The King of Fighters 2002/Joe

From SuperCombo Wiki
Joe02 stance.gif

General Info

Crouch height: Low
Jump: 5/38/1
Hop: 5/29/1
Dash: 3/10~∞/3
Backdash: 3/21/3
Wakeup: 20 frames
Recovery roll: 25 frames

Stand Crouch Jump Grab Run
Joe02 stand.png Joe02 crouch.png Joe02 jump.png Joe02 grab.png Joe02 run.png

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Joe02 colorA.png Joe02 colorB.png Joe02 colorC.png Joe02 colorD.png

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 3/3/11 -2/-4 R,C,S,Su HL
Joe02 clA.png
Snkb.gif 5/3/7 +2/0 C,S,Su HL
Joe02 clB.png
Snkc.gif 5/2/19 -1/-3 C,S,Su HL
Joe02 clC.png
Snkd.gif 6/8/10 +2/0 C,S,Su HL
Joe02 clD.png
Standing Far
Snka.gif 4/2/8 +2/0 HL
Joe02 stA.png
Snkb.gif 6/3/7 +2/0 C,S,Su HL
Joe02 stB.png
Snkc.gif 8/2/16 +2/0 HL
Joe02 stC.png
Snkd.gif 7/3/26 -9/-11 HL
Joe02 stD.png
Snkc.gif + Snkd.gif 20/2/22 KD/-2 S,Su HL
Joe02 stCD.png
Crouching
Snka.gif 3/4/4 +4/+2 R,C,S,Su HL
Joe02 crA.png
Snkb.gif 2/3/8 +1/-1 L
Joe02 crB.png
Snkc.gif 5/3/19 -4/-6 C,S,Su HL
Joe02 crC.png
Invincible for final 5 frames of recovery
Snkd.gif 7/8/19 KD/-9 S,Su L
Joe02 crD.png
Recovery is cancellable. Recovery can also be cancelled into command normals
A vulnerable box of his sweeping leg remains even when he has visually retracted it
Jump
Snka.gif 5/8/- -/- H
Joe02 jA.png
Snkb.gif 6/6/- -/- H
Joe02 jB.png
Snkc.gif 4/7/- -/- H
Joe02 jC.png
Snkd.gif 7/6/- -/- H
Joe02 jD.png
Snkc.gif + Snkd.gif 10/6/- KD/- HL
Joe02 jCD.png
Neutral Jump
Snka.gif 2/7/- -/- H
Joe02 juA.png
Snkb.gif 6/6/- -/- H
Joe02 juB.png
Snkc.gif 4/7/- -/- H
Joe02 jC.png
Snkd.gif 6/6/- -/- H
Joe02 jD.png
Hop
Snka.gif 5/8/- -/- H
Joe02 jA.png
Snkb.gif 6/6/- -/- H
Joe02 hB.png
Snkc.gif 3/9/- -/- H
Joe02 jC.png
Snkd.gif 3/6/- -/- H
Joe02 jD.png
Snkc.gif + Snkd.gif 7/4/- KD/- HL
Joe02 jCD.png
Command Normals
f + Snkb.gif 13/2/25 -7/-9 S,Su HL
Joe02 fB.png
Does a good amount of guard crush, making it very useful in cancelling into, especially when opponent has no stock to guard roll/cd counter
df + Snkb.gif 13/10/19 -9/-11 Mash P L
Joe02 dfB.png
Can be cancelled into mash punch
df + Snkb.gif
(Cancel)
Mash P HL
Special Moves
hcf + Snka.gif 13/-/36 -4/-6 HL
Joe02 hcfA.png
Hurricane Upper - hcf + P
  • Joe releases one or two hurricane projectiles (depending on the button used)
  • hcf + A sends out one projectile, while hcf + C sends out two
  • the projectiles are tall and cannot be jumped by most characters. It's difficult to punish hcf + A but hcf + C is easy to punish by rolling the second projectile
  • hcf + A fireball stays active for 19 frames. both hcf + C fireballs stay active for 11 frames.
hcf + Snkc.gif 19/-(22)-/36 KD/-6 HL
Joe02 hcfC1.png
Joe02 hcfC2.png
hcf + Snkb.gif 14/4/4+22 KD/-12 Fi HL
Joe02 hcfB.png
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.
  • free cancellable into
hcf + Snkd.gif 14+0~5/7/4~9+24 KD/-22 Fi HL
Joe02 hcfD.png
dp + Snkb.gif 5/3*18/17+13 KD/-30 Su,Fi,Fo HL
Joe02 dpB1.png
Joe02 dpB2.png
Tiger Kick - dp + K
  • Joe does a very fast rising kick attack that does two hits
  • dp + B does more damage than dp + D but has less priority
  • Invincible: B: Complete startup, D: Complete startup and first active period. Upper body invincible: First active period fo B version.
  • supercancellable on the first hit
  • free cancellable into
  • free cancellable out of on the first hit
dp + Snkd.gif 5/3*22/21+13 KD/-38 Su,Fi,Fo HL
Joe02 dpD1.png
Joe02 dpD2.png
qcb + Snkb.gif 9+3/3*3*2*2/5+14 -1/-3 Fi HL
Joe02 qcbB1.png
Joe02 qcbB2.png
Ougon no Kakato - qcb + K
  • Joe executes a jumping spinning kick that does two hits and has very good recovery, usually being unpunishable
  • the move takes some time to come out but has a large hitbox that will almost always catch the opponent out of the air
  • it's possible to juggle the opponent if this move hits them airborne
  • free cancellable into
Joe02 qcbB3.png
Joe02 qcbB4.png
qcb + Snkd.gif 11+5/3*2*2*2/5+16 -3/-5 Fi HL
Joe02 qcbD1.png
Joe02 qcbD2.png
Joe02 qcbD3.png
Joe02 qcbD4.png
mash Snka.gif 9/2(7)2(9)2(10)1(11)2(6)1(16)2(7)2(8)2(10)1(11)2(5)1/28 variable >qcf + A, >qcf + C, Fo HL
Joe02 MashP1-3.png
Bakuretsu Ken - mash P
  • Joe performs a series of punches while moving forward slightly during the move
  • he'll do about 10 punches, though after about 5 hits, Joe will be out of range and the next hits will not combo
  • each of those punches have a large hitbox, making it difficult to counter, though can be easily guard rolled and punished from behind
  • it's possible to juggle the opponent if this move hits them airborne
  • can be followed up by qcf + A or qcf + C after any punch, whether that punch connected or whiffed
  • free cancellable out of
mash Snkc.gif 11/2(7)2(9)1(10)1(11)2(6)1(18)2(7)2(9)1(10)1(11)2(6)1/30 variable >qcf + A, >qcf + C, Fo HL
Joe02 MashP4-6.png

entire sequence repeats once
> qcf + Snka.gif 20/3/28 -11/-13 Su,Fo H
Joe02 mashPqcfA.png
Bakuretsu Finish - qcf + A
  • Joe performs an overhead punch that deals good damage and is safe on block
  • overhead
  • supercancellable
  • free cancellable out of
> qcf + Snkc.gif 14/12/24 KD/-18 L
Joe02 mashPqcfC.png
Shijou Saikyou no Low Kick - qcf + C
  • Joe does a kick similar to his f + B, except that he slides forward a good distance (about 1/3 screen) while doing it
  • the recovery on this move isn't good, it's riskier to do it as opposed to the qcf + A followup
  • hits low
DMs
qcf,uf + Kick.gif 10/3(1)1*1*1*1*1*1*1*1*1/14+28 KD/-26 HL
Joe02 tkK1.png
Joe02 tkK2.png
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
  • Invincibility: Complete startup. Upperbody invincibility: First active period.
Joe02 tkK3.png

qcf,hcb + Snka.gif

2/2(5)2(5)2(9)2(7)2(3)2(14)-(19)-(16)4*8(12)3/17+18 KD/-40 HL
Joe02 qcfhcbP.png

etc.
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
  • Fireballs stay active for 18 frames.
  • Invincible: Complete startup.
qcf,hcb + Snkc.gif 2/2(5)2(5)2(9)2(7)2(3)2(14)-(19)-(16)4*8(12)3/17+20 KD/-42 HL

qcfx2+Snka.gif

8/-(24)-/67 KD/+9 HL
Joe02 qcfx2P1.png
Joe02 qcfx2P2.png
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
  • 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.
qcfx2+Snkc.gif 15/-(24)-/71 KD/+5 HL
SDM
qcfx2+Snka.gif + Snkc.gif 8/-(24)-/88 KD/-39 HL
Joe02 qcfx2AC1.png
Joe02 qcfx2AC2.png
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
  • Invincibility: Frame 1-18.
HSDM
qcfx2+Snkb.gif + Snkd.gif 33/-/100 KD/-33 HL
I am the god of HELLFIYAH!!
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
  • Invincibility: Frame 1-36

Short Movelist

  • f + B
  • df + B (Low if not cancelled into.)
    • Mash P (Same move as Mash P.)


  • hcf + P


  • Mash P
    • qcf + A (Overhead.)
    • qcf + C (Low.)


  • hcf + K


  • dp + K


  • qcb + K


  • DM qcf hcb + P


  • DM qcf qcf + P


  • DM qcf uf + K


  • SDM qcf qcf + AC


  • HSDM qcf qcf + BD

Notes

Cancellable moves

  • Close: A, B, C, D
  • Far: B
  • Crouch: A, C, D


  • CD is cancellable into specials and DMs.


  • CD counter is cancellable into mash P.


  • f + B is cancellable.

Super cancellable moves

  • Mash P > qcf + A
  • dp + K (1)

Free cancellable into moves

  • hcf + K
  • dp + K
  • qcb + K
  • Mash P

Free cancellable out-of moves

  • df + B
  • dp + K (1)
  • Mash P
  • Mash P > qcf + A

Moves with Invincibility

  • cr.C (Full: recovery (last part).)
  • dp + B (Full: startup. Upper: active (1st part).)
  • dp + D (Full: startup & active (1st part).)
  • DM qcf uf + K (Full: startup. Upper: active (1st part).)
  • DM qcf hcb + P (Full: startup.)
  • DM qcf qcf + P (Full: startup (1st part).)
  • SDM qcf qcf + AC (Full: startup & active (1st part).)
  • HSDM qcf qcf + BD (Full: startup & active (1st part).)

Moves with autoguard

(none)

Other Notes

  • C throw is mashable.


  • D throw is a backturned hard knockdown.


  • Mash P deals more hit stun than a regular special move (21f instead of 19f). It's enough for the qcf + A followup to combo (20f of startup), but not enough to make it a block string.

Combos

Basic Combos

  • cr.C / cl.C / cl.D >
    • f + B
      • DM qcf hcb + P {1 stock}
      • hcb + D (May miss some crouchers or if not very close.)
      • hcb + B
    • Mash P > (Close.)
      • qcf + C
      • qcf + A >>
        • DM qcf hcb + P {67%} {2 stocks}
        • SDM qcf qcf + AC {Max Mode + 2 stocks}
    • df + B >
      • Mash P > ...(Only against ???)
    • dp + D


  • cr.A / cr.B, cr.A x 2 >
    • DM qcf hcb + P {1 stock}
    • dp + D


  • st.B >
    • DM qcf hcb + P {1 stock}
    • dp + D


  • cr.A / cr.B, cr.A >
    • Mash P > ...

Max Mode

  • cr.C > df + B >> BC, run, cr.C > df + B > mash P > qcf + A >> SDM qcf qcf + AC


Combos Notes

  • 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.


  • cl.C / cr.C / cl.D > f + B > DM 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.

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