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Line 520: |
Line 520: |
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| * Mash P | | * Mash P |
| ** qcf + A (Overhead. SC.) | | ** qcf + A (Overhead.) |
| ** qcf + C (Low.) | | ** qcf + C (Low.) |
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Line 527: |
Line 527: |
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| * dp + K (SC (1).) | | * dp + K |
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Line 548: |
Line 548: |
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| ==Notes== | | ==Notes== |
| * Cancellable moves are:
| | ===Cancellable moves=== |
| ** Close: A, B, C, D
| | * Close: A, B, C, D |
| ** Far: B
| | * Far: B |
| ** Crouch: A, C, D
| | * Crouch: A, C, D |
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Line 559: |
Line 559: |
| * f + B is cancellable. | | * f + B is cancellable. |
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| | ===Super cancellable moves=== |
| | * Mash P > qcf + A (Overhead. SC.) |
| | * dp + K (1) |
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| * Free cancellable into moves are:
| | ===Free cancellable into moves=== |
| ** hcf + K
| | * hcf + K |
| ** dp + K
| | * dp + K |
| ** qcb + K
| | * qcb + K |
| | |
| | |
| * Free cancellable out-of moves are:
| |
| ** dp + K (1)
| |
| ** Mash P
| |
| ** Mash P > qcf + A
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|
| | === Free cancellable out-of moves=== |
| | * dp + K (1) |
| | * Mash P |
| | * Mash P > qcf + A |
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| |
|
| * Moves with Invincibility are:
| | ===Moves with Invincibility=== |
| ** cr.C (Full: recovery (last part).)
| | * cr.C (Full: recovery (last part).) |
| ** dp + B (Full: startup. Upper: active (1st part).)
| | * dp + B (Full: startup. Upper: active (1st part).) |
| ** dp + D (Full: startup & active (1st part).)
| | * dp + D (Full: startup & active (1st part).) |
| ** DM qcf uf + K (Full: startup. Upper: active (1st part).)
| | * DM qcf uf + K (Full: startup. Upper: active (1st part).) |
| ** DM qcf hcb + P (Full: startup.)
| | * DM qcf hcb + P (Full: startup.) |
| ** DM qcf qcf + P (Full: startup (1st part).)
| | * DM qcf qcf + P (Full: startup (1st part).) |
| ** SDM qcf qcf + AC (Full: startup & active (1st part).)
| | * SDM qcf qcf + AC (Full: startup & active (1st part).) |
| ** HSDM qcf qcd + BD (Full: startup & active (1st part).)
| | * HSDM qcf qcd + BD (Full: startup & active (1st part).) |
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| | === Moves with autoguard=== |
| | (none) |
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| |
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| | ===Other Notes=== |
| * C throw is mashable. | | * C throw is mashable. |
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General Info
|
Frames
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Advantage
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Cancel
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Block
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Hitbox
|
Notes
|
Standing Close
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3/3/11
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-2/-4
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R,C,S,Su
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HL
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5/3/7
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+2/0
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C,S,Su
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HL
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5/2/19
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-1/-3
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C,S,Su
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HL
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6/8/10
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+2/0
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C,S,Su
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HL
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Standing Far
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4/2/8
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+2/0
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HL
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6/3/7
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+2/0
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C,S,Su
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HL
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8/2/16
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+2/0
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HL
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7/3/26
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-9/-11
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HL
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+
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20/2/22
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KD/-2
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S,Su
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HL
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Crouching
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3/4/4
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+4/+2
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R,C,S,Su
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HL
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2/3/8
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+1/-1
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L
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5/3/19
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-4/-6
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C,S,Su
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HL
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Invincible for final 5 frames of recovery
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7/8/19
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KD/-9
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S,Su
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L
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Recovery is cancellable. Recovery can also be cancelled into command normals A vulnerable box of his sweeping leg remains even when he has visually retracted it
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Jump
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5/8/-
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-/-
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H
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6/6/-
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-/-
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H
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4/7/-
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-/-
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H
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7/6/-
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-/-
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H
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+
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10/6/-
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KD/-
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HL
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Neutral Jump
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2/7/-
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-/-
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H
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6/6/-
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-/-
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H
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4/7/-
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-/-
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H
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6/6/-
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-/-
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H
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Hop
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5/8/-
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-/-
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H
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6/6/-
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-/-
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H
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3/9/-
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-/-
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H
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3/6/-
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-/-
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H
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+
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7/4/-
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KD/-
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HL
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Command Normals
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f +
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13/2/25
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-7/-9
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S,Su
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HL
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Does a good amount of guard crush, making it very useful in cancelling into, especially when opponent has no stock to guard roll/cd counter
|
df +
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13/10/19
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-9/-11
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mash + P
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L
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Can be cancelled into mash punch
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Special Moves
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hcf +
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13/-/36
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-4/-6
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HL
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Hurricane Upper - hcf + P
- Joe releases one or two hurricane projectiles (depending on the button used)
- hcf + A sends out one projectile, while hcf + C sends out two
- the projectiles are tall and cannot be jumped by most characters. It's difficult to punish hcf + A but hcf + C is easy to punish by rolling the second projectile
- hcf + A fireball stays active for 19 frames. both hcf + C fireballs stay active for 11 frames.
|
hcf +
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19/-(22)-/36
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KD/-6
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HL
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hcf +
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14/4/4+22
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KD/-12
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Fi
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HL
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Slash Kick - hcf + K
- Joe performs a horizontal kick moving across the screen, which does good damage
- hcf + B version goes about 1/3 screen length while hcf + D goes 3/4 length
- has some recovery time if blocked, though if done from far away it's usually difficult to punish on block
- Depending on the distance, the startup of the D version is longer. The longer the startup, the shorter the recovery.
- free cancellable into
|
hcf +
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14+0~5/7/4~9+24
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KD/-22
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Fi
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HL
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dp +
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5/3*18/17+13
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KD/-30
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Su,Fi,Fo
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HL
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Tiger Kick - dp + K
- Joe does a very fast rising kick attack that does two hits
- dp + B does more damage than dp + D but has less priority
- Invincible: B: Complete startup, D: Complete startup and first active period. Upper body invincible: First active period fo B version.
- supercancellable on the first hit
- free cancellable into
- free cancellable out of on the first hit
|
dp +
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5/3*22/21+13
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KD/-38
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Su,Fi,Fo
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HL
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qcb +
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9+3/3*3*2*2/5+14
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-1/-3
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Fi
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HL
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Ougon no Kakato - qcb + K
- Joe executes a jumping spinning kick that does two hits and has very good recovery, usually being unpunishable
- the move takes some time to come out but has a large hitbox that will almost always catch the opponent out of the air
- it's possible to juggle the opponent if this move hits them airborne
- free cancellable into
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qcb +
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11+5/3*2*2*2/5+16
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-3/-5
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Fi
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HL
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mash
|
9/2(7)2(9)2(10)1(11)2(6)1(16)2(7)2(8)2(10)1(11)2(5)1/28
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variable
|
>qcf + A, >qcf + C, Fo
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HL
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Bakuretsu Ken - mash P
- Joe performs a series of punches while moving forward slightly during the move
- he'll do about 10 punches, though after about 5 hits, Joe will be out of range and the next hits will not combo
- each of those punches have a large hitbox, making it difficult to counter, though can be easily guard rolled and punished from behind
- it's possible to juggle the opponent if this move hits them airborne
- can be followed up by qcf + A or qcf + C after any punch, whether that punch connected or whiffed
- free cancellable out of
|
mash
|
11/2(7)2(9)1(10)1(11)2(6)1(18)2(7)2(9)1(10)1(11)2(6)1/30
|
variable
|
>qcf + A, >qcf + C, Fo
|
HL
|
entire sequence repeats once
|
> qcf +
|
20/3/28
|
-11/-13
|
Su,Fo
|
H
|
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Bakuretsu Finish - qcf + A
- Joe performs an overhead punch that deals good damage and is safe on block
- overhead
- supercancellable
- free cancellable out of
|
> qcf +
|
14/12/24
|
KD/-18
|
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L
|
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Shijou Saikyou no Low Kick - qcf + C
- Joe does a kick similar to his f + B, except that he slides forward a good distance (about 1/3 screen) while doing it
- the recovery on this move isn't good, it's riskier to do it as opposed to the qcf + A followup
- hits low
|
DMs
|
qcf,uf +
|
10/3(1)1*1*1*1*1*1*1*1*1/14+28
|
KD/-26
|
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HL
|
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Ougon no Tiger Kick - qcf uf + K
- Joe does a fast flying knee attack, going about half screen horizontally
- the first hit does much more damage than the other hits. If done too far away from the opponent, the other hits will still combo but the first hit which does the most damage, won't connect
- Invincibility: Complete startup. Upperbody invincibility: First active period.
|
|
qcf,hcb + 
|
2/2(5)2(5)2(9)2(7)2(3)2(14)-(19)-(16)4*8(12)3/17+18
|
KD/-40
|
|
HL
|
etc.
|
Bakuretsu Hurricane Tiger Kakato - qcf hcb + P
- Joe dashes forward with a series of punches and tornados, followed with a rising attack
- this DM comes out very fast, so it can be comboed into easily and used to punish things like blocked cd counters
- Joe will perform the entire move regardless of whether it hits, gets blocked or whiffs. This makes it extremely punishable if it doesn't hit
- the final hit does a hard knockdown
- Fireballs stay active for 18 frames.
- Invincible: Complete startup.
|
qcf,hcb +
|
2/2(5)2(5)2(9)2(7)2(3)2(14)-(19)-(16)4*8(12)3/17+20
|
KD/-42
|
|
HL
|
qcfx2+
|
8/-(24)-/67
|
KD/+9
|
|
HL
|
|
|
Screw Upper - qcfx2+P
- Joe creates a vertical wall of tornados that moves forward a slight bit, maybe 1/3 screen
- can be rolled easily and punished
- Invincible: A: Frame 1-7, C: Frame: 9-14.
- First fireball is active for 24 frames. Second fireball is active for 48 frames and hits multiple times.
|
qcfx2+
|
15/-(24)-/71
|
KD/+5
|
|
HL
|
SDM
|
qcfx2+ +
|
8/-(24)-/88
|
KD/-39
|
|
HL
|
|
|
Screw Upper - qcfx2+AC
- Joe sends out a vertical wall of tornados similar to the DM version, except doing much more damage and traveling all the way across the screen
- Invincibility: Frame 1-18.
|
HSDM
|
qcfx2+ +
|
33/-/100
|
KD/-33
|
|
HL
|
|
Cross Gigantes - qcfx2+BD
- Joe creates two tornados around him, one which travels left and the other travelling right
- the move does a lot of chip damage, but can be rolled on reaction
- Invincibility: Frame 1-36
|
Short Movelist
- Mash P
- qcf + A (Overhead.)
- qcf + C (Low.)
Notes
Cancellable moves
- Close: A, B, C, D
- Far: B
- Crouch: A, C, D
- CD counter is cancellable into the mashing punch special move
Super cancellable moves
- Mash P > qcf + A (Overhead. SC.)
- dp + K (1)
Free cancellable into moves
Free cancellable out-of moves
- dp + K (1)
- Mash P
- Mash P > qcf + A
Moves with Invincibility
- cr.C (Full: recovery (last part).)
- dp + B (Full: startup. Upper: active (1st part).)
- dp + D (Full: startup & active (1st part).)
- DM qcf uf + K (Full: startup. Upper: active (1st part).)
- DM qcf hcb + P (Full: startup.)
- DM qcf qcf + P (Full: startup (1st part).)
- SDM qcf qcf + AC (Full: startup & active (1st part).)
- HSDM qcf qcd + BD (Full: startup & active (1st part).)
Moves with autoguard
(none)
Other Notes
- D throw is a backturned hard knockdown.
- Mash P deals more hit stun than a regular special move (21f instead of 19f). It's enough for the qcf + A followup to combo (20f of startup), but not enough to make it a block string.
Combos
Basic Combos
- cr.C / cl.C / cl.D >
- f + B
- DM qcf hcb + P {1 stock}
- hcb + D (May miss some crouchers or if not very close.)
- hcb + B
- Mash P > (Close.)
- qcf + C
- qcf + A >>
- DM qcf hcb + P {67%} {2 stocks}
- SDM qcf qcf + AC {Max Mode + 2 stocks}
- df + B >
- Mash P > ...(Only against ???)
- dp + D
- cr.A / cr.B, cr.A, cr.A / st.A >
- DM qcf hcb + P {1 stock}
- dp + D
- st.B >
- DM qcf hcb + P {1 stock}
- dp + D
Max Mode
- cr.C > df + B >> BC, run, cr.C > df + B > mash P > qcf + A >> SDM qcf qcf + AC
Combos Notes
- cl.C/cr.C/cl.D > f + B > hcf + B / hcf + D
Easy and damaging combo that is generally used for punishing moves with bad recovery. Note that to land hcf + D, your character must be very close to the opponent when starting the combo. If you aren't (either because you couldn't run up all the way or you started the combo with a jump attack), then replace hcf + D with hcf + B.
- cl.C / cr.C / cl.D > f + B > DM qcf hcb + P
More damaging version of the above combo. At some distances (which is only really an issue if you are trying to hit with crouch C as opposed to close C or close D), the DM will not combo.
Strategies
Game Navigation
General
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Characters
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Secret/Orochi Characters
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