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|- | |- | ||
! [[image:snkc.gif]]+[[image:snkd.gif]] | ! [[image:snkc.gif]] + [[image:snkd.gif]] | ||
|align="center"| 20/2/22 | |align="center"| 20/2/22 | ||
|align="center"| KD/-2 | |align="center"| KD/-2 | ||
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! [[image:snka.gif]] | ! [[image:snka.gif]] | ||
|align="center"| 3/4/4 | |align="center"| 3/4/4 | ||
|align="center"| +4/+2 | |align="center"| +4/ + 2 | ||
|align="center"| R,C,S,Su | |align="center"| R,C,S,Su | ||
|align="center"| HL | |align="center"| HL | ||
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| | | | ||
|- | |- | ||
! [[image:snkc.gif]]+[[image:snkd.gif]] | ! [[image:snkc.gif]] + [[image:snkd.gif]] | ||
|align="center"| 10/6/- | |align="center"| 10/6/- | ||
|align="center"| KD/- | |align="center"| KD/- | ||
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| | | | ||
|- | |- | ||
! [[image:snkc.gif]]+[[image:snkd.gif]] | ! [[image:snkc.gif]] + [[image:snkd.gif]] | ||
|align="center"| 7/4/- | |align="center"| 7/4/- | ||
|align="center"| KD/- | |align="center"| KD/- | ||
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|colspan="8" align="center"| '''Command Normals''' | |colspan="8" align="center"| '''Command Normals''' | ||
|- | |- | ||
! f+[[image:snkb.gif]] | ! f + [[image:snkb.gif]] | ||
|align="center"| 13/2/25 | |align="center"| 13/2/25 | ||
|align="center"| -7/-9 | |align="center"| -7/-9 | ||
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|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 | |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+[[image:snkb.gif]] | ! df + [[image:snkb.gif]] | ||
|align="center"| 13/10/19 | |align="center"| 13/10/19 | ||
|align="center"| -9/-11 | |align="center"| -9/-11 | ||
|align="center"| mash+P | |align="center"| mash + P | ||
|align="center"| L | |align="center"| L | ||
|colspan="2" | [[image:Joe02_dfB.png|center]] | |colspan="2" | [[image:Joe02_dfB.png|center]] | ||
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|colspan="8" align="center"| '''Special Moves''' | |colspan="8" align="center"| '''Special Moves''' | ||
|- | |- | ||
! hcf+[[image:snka.gif]] | ! hcf + [[image:snka.gif]] | ||
|align="center"| 13/-/36 | |align="center"| 13/-/36 | ||
|align="center"| -4/-6 | |align="center"| -4/-6 | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="2" | [[image:Joe02_hcfA.png|center]] | |colspan="2" | [[image:Joe02_hcfA.png|center]] | ||
|rowspan="2"|'''Hurricane Upper - hcf+P''' | |rowspan="2"|'''Hurricane Upper - hcf + P''' | ||
* Joe releases one or two hurricane projectiles (depending on the button used) | * Joe releases one or two hurricane projectiles (depending on the button used) | ||
* hcf+A sends out one projectile, while hcf+C sends out two | * 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 | * 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 + A fireball stays active for 19 frames. both hcf + C fireballs stay active for 11 frames. | ||
|- | |- | ||
! hcf+[[image:snkc.gif]] | ! hcf + [[image:snkc.gif]] | ||
|align="center"| 19/-(22)-/36 | |align="center"| 19/-(22)-/36 | ||
|align="center"| KD/-6 | |align="center"| KD/-6 | ||
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|valign="bottom" style="border-left:0px;"| [[image:Joe02_hcfC2.png|center]] | |valign="bottom" style="border-left:0px;"| [[image:Joe02_hcfC2.png|center]] | ||
|- | |- | ||
! hcf+[[image:snkb.gif]] | ! hcf + [[image:snkb.gif]] | ||
|align="center"| 14/4/4+22 | |align="center"| 14/4/4+22 | ||
|align="center"| KD/-12 | |align="center"| KD/-12 | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="2" | [[image:Joe02_hcfB.png|center]] | |colspan="2" | [[image:Joe02_hcfB.png|center]] | ||
|rowspan="2"|'''Slash Kick - hcf+K''' | |rowspan="2"|'''Slash Kick - hcf + K''' | ||
* Joe performs a horizontal kick moving across the screen, which does good damage | * 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 | * 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 | * 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. | * Depending on the distance, the startup of the D version is longer. The longer the startup, the shorter the recovery. | ||
* free cancellable into | * free cancellable into | ||
|- | |- | ||
! hcf+[[image:snkd.gif]] | ! hcf + [[image:snkd.gif]] | ||
|align="center"| 14+0~5/7/4~9+24 | |align="center"| 14+0~5/7/4~9+24 | ||
|align="center"| KD/-22 | |align="center"| KD/-22 | ||
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|colspan="2" | [[image:Joe02_hcfD.png|center]] | |colspan="2" | [[image:Joe02_hcfD.png|center]] | ||
|- | |- | ||
! dp+[[image:snkb.gif]] | ! dp + [[image:snkb.gif]] | ||
|align="center"| 5/3*18/17+13 | |align="center"| 5/3*18/17+13 | ||
|align="center"| KD/-30 | |align="center"| KD/-30 | ||
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|valign="bottom" style="border-right:0px;"| [[image:Joe02_dpB1.png|center]] | |valign="bottom" style="border-right:0px;"| [[image:Joe02_dpB1.png|center]] | ||
|valign="bottom" style="border-left:0px;"| [[image:Joe02_dpB2.png|center]] | |valign="bottom" style="border-left:0px;"| [[image:Joe02_dpB2.png|center]] | ||
|rowspan="2"|'''Tiger Kick - dp+K''' | |rowspan="2"|'''Tiger Kick - dp + K''' | ||
* Joe does a very fast rising kick attack that does two hits | * Joe does a very fast rising kick attack that does two hits | ||
* dp+B does more damage than dp+D but has less priority | * 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. | * 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 | * supercancellable on the first hit | ||
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* free cancellable out of on the first hit | * free cancellable out of on the first hit | ||
|- | |- | ||
! dp+[[image:snkd.gif]] | ! dp + [[image:snkd.gif]] | ||
|align="center"| 5/3*22/21+13 | |align="center"| 5/3*22/21+13 | ||
|align="center"| KD/-38 | |align="center"| KD/-38 | ||
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|valign="bottom" style="border-left:0px;"| [[image:Joe02_dpD2.png|center]] | |valign="bottom" style="border-left:0px;"| [[image:Joe02_dpD2.png|center]] | ||
|- | |- | ||
!rowspan="2"| qcb+[[image:snkb.gif]] | !rowspan="2"| qcb + [[image:snkb.gif]] | ||
|align="center" rowspan="2"|9+3/3*3*2*2/5+14 | |align="center" rowspan="2"|9+3/3*3*2*2/5+14 | ||
|align="center" rowspan="2"| -1/-3 | |align="center" rowspan="2"| -1/-3 | ||
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|valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Joe02_qcbB1.png|center]] | |valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Joe02_qcbB1.png|center]] | ||
|valign="bottom" style="border-left:0px; border-bottom:0px;"| [[image:Joe02_qcbB2.png|center]] | |valign="bottom" style="border-left:0px; border-bottom:0px;"| [[image:Joe02_qcbB2.png|center]] | ||
|rowspan="4"|'''Ougon no Kakato - qcb+K''' | |rowspan="4"|'''Ougon no Kakato - qcb + K''' | ||
* Joe executes a jumping spinning kick that does two hits and has very good recovery, usually being unpunishable | * 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 | * the move takes some time to come out but has a large hitbox that will almost always catch the opponent out of the air | ||
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|valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Joe02_qcbB4.png|center]] | |valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Joe02_qcbB4.png|center]] | ||
|- | |- | ||
!rowspan="2"| qcb+[[image:snkd.gif]] | !rowspan="2"| qcb + [[image:snkd.gif]] | ||
|align="center" rowspan="2"| 11+5/3*2*2*2/5+16 | |align="center" rowspan="2"| 11+5/3*2*2*2/5+16 | ||
|align="center" rowspan="2"| -3/-5 | |align="center" rowspan="2"| -3/-5 | ||
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|align="center"| 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 | |align="center"| 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 | ||
|align="center"| variable | |align="center"| variable | ||
|align="center"| >qcf+A, >qcf+C, Fo | |align="center"| >qcf + A, >qcf + C, Fo | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="2" style="border-bottom:0px;"| [[image:Joe02_MashP1-3.png|center]] | |colspan="2" style="border-bottom:0px;"| [[image:Joe02_MashP1-3.png|center]] | ||
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* each of those punches have a large hitbox, making it difficult to counter, though can be easily guard rolled and punished from behind | * 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 | * 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 | * can be followed up by qcf + A or qcf + C after any punch, whether that punch connected or whiffed | ||
* free cancellable out of | * free cancellable out of | ||
|- | |- | ||
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|align="center"| 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 | |align="center"| 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 | ||
|align="center"| variable | |align="center"| variable | ||
|align="center"| >qcf+A, >qcf+C, Fo | |align="center"| >qcf + A, >qcf + C, Fo | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="2" style="border-top:0px;" align="center"| [[image:Joe02_MashP4-6.png|center]]<br>entire sequence repeats once | |colspan="2" style="border-top:0px;" align="center"| [[image:Joe02_MashP4-6.png|center]]<br>entire sequence repeats once | ||
|- | |- | ||
! > qcf+[[image:snka.gif]] | ! > qcf + [[image:snka.gif]] | ||
|align="center"| 20/3/28 | |align="center"| 20/3/28 | ||
|align="center"| -11/-13 | |align="center"| -11/-13 | ||
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|align="center"| H | |align="center"| H | ||
|colspan="2" | [[image:Joe02_mashPqcfA.png|center]] | |colspan="2" | [[image:Joe02_mashPqcfA.png|center]] | ||
|'''Bakuretsu Finish - qcf+A''' | |'''Bakuretsu Finish - qcf + A''' | ||
* Joe performs an overhead punch that deals good damage and is safe on block | * Joe performs an overhead punch that deals good damage and is safe on block | ||
* overhead | * overhead | ||
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* free cancellable out of | * free cancellable out of | ||
|- | |- | ||
! > qcf+[[image:snkc.gif]] | ! > qcf + [[image:snkc.gif]] | ||
|align="center"| 14/12/24 | |align="center"| 14/12/24 | ||
|align="center"| KD/-18 | |align="center"| KD/-18 | ||
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|align="center"| L | |align="center"| L | ||
|colspan="2" | [[image:Joe02_mashPqcfC.png|center]] | |colspan="2" | [[image:Joe02_mashPqcfC.png|center]] | ||
|'''Shijou Saikyou no Low Kick - qcf+C''' | |'''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 | * 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 | * the recovery on this move isn't good, it's riskier to do it as opposed to the qcf + A followup | ||
* hits low | * hits low | ||
|- | |- | ||
|colspan="8" align="center"| '''DMs''' | |colspan="8" align="center"| '''DMs''' | ||
|- | |- | ||
!rowspan="2"| qcf,uf+[[image:kick.gif]] | !rowspan="2"| qcf,uf + [[image:kick.gif]] | ||
|rowspan="2" align="center"| 10/3(1)1*1*1*1*1*1*1*1*1/14+28 | |rowspan="2" align="center"| 10/3(1)1*1*1*1*1*1*1*1*1/14+28 | ||
|rowspan="2" align="center"| KD/-26 | |rowspan="2" align="center"| KD/-26 | ||
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|valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Joe02_tkK1.png|center]] | |valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Joe02_tkK1.png|center]] | ||
|valign="bottom" style="border-left:0px; border-bottom:0px;"| [[image:Joe02_tkK2.png|center]] | |valign="bottom" style="border-left:0px; border-bottom:0px;"| [[image:Joe02_tkK2.png|center]] | ||
|rowspan="2"| '''Ougon no Tiger Kick - qcf uf+K''' | |rowspan="2"| '''Ougon no Tiger Kick - qcf uf + K''' | ||
* Joe does a fast flying knee attack, going about half screen horizontally | * 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 | * 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 | ||
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|colspan="2" style="border-top:0px;"| [[image:Joe02_tkK3.png|center]] | |colspan="2" style="border-top:0px;"| [[image:Joe02_tkK3.png|center]] | ||
|- | |- | ||
! <br>qcf,hcb+[[image:snka.gif]]<br><br> | ! <br>qcf,hcb + [[image:snka.gif]]<br><br> | ||
|align="center"| 2/2(5)2(5)2(9)2(7)2(3)2(14)-(19)-(16)4*8(12)3/17+18 | |align="center"| 2/2(5)2(5)2(9)2(7)2(3)2(14)-(19)-(16)4*8(12)3/17+18 | ||
|align="center"| KD/-40 | |align="center"| KD/-40 | ||
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|align="center"| HL | |align="center"| HL | ||
|align="center" rowspan="2" colspan="2" | [[image:Joe02_qcfhcbP.png|center]]<br>etc. | |align="center" rowspan="2" colspan="2" | [[image:Joe02_qcfhcbP.png|center]]<br>etc. | ||
|rowspan="2" | '''Bakuretsu Hurricane Tiger Kakato - qcf hcb+P''' | |rowspan="2" | '''Bakuretsu Hurricane Tiger Kakato - qcf hcb + P''' | ||
* Joe dashes forward with a series of punches and tornados, followed with a rising attack | * 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 | * this DM comes out very fast, so it can be comboed into easily and used to punish things like blocked cd counters | ||
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* Invincible: Complete startup. | * Invincible: Complete startup. | ||
|- | |- | ||
! qcf,hcb+[[image:snkc.gif]] | ! qcf,hcb + [[image:snkc.gif]] | ||
|align="center"| 2/2(5)2(5)2(9)2(7)2(3)2(14)-(19)-(16)4*8(12)3/17+20 | |align="center"| 2/2(5)2(5)2(9)2(7)2(3)2(14)-(19)-(16)4*8(12)3/17+20 | ||
|align="center"| KD/-42 | |align="center"| KD/-42 | ||
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! <br>qcfx2+[[image:snka.gif]]<br><br> | ! <br>qcfx2+[[image:snka.gif]]<br><br> | ||
|align="center"| 8/-(24)-/67 | |align="center"| 8/-(24)-/67 | ||
|align="center"| KD/+9 | |align="center"| KD/ + 9 | ||
|align="center"| | |align="center"| | ||
|align="center"| HL | |align="center"| HL | ||
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! qcfx2+[[image:snkc.gif]] | ! qcfx2+[[image:snkc.gif]] | ||
|align="center"| 15/-(24)-/71 | |align="center"| 15/-(24)-/71 | ||
|align="center"| KD/+5 | |align="center"| KD/ + 5 | ||
|align="center"| | |align="center"| | ||
|align="center"| HL | |align="center"| HL | ||
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|colspan="8" align="center"| '''SDM''' | |colspan="8" align="center"| '''SDM''' | ||
|- | |- | ||
! qcfx2+[[image:snka.gif]]+[[image:snkc.gif]] | ! qcfx2+[[image:snka.gif]] + [[image:snkc.gif]] | ||
|align="center"| 8/-(24)-/88 | |align="center"| 8/-(24)-/88 | ||
|align="center"| KD/-39 | |align="center"| KD/-39 | ||
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|colspan="8" align="center"| '''HSDM''' | |colspan="8" align="center"| '''HSDM''' | ||
|- | |- | ||
! qcfx2+[[image:snkb.gif]]+[[image:snkd.gif]] | ! qcfx2+[[image:snkb.gif]] + [[image:snkd.gif]] | ||
|align="center"| 33/-/100 | |align="center"| 33/-/100 | ||
|align="center"| KD/-33 | |align="center"| KD/-33 | ||
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===Anywhere=== | ===Anywhere=== | ||
1. [Jump attack] cl.C/cr.C/cl.D, f+B, hcf+B/hcf+D | 1. [Jump attack] 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. | 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. | ||
2. [Jump attack] cl.C/cr.C/cl.D, f+B, qcf hcb+P | 2. [Jump attack] cl.C/cr.C/cl.D, f + B, 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. | 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. | ||
3. cr.AAA, qcf hcb+P | 3. cr.AAA, qcf hcb + P | ||
4. cr.AA, Mash P, qcf+C | 4. cr.AA, Mash P, qcf + C | ||
5. cr.AA, Mash P, qcf+A, (S)qcf hcb+P - | 5. cr.AA, Mash P, qcf + A, (S)qcf hcb + P - | ||
6. [Jump attack] cr.C, df+B, Mash P, qcf+A, (S)qcf hcb+P - 72% | 6. [Jump attack] cr.C, df + B, Mash P, qcf + A, (S)qcf hcb + P - 72% | ||
7. cr.C, df+B, BC, run cr.C, df+B, mash P, qcf+A, (S)qcfx2+AC | 7. cr.C, df + B, BC, run cr.C, df + B, mash P, qcf + A, (S)qcfx2+AC | ||
===Corner=== | ===Corner=== |
Revision as of 13:21, 8 February 2020
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 |
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Colors
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Movelist
Notes
- CD counter is cancellable into the mashing punch special move
- C throw is mashable, D throw is a backturned hard knockdown
Combos
Anywhere
1. [Jump attack] 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.
2. [Jump attack] cl.C/cr.C/cl.D, f + B, 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.
3. cr.AAA, qcf hcb + P
4. cr.AA, Mash P, qcf + C
5. cr.AA, Mash P, qcf + A, (S)qcf hcb + P -
6. [Jump attack] cr.C, df + B, Mash P, qcf + A, (S)qcf hcb + P - 72%
7. cr.C, df + B, BC, run cr.C, df + B, mash P, qcf + A, (S)qcfx2+AC