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
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.
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.
Here’s a guide to doing PacStrife’s B&B Combo. This is especially for pad players who are having trouble, but I talk about timing as well, so it might help anyone who has trouble doing the combo consistently.
Here’s the transcript of exactly how I’m doing it…
Meterless:
6A -> 6A -> 6B -> 6C -> 3C /\ j.B -> j.B XX “A Feather”, 66B -> jc.B XX “C Feather”, 66B XX “A Feather”, “B Guns”
Super:
6A -> 6A -> 6B -> 6C -> 3C /\ j.B -> j.B XX “A Feather”, 66B -> jc.B XX “C Feather”, 66B XX “A Feather”, “B Guns” XX Super / “A Lasso” (OTG)
Part 0: Preparation
The only thing you need to do to prepare is make sure you have a second button for your “A” attack. If you hold your pad steady on something (more like an arcade stick), you may not need to. However, for anyone who holds a pad the normal way, this is important, because holding “A” and “C” if they’re both on the face of the pad is going to be a nightmare. I set the L Button to “A” to work in tandem with the “A” I have on the face of the pad.
Part 1: The ground chain
I suppose most people playing Joe already know this, but you really have to do his ground chain slowly. 6A is not a very fast “A” attack, and his normals are just pretty slow to start up in general.
I do two 6A’s sort of as a hitconfirm, because anything else is probably not too safe on block without an assist.
You need to have A" and “C” held down by the time you launch your opponent. I just do them in the most obvious places, it doesn’t really matter.
I personally use both of my “A” buttons when performing this chain (my "A"s are the Y and L button for reference), but it would probably be easier to just learn to use the shoulder button for both “A” attacks.
Part 2: The air combo
As soon as you jump, hit B to attack. Don’t chain the B’s as fast as you can, though; the trick here is that if you do this combo too fast, the end will whiff because there will be a really big disparity in height between you and your opponent. So, take it slow.
After the second “B”, quickly let go of the shoulder “A” and hold it down again.
Just like with the first two “B” attacks, the second set should be done slowly. You don’t need to dash at the earliest possible moment; wait a split second. Don’t chain the B’s as fast as possible.
After this set of “B’s”, let go of your “C” button.
Now, dash in one more time, hit “B” and hesitate another split second before letting go of the Shoulder “A”. If this Shuriken whiffs, you probably completed the air combo too quickly. Also, keep in mind that you’re just barely meeting the charge quota for the last Shuriken, so if the Shuriken doesn’t come out, you need to wait just a fraction of a second longer before firing it off.
Part 3: The finisher
When going for the Savage Shot, you need to be quick, but not sloppy; the timing is semi-strict for landing the move, and it’s very possible to do it too late. On the other hand, if your execution isn’t very tight, a common mistake I’ve been making is to just throw out a “B” attack instead of Savage Shot.
“B” Savage Shot hits four times, so if you want to get the maximum damage, the combo count should be at 19 hits after Savage Shot finishes. You can go into either super after this.
A few shortcuts: If you aren’t feeling too good about your execution, you can omit the Savage Shot and connect either super. If you mess up the Savage Shot and just get j.B, you can still cancel that into your Lv.3 Super.
Don’t forget to OTG with the Lasso! If you’re feeling really saucy, or wanna impress your girlfriend or whatever, you can actually do more damage by OTG’ing with C Savage Shot. Just dash back as soon as you can, jump up and quickly do it.
That’s all! I hope that’s easy to read and helpful.
I just unlocked Joe the Condor today, and after playing with him in training mode, I knew I liked him. He’s definately one of my favourite characters in the game to play. I’m still trying to get down the B&B combos down that have been listed.
Thanks for all the info everyone, it’s really helping!
another one for the collection
[media=youtube]ShRpVrBhOEo[/media]
there are so many variations of his BnB, but if it was humanly possible, the best way to optimize damage is to follow this pattern:
Shuriken (A), Gun (A), neutral B, Shuriken C, Gun (A), neutral B, jcB, Shuriken ©, Gun (A)