Notation | Meaning |
---|---|
(Leave a space) cancel from the previous normal to the following. | |
, | Link from the previous move to the following. |
> | Cancel the previous move into the following special / super move. |
~ | Cancel special into set followup or plink previous attack into the following. |
dl. / delay | Delay the following move. |
whiff | Must whiff the following move. |
land | Must land on the ground before the next move. |
rejump | Must land then jump again before the next move. |
j. / sj. | Move is done in a jump / superjump. |
jc / sjc | Cancel previous move into a jump / superjump. |
ia./tk. | Instant Air or Tiger Knee Special or Super Move. |
XX | Any two attack buttons excluding S. |
NXX | Dash / Airdash in N direction. |
X+S | Any other attack button and S pressed at the same time. |
AA | Anti-Air |
[X] | Hold input |
-X- | Release input |
(N) | Connect with only the Nth hit of this attack. |
(Move) | Move is optional. |
[sequence] x N | Repeat sequence N times. |
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 (XXX)
- voomerang (236X)
General rules for links 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
Starters and Hit Confirms:
- Joe is a very adaptable character and can confirm any stray hit into a full combo
- Airdash jS is a very common starter but is also one of his worst starters as it immediately scales the combo due to it being a triple hitting move
- When hit confirming into a combo the most optimal route will use as few normals as possible while using red hot kicks and voomerangs to maximize damage
Red Hot Kick Usage:
- Red Hot Kick has fixed hitstun which lets Joe always link another after no matter the scaling of the combo.
- Red Hot Kick L/M at max scaling is 16k damage and with the fixed hitstun leads to combo routing based around this move.
- On final launch you will often see 214M(x1-3) meaning you can get up to 3 red hot kick mediums in a row however it is dependent on the opponent characters body type being comboed, with smaller bodies being harder to link multiple on, and screen positioning, as midscreen is harder to link multiple on
Notes:
- Due to Joe having multiple jumps you may also see double jump / dj and triple jump /tj cancel notation in Joes combos
Combos
Solo Grounded Hit Confirm
adf j.S 5M 2H xx 623M, j.M jc j.MH xx 214M, adf, j.H 214M 214H, land, 5S sjc j.MH > dj.H 214M(x1-3) adf j.HS, land, j.236XX
A simple Joe confirm from a very common airdash forward jS starter, note that on the final launch you can get up to 3 read hot kick mediums depending on the character size being combod and screen position
623XX, sj.cH j.MMM j.H dj.H j.MMM j.LLL j.S, land, j.236XX
A very simple mach speed confirm, also works on happy birthdays
adf j.S 5M 2H xx 623M, j.M jc j.MH xx 214M, adf, j.S(1) 236L, land, j.MH j214M adf 236L, land, 5S sjc j.MH > dj.H 214M(x1-3) adf j.HS, land, j.236XX
A Joe bnb that works on all characters, this combo uses a red hot kick M airdash voom L link, note that on the final launch you can get up to 3 read hot kick mediums depending on the character size being combod and screen position
X-Factor Combos
-
Sample Team Combos
-
Beginner Combos
Core Combos
Advanced Combos
- May only work on a few characters or in specific circumstances.
- Can have any amount of requirements such as meter, positioning, starter.
- Are not necessarily harder than core combos, but require more specific knowledge.