil follow up for a stray 236A after crumble: Follow up with a ground hook. Not really comboable, but nice to use for mind games, and you have enough time to charge after hit confirm. I like to use this as a set up for Polimar’s assist and a free combo if it connects, or a grab if it they block.

Apparently assists can hit crumple state too.

Yeah the things have good recovery, which is nice, but then after a second it doesn’t work anymore because they don’t hit crouching, so it becomes a game of crouch, move forwards, crouch. Not that hard to get around, honestly.

Great video very impressive!
The double jump after doing airdash j.b seems difficult to achieve and can’t seem to pull it off as often as I’d like (strangely, can do it better online). Thought it related to pressing jump again was too fast but doesn’t quite seem to be the case. The video combos seem to go slower than when I am actually doing it myself XD

On the times I do pull it off, releasing the last shruiken seems to not come out, guessing because I get to it too quickly after C’s shruiken since there is a delay before throwing another regardless of the shuriken button used previously.

http://d.hatena.ne.jp/video/niconico/sm9601711

For those that haven’t seen it.