The Troubled Loner - The Joe The Condor Thread

booty clapperbooty clapper GrrrrrrJoined: Posts: 1,726
SPECIALS

Wild Lasso
:l: :r: :snka:/:snkb:/:snkc:

:snka: shoots downwards (Hits OTG), :snkb: shoots horizontal :snkc: shoots upwards at a 45 degree angel

Joe pulls out his pistol and fires a lasso as his opponent dragging them towards Joe. As they fall in front of his feet he lets off a clip in their back.

The :snka: and :snkb: version can be combo'ed into from :d::snkb:

Savage Shot

:r::d::df: :snka:/:snkb:/:snkc: (can be done in the air twice)

All ground shots will be at a 45 degree angel upwards, as all air shots will be at the same 45 degree angel just downwards. The higher the attack input the more shots he will let off. This is also his assist.

Shuriken Feathers

:snka:/:snkb:/:snkc: (Hold and Release) can be done in the air.

:snka: hits once, :snkb: hits twice, :snkc: hits three times. At the moment i don't think this move combos. (more testing has to be done)

Joe fires a projectile horizontally . The stronger the strength button used the more damage that will be dealt. But they will all fire horizontally.

Cactus Bunker

:hcb: :snka:/:snkb:/:snkc:

Joe's counter move. At the moment all versions seem to come out the same speed. I can't test this thoroughly until i have someone that can attack me in training mode. But as soon as i do i will post the info unless someone has tested this and would care to share.

Battering Ram

:qcf: :snka:/:snkb:/:snkc:

Similar to Ryu's Donkey Kick. This move cannot be combo'ed into as of yet. More testing is still being done.

:snka: Crumbles the opponent (can be combo'ed from :snkc:, :snkb: staggers, :snkc: wall bounces (:snkc: version also has armor)

---

SUPERS

Condor Magnum Level 1

:qcf: any two attacks (can do done in the air)

Joe will throw out two projectiles. If either of these projectiles hit it will activate the super. When this is preformed in the air Joe will throw the same two projectiles just this time at a downwards 45 degree angel. This is also very easy to combo into and will most likely be the most used super of his.


Bird Missle Strike Level 1

:dp: any two attacks

Joe calls in a fighter jet that will fire a gun as it sweeps across the screen. Then it will drop a bomb that will land on the ground exactly 5 seconds after the glass breaks for the super. The bomb does not discriminate and will inflict damage to anyone (including you and your assist) on the screen.

Science Ninpo: Tornado Fighter Level 3

:hcb: any two attacks (can be done in the air)

Joe's level 3 super. The same level 3 as Ken The Eagles. So much so he even summons Ken to help him preform it. Very easy to combo into and does pretty good damage. Not much else to say about it. Oh and if you have Ken on your team and your opponent has Ken on their team the Ken summoned for the super will just be the unused color Ken.
#SNKPlaymore & #Alpha2 on efnet
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Comments

  • booty clapperbooty clapper Grrrrrr Joined: Posts: 1,726
    BnB's

    :snka:, :snkb:, :d:+:snkb:, :snkc:, :df:, sjc, :snka:, :snkb:, :snkb:, :dp:+:snkc:, :qcf:+:2p:

    --

    :snka:, :snkb:, :d:+:snkb:, :snkc:, :df:+:snkc:, sjc, :snka:, :snkb:, :snkb: double jump, :snka:, :snkb:, :dp:+:snkc:, :qcf:+:2p:

    can also be ended with Level 3 :hcb:+:2p:

    --

    :snka:, :snkb:, :d:+:snkb:, :snkc:, :df:+:snkc:, sjc, :snka:, :snkb:, :snkb:, double jump, :snka:, :snkb:, :hcb:+:2p:

    --

    :snka:, :snkb:, :d:+:snkb:, :snkc:, :df:+:snkc:, sjc, :snka:, :snkb:, :snkb:, double jump, :snka:, :snkb:, :dp:+:snkc:, :hcb:+:2p:
    #SNKPlaymore & #Alpha2 on efnet
  • booty clapperbooty clapper Grrrrrr Joined: Posts: 1,726
    reserved once again for future updates
    #SNKPlaymore & #Alpha2 on efnet
  • VarleranVarleran Zako Joined: Posts: 645
    EDIT: I cleaned the post up a bit so that it makes more sense.

    Combos into :qcf:+:2p:

    18 hits, 17.061 damage: :snka:,:snkb:,:d:+:snkb:,:snkc:,:df:+:snkc:, sjc, :snka:,:snkb:,:snkb:,:dp:+:snkc:, :qcf:+:2p:

    21 hits, 18.492 damage: :snka:,:snkb:,:d:+:snkb:,:snkc:,:df:+:snkc:, sjc, :snka:,:snkb:,:snkb:, double jump, :snka:,:snkb:,:dp:+:snkc:,:qcf::+:2p:

    For :hcb:+:2p: (damage and hits stats will be up in a bit)

    44 hits, 26.008 damage: :snka:,:snkb:,:d:+:snkb:,:snkc:,:df:+:snkc:, sjc, :snka:,:snkb:,:snkb:, double jump, :snka:,:snkb:,:hcb:+:2p:

    You can sneak in an extra :snkb: before the super if you're feeling saucy. It's really tight on the timing though.

    47 hits, 27.477 damage: :snka:,:snkb:,:d:+:snkb:,:snkc:,:df:+:snkc:, sjc, :snka:,:snkb:,:snkb:, double jump, :snka:,:snkb:,:dp:+:snkc:,:hcb:+:2p:

    That last combo really emphasizes the enormous hitbox on Tornado Fighter. Seriously, it will catch people when it looks like the kick should be a clean miss.
  • booty clapperbooty clapper Grrrrrr Joined: Posts: 1,726
    Thanks. I'm gonna keep updating this as much as i can so keep the info comin'. :D
    #SNKPlaymore & #Alpha2 on efnet
  • KimchiKimchi No Squirrels allowed Joined: Posts: 204
    a,b,2b,c, launcher (HOLD C for feathers), a,b,b, JC, b,b, (let go of c), DP motion attack, Quarter circle super
    Back to playing one game.
  • Ketchy KechKetchy Kech RAZALASH Joined: Posts: 862
    This looks really bad ass, can't wait to get my hands on him, finally some Joe support! keep it up people :]
    || MvC3: Ironman, Tron, Super Skrull || SSF4 v.2012: Guy || || BB CSII: Tsubaki Yayoi ||
    || UMvC3: R. Raccoon, Dr. Strange, Ryu || 3SOE: Elena || SkullGirls: Painwheel / Double (?) || *

    ---Avatar by Savaii64
  • RoyalFlushTZRoyalFlushTZ *Not a Ryu cosplayer! Joined: Posts: 1,446
    Charge back, forward+A special hits OTG, so you can add a bit of damage after j.C from a corner aerial rave and even 63214+2 attacks lvl. 3 super (depends on where opponent falls).

    I love Condor Joe's j.C... Reminds me of Ken's j.C, but with much more crossup potential. And since Condor Joe falls a bit faster from a jump than most characters, it's great for pressure.

    One thing I like to do after performing a super is charge down all three attack buttons so Condor Joe can throw out three separate Shuriken Feathers.

    236A Battering Ram is comboable solo from 5C, but in order to followup the combo, you need an assist or baroque to continue the combo.
    Thor/M.O.D.O.K/Viewtiful Joe
    Long live the Mighty THODOK! I do stick mods, too!
    youtube.com/RoyalFlush for TvC:UAS and T5DR vids
  • TiggyTiggy j.B loop > Skittles Joined: Posts: 2,060
    236A Battering Ram can also be canceled into all of his supers on hit.

    Dunno if this is worth mentioning, but Joe's 2B hits twice. If you want to do 5A (2A) 5B 2B 5C 236A baroque midscreen as a starter to your combo for example, you must omit the second hit of 2B, otherwise 236A will whiff. I believe it's possible to let both hits connect in the corner for this particular starter. If you want to do basic launcher combo midscreen you can let both hits connect and then do 5C 3C.

    For Joe's counter, from what I could tell, the A version stays out the longest, while the C version stays out the shortest. Visually it doesn't seem to look any different but it's just enough.

    Also for a little corner pressure, you can mix up with 236B/C and assist.
    Kludge: i don't think it's fair to compare professionnal fighting games to doujins like sfxt

    <BiGgOvDoInThAnGs> thats the goal of ah3
    <BiGgOvDoInThAnGs> stay out of jail long enough to be the best
  • Jon SlaytonJon Slayton Consistently Inconsistent Joined: Posts: 4,304
    His j.C will cross people up when their back is in the corner... really weird since it seems like no one else can do that.

    2C otgs so if you do a meterless combo ending in j.C you can shoot them while they're on the ground.

    Not sure if you can do it on regular hit, I need someone to test with but you can BBQ the counter and combo people mid screen.

    Joe is looking really good.
    "You know that sinking feeling when Zero hits you?" - MTP

    You can only be as good as those you copy, those who you seek to emulate. If you want to be great then be yourself.
  • booty clapperbooty clapper Grrrrrr Joined: Posts: 1,726
    His j.C will cross people up when their back is in the corner... really weird since it seems like no one else can do that.

    I've noticed this also.
    #SNKPlaymore & #Alpha2 on efnet
  • frustratedsquirrelfrustratedsquirrel Masky stripey man! Wtf is a raccoon? Joined: Posts: 3,761
    Can joe combo 2C > chargeback special A ?
    From team Sp00ky's TvC stream:
    "Alex? He will put his mitts all over you dude. Like he's so grimy, he shows up to the party and is like 'RAAAGH' and rips his shirt off"
  • SystemSystem Joined: Posts: 508,676 admin
    Hey guys. I did some experimenting this morning and found that Joe's 236C kick is combo-able with certain assists. I tried Morrigan and Alex as assists and they both worked by doing the following:

    A, B, Assist, C, 236C. The assist hits first than the kick continues the combo. Since this gives wall bounce you can continue into 5a, 3C, to an air combo. It is also comboable with the baroque technique. Does anyone have any really good followups to the wall-bounce aside from an air combo?
  • Ap0lloAp0llo this is me Joined: Posts: 646
    Hey guys. I did some experimenting this morning and found that Joe's 236C kick is combo-able with certain assists. I tried Morrigan and Alex as assists and they both worked by doing the following:

    A, B, Assist, C, 236C. The assist hits first than the kick continues the combo. Since this gives wall bounce you can continue into 5a, 3C, to an air combo. It is also comboable with the baroque technique. Does anyone have any really good followups to the wall-bounce aside from an air combo?

    only thing i can think of is when mid screen is to BBQ then Dash with an IAD to a B with the lvl 3
    SHIT
  • Ap0lloAp0llo this is me Joined: Posts: 646
    also to point out, you can do an air combo in the corner with A,A,B,B, DP +A, B, DP+A, B, j.b xx lvl3
    SHIT
  • toloretolore Joined: Posts: 1,696
    What are you guys thinking for assists for joe. I've been thinking Polymar as a possibility, since his assist seems really nice for combo extending/pressure/mixup(with the corner j.c cross up). But I'm not sure how much joe's assist helps polymar, nor have I actually played joe against actual people yet so I don't fully understand what he needs.

    I'll probably experiment with him some today and see if I can figure anything out.
  • TiggyTiggy j.B loop > Skittles Joined: Posts: 2,060
    The only thing I can see Joe's assist being good for is to stuff or discourage jumping, more specifically in the corner
    Kludge: i don't think it's fair to compare professionnal fighting games to doujins like sfxt

    <BiGgOvDoInThAnGs> thats the goal of ah3
    <BiGgOvDoInThAnGs> stay out of jail long enough to be the best
  • toloretolore Joined: Posts: 1,696
    someone should tell me how to make the cool looking buttons.

    Saki partner combos

    19 hits 20.000-21.000 :snka:,:snkb:,P,:snkc:,:df::snkc:,sjc,:snka:,:snka: ,:snkb:,:dp::snkc:,:qcf::2p:

    20 hits 22.043 :snka:,:snkb:,P,:snkc:,:qcf::snkc:,dash,:snkb:,:df::snkc:,sjc,:snka:,:snka:,:snkb:,:dp::snkc:,:qcf: :2p:

    20 hits 23.790 crossup j.:snkc:,:snkb:,P,:snkc:,:qcf::snkc:,dash,:snkb:,:df::snkc:,sjc,:snka:,:snka:,:snkb:,:dp::snkc:,:qcf::2p:(got it to do 24.100ish when I crossed them up mid screen and comboed into the corner, I think more bird shuriken hit)

    edit: Is it possible to do the dual super and NOT have joe summon the ship. I'm thinking specifically for saki since those shuriken might be ablt to block her long enough to get the unblockable shot(althoguh the shuriken might not have enough block stun).

    edit again: Hmmm those random spaces in the code are not there when I'm editing the post...
  • PacStrifePacStrife 2.B.A. MASTER Joined: Posts: 203
    the Bnb I'm running right now:

    no meter variation -- A (hold a)-> B -> 2B -> C -> 3C (hold C)-> j.b -> j.b -> release a feather -> airdash forward j.b -> double jump b -> release C feathers -> air dash forward j.C [about 16k]

    super variation -- A (hold a)-> B -> 2B -> C -> 3C (hold C)-> j.b -> j.b -> release a feather (and hold it down again) -> airdash forward j.b -> double jump b -> release C feathers -> air dash forward j.b -> release A feather-> 623B -> 236 super [does about 22~23k]

    you could alternately just lvl three super after the second a feather hits for around 30k.

    anyways I'm still working on his corner stuff it'll be more dmg for sure. this combo works anywhere btw although I'm not sure about character specifics or not. practicing on ryu.
  • toloretolore Joined: Posts: 1,696
    Nice feather stuff, I wish the place I got tatsunoko had the sticks in, I really need to pick one up so I can do hold stuff.
  • booty clapperbooty clapper Grrrrrr Joined: Posts: 1,726
    Can joe combo 2C > chargeback special A ?

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

    Anyone got anything on this?
    #SNKPlaymore & #Alpha2 on efnet
  • toloretolore Joined: Posts: 1,696
    I can't get 2C to hit OTG to begin with, definitely nothing combos off 2C if they are standing.
  • PacStrifePacStrife 2.B.A. MASTER Joined: Posts: 203
    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.
  • PoinkPoink Joined: Posts: 111
    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:
    [in corner]5A,2A,5B,2B[both hits],5C,3C(hold C),sj,A,A,B,B,j,B,(release C),623C,236PP
    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.
  • Spooty WhiteboySpooty Whiteboy I must break you! Joined: Posts: 2,772
    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.
    Live Tag: Spootz
    PSN: SPTwhte

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  • PoinkPoink Joined: Posts: 111
    You're right, the above combo does 22.228 total without 2B LOL
    my bad.
  • toloretolore Joined: Posts: 1,696
    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.
  • PacStrifePacStrife 2.B.A. MASTER Joined: Posts: 203
    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!
  • toloretolore Joined: Posts: 1,696
    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.
  • PoinkPoink Joined: Posts: 111
    5A,2A,5B,5C,3C(hold C),sj,A,A,B,B,j,B,(release C),623C,236PP

    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)
  • toloretolore Joined: Posts: 1,696
    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
  • Jon SlaytonJon Slayton Consistently Inconsistent Joined: Posts: 4,304
    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.
    "You know that sinking feeling when Zero hits you?" - MTP

    You can only be as good as those you copy, those who you seek to emulate. If you want to be great then be yourself.
  • PacStrifePacStrife 2.B.A. MASTER Joined: Posts: 203
    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?
  • booty clapperbooty clapper Grrrrrr Joined: Posts: 1,726
    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:
    #SNKPlaymore & #Alpha2 on efnet
  • eddymastaeddymasta The Man Without Fear Joined: Posts: 702
    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.
    GGPO: Angrylobster
  • XSilvenXXSilvenX ...Souki infinite? Joined: Posts: 255
    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.
    Gonna start making new TvC vids soon hopefully.
  • XSilvenXXSilvenX ...Souki infinite? Joined: Posts: 255
    Sorry double post WTF is with these dam forums..
    Gonna start making new TvC vids soon hopefully.
  • KnyghtFallKnyghtFall Kenji for MvCi Joined: Posts: 690 ✭✭✭✭✭ OG
    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.
    VS game player for life. Copier of DNA. Fond of using anchors to smash stupid robots with Xs in their names.
  • PacStrifePacStrife 2.B.A. MASTER Joined: Posts: 203
    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.
  • SubstantialSubstantial Grape Joined: Posts: 731
    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...
    D: Orly? (Also known as Grape...like the fruit)
    Final Round - Rock Paper Scissors Champion
    Evo - Rock Paper Scissors Champion
  • booty clapperbooty clapper Grrrrrr Joined: Posts: 1,726
    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.

    Overall though? Meh...

    Yup. Joe can combo his gun from Casshern assist also. How are you using Joe with Casshern, but with Casshern being your point and Joe being the assist? With the ground chop?
    #SNKPlaymore & #Alpha2 on efnet
  • toloretolore Joined: Posts: 1,696
    I agree with pac on saki, I've been using saki, I THINK they complement eachother pretty well. Saki's assist is useful for joe, Saki is a zoner(joe's assist helps with zoning) and joe is a beat down kind of guy(saki's assist helps his combo's/pressure), so they cover different rolls and the assists complement eachother. I have yet to play the team in real matches yet though, mainly just practice mode and survival and arcade(which show next to nothing about how a team works together). The only problem as I see it is that, unless I don't understand one of the basic game mechanics(which is more than possible), you can't do saki's unblockable ammo load and joes bird shuriken super together. It always seems to call out the ship, which is much less useful.

    I have definitely found saki's assist more helpful than casshern and polymars(the other two people I've tried out). None of joes supers seem particularly good to do in a combo with, or canceled into, anyone elses supers, so I don't think thinking about supers complementing eachother is that useful.

    Joe also doesn't seem to NEED a lot of meter but he does can do a couple billion extra damage when he adds meter to his combo(or 13 billion ish if you use level 3), although ending in j.c may be better for setting up mixup. He also seems to generate meter pretty quickly, one B&B combo generates a bar or more it seems, so in general I'd say he pairs well with anyone on the meter side, he doesn't need it, but he can use it, and he can generate it, so you can either use him as a point char and use metereless BNB's that still do around 17-20k damage and net knockdown to build up meter, or you can just build and use meter as you get it, or use another char to build meter and then use joe's level 3 in combos for mad damage.

    edit: also you can guarantee cross up off of the A grapple(probably any of the grapples) after you shoot em on the ground you can just hop over and C them, although from this distance the cross up will whiff, though if you take even a slight step backwards it'll work. you can also do the cross up early and land to do a low/throw.

    edit again: I just found something gross about his combo's with saki, when they are crouching you have to summon her right as you hit the first A, when they are standing the timing is right after the first B. This also means that when they are crouching you have add an extra 5A to the cross up combo, which IMO is slight hard to link. ALTHOUGH you can ABpC throw if you feel like getting tricky(this always looks like it'd work super well in block strings). Anyways, it might be better to use the 'crouching' version of all the joe/saki combo's, which do a tiny bit less damage, but you don't have to hit confirm whether they are standing or crouching(which is likely tough since you need to summon saki VERY early in the string if they are blocking).

    also joe doesn't cross up in the corner if they are crouching


    edit, the last: This is all on ryu I'll mess around with some other chars in a bit.

    edit, the last, for realz this time: cross up does not work in the corner on crouching megaman, not that it matters since it does still overhead, just don't expect to reverse your combo direction. The other crouching problem is worse, you cannot combo saki's assist on crouching megaman at all, I wish 2B forced stand or something.
  • GirugaMarcGirugaMarc Joined: Posts: 353
    Baroque combo: 10% red health

    IAD j.C, 5A, 2A, 5B, 2B(one hit), 5C, BBQ, 5A, 2A, 5B, 2B(one hit), 5C, Launcher, j.a, j.a, j.b, j.b, double jump, j.a, j.b, level 3

    Meters used: 3
    Damage: 28.268 billion

    you can get in his 623A/B/C after the last j.B and then follow up with the level 3 for even more damage. I think the C version will help the combo break 30 billion
  • toloretolore Joined: Posts: 1,696
    you can combo into level 3 for more damage than that without baroque and with the same starting move...

    edit: try the same combo without the extra 2a's and 2b's
  • GirugaMarcGirugaMarc Joined: Posts: 353
    ok thanks. will do
  • toloretolore Joined: Posts: 1,696
    just for your knowledge j.C->5B->5C->3C->jump cancel->j.a->j.a->j.b->jump cancel-> j.b->623C->level 3 does 28.6 billion
  • PacStrifePacStrife 2.B.A. MASTER Joined: Posts: 203
    Alright guys here it is:



    Let me know what you guys think! (also bad quality but it serves its purpose haha)
  • Ap0lloAp0llo this is me Joined: Posts: 646
    Good shit on that video, gonna try to practice on those feathers
    SHIT
  • toloretolore Joined: Posts: 1,696
    awesome, those shuriken combos actually look a lot easier than I thought they would be, they look totally doable(beyond a 'combo vid' level). Why the double A at the beginning of each combo? just for hit confirm, or does it eek out just a little bit of extra damage/meter?
  • PacStrifePacStrife 2.B.A. MASTER Joined: Posts: 203
    oh I just do it as more of a hit confirm type thing. I also randomly press the A button cause I just like the way that attack is haha. I could probably get more dmg with better spacing on the bullets and less A's, but I kinda wanted REAL damage amounts that people would be seeing in real matches. I'm actually thinking I'll be able to do these 100% with decent practice and play time. I need to see what the character specifics are going to look like though.
  • thirdratefighterthirdratefighter Hotness Joined: Posts: 49
    BnB's

    :snka:, :snkb:, :d:+:snkb:, :snkc:, :df:, sjc, :snka:, :snkb:, :snkb:, :dp:+:snkc:, :qcf:+:2p:

    --

    :snka:, :snkb:, :d:+:snkb:, :snkc:, :df:+:snkc:, sjc, :snka:, :snkb:, :snkb: double jump, :snka:, :snkb:, :dp:+:snkc:, :qcf:+:2p:

    can also be ended with Level 3 :hcb:+:2p:

    --

    :snka:, :snkb:, :d:+:snkb:, :snkc:, :df:+:snkc:, sjc, :snka:, :snkb:, :snkb:, double jump, :snka:, :snkb:, :hcb:+:2p:

    --

    :snka:, :snkb:, :d:+:snkb:, :snkc:, :df:+:snkc:, sjc, :snka:, :snkb:, :snkb:, double jump, :snka:, :snkb:, :dp:+:snkc:, :hcb:+:2p:


    Nice combos! This may already be known but these combos seem to be universal to the cast (obviously not counting specials or hyper combos).
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