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Frames
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Advantage
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Cancel
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Block
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Hitbox
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Notes
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Standing Close
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3/3/9
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HL
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Hits crouchers, cancelable. Can be used as combo filler.
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7/3/7
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HL
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2/2/20
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HL
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Fast and cancelable, one of the main hard hit combo starters.
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6/3/28
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HL
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Standing Far
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3/2/8
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HL
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Not a bad standing A. Not the best range but hits most characters crouching and is cancelable. Can be anti-air vs short hop.
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7/3/7
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HL
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Nice front poke. A little slow, but good reach/hitbox and cancelable.
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7/2/16
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HL
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Decent range/speed mid poke that hits all characters crouching other than Chin/Choi, but standing D is usually almost always better.
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6/3/28
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HL
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Longer range, bigger hitbox, and slightly faster than standing C. Great long range poke.
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+
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20/2/25
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HL
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Crouching
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3/3/6
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HL
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Standard low A, cancelable.
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3/3/7
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L
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Good range for a low B, main combo starter in-close. Great meaty as well.
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4/3/19
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HL
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Fast and cancelable, good for when you are too far for cl.C.
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8/4/9+14
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L
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Nice range cancelable sweep. Good as a meaty.
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Jump
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3/7/-
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-/-
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H
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6/12/-
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-/-
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H
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Good air-to-air since it does stay out for a moment.
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4/9/-
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-/-
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H
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4/12/-
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-/-
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H
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Your main jump-in and also good air-to-air from range, jumping back. Has a nice big hitbox and can be used as an instant overhead effectively. Can cross-up if done very close to their head as well.
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+
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11/5/-
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KD/-
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HL
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Good air-to-air.
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Command Normals
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f +
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13/2/25
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HL
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Always the same speed and cancelable. not only your combo filler from hard hits, but it's actually a really good long-range poke. It has the longest range of any of his normals, and his entire lower leg up to the knee is invincible.
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df +
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13/4/24
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L
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Low slide kick. Crappy recovery, but you can use it to go under all non-ground fireballs.
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Special Moves
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hcf +
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HL
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Hurricane Upper - hcf + P
- Joe releases one hurricane projectiles that travels fullscreen.
- hcf + A sends out a slow projectile, while hcf + C sends aou a fast one.
- the projectiles are tall and cannot be jumped by most characters.
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hcf +
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HL
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hcf +
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14/4/4+22
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KD/-12
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HL
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Slash Kick - hcf + K
- Joe performs a horizontal kick moving across the screen, which does good damage
- hcf + B version goes about 1/3 screen length while hcf + D goes 3/4 length
- has some recovery time if blocked, though if done from far away it's usually difficult to punish on block
- Depending on the distance, the startup of the D version is longer. The longer the startup, the shorter the recovery.
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hcf +
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14+0~5/7/4~9+24
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KD/-22
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HL
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dp +
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5/3*18/17+13
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KD/-30
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HL
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Tiger Kick - dp + K
- Joe does a very fast rising kick attack that does two hits
- Invincible: B: Complete startup, D: Complete startup and first active period. Upper body invincible: First active period fo B version.
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dp +
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5/3*22/21+13
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KD/-38
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HL
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rapidly
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> qcf + A
/ qcf + C
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HL
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Bakuretsu Ken - P rapidly
- Joe performs a series of punches
- You may press forward to make him slowly move forward.
- each of those punches have a large hitbox, making it difficult to counter, though can be easily guard rolled and punished from behind
- can be followed up by qcf + A or qcf + C after any punch, whether that punch connected or whiffed.
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rapidly
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> qcf + A
/ qcf + C
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HL
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> qcf +
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KD/??
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HL
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Bakuretsu Finish (A) - qcf + A
- Joe does a single hit uppercut that knocks down and is fast.
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> qcf +
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KD/??
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HL
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Bakuretsu Finish (C) - qcf + C
- Joe does jumping uppercut that deals two hits, knocks down and is slow (but can still combo).
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DMs
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qcf qcf + 
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8/-(24)-/67
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KD/+9
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HL
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Screw Upper - qcf qcf + P
- Joe creates a vertical wall of tornados that moves forward a slight bit, maybe 1/3 screen
- can be rolled easily and punished
- Invincible: A: Frame 1-7, C: Frame: 9-14.
- First fireball is active for 24 frames. Second fireball is active for 48 frames and hits multiple times.
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qcf qcf +
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15/-(24)-/71
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KD/+5
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HL
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SDM
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MAX: qcf qcf +
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8/-(24)-/88
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KD/-39
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HL
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Screw Upper - MAX: qcf qcf + P
- 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
- Invincibility: Frame 1-18.
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