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View Full Version : Why do people pick Joe and Terry so much?


RagingStorm101
03-02-2005, 06:59 PM
Sometimes when I play random people, a lot of them like to use Joe and I can pretty much predict they'll use the super to chip damage me. Then there's almost always a Terry user somewhere...
What gives? Oh and what other characters do ppl use only on Live?

SaffronsGhost
03-02-2005, 07:01 PM
Joe has crazy ass priority, and has a move for everything, that's why.

Terry just owns. I'll beat the hell out of ya with Terry :smile:

KneelB4Me
03-02-2005, 07:18 PM
Joe - cr.rh nuff said on xbl

Terry - bare knuckle and roll to taco

I must have had 6 to 7k games on live. Ive seen ONE good Joe + never seen a good Terry

Sifu V
03-02-2005, 07:21 PM
Ive seen ONE good Joe + never seen a good Terry

HA! You've obviously never played me! :karate:

KneelB4Me
03-02-2005, 07:39 PM
HA! You've obviously never played me! :karate:

sifu in the house :clap:

we played man and your terry is cool, but i could hang with your terry. what i meant was i never played a terry that made easy work of me. i remember coming unstuck a few times against your athena. who the hell chooses her?! :karate:

we should play again sometime man. im suckin real bad right now after so much 3s. i need beatdowns, lots of them :tup:

Dali
03-02-2005, 07:54 PM
Sometimes when I play random people, a lot of them like to use Joe and I can pretty much predict they'll use the super to chip damage me. Then there's almost always a Terry user somewhere...
What gives? Oh and what other characters do ppl use only on Live?


SWEEP!!!!!!!!!

Legendary Gokou
03-02-2005, 08:24 PM
Smooth had a pretty good Joe at one point. He's pretty much the only good Joe I've seen.

The_Reno
03-02-2005, 08:49 PM
I use both Joe and Terry. But then again, I use Dan too, so take what I say with a very small grain of salt.

SaffronsGhost
03-02-2005, 09:08 PM
Hey Kneel I think I could wreck ya with my Terry, I just need a good connection. :smile:

Maybe when I'm in Spain...

Oh and for the record, this is like asking why people pick Ryu and Ken.

RagingStorm101
03-02-2005, 10:37 PM
Didn't Mr.SNK make that vid about being cheap and laggy and how Joe was a laggy character? Is it because of the double cyclone super and the sweep?

SaffronsGhost
03-02-2005, 10:41 PM
Just the sweep :rofl:

PS Gadgy just got some of da Terry :smile:

ImagineVC
03-02-2005, 11:04 PM
i am the one and only king of Southtown.
i used to use joe alot but i retired him because his jump sucks sweaty balls. joe is only good as a distance fighter. if you are fighting up close and you decide to jump.... you're pretty much fucked.

RagingStorm101
03-02-2005, 11:07 PM
wtf...distance fighter. Lemme guess...you do double hurricane x N and the tiger heel kick. Joe is a CLOSE ranged fighter. If you've ever seen VDO play P Joe, you'll see what I mean. His bnb is like cr.jab cr.jab fierce tnt punch and then after that, you do slide kick (doesn't matter if the TNT punch comboes or not). Oh and the generic thing to do after a double hurricane is slash kick.

ImagineVC
03-02-2005, 11:15 PM
are you kidding me.
you will be punished for doing his moves up close.
you have to have the right distance.

DaliPicard
03-02-2005, 11:53 PM
VDO Knowledge > Imagine Knowledge

RagingStorm101
03-03-2005, 12:21 AM
Right, like I'm gonna believe a guy that uses Ex groove. You can probably get punished if you do the dp + RH up in his face or double hurricane in his face. But that applies to anyone if you use a move with RH or FP. If you use Sagat and do Tiger Uppercut, I could punish you easily. Might as well say "Sagat is a distance fighter. If you do Tiger Uppercut point blank, you'll never win because they'll block it and punish you."

HunterSFL
03-03-2005, 12:27 AM
Lmao @ Imagine...prolly using Slash kicks and shit up close. "Omg Joe sucks".

And btw, c.lp, c.lp xx Fierce TNT punches is a bum combo. c.lk, c.lp, s.mp xx Fierce TNT punches is a REAL Joe combo. Not to mention you have a much better up close game from mixing up your strings with c.lk, c.lp, s.mp xx LP hurricane. Obviously you can go MP hurricanes after conditioning, or do nothing after the s.mp to bait a roll/uppercut/super.

I've been playing Joe since day one of my CvS2 career. I <3 Joe

RagingStorm101
03-03-2005, 12:39 AM
Oh well I don't play Joe much so I just guessed what the combo was haha. Point blank jab hurricanes can't be punished right?

(random fact)One of Joe's greatest assets...is his mash throw. But then again, everybody's mash throw is great.

So what groove do you play your Joe in? AK Joe seems good and the P groove Joe I mentioned before.

HunterSFL
03-03-2005, 02:06 AM
Well, I do believe the combo VDO uses most is what you said (c.lp, c.lp, TNT), and not that he's not good, it's just that to me, the reason he's good is because of his P-groove, not necessarily his Joe. When you set up as many parries as he does, it doesn't matter what character you use, it's just a different B&B, know what I mean?

And as far as my Joe goes, I started with A when I first started playing (easy CC), not now I only play him in K. He can really be played in any groove. His dash is great, and his roll isn't bad. Then again, short jump is pretty nice for his offensive style, and run can give you some extended block strings which are nice. If I was gonna play him in a dash/roll groove, I'd go A, since his level 2 cancels arent anything special (average), and he doesn't really need the air block since his air game sucks anyway. Not to mention he doesn't really need meter period. But personally, I prefer his level 3s and JDs help his lack of anti-air a lot (sometimes DP isn't fast enough).

Rick Fn Stalvey
03-03-2005, 02:42 AM
Lmao @ Imagine...prolly using Slash kicks and shit up close. "Omg Joe sucks".

And btw, c.lp, c.lp xx Fierce TNT punches is a bum combo. c.lk, c.lp, s.mp xx Fierce TNT punches is a REAL Joe combo. Not to mention you have a much better up close game from mixing up your strings with c.lk, c.lp, s.mp xx LP hurricane. Obviously you can go MP hurricanes after conditioning, or do nothing after the s.mp to bait a roll/uppercut/super.

I've been playing Joe since day one of my CvS2 career. I <3 Joe


Doesnt c.lk, c.lp, s.mp xx Fierce TNT punches work only on standing char?? or does it hit crouching char as well??

Faight
03-03-2005, 07:57 AM
I play a decent K-Joe. And he is rushdown. He CAN play distance, but everyone just tries to bait out the fierce hurricane so they can jump over... so my advice is to never throw a fierce hurricane. Ever. Up close I do this combo: c.short c.jab c.short xx strong TNT punches (medium punch, not mashed) this leaves Joe at like... +15 or so. After that you can either A) Throw a jab hurricane (since it is safe) B) cr.roundhouse (you'll be at a distance where he hits with just about the tip of the foot, so it is pretty safe) C) Short Slash Kick D) Run up and c.short c.jab c.short xx Strong TNT punches again E) Do nothing and punish what they do. And of course F) If you have meter, replace the strong TNT punches in the combo with the rush super (qcb, hcf punch) since the short jab short gives you enough time to react and do the super instead.

If you DO knock them down with either the cr.roundhouse or the short slash kick, you can follow up with A) Short Heel Kick (to not cross up) OR Forward Heel Kick (to cross up) B) Light hurricane (in case they quick recover, A, N, K grooves) C) Short Slash Kick (In case they quick recover, A, N, K grooves) D) Run up, meaty c.strong, strong TNT punches E) Sit just outside of throw range and wait (baiting wakeup/super without risking being thrown).

Joe's low jump sucks pretty bad. Not the jump itself, just Joe's selection of air normals is pretty lousy for low jump. Low jump roundhouse is OK AA vs grooves with no air defense (A and N grooves, basically) but a light tiger kick is better. If you're low jumping in a rushdown, use his forward (medium kick) since its one of the few moves he has that angles down.

Guard strings from yours truly: c.strong, c.strong xx jab hurricane, wait, then either A) React and punish what they do B) Low jump forward xx jab hurricane C) walk forward a tiny bit (if its a thinner character) low forward xx jab hurricane (replace with short slash kick if you know it'll break the guard, slash kick does ALOT of guard damage... not chip, guard damage). If you do break the guard, c.fierce xx Double hurricane (the only time you should ever use this super). D) Stand Roundhouse for guard damage.

Defensively, the only super you should use is the Tornado super (qcf qcf p). The reason being that it has fast startup, juggles for full damage if they're in the air (jumping in, low jumping, jumping back to avoid something, doing a move that puts them in the air like a DP).

All of Joe's standing kicks are very very very good.

I'm just a moderate Joe player. I can't give you advice for Terry, I don't really play him. I just picked up CvS2 for xbox last night, so I should be on tonight, though a few of my friends have requested matches. I'll put my gametag on my profile thing, if you ever see me on feel free to challenge me, I guess...

ShinMilkManX
03-03-2005, 08:17 AM
I play Terry because he is just fun. Plus I have been a fan of his style since KOF 95.

Not so much Joe. I love his taunt but other than that he is just meh.

RagingStorm101
03-03-2005, 04:49 PM
I used to play Terry a long time ago but that was cuz I was only playing KOF, Garou and SVC. Anyway...
Joe does have a good lvl 2 cancel. You do the lvl 2 hurricane super and then you cancel into the short tiger knee, then short tiger knee again and RH tiger knee. At least that's how I think it goes. Oh and it only works for corner.

Terry
His cr.lks are good because 3 cr.lks can lead to Buster wolf. You can also do cr.jab oc fierce into w/e. His cr.fierce isn't bad and he is versatile in a few grooves. IMO, he is good in K,N,A and S. C and P groove Terry isn't bad either (especially if you land the 9000 combo for C but that's only if you get a RH jump in). Run is better for Terry because it can help with rush I guess. My friend likes to use N Terry and run and cancel into cr.fierce but i dunno if it's a great strategy or not. Terry's Dash is good too because it's one of those crossover hops after knockdown (like Yun, Blanka, Eagle etc). I wouldn't use FP Rising Tackle but jab Rising Tackle is good after you get knocked down (don't abuse it -_-).

SaffronsGhost
03-03-2005, 05:05 PM
3 comboed tiger knees? Stop smoking crack.

Also, stop being a noob. Real Terry players cr.lk x3, standing lk, THEN Buster Wolf. :karate:

As my buddy Loffter says: "Terry is good because once he connects a single LK it's over" :clap:

KneelB4Me
03-03-2005, 05:28 PM
3 comboed tiger knees? Stop smoking crack.



Its there man.

Look for the sai-rec combo vid

HunterSFL
03-03-2005, 05:49 PM
Doesnt c.lk, c.lp, s.mp xx Fierce TNT punches work only on standing char?? or does it hit crouching char as well??

Nah Rick, although I've never tried, I'm just about possitive it works on crouching. None of the hits are high, unless im mistaken, s.mp is a mid hit. I've never had this combo/string whiff so again, I'm just about possitive. I'd test but I don't have my consoles hooked up right now.

Kyrdu, I have to disagree with a few things. First off, I think low jump mk is pretty good. I'ts not GREAT or abusable, but the priority is more then enough to keep you going as long as you don't get predictable with it. Also, I'm pretty sure TNT punches don't give you even close to +15. I know when you do 4 hits of a Fierce TNT punch it leaves you just enough time for a 1 frame link to s.lp, and since it a 1 frame link, it's definately not +15...more like somewhere between +3 to +5 at best.

3 comboed tiger knees? Stop smoking crack.

Like ^ said, look for it in sairec. Only the last hit of each tiger knee connects, and actually, I think you do LK knee, MK knee, HK knee, but still, it's not a GREAT level 2 cancel.

As my buddy Loffter says: "Terry is good because once he connects a single LK it's over"

..You can say that for just about any char newbie. Wait, I take it back...maybe YOU can't but most of us can.

RagingStorm101
03-03-2005, 07:21 PM
What, you wanna bet? Fool, I saw it in a combo video titled CVS2 vol 2.
And who's being the noob? You can't do 4 lks....

Faight
03-03-2005, 07:54 PM
Hunter, its nothing to do with the priority, its the way the moves hit. And Joe's low jump isn't super low like some peoples *coughMaicough*

As far as the strong hands go... I'm not sure on the actual numbers, but its something ridiculous, along the lines of unmashed honda strong hands. I never really use the fierce hands, but I'm probably going to start using them due to me never being able to land the comboes after the strong hands.

I should FINALLY be on live tomorrow night, hope to get in some good matches.

ImagineVC
03-03-2005, 08:00 PM
sorry to say ragingstorm,
but SaffronsToast is finally right
"cr.lk x3, standing lk" is possible
that's what i've been practicing with my N groove
i will destroy SNAAAKE and make him wear that dunce hat with thongs

HunterSFL
03-03-2005, 09:26 PM
I know what you mean Kyrdu, I'm just saying j.mk has decent priority to begin with, but then combined with the angle it comes from when you low jump it, it's not a bad jump in, in my opinion.

SaffronsGhost
03-04-2005, 11:40 AM
Oh course I'm right, I do it ALL the time. cr.lk x3, standing lk, buster wolf is THE shit.

As for the Knee thing, I don't use Joe, I just assumed that was too stupid to be true. Bravo Capcom! :tup:

..You can say that for just about any char newbie. Wait, I take it back...maybe YOU can't but most of us can. I guess technically yeah, but Terrys seems SO easy it's scary. I'm not sure I've EVER missed that combo, even in serious serious lag.

Faight
03-04-2005, 12:02 PM
As far as the 3 knee deal goes, it's due to the juggle count being reset by the super and the hit count of the moves. You'll notice short tiger kick (or knee, it sounds like he says kick, so I call it kick) does 1 hit, forward does 2, and roundhouse does 3.

In the sai-rec combo video, I think they had dan doing his taunt super, then at the end joe does the level 2 qcf qcf p, short tiger kick early, forward, roundhouse. Each tiger kick does 1 hit. Doing all 3 is HELLA hard, but I can land short tiger kick, roundhouse tiger kick no problem (the roundhouse one does 2 hits in this case. I'm assuming this ends up doing less damage, but not by too much).

But I play pretty much only K and P these days, so I don't get much level 2 cancel practice going.

GyBaNO
03-05-2005, 07:14 AM
Terry's fun to use and he's my team anchor 90% of the time.

Rick Fn Stalvey
03-05-2005, 08:28 AM
Nah Rick, although I've never tried, I'm just about possitive it works on crouching. None of the hits are high, unless im mistaken, s.mp is a mid hit. I've never had this combo/string whiff so again, I'm just about possitive. I'd test but I don't have my consoles hooked up right now.


That string will only hit tall char. Zang sagat honda ect. What can u combo off it??? The 2 tornado suppers wont link even in the corner.

VDO
03-05-2005, 08:54 AM
[QUOTE=HunterSFL]Well, I do believe the combo VDO uses most is what you said (c.lp, c.lp, TNT), and not that he's not good, it's just that to me, the reason he's good is because of his P-groove, not necessarily his Joe. When you set up as many parries as he does, it doesn't matter what character you use, it's just a different B&B, know what I mean?

HEY YO its me, its me, its RDG (RUSH DOWN GOD) VDO here just wanna say what up, that kinda true but I still think that Joe is 1 of the games most deadliest characters but as far as I go, my Joe is good but ofcourse he could use practice but then again people don't really play where i'm from anymore (well not like they used 2). To me anybody is bumped up a notch when placed on p-groove granted if you can parry.

SaffronsGhost
03-05-2005, 09:09 AM
Terry >>>>>>>>>>> Joe