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===DMs=== | ===DMs=== |
Revision as of 07:46, 12 September 2013
General Info
Crouch height: Low
Stand | Crouch | Jump | Grab | Run |
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Colors
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Movelist
DMs
1. 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
2. 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
3. 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
SDMs
1. 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
HSDMs
1. 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
- Joe is invincible during the move
Notes
- CD counter is cancellable into the mashing punch special move
- C throw is mashable, D throw is a backturned hard knockdown
Combos
Anywhere
1. [Jump attack] 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.
2. [Jump attack] cl.C/cr.C/cl.D, f+B, 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.
3. cr.AAA, qcf hcb+P
4. cr.AA, Mash P, qcf+C
5. cr.AA, Mash P, qcf+A, (S)qcf hcb+P -
6. [Jump attack] cr.C, df+B, Mash P, qcf+A, (S)qcf hcb+P - 72%
7. cr.C, df+B, BC, run cr.C, df+B, mash P, qcf+A, (S)qcfx2+AC