Combo Theory
Joe is a link heavy character and knowing different link blocks lets you rearrange routing based on:
- hit confirm
- hitstun scaling
- character height
- character body type
Link blocks are the arrangement of how to use the limited 3 air actions you get while airborne
Joes air specials include:
- red hot kick (214X)
- air joe (236X)
- voomerang (XXX)
General rules are you cannot link another special after a voomerang or red hot kick H and the only following special you can do after airjoe H is another airjoe X
Helpful to reach the corner for a reset, to setup a DHC, or to have better positioning post kill.
Delay the j.5S prior to the extension if HSD allows in order to have more time to plink up for the extension. If you get too close Viper can side-switch on the Burning Kick, which won't drop the combo but usually isn't preferable. You'll want a fast TK H Burning Kick to get the grounded version for maximum consistency and damage.
If this is done especially late in hitstun you may need to omit one of the j.Hs or leave them out altogether, if that's the case then you will need to airdash downward after the j.S to hit the ground fast enough to OTG.