Capcom vs SNK 2/Joe: Difference between revisions

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As far as I'm concerned, the best grooves for Joe is K, A and P-Groove though the popular opinion is that A-Groove is his best, I will write what I usually do when using K-Groove.
== Introduction ==
{{CvS2 Character Subnav|char=Joe|short=Joe}}
<div>
[[File:CVS2_Joe_Data.png|right|500px]]
== Story ==
'''Joe Higashi''' is a champion Muay Thai fighter who's legend is just beginning. Born in Japan, Joe traveled to Thailand frequently to learn and improve at Muay Thai. Once he got skilled enough that he felt he was ready to start fighting others for real, he told his family he was leaving Japan for good. His grandmother gave him the headband he wears to always remember his homeland by. Immediately, Joe started making a name for himself. He became known as one of the most skilled Muay Thai fighters in the world. To further cement his reputation, he entered the King of Fighters tournament in South Town, USA, ran by Geese Howard. There, he met the brothers Terry and Andy. Terry and Andy shared of their past involving Geese Howard, and Joe informed them about the tournament. The three together became fast friends after that, and Joe joined the brothers to help them make their revenge plot happen.


[[File:Joe_CvS2_colors.png]]
Joe stays in South Town, and travels with the Bogard brothers to compete in the various KOF tournaments with them. He still hasn't mellowed out, and swears one day to be the greatest fighter the world has ever seen. However, he seems more keen to just goof around with his buds and visit the bar sometimes.
 
== Gameplay ==
When you hear "CvS2 Muay Thai based character with solid neutral, a good anti-air game, a good fireball, and damaging combos", Joe isn't the first character that comes to mind. However, don't let his overlapping fighting style with Sagat confuse you. Joe has a bunch of unique and fun tools to fight around with, using his solid pokes like 5HK, 5MK, 2MK, 2HP, and his useful 41236P Hurricane Upper's. Joe likes to play aggressive, tossing out his fast Hurricane Upper's, pressuring with his Bakuretsuken and the unique ability to cancel it for tons of plus frames, called Baku Cancelling. His 623K Tiger Kick DP is great, making consistent anti-airs, and his 41236K Slash Kick allows him to end combos with lots of corner carry.
 
What Joe has in great offense, he makes up for in zoning. Only the HP version of Hurricane Upper goes fullscreen, and despite how big they look, they can be jumped over quite easily. While he does have solid ways to anti-air and control the skies, he can't effectively make the opponent jump without being close enough to threaten a Baku Cancel or Hurricane Upper. Joe also lacks a bit in the mixup department, with no standing overheads and underwhelming grabs. Joe more or less punishes blocking by repeated Baku Cancels and Hurricane Upper pressure, which only really works in the corner, limiting him midscreen a ton.
 
=== Groove Selection ===
'''Best - A/K:''' A-Joe has basically everything a good A-Groove character needs. He has plenty of useful roll cancels, like RC Bakuretsuken, RC Hurricane Upper, and even RC Slash Kick. His Custom Combo is easy and does decent damage, and he has plenty of ways to use it, with a unique one being linking a CC activation after a Baku Cancel. His Alpha Counter is pretty solid as well. K-Joe is the exact opposite. K-Joe gets much better mixup potential with run and hop, and a solid offensive and defensive tool in Just Defend. Rage buffs his damage by a notable margin, and lets him access his great level 3 supers. The damage buff from Rage overall is just very useful, however he pays for all this by losing roll, which can be a pretty major sacrifice depending on how you look at Joe.
 
'''Useful - N/C/P:''' N-Joe is a bit of a more versatile K-Joe. He keeps the run and hop, but also gets roll for RC Baku and RC Uppers. He also gets another guard cancel to use if he needs it with Guard Cancel Roll. N-Joe sacrifices any high damage ceiling he could get though. C-Joe gets access to a lot of the things A-Joe does, plus airblock. Joe does get some flashy level 2 combos, especially in the corner with his triple Tiger Kick combo. However, the damage just doesn't match up, and Joe would rather just have a Custom Combo or a flat-out level 3 super. P-Joe is surprisingly useful, as Joe's meterless punishes can be surprisingly good using Slash Kick. One good parry gets P-Joe close to the corner, where Baku Cancel and Hurricane Upper pressure becomes much more useful. Hop makes his mix a bit scarier as well. P-Joe, like the other 3 Grooves here, sacrifices high damage potential. Without consistent access to supers, P-Joe just can't match up.
 
'''Worst - S:''' S-Joe has the benefit of not being entirely reliant on meter, which is always good for an S-Groove character. However, that's about where the positives end. S-Joe lacks a roll for RC Baku or RC Upper, lacks any realistic access to supers since he has to charge, and will almost never have a level 3. Desperation doesn't help a character with lackluster level 1 supers either, as none of Joe's level 1 supers do much damage or give any sort of vortex potential like the best S-Groove characters do. He gets run and hop, but so does K-Joe and N-Joe.
 
{{StrengthsAndWeaknesses
|intro=
---------------------------
'''Joe''' is a solid basic character with surprisingly good corner pressure using Hurricane Upper and his unique Baku Cancel ability. He can control neutral with great anti-airs and a decent close-range fireball, but struggles to zone opponents out or get high damage without meter. Joe is best in '''A-Groove''' or '''K-Groove'''.
 
'''Difficulty''': Hard<br>'''Tier''': B
|pros=
* '''Footsies:''' Joe has plenty of great footsies tools to poke around in neutral with, and plenty of his specials when done in close range can either make the opponent jump or punish them for jumping
* '''Pressure:''' Between Baku Cancels, a powerful way to cancel his Bakuretsuken sooner than normal for massive amounts of plus frames, and his Hurricane Upper, Joe has ways to pressure the opponent that other characters don't match up to
* '''Anti-Air:''' His Tiger Kick DP is quite the solid anti-air, but his 214K Golden Heel special is equally powerful and gives an amazing knockdown as well
* '''Big Meter Spend:''' His level 3 super Double Cyclone is a massive damage anti-air and punish tool, and his Custom Combo does great damage for how easy it is to perform
* '''Cheeks:''' Joe's taunt is very funny. If taunts didn't build the opponent so much meter it would be a top tier mind game move.
* '''Hundred Hands:''' One of the best RC pokes in the game, this move will let you link a sweep for a knockdown or super for damage when baku canceled.
|cons=
* '''Mixups:''' While Joe can guard crush with the best of them, he lacks any overhead mixup ability, and neither of his throws do great damage
* '''Zoning:''' Joe lacks a traditional fireball, and while Hurricane Upper is solid, it doesn't threaten an opponent who is across the screen at all
* '''Corner Reliant:''' His best pressure is only really present against a cornered opponent, leaving him without much midscreen
* '''Demanding Execution:''' Baku Cancels aren't easy, and are almost entirely necessary to Joe at a high level, who lacks any other real gimmicks
}}
 
=== Players to Watch ===
{| class="wikitable"
|-
! Name !! Country !! Groove !! Accounts !! Notes
|-
| Minami || Japan || C-Groove || Twitter: @minamijoe || Puts a lot of footsies into his game until the space is closed, where Minami can apply a ton of pressure. <br> [https://youtu.be/pvmjovwUiL4?t=83 Sample Match]
|-
| Tsuji || Japan || N-Groove || N/A || Tsuji's Joe is an infamous one. Has insane offense with his barrage special and always lead to guard break. Very aggressive playstyle. <br> [https://youtu.be/omQy6nYoK8s?t=71 Sample Match]
|-
|}
 
<br><br>
 
'''!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH EDIT HISTORY TO FIND THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!'''
 
== Normal Moves ==
=== Far Normals ===
=== <span class="invisible-header">5LP</span> ===
{{MoveData
| name    = Far Jab
| input    = 5LP / Far LP
| subtitle = Far Light Punch
| image    = CVS2 Joe 5LP.png
| caption  =
| linkname = 5LP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 300
  | stun        = 3
  | cancel      = RF/SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 3
  | active      = 4
  | recovery    = 8
  | total      = 15
  | advHit      = +5
  | advBlock    = +5
  | invul      = None
  | description = Placeholder
}}
}}
 
=== <span class="invisible-header">5MP</span> ===
{{MoveData
| name    = Far Strong
| input    = 5MP / Far MP
| subtitle = Far Medium Punch
| image    = CVS2 Joe 5MP.png
| caption  =
| linkname = 5MP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 700
  | stun        = 7
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 4
  | active      = 3
  | recovery    = 21
  | total      = 28
  | advHit      = -4
  | advBlock    = -4
  | invul      = None
  | description = Placeholder
}}
}}
 
=== <span class="invisible-header">5HP</span> ===
{{MoveData
| name    = Far Fierce
| input    = 5HP / Far HP
| subtitle = Far Heavy Punch
| image    = CVS2 Joe 5HP.png
| caption  =
| linkname = 5HP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1200
  | stun        = 12
  | cancel      = SU
  | guard      = Mid
  | parry      = High
  | startup    = 6
  | active      = 6
  | recovery    = 22
  | total      = 34
  | advHit      = -2
  | advBlock    = -2
  | invul      = None
  | description = Placeholder
}}
}}
 
=== <span class="invisible-header">5LK</span> ===
{{MoveData
| name    = Far Short
| input    = 5LK / Far LK
| subtitle = Far Light Kick
| image    = CVS2 Joe 5LK.png
| caption  =
| linkname = 5LK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 500
  | stun        = 5
  | cancel      = SU
  | guard      = Mid
  | parry      = High
  | startup    = 6
  | active      = 6
  | recovery    = 11
  | total      = 23
  | advHit      = 0
  | advBlock    = 0
  | invul      = None
  | description = Placeholder
}}
}}
 
=== <span class="invisible-header">5MK</span> ===
{{MoveData
| name    = Far Forward
| input    = 5MK / Far MK
| subtitle = Far Medium Kick
| image    = CVS2 Joe 5MK.png
| caption  =
| linkname = 5MK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 1000
  | stun        = 10
  | cancel      = SU
  | guard      = Mid
  | parry      = High
  | startup    = 6
  | active      = 2
  | recovery    = 26
  | total      = 34
  | advHit      = +1
  | advBlock    = +1
  | invul      = None
  | description = Placeholder
}}
}}
 
=== <span class="invisible-header">5HK</span> ===
{{MoveData
| name    = Far Roundhouse
| input    = 5HK / Far HK
| subtitle = Far Heavy Kick
| image    = CVS2 Joe 5HK.png
| caption  =
| linkname = 5HK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1400
  | stun        = 14
  | cancel      = SU
  | guard      = Mid
  | parry      = High
  | startup    = 7
  | active      = 2
  | recovery    = 29
  | total      = 38
  | advHit      = -1
  | advBlock    = -1
  | invul      = None
  | description = Placeholder
}}
}}
 
=== Close Standing Normals ===
=== <span class="invisible-header">clLP</span> ===
{{MoveData
| name    = Close Jab
| input    = cl.LP
| subtitle = Close Light Punch
| image    =
| caption  =
| linkname = cl.LP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 400
  | stun        = 4
  | cancel      = RF/SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 2
  | active      = 4
  | recovery    = 6
  | total      = 12
  | advHit      = +7
  | advBlock    = +7
  | invul      = None
  | description = Placeholder
}}
}}
 
=== <span class="invisible-header">clHP</span> ===
{{MoveData
| name    = Close Fierce
| input    = cl.HP
| subtitle = Close Heavy Punch
| image    =
| caption  =
| linkname = cl.HP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 600+600
  | stun        = 6+6
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 4
  | active      = 6
  | recovery    = 20
  | total      = 30
  | advHit      = 0
  | advBlock    = 0
  | invul      = None
  | description = Placeholder
}}
}}
 
=== <span class="invisible-header">clLK</span> ===
{{MoveData
| name    = Close Short
| input    = cl.LK
| subtitle = Close Light Kick
| image    =
| caption  =
| linkname = cl.LK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 500
  | stun        = 5
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 2
  | active      = 6
  | recovery    = 7
  | total      = 15
  | advHit      = +4
  | advBlock    = +4
  | invul      = None
  | description = Placeholder
}}
}}
 
=== <span class="invisible-header">clHK</span> ===
{{MoveData
| name    = Close Roundhouse
| input    = cl.HK
| subtitle = Close Heavy Kick
| image    =
| caption  =
| linkname = cl.MK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1300
  | stun        = 13
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 5
  | active      = 6
  | recovery    = 17
  | total      = 28
  | advHit      = +3
  | advBlock    = +3
  | invul      = None
  | description = Placeholder
}}
}}
 
=== Crouching Normals ===
=== <span class="invisible-header">2LP</span> ===
{{MoveData
| name    = Crouch Jab
| input    = 2LP / cr.LP
| subtitle = Crouching Light Punch
| image    = CVS2 Joe 2LP.png
| caption  =
| linkname = 2LP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 300
  | stun        = 3
  | cancel      = RF/SP/SU
  | guard      = Mid
  | parry      = Mid
  | startup    = 3
  | active      = 4
  | recovery    = 7
  | total      = 14
  | advHit      = +6
  | advBlock    = +6
  | invul      = None
  | description = Placeholder
}}
}}


'''Joe has 3 supers:'''
=== <span class="invisible-header">2MP</span> ===
{{MoveData
| name    = Crouch Strong
| input    = 2MP / cr.MP
| subtitle = Crouching Medium Punch
| image    = CVS2 Joe 2MP.png
| caption  =
| linkname = 2MP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 700
  | stun        = 7
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = Mid
  | startup    = 4
  | active      = 3
  | recovery    = 20
  | total      = 27
  | advHit      = -3
  | advBlock    = -3
  | invul      = None
  | description = Placeholder
}}
}}


'''Screw Upper''' -
=== <span class="invisible-header">2HP</span> ===
qcfX2 P: Joe throws a single tornado that rises to the top of the screen and travels almost all the way across the screen. This super is good for catching low jumpers.
{{MoveData
| name    = Crouch Fierce
| input    = 2HP / cr.HP
| subtitle = Crouching Heavy Punch
| image    = CVS2 Joe 2HP.png
| caption  =
| linkname = 2HP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1200
  | stun        = 12
  | cancel      = SU
  | guard      = Mid
  | parry      = Mid
  | startup    = 6
  | active      = 4
  | recovery    = 25
  | total      = 35
  | advHit      = -5
  | advBlock    = -5
  | invul      = None
  | description = Placeholder
}}
}}


'''Double Cyclone''' -
=== <span class="invisible-header">2LK</span> ===
qcbX2 P: Joe raises both arms and creates 2 giant cyclones above his head and around his body. This super does great damage and is great if someone is dumb enough to jump in. If for some reason you are going to wake up super, this is the one to go with.
{{MoveData
| name    = Crouch Short
| input    = 2LK / cr.LK
| subtitle = Crouching Light Kick
| image    = CVS2 Joe 2LK.png
| caption  =
| linkname = 2LK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage     = 300
  | stun        = 3
  | cancel      = RF/SP/SU
  | guard      = Low
  | parry      = Low
  | startup    = 3
  | active      = 4
  | recovery    = 9
  | total      = 16
  | advHit      = +4
  | advBlock    = +4
  | invul      = None
  | description = Placeholder
}}
}}


'''Bakuretsu Hurricane Tiger Kakato''' -
=== <span class="invisible-header">2MK</span> ===
qcf, hcb, P: An auto combo super, Joe starts with hundred hands, throws a pair of tornados, raises the opponent with a tiger knee, and brings it down with a flip kick. I don't really use this super too often, so if anyone does, they can give you the goods.
{{MoveData
| name    = Crouch Forward
| input    = 2MK / cr.MK
| subtitle = Crouching Medium Kick
| image    = CVS2 Joe 2MK.png
| caption  =
| linkname = 2MK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 1000
  | stun        = 10
  | cancel      = SP/SU
  | guard      = Low
  | parry      = Low
  | startup    = 5
  | active      = 6
  | recovery    = 16
  | total      = 27
  | advHit      = 0
  | advBlock    = 0
  | invul      = None
  | description = Placeholder
}}
}}


'''Joe's specials:'''
=== <span class="invisible-header">2HK</span> ===
{{MoveData
| name    = Crouch Roundhouse
| input    = 2HK / cr.HK
| subtitle = Crouching Heavy Kick
| image    = CVS2 Joe 2HK.png
| caption  =
| linkname = 2HK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1300
  | stun        = 13
  | cancel      = None
  | guard      = Low
  | parry      = Low
  | startup    = 9
  | active      = 12
  | recovery    = 20
  | total      = 41
  | advHit      = DWN
  | advBlock    = -8
  | invul      = None
  | description =
}}
}}


'''TNT Punch''' -
=== Jumping Normals ===
Any punch button X 5: Similar to E. Honda's hand slaps, this is probably Joe's best special. Mainly used if Baku-cancelled.
=== <span class="invisible-header">j.LP</span> ===
{{MoveData
| name    = Jump Jab
| input    = j.LP
| subtitle = Jumping Light Punch
| image    = CVS2 Joe jLP.png
| caption  =
| linkname = j.LP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 500
  | stun        = 5
  | cancel      = -
  | guard      = High
  | parry      = High
  | startup    = 3
  | active      = 22
  | recovery    = -
  | total      = 25
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}


'''How to Baku cancel:'''
=== <span class="invisible-header">j.MP</span> ===
The baku cancel basically cancels the hp version of the multiple punches and gives you a great frame advantage, allowing you to link previously unlinkable things, like the slide{down+hk} or trap the opponent in the corner forcing them to block. You must use the hp version of the move, and to cancel, you must hit the HP and LP buttons twice, after the first hit of the punches connects and before the second connects.
{{MoveData
| name    = Jump Strong
| input    = j.MP
| subtitle = Jumping Medium Punch
| image    = CVS2 Joe jMP.png
| caption  =
| linkname = j.MP
| data  =
{{AttackData-CvS2
  | version     = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MP}}  
  | subtitle    =
  | damage      = 800
  | stun        = 8
  | cancel     = -
  | guard      = High
  | parry      = High
  | startup    = 4
  | active      = 3
  | recovery    = -
  | total      = 7
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
  }}
}}


'''Cyclone Upper''' -
=== <span class="invisible-header">j.HP</span> ===
Hcf, P: Joe's fireball, the lp version throws a single tornado that travels half screen, the mp throws 2 tornados half screen, and the hp throws 2, full screen. These are great, the lp recovers very quickly. Mix these up and try and get your opponent to jump over one and into you knee or super. Be careful, these are highly punishable.
{{MoveData
| name    = Jump Fierce
| input    = j.HP
| subtitle = Jumping Heavy Punch
| image    = CVS2 Joe jHP.png
| caption  =
| linkname = j.HP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1200
  | stun        = 12
  | cancel      = -
  | guard      = High
  | parry      = High
  | startup    = 6
  | active      = 3
  | recovery    = -
  | total      = 9
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}


'''Tiger Kick''' -
=== <span class="invisible-header">j.LK</span> ===
Dp, K: Pretty good dp, the hk version has much invincibility. and the lk version is very fast, think of Ken's lp dp, but not quite that good.
{{MoveData
| name    = Jump Short
| input    = j.LK
| subtitle = Jumping Light Kick
| image    = CVS2 Joe jLK.png
| caption  =
| linkname = j.LK
| data  =
{{AttackData-CvS2
  | version     = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 600
  | stun        = 6
  | cancel      = -
  | guard      = High
  | parry      = High
  | startup    = 4
  | active      = 22
  | recovery    = -
  | total      = 26
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}


'''Golden Heel''' -
=== <span class="invisible-header">j.MK</span> ===
Qcb, K: Joe does a flip kick, eats opponents up in the air, but highly punishable on the ground. The mk version is a really bootleg crossup.
{{MoveData
| name    = Jump Forward
| input    = j.MK
| subtitle = Jumping Medium Kick
| image    = CVS2 Joe jMK.png
| caption  =
| linkname = j.MK
| data  =
{{AttackData-CvS2
  | version     = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 1000
  | stun        = 10
  | cancel      = -
  | guard      = High
  | parry      = High
  | startup    = 5
  | active      = 12
  | recovery    = -
  | total      = 17
  | advHit      = -
  | advBlock    = -
  | invul      = High
  | description = Placeholder
}}
}}


'''Slash Kick''' -
=== <span class="invisible-header">j.HK</span> ===
Hcf, K: Use in combos or the short version to cover some ground.
{{MoveData
| name    = Jump Roundhouse
| input    = j.HK
| subtitle = Jumping Heavy Kick
| image    = CVS2 Joe jHK.png
| caption  =
| linkname = j.HK
| data  =
{{AttackData-CvS2
  | version     = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1400
  | stun        = 14
  | cancel      = -
  | guard      = High
  | parry      = High
  | startup    = 6
  | active      = 7
  | recovery    = -
  | total      = 13
  | advHit      = -
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}


'''Joe's best pokes:'''
== Throws ==
=== <span class="invisible-header">Punch Throw</span> ===
{{MoveData
| name    = Nihon Nage
| input    = Near Opponent, 4/6HP
| subtitle = Punch Throw
| image    =
| caption  =
| linkname = Punch Throw Name
| data  =
{{AttackData-CvS2
  | version    = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 1800
  | stun        = 0
  | cancel      = -
  | guard      = High
  | parry      = -
  | startup    = 3
  | active      = 1
  | recovery    = 13
  | total      = 17
  | advHit      =
  | advBlock    = -
  | invul      = None
  | description = Placeholder
}}
}}


S.Hk: Pretty good poke, long range.
=== <span class="invisible-header">Hiza Jigoku</span> ===
{{MoveData
| name    = Hiza Jigoku
| input    = Near Opponent, 4/6HK
| subtitle = Kick Throw
| image    =
| caption  =
| linkname = Kick Throw Name
| data  =
{{AttackData-CvS2
  | version    = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 900+200x(3-17)
  | stun        = 0
  | cancel      = -
  | guard      = Grab
  | parry      = -
  | startup    = 5
  | active      = 1
  | recovery    = 13
  | total      = 19
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


S.Lk: Annoying and quick.
== Special Moves ==


C.Lk: Good and fast.
=== <span class="invisible-header">Bakuretsuken</span> ===
{{MoveData
| name    = Bakuretsuken
| input    = Mash P
| subtitle =
| image    = CVS2 Joe hands.png
| caption  = First Hitbox
| image2  = CVS2 Joe hands 2.png
| caption2 = Second Hitbox
| linkname =
| data  =
{{AttackData-CvS2
  | version    = Mash {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 300xN
  | stun        = 3xN
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 5
  | active      = 21 (Minimum)
  | recovery    = 0
  | total      = 26 (Minimum)
  | advHit      = -4
  | advBlock    = -4
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = Mash {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 300xN
  | stun        = 3xN
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 8
  | active      = 21 (Minimum)
  | recovery    = 0
  | total      = 29 (Minimum)
  | advHit      = +3
  | advBlock    = +3
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = Mash {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 300xN
  | stun        = 3xN
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 8
  | active      = 21 (Minimum)
  | recovery    = 0
  | total      = 29 (Minimum)
  | advHit      = +5
  | advBlock    = +5
  | invul      = None
  | description =  Placeholder
}}
}}


C.Hk: The slide, great and fast, great range and is a good punisher.
=== <span class="invisible-header">Hurricane Upper</span> ===
{{MoveData
| name    = Hurricane Upper
| input    = 41236P
| subtitle =
| image    = CVS2 Joe lp hurricaine.png
| caption  = LP
| image2  = CVS2 Joe mp hurricaine.png
| caption2 = MP/HP
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|41236}} + {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 900
  | stun        = 9
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 11
  | active      =
  | recovery    = 42
  | total      = 53
  | advHit      = -9
  | advBlock    = -9
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|41236}} + {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 500+500
  | stun        = 5+5
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 20
  | active      =
  | recovery    = 62
  | total      = 82
  | advHit      = -9
  | advBlock    = -9
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|41236}} + {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 600+600
  | stun        = 6+6
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 23
  | active      =
  | recovery    = 62
  | total      = 85
  | advHit      = -12
  | advBlock    = -12
  | invul      = None
  | description =  Placeholder
}}
}}


C.Lp: I mash this when the opponent is waking up, they get hit by a couple of jabs and that combos into the hands. After the first couple of times, I stop so they try and dp me and than I can combo them when they land.
=== <span class="invisible-header">Slash Kick</span> ===
{{MoveData
| name    = Slash Kick
| input    = 41236K
| subtitle =
| image    = CVS2 Joe 41236K.png
| caption  = Hitbox activates at close range
| image2  = CVS2 Joe 41236K 2.png
| caption2 =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|41236}} + {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 1100
  | stun        = 11
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 13
  | active      = Varies
  | recovery    = 22
  | total      = Varies
  | advHit      = DWN
  | advBlock    = -19
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|41236}} + {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 1200
  | stun        = 12
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 14
  | active      = Varies
  | recovery    = 22
  | total      = Varies
  | advHit      = DWN
  | advBlock    = -21
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|41236}} + {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 1300
  | stun        = 13
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 15
  | active      = Varies
  | recovery    = 22
  | total      = Varies
  | advHit      = DWN
  | advBlock    = -30
  | invul      = None
  | description =  Placeholder
}}
}}


Joe should never jump really, but if for some reason if you do, use jumping mk.
=== <span class="invisible-header">Tiger Kick</span> ===
{{MoveData
| name    = Tiger Kick
| input    = 623K
| subtitle =
| image    =
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|623}} + {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 1500, 800
  | stun        = 15, 8
  | cancel      = None
  | guard      = Mid
  | parry      = Mid
  | startup    = 9
  | active      = 16
  | recovery    = 25
  | total      = 50
  | advHit      = DWN
  | advBlock    = -17
  | invul      = 9 (Full)
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|623}} + {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 1000+600
  | stun        = 10+6
  | cancel      = None
  | guard      = Mid
  | parry      = Mid
  | startup    = 12
  | active      = 21
  | recovery    = 30
  | total      = 63
  | advHit      = DWN
  | advBlock    = -25
  | invul      = 14 (Full)
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|623}} + {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 700+600+500
  | stun        = 7+6+5
  | cancel      = None
  | guard      = Mid
  | parry      = Mid
  | startup    = 15
  | active      = 27
  | recovery    = 34
  | total      = 76
  | advHit      = DWN
  | advBlock    = -25
  | invul      = 17 (Full)
  | description =  Placeholder
}}
}}


'''Joe's combos'''
=== <span class="invisible-header">Ougon no Katako</span> ===
{{MoveData
| name    = Ougon no Katako
| input    = 214K
| subtitle =
| image    = CVS2 Joe 214K.png
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|214}} + {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = 400+900
  | stun        = 4+9
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 19
  | active      = 11
  | recovery    = 29
  | total      = 56
  | advHit      = DWN
  | advBlock    = -7
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|214}} + {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = 400+1000
  | stun        = 4+10
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 19
  | active      = 11
  | recovery    = 27
  | total      = 54
  | advHit      = DWN
  | advBlock    = -5
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|214}} + {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = 400+1000
  | stun        = 4+10
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 19
  | active      = 11
  | recovery    = 29
  | total      = 56
  | advHit      = DWN
  | advBlock    = -6
  | invul      = None
  | description =  Placeholder
}}
}}


1. S.Lp, S.Hp (Yes. That's not a typo.)
== Super Moves ==
2. J.Hk, S.Hk ~ Hk Slash Kick
3. S.Lp, S.Hk ~ Hk Slash Kick
4. S.Lp, S.Lp ~ Lk Slash Kick
5. C.Lk, S.Lk ~ Lk Tiger Kick
6. C.Lk, S.Lp, S.Lp ~ Hp TNT Punch
7. J.Hk, S.Mk ~ Double Cyclone
8. C.Lk, C.Lk, C.Lk ~ Bakuretsu Hurricane Tiger Kakato
9. C.Lk, C.Lp, C.Lp ~ Screw Upper


'''Joe's guard strings'''
=== <span class="invisible-header">Screw Upper</span> ===
{{MoveData
| name    = Screw Upper
| input    = 236236P
| subtitle =
| image    = CVS2 Joe 236236P.png
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 2300
  | stun        = 0
  | cancel      = None
  | guard       = Mid
  | parry      = High
  | startup    = 5:4
  | active      = 25
  | recovery    = 81
  | total      = 115
  | advHit      = DWN
  | advBlock    = -40
  | invul      = 8 (Full)
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 3400
  | stun        = 0
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 5:4
  | active      = 25
  | recovery    = 81
  | total      = 115
  | advHit      = DWN
  | advBlock    = -36
  | invul      = 13 (Full)
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 4800
  | stun        = 0
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 5:4
  | active      = 25
  | recovery    = 81
  | total      = 115
  | advHit      = DWN
  | advBlock    = -32
  | invul      = 20 (Full)
  | description =  Placeholder
}}
}}


1. C.Mk ~ Lk Tiger Kick (Not much, but does good chip.)
=== <span class="invisible-header">Bakuretsu Hurricane Tiger Kakato</span> ===
2. S.Lp, S.Lp, S.Mp ~ Lp Cyclone Upper, C.Hk*
{{MoveData
3. C.Lk, S.Hk ~ Lp Cyclone Upper, S.Hk*
| name    = Bakuretsu Hurricane Tiger Kakato
| input    = 2363214P
| subtitle =
| image    =
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|236}} {{Motion|63214}} + {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = 2600
  | stun        = 0
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 4:4
  | active      = 120
  | recovery    = 30
  | total      = 158
  | advHit      = DWN
  | advBlock    = -10
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|236}} {{Motion|63214}} + {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = 3800
  | stun        = 0
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 4:4
  | active      = 147
  | recovery    = 35
  | total      = 190
  | advHit      = DWN
  | advBlock    = -44
  | invul      = None
}}
{{AttackData-CvS2
  | header      = no
  | version    = {{Motion|236}} {{Motion|63214}} + {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = 5600
  | stun        = 0
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 4:4
  | active      = 174
  | recovery    = 40
  | total      = 222
  | advHit      = DWN
  | advBlock    = -65
  | invul      = None
  | description =  Placeholder
}}
}}


Asterisk = Use THAT normal sparingly.
=== <span class="invisible-header">Double Cyclone Upper</span> ===
{{MoveData
| name    = Double Cyclone Upper
| input    = 214214P
| subtitle =
| image    = CVS2 Joe 214214P.png
| caption  =
| linkname =
| data  =
{{AttackData-CvS2
  | version    = {{Motion|214}} {{Motion|214}} + {{Icon-Capcom|P}}
  | subtitle    =
  | damage      = 6000
  | stun        = 0
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 5:12
  | active      =
  | recovery    = 114
  | total      = 131
  | advHit      = DWN
  | advBlock    = -36
  | invul      = 24 (Full)
  | description =  Placeholder
}}
}}


'''Joe's main game:'''
== Colors ==


Footsies are obviously Joe's style of choice. Mainly go poke for poke, once you get the opponent in the corner throw out safe cyclones (preferably the jab version) at almost half-screen to bait out jumps, rolls or to pick at their guard bar; try not to let them out. Tk their pokes and stay out of the air. The forward version of the Golden Heel is a good anti-air also the Baku cancel is very important. Joe's pretty underestimated, but that's my opinion.
[[File:Joe_CvS2_colors.png]]




{{Navbox-CvS2}}
[[Category:Capcom vs SNK 2]]
[[Category:Capcom vs SNK 2]]
[[Category:Joe]]

Latest revision as of 03:42, 22 March 2025

Introduction

CVS2 Joe Data.png

Story

Joe Higashi is a champion Muay Thai fighter who's legend is just beginning. Born in Japan, Joe traveled to Thailand frequently to learn and improve at Muay Thai. Once he got skilled enough that he felt he was ready to start fighting others for real, he told his family he was leaving Japan for good. His grandmother gave him the headband he wears to always remember his homeland by. Immediately, Joe started making a name for himself. He became known as one of the most skilled Muay Thai fighters in the world. To further cement his reputation, he entered the King of Fighters tournament in South Town, USA, ran by Geese Howard. There, he met the brothers Terry and Andy. Terry and Andy shared of their past involving Geese Howard, and Joe informed them about the tournament. The three together became fast friends after that, and Joe joined the brothers to help them make their revenge plot happen.

Joe stays in South Town, and travels with the Bogard brothers to compete in the various KOF tournaments with them. He still hasn't mellowed out, and swears one day to be the greatest fighter the world has ever seen. However, he seems more keen to just goof around with his buds and visit the bar sometimes.

Gameplay

When you hear "CvS2 Muay Thai based character with solid neutral, a good anti-air game, a good fireball, and damaging combos", Joe isn't the first character that comes to mind. However, don't let his overlapping fighting style with Sagat confuse you. Joe has a bunch of unique and fun tools to fight around with, using his solid pokes like 5HK, 5MK, 2MK, 2HP, and his useful 41236P Hurricane Upper's. Joe likes to play aggressive, tossing out his fast Hurricane Upper's, pressuring with his Bakuretsuken and the unique ability to cancel it for tons of plus frames, called Baku Cancelling. His 623K Tiger Kick DP is great, making consistent anti-airs, and his 41236K Slash Kick allows him to end combos with lots of corner carry.

What Joe has in great offense, he makes up for in zoning. Only the HP version of Hurricane Upper goes fullscreen, and despite how big they look, they can be jumped over quite easily. While he does have solid ways to anti-air and control the skies, he can't effectively make the opponent jump without being close enough to threaten a Baku Cancel or Hurricane Upper. Joe also lacks a bit in the mixup department, with no standing overheads and underwhelming grabs. Joe more or less punishes blocking by repeated Baku Cancels and Hurricane Upper pressure, which only really works in the corner, limiting him midscreen a ton.

Groove Selection

Best - A/K: A-Joe has basically everything a good A-Groove character needs. He has plenty of useful roll cancels, like RC Bakuretsuken, RC Hurricane Upper, and even RC Slash Kick. His Custom Combo is easy and does decent damage, and he has plenty of ways to use it, with a unique one being linking a CC activation after a Baku Cancel. His Alpha Counter is pretty solid as well. K-Joe is the exact opposite. K-Joe gets much better mixup potential with run and hop, and a solid offensive and defensive tool in Just Defend. Rage buffs his damage by a notable margin, and lets him access his great level 3 supers. The damage buff from Rage overall is just very useful, however he pays for all this by losing roll, which can be a pretty major sacrifice depending on how you look at Joe.

Useful - N/C/P: N-Joe is a bit of a more versatile K-Joe. He keeps the run and hop, but also gets roll for RC Baku and RC Uppers. He also gets another guard cancel to use if he needs it with Guard Cancel Roll. N-Joe sacrifices any high damage ceiling he could get though. C-Joe gets access to a lot of the things A-Joe does, plus airblock. Joe does get some flashy level 2 combos, especially in the corner with his triple Tiger Kick combo. However, the damage just doesn't match up, and Joe would rather just have a Custom Combo or a flat-out level 3 super. P-Joe is surprisingly useful, as Joe's meterless punishes can be surprisingly good using Slash Kick. One good parry gets P-Joe close to the corner, where Baku Cancel and Hurricane Upper pressure becomes much more useful. Hop makes his mix a bit scarier as well. P-Joe, like the other 3 Grooves here, sacrifices high damage potential. Without consistent access to supers, P-Joe just can't match up.

Worst - S: S-Joe has the benefit of not being entirely reliant on meter, which is always good for an S-Groove character. However, that's about where the positives end. S-Joe lacks a roll for RC Baku or RC Upper, lacks any realistic access to supers since he has to charge, and will almost never have a level 3. Desperation doesn't help a character with lackluster level 1 supers either, as none of Joe's level 1 supers do much damage or give any sort of vortex potential like the best S-Groove characters do. He gets run and hop, but so does K-Joe and N-Joe.


Joe is a solid basic character with surprisingly good corner pressure using Hurricane Upper and his unique Baku Cancel ability. He can control neutral with great anti-airs and a decent close-range fireball, but struggles to zone opponents out or get high damage without meter. Joe is best in A-Groove or K-Groove.

Difficulty: Hard
Tier: B
Pros Cons
  • Footsies: Joe has plenty of great footsies tools to poke around in neutral with, and plenty of his specials when done in close range can either make the opponent jump or punish them for jumping
  • Pressure: Between Baku Cancels, a powerful way to cancel his Bakuretsuken sooner than normal for massive amounts of plus frames, and his Hurricane Upper, Joe has ways to pressure the opponent that other characters don't match up to
  • Anti-Air: His Tiger Kick DP is quite the solid anti-air, but his 214K Golden Heel special is equally powerful and gives an amazing knockdown as well
  • Big Meter Spend: His level 3 super Double Cyclone is a massive damage anti-air and punish tool, and his Custom Combo does great damage for how easy it is to perform
  • Cheeks: Joe's taunt is very funny. If taunts didn't build the opponent so much meter it would be a top tier mind game move.
  • Hundred Hands: One of the best RC pokes in the game, this move will let you link a sweep for a knockdown or super for damage when baku canceled.
  • Mixups: While Joe can guard crush with the best of them, he lacks any overhead mixup ability, and neither of his throws do great damage
  • Zoning: Joe lacks a traditional fireball, and while Hurricane Upper is solid, it doesn't threaten an opponent who is across the screen at all
  • Corner Reliant: His best pressure is only really present against a cornered opponent, leaving him without much midscreen
  • Demanding Execution: Baku Cancels aren't easy, and are almost entirely necessary to Joe at a high level, who lacks any other real gimmicks



Players to Watch

Name Country Groove Accounts Notes
Minami Japan C-Groove Twitter: @minamijoe Puts a lot of footsies into his game until the space is closed, where Minami can apply a ton of pressure.
Sample Match
Tsuji Japan N-Groove N/A Tsuji's Joe is an infamous one. Has insane offense with his barrage special and always lead to guard break. Very aggressive playstyle.
Sample Match



!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH EDIT HISTORY TO FIND THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!

Normal Moves

Far Normals

5LP

Far Jab
Far Light Punch
5LP / Far LP
CVS2 Joe 5LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png 300 3 RF/SP/SU Mid High 3 4 8 15 +5 +5 None

Placeholder

5MP

Far Strong
Far Medium Punch
5MP / Far MP
CVS2 Joe 5MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png 700 7 SP/SU Mid High 4 3 21 28 -4 -4 None

Placeholder

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
CVS2 Joe 5HP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png 1200 12 SU Mid High 6 6 22 34 -2 -2 None

Placeholder

5LK

Far Short
Far Light Kick
5LK / Far LK
CVS2 Joe 5LK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png 500 5 SU Mid High 6 6 11 23 0 0 None

Placeholder

5MK

Far Forward
Far Medium Kick
5MK / Far MK
CVS2 Joe 5MK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png 1000 10 SU Mid High 6 2 26 34 +1 +1 None

Placeholder

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
CVS2 Joe 5HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png 1400 14 SU Mid High 7 2 29 38 -1 -1 None

Placeholder

Close Standing Normals

clLP

Close Jab
Close Light Punch
cl.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png 400 4 RF/SP/SU Mid High 2 4 6 12 +7 +7 None

Placeholder

clHP

Close Fierce
Close Heavy Punch
cl.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png 600+600 6+6 None Mid High 4 6 20 30 0 0 None

Placeholder

clLK

Close Short
Close Light Kick
cl.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png 500 5 SP/SU Mid High 2 6 7 15 +4 +4 None

Placeholder

clHK

Close Roundhouse
Close Heavy Kick
cl.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png 1300 13 SP/SU Mid High 5 6 17 28 +3 +3 None

Placeholder

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
CVS2 Joe 2LP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png 300 3 RF/SP/SU Mid Mid 3 4 7 14 +6 +6 None

Placeholder

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
CVS2 Joe 2MP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png 700 7 SP/SU Mid Mid 4 3 20 27 -3 -3 None

Placeholder

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
CVS2 Joe 2HP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png 1200 12 SU Mid Mid 6 4 25 35 -5 -5 None

Placeholder

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
CVS2 Joe 2LK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png 300 3 RF/SP/SU Low Low 3 4 9 16 +4 +4 None

Placeholder

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
CVS2 Joe 2MK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png 1000 10 SP/SU Low Low 5 6 16 27 0 0 None

Placeholder

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
CVS2 Joe 2HK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png 1300 13 None Low Low 9 12 20 41 DWN -8 None

Jumping Normals

j.LP

Jump Jab
Jumping Light Punch
j.LP
CVS2 Joe jLP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lp.png 500 5 - High High 3 22 - 25 - - None

Placeholder

j.MP

Jump Strong
Jumping Medium Punch
j.MP
CVS2 Joe jMP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mp.png 800 8 - High High 4 3 - 7 - - -

Placeholder

j.HP

Jump Fierce
Jumping Heavy Punch
j.HP
CVS2 Joe jHP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hp.png 1200 12 - High High 6 3 - 9 - - None

Placeholder

j.LK

Jump Short
Jumping Light Kick
j.LK
CVS2 Joe jLK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lk.png 600 6 - High High 4 22 - 26 - - None

Placeholder

j.MK

Jump Forward
Jumping Medium Kick
j.MK
CVS2 Joe jMK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mk.png 1000 10 - High High 5 12 - 17 - - High

Placeholder

j.HK

Jump Roundhouse
Jumping Heavy Kick
j.HK
CVS2 Joe jHK.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hk.png 1400 14 - High High 6 7 - 13 - - None

Placeholder

Throws

Punch Throw

Nihon Nage
Punch Throw
Near Opponent, 4/6HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png 1800 0 - High - 3 1 13 17 - - None

Placeholder

Hiza Jigoku

Hiza Jigoku
Kick Throw
Near Opponent, 4/6HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png 900+200x(3-17) 0 - Grab - 5 1 13 19 - - -

Placeholder

Special Moves

Bakuretsuken

Bakuretsuken
Mash P
CVS2 Joe hands.png
First Hitbox
CVS2 Joe hands 2.png
Second Hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Mash Lp.png 300xN 3xN None Mid High 5 21 (Minimum) 0 26 (Minimum) -4 -4 None
Mash Mp.png 300xN 3xN None Mid High 8 21 (Minimum) 0 29 (Minimum) +3 +3 None
Mash Hp.png 300xN 3xN None Mid High 8 21 (Minimum) 0 29 (Minimum) +5 +5 None

Placeholder

Hurricane Upper

Hurricane Upper
41236P
CVS2 Joe lp hurricaine.png
LP
CVS2 Joe mp hurricaine.png
MP/HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcf.png + Lp.png 900 9 None Mid High 11 - 42 53 -9 -9 None
Hcf.png + Mp.png 500+500 5+5 None Mid High 20 - 62 82 -9 -9 None
Hcf.png + Hp.png 600+600 6+6 None Mid High 23 - 62 85 -12 -12 None

Placeholder

Slash Kick

Slash Kick
41236K
CVS2 Joe 41236K.png
Hitbox activates at close range
CVS2 Joe 41236K 2.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcf.png + Lk.png 1100 11 None Mid High 13 Varies 22 Varies DWN -19 None
Hcf.png + Mk.png 1200 12 None Mid High 14 Varies 22 Varies DWN -21 None
Hcf.png + Hk.png 1300 13 None Mid High 15 Varies 22 Varies DWN -30 None

Placeholder

Tiger Kick

Tiger Kick
623K
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Dp.png + Lk.png 1500, 800 15, 8 None Mid Mid 9 16 25 50 DWN -17 9 (Full)
Dp.png + Mk.png 1000+600 10+6 None Mid Mid 12 21 30 63 DWN -25 14 (Full)
Dp.png + Hk.png 700+600+500 7+6+5 None Mid Mid 15 27 34 76 DWN -25 17 (Full)

Placeholder

Ougon no Katako

Ougon no Katako
214K
CVS2 Joe 214K.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.png + Lk.png 400+900 4+9 None Mid High 19 11 29 56 DWN -7 None
Qcb.png + Mk.png 400+1000 4+10 None Mid High 19 11 27 54 DWN -5 None
Qcb.png + Hk.png 400+1000 4+10 None Mid High 19 11 29 56 DWN -6 None

Placeholder

Super Moves

Screw Upper

Screw Upper
236236P
CVS2 Joe 236236P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png Qcf.png + Lp.png 2300 0 None Mid High 5:4 25 81 115 DWN -40 8 (Full)
Qcf.png Qcf.png + Mp.png 3400 0 SP/SU Mid High 5:4 25 81 115 DWN -36 13 (Full)
Qcf.png Qcf.png + Hp.png 4800 0 None Mid High 5:4 25 81 115 DWN -32 20 (Full)

Placeholder

Bakuretsu Hurricane Tiger Kakato

Bakuretsu Hurricane Tiger Kakato
2363214P
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png Hcb.png + Lp.png 2600 0 None Mid High 4:4 120 30 158 DWN -10 None
Qcf.png Hcb.png + Mp.png 3800 0 SP/SU Mid High 4:4 147 35 190 DWN -44 None
Qcf.png Hcb.png + Hp.png 5600 0 None Mid High 4:4 174 40 222 DWN -65 None

Placeholder

Double Cyclone Upper

Double Cyclone Upper
214214P
CVS2 Joe 214214P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.png Qcb.png + P.png 6000 0 None Mid High 5:12 - 114 131 DWN -36 24 (Full)

Placeholder

Colors

Joe CvS2 colors.png


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