Introduction
<GINGA_JOE> joes just boring ol joe he doesnt have a story
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Gameplay Overview
Joe is a high-mid tier character based on zoning/poking with some decent combo damage and mixup/pressure options. He requires a bit of execution for hit-confirming into super, but he is still a good solid character for a beginner to use.
In-depth analysis
Movelist
Normal Throws
- b or f + C - Unbreakable (mashable), front knockdown, face forward, rollable.
- b or f + D - Breakable, reverse knockdown, back turned, un-rollable.
C throw preferred of course because it's unbreakable!
Special Moves
- Hurricane Upper (hcf + P) - A version is best most of the time, since it covers a lot of space quickly and has great recovery. The C version can hit angles where someone would try to get past an A version and get tagged by the 2nd one. Of course a great thing to cancel into this when your hits get blocked.
- Exploding Fist (P rapidly > qcf + P) - You can only cancel it by performing qcf + P after it starts. The qcf + A is an overhead, and the qcf + C can be blocked either way but knocks down and combos more easily. You can get a lot of hits from this on a back-turned opponent. Generally I would stay away from it because of guard cancel roll.
- Slash Kick aka Slushy Kick (hcf + K) - B version preferred and safe from most things, D version is slower/more damage/goes further/whiffs on smaller crouchers. Still, don't cancel into it if your hits get blocked, that's silly. Can be used as a whiff punisher.
- Golden Heel (qcb + K) - B version preferred, though the D version goes longer if you need it (and has longer recovery). You can also only juggle off the B version if it hits your opponent in the air (doesn't require a counter-hit). I listed the best damage combos above. If done close against a crouching opponent, it will cross up and give some advantage on hit (though nothing combos). The B version goes far enough to crossup after even 2 crouching As done at point blank range. This is a pretty good pressure/preventative anti-air move (like Terry's crack shoot but better on block), and it's a good move to cancel into, along with hcf + A.
- Tiger Knee (dp+K) - D version preferred because it has full invincibility on startup. One of the better dp style anti-airs in terms of priority, but beware of hitting grounded opponents from long range (especially crouching), as the 2nd hit can whiff and not knock down.
Desperation Moves
- Screw Upper (qcf qcf + P) - Projectile-like super that is safe on block (beware of guard cancel roll). MAX version does more damage, travels full-screen, and has control-able speed using A or C. It's also punishable.
- Exploding Hurricane Tiger Heel (qcf hcb + P) - Rush super that has invincibility on startup. Ridiculously unsafe, good for combos. Also, if you roll/guard cancel roll past it and run toward Joe's back, the Tiger Knee part will hit you from behind! Cool!
Fastest Attacks
- 0F: C throw; D throw
- 1F: -
- 2F: cl.C; (S)DM qcf hcb + P
- 3F: cl.A; st.A; cr.A; cr.B
- 4F: cr.C
- 5F: dp + K
- 6F: cl.D; st.D
- 7F: cl.B; st.B; st.C
- 8F: cr.D; DM qcf qcf + A; SDM qcf qcf + P
- 9F: A rapidly
- 10F: -
Combos
- Best jump-ins:
- j.D (Can crossup.)
- cl.C / cr.C >
- f + B >
- (S)DM Hurricane Tiger (qcf hcb + P)
- D Slash Kick (hcf + D) (Whiffs on some crouchers.)
- B Slash Kick (hcf + B)
- (S)DM Hurricane Tiger (qcf hcb + C)
- (S)DM qcf qcf + C
- D Slash Kick (hcf + D) (Whiffs on some crouchers.)
- B Slash Kick (hcf + B)
- f + B >
- cr.B x 2, cr.A / st.A >
- (S)DM Exploding Hurricane Tiger Heel (qcf hcb + P)
- dp + D
- dp + B (If not too far.)
- cr.B, cr.A >
- (S)DM Exploding Hurricane Tiger Heel (qcf hcb + P)
- DM qcf qcf + A
- dp + D
- dp + B (If not too far.)
- st.B >
- (S)DM Exploding Hurricane Tiger Heel (qcf hcb + P)
- dp + D
- dp + B (If not too far.)
- Anti-air: B Golden Heel (qcb + B),
- hcf + D
- D Tiger Knee (dp + D) (Corner)
- st.D (Corner)
- cr.A / cl.A / cr.C / cl.C > Exploding Fist (P rapidly > qcf + C)
Not recommended, doesn't work properly on some crouchers.
- cr.A / cr.B (meaty), cl.C > f + B >
- (S)DM Hurricane Tiger (qcf hcb + P)
- D Slash Kick (hcf + D) (Whiffs on some crouchers.)
- B Slash Kick (hcf + B)
- Simple buffers:
- f + B > (S)DM qcf hcb + P
- qcf + B > hcb + P
- st.A / cl.A / cl.C > (S)DM qcf hcb + P
- qcf + A/C > hcb + P
- cl.A > DM qcf qcf + A
- qcf + A > qcf + A
- cl.C > (S)DM qcf qcf + C
- qcf + C > qcf + C
- f + B > (S)DM qcf hcb + P
Strategy Corner
- MAX: cl.C > + B > + D
deals considerable less damage (~ cl.C + cl.A) than
- cl.C > + B > + P
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.
Attack Info and Frame Data
Command | Hits | Damage Scaling | Startup | Active | Recovery | Damage | Counter Damage | Dizzy | Guard Damage | Meter Increase (Whiff / Hit) |
---|---|---|---|---|---|---|---|---|---|---|
Standing A | 1 | - | 3 | 2 | 8 | 5 | 7 | 3 | 7 | 0/3 |
Standing B | 1 | - | 7 | 3 | 7 | 7 | 8 | 4 | 8 | 0/3 |
Standing C | 1 | - | 7 | 2 | 16 | 11 | 21 | 17 | 24 | 0/6 |
Standing D | 1 | - | 6 | 3 | 28 | 13 | 16 | 14 | 29 | 0/6 |
Close A | 1 | - | 3 | 3 | 9 | 4 | 6 | 3 | 7 | 0/3 |
Close B | 1 | - | 7 | 3 | 7 | 7 | 8 | 4 | 8 | 0/3 |
Close C | 1 | - | 2 | 2 | 20 | 10 | 15 | 14 | 18 | 0/6 |
Close D | 1 | - | 6 | 3 | 28 | 11 | 16 | 13 | 20 | 0/6 |
Crouching A | 1 | - | 3 | 3 | 6 | 4 | 6 | 3 | 6 | 0/3 |
Crouching B | 1 | - | 3 | 3 | 7 | 6 | 7 | 3 | 7 | 0/3 |
Crouching C | 1 | - | 4 | 3 | 19 | 10 | 15 | 13 | 16 | 0/6 |
Crouching D | 1 | - | 8 | 4 | 9 + 14 | 15 | 17 | 13 | 18 | 0/6 |
Neutral Jumping A | 1 | - | 3 | 7 | - | 7 | 9 | 5 | 8 | 0/3 |
Forward Jumping A | 1 | - | 3 | 7 | - | 6 | 8 | 4 | 8 | 0/3 |
Backwards Jumping A | 1 | - | 3 | 7 | - | 6 | 7 | 3 | 7 | 0/3 |
Neutral Jumping B | 1 | - | 6 | 12 | - | 8 | 9 | 6 | 9 | 0/3 |
Forward Jumping B | 1 | - | 6 | 12 | - | 9 | 10 | 5 | 9 | 0/3 |
Backwards Jumping B | 1 | - | 6 | 12 | - | 6 | 7 | 4 | 8 | 0/3 |
Neutral Jumping C | 1 | - | 4 | 9 | - | 14 | 18 | 18 | 17 | 0/6 |
Forward Jumping C | 1 | - | 4 | 9 | - | 11 | 15 | 16 | 17 | 0/6 |
Backwards Jumping C | 1 | - | 4 | 9 | - | 11 | 15 | 15 | 16 | 0/6 |
Neutral Jumping D | 1 | - | 4 | 12 | - | 15 | 18 | 15 | 18 | 0/6 |
Forward Jumping D | 1 | - | 4 | 12 | - | 13 | 17 | 13 | 18 | 0/6 |
Backwards Jumping D | 1 | - | 4 | 12 | - | 15 | 17 | 13 | 18 | 0/6 |
CD | 1 | - | 20 | 2 | 25 | 16 | 20 | 18 | 24 | 0/8 |
Jumping CD | 1 | - | 11 | 5 | - | 16 | 20 | 16 | 21 | 0/8 |
f + B | 1 | - | 13 | 2 | 25 | 10 | 16 | 22 | 24 | 0/7 |
df + B | 1 | - | 13 | 4 | 24 | 12 | 16 | 18 | 24 | 0/5 |
df + B (in a combo) | 1 | - | 13 | 4 | 24 | 9 | 9 | 8 | - | 0/5 |