Fatal Fury Special/Joe Higashi: Difference between revisions

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[[File:Ffspecjoe.png|right]]
[[File:Ffspecjoe.png|right|The Kick-Boxing Demon]]
[[File:Ffspecjoe_colors.png|right]]
[[File:Ffspecjoe_colors.png|right]]
{{TOClimit|3}}
{{TOClimit|3}}
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==Introduction==
==Introduction==
{|  
{|  
Blessed with some of the best zoning tools in the game and highly damaging close range combos, Joe in FFS is here to rock you like a hurricane. As long as you can do half-circle inputs and jab chains consistently, he's an easy character to pick up and start winning games with right away.
|-style="text-align:left;"
|-style="text-align:left;"
! Pros !! Cons
! Pros !! Cons
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==Move List==
==Move List==
===General Hurtboxes===
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Standing/Walking || align="center" | Crouching/Crawling || align="center" | Jumping || align="center" | Taunting
|-
| align="center"; valign="bottom" | [[File:FFS Joe Stand.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Joe Crouch.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Joe Jump.png|bottom]] || [[File:FFS Joe Taunt.gif|bottom|Orrra!]]
|-
| align="center" |  || align="center" |  || align="center" | 54F (4+47+3) duration. ||
|}


===Close Standing Normals===
===Close Standing Normals===
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{{MoveData
{{MoveData
|image=FFS Joe c5A.png
|image=FFS Joe c5A.png
|subtitle=
|subtitle=Body Hook/ボディフック
|caption=
|caption=
|name=c5A
|name=c5A
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  |Hit Adv=+9
  |Hit Adv=+9
  |Block Adv=+10
  |Block Adv=+10
  |Property=Cancel
  |Property=Kara Cancel
  |description=
  |description=*Links into itself and far 5A. Joe's most damaging combos start with this move.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=FFS Joe c5B.png
|image=FFS Joe c5B.png
|subtitle=
|subtitle=Middle Kick/ミドルキック
|caption=
|caption=
|name=c5B
|name=c5B
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  |Hit Adv=+2
  |Hit Adv=+2
  |Block Adv=+3
  |Block Adv=+3
  |Property=Cancel
  |Property=Kara Cancel
  |description=
  |description=*Would probably be a decent poke, but being a close normal you can't make use of its reach. Unremarkable.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=FFS Joe c5C.png
|image=FFS Joe c5C.png
|subtitle=
|subtitle=Elbow Strike/肘打ち
|caption=
|caption=
|name=c5C
|name=c5C
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  |Hit Adv=+5
  |Hit Adv=+5
  |Block Adv=+4
  |Block Adv=+4
  |Property=Cancel
  |Property=Kara Cancel
  |description=
  |description=*Hits so high, it whiffs against most crouching characters. Just awful.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=FFS Joe c5D.png
|image=FFS Joe c5D.png
|subtitle=
|subtitle=Knee Strike/膝蹴り
|caption=
|caption=
|name=c5D
|name=c5D
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  |Hit Adv=+2
  |Hit Adv=+2
  |Block Adv=+1
  |Block Adv=+1
  |Property=Cancel
  |Property=Kara Cancel
  |description=
  |description=*Much better than close C, but still doesn't lead to much damage on hit.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=FFS Joe 5A.png
|image=FFS Joe 5A.png
|subtitle=
|subtitle=Jab/ジャブ
|caption=
|caption=
|name=f5A
|name=f5A
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  |Hit Adv=+9
  |Hit Adv=+9
  |Block Adv=+10
  |Block Adv=+10
  |Property=Cancel
  |Property=Kara Cancel
  |description=
  |description=*Mostly used in combos. Links into itself, 2D, 5D and 5C.
  }}
  }}
}}
}}
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|image=FFS Joe 5B 1.png
|image=FFS Joe 5B 1.png
|image2=FFS Joe 5B 2.png
|image2=FFS Joe 5B 2.png
|subtitle=
|subtitle=High Kick /ハイキック
|caption=
|caption=
|name=f5B
|name=f5B
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  |Hit Adv=-8
  |Hit Adv=-8
  |Block Adv=-7
  |Block Adv=-7
  |Property=Cancel
  |Property=Kara Cancel
  |description=
  |description=OK anti-air, but 5D is generally better. This one is cancelable, though.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=FFS Joe 5C.png
|image=FFS Joe 5C.png
|subtitle=
|subtitle=Straight/ストレート
|caption=
|caption=
|name=f5C
|name=f5C
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  |Hit Adv=+2
  |Hit Adv=+2
  |Block Adv=+1
  |Block Adv=+1
  |Property=
  |Property=/
  |description=
  |description=*Doesn't see a lot of use. Can be used to finish a combo, but 2D is better for that purpose.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=FFS Joe 5D.png
|image=FFS Joe 5D.png
|subtitle=
|subtitle=Spin Kick/後ろ回し蹴り
|caption=
|caption=
|name=f5D
|name=f5D
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  |Hit Adv=-6
  |Hit Adv=-6
  |Block Adv=-7
  |Block Adv=-7
  |Property=
  |Property=/
  |description=
  |description=*One of Joe's main anti-airs. Less risky than Tiger Kick.
*Use this against characters that can beat your slide AA.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=FFS Joe 2A.png
|image=FFS Joe 2A.png
|subtitle=
|subtitle=Crouching Elbow Strike/しゃがみ肘打ち
|caption=
|caption=
|name=2A
|name=2A
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  |Hit Adv=+8
  |Hit Adv=+8
  |Block Adv=+9
  |Block Adv=+9
  |Property=Cancel
  |Property=Kara Cancel
  |description=
  |description=*Extremely fast and safe. Ideal for close range pressure.
*Functions as a combo starter, great against smaller characters like Jubei.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=FFS Joe 2B.png
|image=FFS Joe 2B.png
|subtitle=
|subtitle=Crouching Front Kick/しゃがみ前蹴り
|caption=
|caption=
|name=2B
|name=2B
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  |Hit Adv=+5
  |Hit Adv=+5
  |Block Adv=+6
  |Block Adv=+6
  |Property=Cancel
  |Property=Kara Cancel
  |description=
  |description=*Very hard to beat due to the tiny hurtbox. Use this often.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=FFS Joe 2C.png
|image=FFS Joe 2C.png
|subtitle=
|subtitle=Crouching Straight/しゃがみストレート
|caption=
|caption=
|name=2C
|name=2C
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  |Hit Adv=+8
  |Hit Adv=+8
  |Block Adv=+7
  |Block Adv=+7
  |Property=Cancel
  |Property=Kara Cancel
  |description=
  |description=Has more reach than 2A. Great poke, especially when cancelled into Hurricane Upper.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=FFS Joe 2D.png
|image=FFS Joe 2D.png
|subtitle=
|subtitle=Sliding Kick/スライディングキック
|caption=
|caption=
|name=2D
|name=2D
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  |Block Adv=-17
  |Block Adv=-17
  |Property=Upper-Body Invuln 7-22F, Head Invuln 1-6F, 23-29F
  |Property=Upper-Body Invuln 7-22F, Head Invuln 1-6F, 23-29F
  |description=
  |description=A veritable swiss army knife of a move that does just about everything:
*Extremely low profile and moves Joe forward, allowing you to easily beat most mid pokes.
*Excellent anti-air that only loses against a small number of jump-ins.
*Allows Joe to slide past any projectile that doesn't travel along the ground.
*Links from standing and crouching A and grants a knockdown on hit, so it's also your best combo ender.
*It does have a slow recovery though, so don't get ''too'' greedy with it.
  }}
  }}
}}
}}


===Air Normals===
===Jumping Normals===


===== <span class="invisible-header">jA</span> =====
===== <span class="invisible-header">jA</span> =====
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{{MoveData
{{MoveData
|image=FFS Joe jA.png
|image=FFS Joe jA.png
|subtitle=
|subtitle=Jump Elbow/ジャンプエルボー
|caption=
|caption=
|name=jA
|name=jA
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  |Block Adv=
  |Block Adv=
  |Property=
  |Property=
  |description=
  |description=*Pitiful range. You don't need to use this.
  }}
  }}
}}
}}
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|image=FFS Joe jfB.png
|image=FFS Joe jfB.png
|image2=FFS Joe jB.png
|image2=FFS Joe jB.png
|subtitle=
|subtitle=Flying Knee Strike/跳び膝蹴り
|caption=Diagonal Jump
|caption=Diagonal Jump
|caption2=Neutral Jump
|caption2=Neutral Jump
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  |Block Adv=
  |Block Adv=
  |Property=
  |Property=
  |description=
  |description=*Diagonal: Solid jump-in that can beat low profile anti-airs. Instant overhead against tall characters.
*Neutral: Good against Kim divekicks or rushing special moves, as long as it hits on the way down.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=FFS Joe jC.png
|image=FFS Joe jC.png
|subtitle=
|subtitle=Jump Straight/ジャンプストレート
|caption=
|caption=
|name=jC
|name=jC
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  |Block Adv=
  |Block Adv=
  |Property=
  |Property=
  |description=
  |description=*Decent air-to-air.
  }}
  }}
  {{AttackData-FFS
  {{AttackData-FFS
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  |Block Adv=
  |Block Adv=
  |Property=
  |Property=
  |description=
  |description=*Neutral jump D makes this redundant.
  }}
  }}
}}
}}
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|image=FFS Joe jfD.png
|image=FFS Joe jfD.png
|image2=FFS Joe jD.png
|image2=FFS Joe jD.png
|subtitle=
|subtitle=Joe Kick/ジョーキック
|caption=Diagonal Jump
|caption=Diagonal Jump
|caption2=Neutral Jump
|caption2=Neutral Jump
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  |Block Adv=
  |Block Adv=
  |Property=
  |Property=
  |description=
  |description=*Slow startup, but has the best range out of all Joe jump-ins.
  }}
  }}
  {{AttackData-FFS
  {{AttackData-FFS
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  |Block Adv=
  |Block Adv=
  |Property=
  |Property=
  |description=
  |description=*Extremely strong air-to-air, and comes out fast to boot.
  }}
  }}
}}
}}


=== System Normals ===
=== Universal Mechanics ===


===== <span class="invisible-header">Lane Blast</span> =====
===== <span class="invisible-header">Lane Blast (CD)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
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|subtitle=
|subtitle=
|caption=Front Lane
|caption=Front Lane
|caption2=Back Lane
|name=Lane Blast
|name=Lane Blast
|input=C+D
|input=C+D
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  |Block Adv=+3
  |Block Adv=+3
  |Property=Cancel
  |Property=Cancel
  |description=
  |description=*Joe's best long range poke. Works great especially when cancelled into Hurricane Upper on block.
  }}
  }}
  {{AttackData-FFS
  {{AttackData-FFS
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  |Hit Adv=KD (+80)
  |Hit Adv=KD (+80)
  |Block Adv=-6
  |Block Adv=-6
  |Property=Lower-Body Invuln 12-26F
  |Property=Cancel, Lower-Body Invuln 12-26F
  |description=
  |description=*Much worse range. Can anti-air, but Joe already has more than enough moves to AA with, so try to stick to using the front lane as Joe.
<gallery class="mw-collapsible">
  FFS Joe CD Back.png|
  FFS Joe CD Back 1.png|Recovery
</gallery>
  }}
  }}
}}
}}
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<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=FFS Joe Lane Attack.png
|image=FFS Joe Lane Punch Front.png
|image2=FFS Joe Lane Attack 2.png
|image2=FFS Joe Lane Kick Front.png
|image3=FFS Joe Lane Attack.png
|image4=FFS Joe Lane Attack 2.png
|subtitle=
|subtitle=
|caption=A/C
|caption=Front Lane Punch
|caption2=B/D
|caption2=Front Lane Kick
|caption3=Back Lane Punch
|caption4=Back Lane Kick
|name=Lane Attack
|name=Lane Attack
|input=A/B/C/D from opposite lane
|input=A/B/C/D from opposite lane
|data=
|data=Joe's punch and kick lane attacks have the same frame data but different hitboxes.
  {{AttackData-FFS
  {{AttackData-FFS
  |version=A/B
  |version=A/B
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{{MoveData
{{MoveData
|image=FFS Joe Dodge Attack.png
|image=FFS Joe Dodge Attack.png
|subtitle=
|subtitle=Sway Kick/スウェーキック
|caption=
|caption=
|name=Dodge Attack
|name=Dodge Attack
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  |Hit Adv=Air Reset (+14)
  |Hit Adv=Air Reset (+14)
  |Block Adv=-7
  |Block Adv=-7
  |Property=Upper-Body Invuln 1-22F
  |Property=Kara Cancel, Upper-Body Invuln 1-22F
  |description=
  |description=*Above average dodge attack. Very good range.
  }}
  }}
}}
}}
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===Throws===
===Throws===


<font style="visibility:hidden" size="0">C Throw</font>
===== <span class="invisible-header">Leg Throw (4/6C)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=FFS Joe C Throw.png
|image=FFS Joe C Throw.png
|caption=
|caption=
|name=Leg Throw
|name=Leg Throw
|subtitle=Close 4/6C
|input=close 4/6C
|data=
|data=
  {{AttackData-FFS
  {{AttackData-FFS
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  |Active=1
  |Active=1
  |Recovery=/
  |Recovery=/
  |Hit Adv=KD (+75)
  |Hit Adv=KD (+81)
  |Block Adv=/
  |Block Adv=/
  |Property=
  |Property=
  |description=
  |description=*Swaps sides.
<gallery class="mw-collapsible">
  FFS Joe C Throw 1.png|
</gallery>
  }}
  }}
}}
}}


<font style="visibility:hidden" size="0">D Throw</font>
===== <span class="invisible-header">Hiza Jigoku (4/6D)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
|image=FFS Joe D Throw.png
|image=FFS Joe D Throw.png
|caption=
|caption=
|name=Hiza Jigoku
|name=Hiza Jigoku
|subtitle=Close 4/6D
|input=close 4/6D
|data=
|data=
  {{AttackData-FFS
  {{AttackData-FFS
  |Damage=4x8
  |Damage=8~32 (4 x 2~8)
  |Stun=0
  |Stun=0
  |Startup=1
  |Startup=1
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  |Block Adv=/
  |Block Adv=/
  |Property=
  |Property=
  |description=
  |description= * Hold throw. Opponent can mash to reduce hits.
* Hold throw. Opponent can mash to reduce hits.
* Hit advantage is when the opponent mashes out.
<gallery class="mw-collapsible">
  FFS Joe D Throw 1.png|
</gallery>
  }}
  }}
}}
}}
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   | Block Adv  = +5
   | Block Adv  = +5
   | Property    =  
   | Property    =  
   | description =  
   | description = *The best projectile in the game, bar none. Hard to avoid thanks to its huge size, and beats Dodge Attack attempts as the hitbox reaches all the way to the ground.
*Very spammable thanks to its compact frame data.
  }}
  }}
  {{AttackData-FFS
  {{AttackData-FFS
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   | Block Adv  = -1
   | Block Adv  = -1
   | Property    =  
   | Property    =  
   | description =  
   | description = *Travels faster than the light version, but has worse frame data and less knockback on block making it less safe to use up close.
  }}
  }}
}}
}}
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   | Block Adv  = -15
   | Block Adv  = -15
   | Property    =  
   | Property    =  
   | description =  
   | description = *Range is about 3/4 of the screen. Rather difficult to use due to the slow startup. Can combo from heavy buttons if you happen to land a back hit, but there are much better options available.
  }}
  }}
  {{AttackData-FFS
  {{AttackData-FFS
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   | Block Adv  = -15
   | Block Adv  = -15
   | Property    =  
   | Property    =  
   | description =  
   | description = *Travels the entire screen. Not too great on its own, but can be a decent tool for pressure and chip damage when used in combination with light Hurricane Upper.
  }}
  }}
}}
}}
Line 692: Line 729:
   | Block Adv  = -28
   | Block Adv  = -28
   | Property    =  
   | Property    =  
   | description =  
   | description = *Joe's invulnerable anti-air/reversal. Less useful than you'd think due to its slow startup, so most of the time you'll be using either 5D or 2D to anti-air instead of this. Still, having an invulnerable move can often come in handy.
  }}
  }}
  {{AttackData-FFS
  {{AttackData-FFS
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   | Block Adv  = -29
   | Block Adv  = -29
   | Property    =  
   | Property    =  
   | description =  
   | description = *Even slower startup. Don't use unless you're absolutely certain it'll hit.
  }}
  }}
}}
}}
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| subtitle =  
| subtitle =  
| image    = FFS Joe Bakuretsuken.gif
| image    = FFS Joe Bakuretsuken.gif
| caption  =  
| caption  = A version
| data    =  
| data    = A series of punches that don't combo together and leave Joe punishable on hit. Does OK chip damage, but this move is generally impractical.
  {{AttackData-FFS
  {{AttackData-FFS
   | version    = A
   | version    = A
Line 756: Line 793:


===Super Move===
===Super Move===
===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Screw Upper (64123BC)</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
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  |Block Adv=-5
  |Block Adv=-5
  |Property=
  |Property=
  |description=
  |description=*Big stationary projectile wall. The startup looks like a regular Hurricane Upper, so you can use it to trick and punish an opponent trying to jump over your projectiles.
  }}
  }}
}}
}}


==Combos==
==Combos==
* (cr.B) > close A x 3-6 > far A x 1-3 > cr.D
* (2B), c5A x 3~6, f5A x 1~3, 2D - 64 damage
* cr.A x 1-4 > cr.D
Hold 6 to microwalk between 5A's for more hits.
* cr.C > Hurricane Upper (A)
* 2A x 1~4, 2D - 33 damage
* (in the corner) Hurricane Upper (A) > cr.C > Slash Kick (B)
Hold 3 between 2A's.
* Hurricane Upper (A, from a distance) > Slash Kick (D)
* 41236A (from a distance) > 19D - 35 damage
* (back turned, in corner) Hurricane Upper (C), 2C > 19B
Extremely situational trick combo you can use if you feel like showing off.


== Strategies ==
== Strategy ==


===The Basics===
===The Basics===
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===Advanced Strategy===
===Advanced Strategy===


===Match-ups===
==Matchups==


====Vs. Andy Bogard====
===Vs. Andy Bogard===


====Vs. Axel Hawk====
===Vs. Axel Hawk===


====Vs. Big Bear====
===Vs. Big Bear===


====Vs. Billy Kane====
===Vs. Billy Kane===


====Vs. Cheng Sinzan====
===Vs. Cheng Sinzan===


====Vs. Duck King====
===Vs. Duck King===


====Vs. Geese Howard====
===Vs. Geese Howard===


====Vs. Joe Higashi====
===Vs. Joe Higashi===


====Vs. Jubei Yamada====
===Vs. Jubei Yamada===


====Vs. Kim Kaphwan====
===Vs. Kim Kaphwan===


====Vs. Laurence Blood====
===Vs. Laurence Blood===


====Vs. Mai Shiranui====
===Vs. Mai Shiranui===


====Vs. Ryo Sakazaki====
===Vs. Ryo Sakazaki===


====Vs. Terry Bogard====
===Vs. Terry Bogard===


====Vs. Tung Fu Rue====
===Vs. Tung Fu Rue===


====Vs. Wolfgang Krauser====
===Vs. Wolfgang Krauser===


{{Navbox-FFS}}
{{Navbox-FFS}}
[[Category:Fatal Fury Special]]
[[Category:Fatal Fury Special]]
[[Category:Joe Higashi]]
[[Category:Joe Higashi]]

Latest revision as of 13:11, 11 April 2025

The Kick-Boxing Demon
Ffspecjoe colors.png

Introduction

Blessed with some of the best zoning tools in the game and highly damaging close range combos, Joe in FFS is here to rock you like a hurricane. As long as you can do half-circle inputs and jab chains consistently, he's an easy character to pick up and start winning games with right away.
Pros Cons
  • Hands down the best projectile in the game
  • Easy anti-air moves
  • Simple but deadly combos
  • Short range on most normals
  • Slow startup on most specials
  • Slow movement speed

Move List

General Hurtboxes

Standing/Walking Crouching/Crawling Jumping Taunting
FFS Joe Stand.png FFS Joe Crouch.png FFS Joe Jump.png Orrra!
54F (4+47+3) duration.


Close Standing Normals

c5A

c5A
Body Hook/ボディフック
FFS Joe c5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Mid 3 3 4 9 +9 +10 Kara Cancel
  • Links into itself and far 5A. Joe's most damaging combos start with this move.
c5B

c5B
Middle Kick/ミドルキック
FFS Joe c5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
10 2 Mid 8 6 8 21 +2 +3 Kara Cancel
  • Would probably be a decent poke, but being a close normal you can't make use of its reach. Unremarkable.
c5C

c5C
Elbow Strike/肘打ち
FFS Joe c5C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
18 4 Mid 10 9 10 28 +5 +4 Kara Cancel
  • Hits so high, it whiffs against most crouching characters. Just awful.
c5D

c5D
Knee Strike/膝蹴り
FFS Joe c5D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
20 4 Mid 6 13 9 27 +2 +1 Kara Cancel
  • Much better than close C, but still doesn't lead to much damage on hit.

Far Standing Normals

f5A

f5A
Jab/ジャブ
FFS Joe 5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Mid 3 3 4 9 +9 +10 Kara Cancel
  • Mostly used in combos. Links into itself, 2D, 5D and 5C.
f5B

f5B
High Kick /ハイキック
FFS Joe 5B 1.png
FFS Joe 5B 2.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Mid 7 5+7 12 30 -8 -7 Kara Cancel

OK anti-air, but 5D is generally better. This one is cancelable, though.

f5C

f5C
Straight/ストレート
FFS Joe 5C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16 4 Mid 8 9 12 28 +2 +1 /
  • Doesn't see a lot of use. Can be used to finish a combo, but 2D is better for that purpose.
f5D

f5D
Spin Kick/後ろ回し蹴り
FFS Joe 5D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
18 4 Mid 8 11 18 36 -6 -7 /
  • One of Joe's main anti-airs. Less risky than Tiger Kick.
  • Use this against characters that can beat your slide AA.

Crouching Normals

2A

2A
Crouching Elbow Strike/しゃがみ肘打ち
FFS Joe 2A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Mid 3 4 4 10 +8 +9 Kara Cancel
  • Extremely fast and safe. Ideal for close range pressure.
  • Functions as a combo starter, great against smaller characters like Jubei.
2B

2B
Crouching Front Kick/しゃがみ前蹴り
FFS Joe 2B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Low 4 5 6 12 +5 +6 Kara Cancel
  • Very hard to beat due to the tiny hurtbox. Use this often.
2C

2C
Crouching Straight/しゃがみストレート
FFS Joe 2C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16 4 Mid 8 8 8 23 +8 +7 Kara Cancel

Has more reach than 2A. Great poke, especially when cancelled into Hurricane Upper.

2D

2D
Sliding Kick/スライディングキック
FFS Joe 2D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
14 4 Low 7 16 24 46 +21 -17 Upper-Body Invuln 7-22F, Head Invuln 1-6F, 23-29F

A veritable swiss army knife of a move that does just about everything:

  • Extremely low profile and moves Joe forward, allowing you to easily beat most mid pokes.
  • Excellent anti-air that only loses against a small number of jump-ins.
  • Allows Joe to slide past any projectile that doesn't travel along the ground.
  • Links from standing and crouching A and grants a knockdown on hit, so it's also your best combo ender.
  • It does have a slow recovery though, so don't get too greedy with it.

Jumping Normals

jA

jA
Jump Elbow/ジャンプエルボー
FFS Joe jA.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Overhead 5 - - - - -
  • Pitiful range. You don't need to use this.
jB

jB
Flying Knee Strike/跳び膝蹴り
FFS Joe jfB.png
Diagonal Jump
FFS Joe jB.png
Neutral Jump
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal & Neutral Jump 10 2 Overhead 5 - - - - -
  • Diagonal: Solid jump-in that can beat low profile anti-airs. Instant overhead against tall characters.
  • Neutral: Good against Kim divekicks or rushing special moves, as long as it hits on the way down.
jC

jC
Jump Straight/ジャンプストレート
FFS Joe jC.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 18 4 Overhead 6 26 - - - - -
  • Decent air-to-air.
Neutral Jump 18 4 Overhead 6 17 - - - - -
  • Neutral jump D makes this redundant.
jD

jD
Joe Kick/ジョーキック
FFS Joe jfD.png
Diagonal Jump
FFS Joe jD.png
Neutral Jump
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 20 4 Overhead 13 22 - - - - -
  • Slow startup, but has the best range out of all Joe jump-ins.
Neutral Jump 20 4 Overhead 5 17 - - - - -
  • Extremely strong air-to-air, and comes out fast to boot.

Universal Mechanics

Lane Blast (CD)

Lane Blast
C+D
FFS Joe CD.png
Front Lane
FFS Joe CD Back.png
Back Lane
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Front Lane 22 5 Mid 18 6 10 35 KD (+87) +3 Cancel
  • Joe's best long range poke. Works great especially when cancelled into Hurricane Upper on block.
Back Lane 22 5 Mid 12 7 18 36 KD (+80) -6 Cancel, Lower-Body Invuln 12-26F
  • Much worse range. Can anti-air, but Joe already has more than enough moves to AA with, so try to stick to using the front lane as Joe.
Lane Attack

Lane Attack
A/B/C/D from opposite lane
FFS Joe Lane Punch Front.png
Front Lane Punch
FFS Joe Lane Kick Front.png
Front Lane Kick
FFS Joe Lane Attack.png
Back Lane Punch
FFS Joe Lane Attack 2.png
Back Lane Kick
Joe's punch and kick lane attacks have the same frame data but different hitboxes.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A/B 20 2 Overhead 9 - 4 - - - -
C/D 20 4 Overhead 9 - 4 - - - -
Dodge Attack

Dodge Attack
Sway Kick/スウェーキック
6A during proximity guard
FFS Joe Dodge Attack.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
11 5 Mid 15 8 18 40 Air Reset (+14) -7 Kara Cancel, Upper-Body Invuln 1-22F
  • Above average dodge attack. Very good range.

Throws

Leg Throw (4/6C)

Leg Throw
close 4/6C
FFS Joe C Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 - 1 1 / - KD (+81) / -
  • Swaps sides.
Hiza Jigoku (4/6D)

Hiza Jigoku
close 4/6D
FFS Joe D Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8~32 (4 x 2~8) 0 - 1 1 / - -21 / -
  • Hold throw. Opponent can mash to reduce hits.
  • Hit advantage is when the opponent mashes out.

Special Moves

Hurricane Upper (41236P)
Hurricane Upper
41236A/C
FFS Joe HUpper.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 16 (4) 3 Mid 20 - 29 48 +4 +5 -
  • The best projectile in the game, bar none. Hard to avoid thanks to its huge size, and beats Dodge Attack attempts as the hitbox reaches all the way to the ground.
  • Very spammable thanks to its compact frame data.
C 22 (5) 6 Mid 23 - 31 53 +10 -1 -
  • Travels faster than the light version, but has worse frame data and less knockback on block making it less safe to use up close.
Slash Kick (19K)
Slash Kick
19B/D
FFS Joe SKick.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
B 16 (4) 3 Mid 22 16 17 54 Air Reset -15 -
  • Range is about 3/4 of the screen. Rather difficult to use due to the slow startup. Can combo from heavy buttons if you happen to land a back hit, but there are much better options available.
D 22 (5) 6 Mid 25 17 19 60 KD -15 -
  • Travels the entire screen. Not too great on its own, but can be a decent tool for pressure and chip damage when used in combination with light Hurricane Upper.
Tiger Kick (2369K)
Tiger Kick
2369B/D
FFS Joe TigerKick.gif
Block advantage is from the second hit.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
B 14 (3) 3 Mid 15 7 (4) 8 (3) 30 66 KD -28 -
  • Joe's invulnerable anti-air/reversal. Less useful than you'd think due to its slow startup, so most of the time you'll be using either 5D or 2D to anti-air instead of this. Still, having an invulnerable move can often come in handy.
D 20 (5) 6 Mid 21 11 (3) 6 (3) 3 32 78 KD -29 -
  • Even slower startup. Don't use unless you're absolutely certain it'll hit.
Bakuretsuken (Mash P)
Bakuretsuken
Mash A/C
FFS Joe Bakuretsuken.gif
A version
A series of punches that don't combo together and leave Joe punishable on hit. Does OK chip damage, but this move is generally impractical.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 8xN (2xN) 3 Mid 7 6+5+5 (5) 5 (5) 5+1... 0 43+ -1 +6 -
  • Elipses (...) indicate where the attack repeats if P continues to be mashed.
  • Block advantage is from Terry blocking 4 hits.
C 12xN + 14 (3xN + 3x3) 6 Mid 6 5+4+4 (4) 4 (4) 4+4 (2+6) 3+8+4 29 90 KD (uppercut) -26 -
  • Damage values after the + are the finishing uppercut.
  • Block advantage is from Terry blocking 7 hits.

Super Move

Screw Upper (64123BC)

Screw Upper
When health is flashing
64123B+C
FFS Joe Screw Upper.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
48 (12) 4 Mid 29 34 13 75 KD -5 -
  • Big stationary projectile wall. The startup looks like a regular Hurricane Upper, so you can use it to trick and punish an opponent trying to jump over your projectiles.

Combos

  • (2B), c5A x 3~6, f5A x 1~3, 2D - 64 damage

Hold 6 to microwalk between 5A's for more hits.

  • 2A x 1~4, 2D - 33 damage

Hold 3 between 2A's.

  • 41236A (from a distance) > 19D - 35 damage
  • (back turned, in corner) Hurricane Upper (C), 2C > 19B

Extremely situational trick combo you can use if you feel like showing off.

Strategy

The Basics

Advanced Strategy

Matchups

Vs. Andy Bogard

Vs. Axel Hawk

Vs. Big Bear

Vs. Billy Kane

Vs. Cheng Sinzan

Vs. Duck King

Vs. Geese Howard

Vs. Joe Higashi

Vs. Jubei Yamada

Vs. Kim Kaphwan

Vs. Laurence Blood

Vs. Mai Shiranui

Vs. Ryo Sakazaki

Vs. Terry Bogard

Vs. Tung Fu Rue

Vs. Wolfgang Krauser

Game Navigation

General
FAQ
Controls
HUD
System
Strategy
Characters
Andy Bogard
Axel Hawk
Big Bear
Billy Kane
Cheng Sinzan
Duck King
Geese Howard
Joe Higashi
Jubei Yamada
Kim Kaphwan
Laurence Blood
Mai Shiranui
Terry Bogard
Tung Fu Rue
Wolfgang Krauser
Secret Boss
Ryo Sakazaki