The King of Fighters 2002/Joe: Difference between revisions

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'''Anywhere:'''<br>
= Combos =
1. Crouch C, f+B, hcf+D - 33% (does not combo if you add a jump attack, use hcf+B instead)<br>
2. Crouch C, f+B, qcf hcb+P - 47%<br>
3. Crouch C, df+B, Mash P, qcf+A, (S)qcf hcb+P - 75%


'''Maxmode:'''<br>
== Anywhere ==
1. Crouch C, df+B, BC, run Crouch C, df+B, mash P<br>
2. (Opponent in air and corner, Joe in maxmode) qcb+B, dp+B(1), (C)qcb+B, dp+B(1), (C)qcb+B, dp+B(1), (C)qcb+B, dp+B(1), (C)qcb+B, hcf+D/qcf uf+K - 60%/75%<br>
3. (Opponent in air, not in corner, Joe in maxmode) dp+B(1), (C)qcb+D, dp+B(1), (C)qcb+D, dp+B(1), (C)qcb+D, dp+B(1), (C)qcb+D, hcf+D/qcf uf+K - 55%/70%


'''Attack Strings:'''<br>
1. [Jump attack] Close C/Crouch C/Close D, f+B, hcf+B/hcf+D
1. Close D, f+B, qcb+B/hcf+P<br>
2. Crouch D, qcb+B<br>
3. Crouch C/Close D/Crouch D, df+B, Crouch A, Far D/df+B<br>
4. Jump D(forward), Jump D(backwards, instant overhead)


'''Move Properties:'''<br>
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.
-cancellable normals are close A, crouch A, close B, far B, close C, crouch C, close D, crouch D<br>
 
-CD is cancellable into specials and DMs<br>
 
-free cancellable into moves are dp+K, qcb+K and hcf+K<br>
2. [Jump attack] Close C/Crouch C/Close D, f+B, qcf hcb+P
-free cancellable out-of moves are df+B, mash P, qcf+A followup of mash P and dp+K on the first hit<br>
 
-f+B is cancellable, df+B can be cancelled only into the mashing P move<br>
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.
-after mashing P, qcf+A is an overhead, qcf+C is a low hit<br>
 
-dp+K on the first hit and qcf+A after mashing P, is supercancellable<br>
 
-qcf hcb+P is a hard knockdown on the last hit
3. Crouch AAA, qcf hcb+P
 
 
4. Crouch AA, Mash P, qcf+C
 
 
5. Crouch AA, Mash P, qcf+A, (S)qcf hcb+P -
 
 
6. [Jump attack] Crouch C, df+B, Mash P, qcf+A, (S)qcf hcb+P - 72%
 
 
7. Crouch C, df+B, BC, run Crouch C, df+B, mash P, qcf+A, (S)qcfx2+AC
 
 
== Corner ==
 
 
 
 
== Notes ==
 
* cancellable normals are close A, crouch A, close B, far B, close C, crouch C, close D, crouch D<br>
* CD is cancellable into specials and DMs
* CD counter is cancellable into the mashing punch special move






[[Category:The King of Fighters 2002]]
[[Category:The King of Fighters 2002]]

Revision as of 04:12, 22 July 2010

Combos

Anywhere

1. [Jump attack] Close C/Crouch C/Close 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] Close C/Crouch C/Close 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. Crouch AAA, qcf hcb+P


4. Crouch AA, Mash P, qcf+C


5. Crouch AA, Mash P, qcf+A, (S)qcf hcb+P -


6. [Jump attack] Crouch C, df+B, Mash P, qcf+A, (S)qcf hcb+P - 72%


7. Crouch C, df+B, BC, run Crouch C, df+B, mash P, qcf+A, (S)qcfx2+AC


Corner

Notes

  • cancellable normals are close A, crouch A, close B, far B, close C, crouch C, close D, crouch D
  • CD is cancellable into specials and DMs
  • CD counter is cancellable into the mashing punch special move