m (→Movelist) |
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|- | |- | ||
! hcf+[[image:snka.gif]] | ! hcf+[[image:snka.gif]] | ||
| | |align="center"| 13/-/36 | ||
| | |align="center"| -4/-6 | ||
| | | | ||
|align="center"| HL | |align="center"| HL | ||
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* 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+[[image:snkc.gif]] | ! hcf+[[image:snkc.gif]] | ||
| | |align="center"| 19/-(22)-/36 | ||
| | |align="center"| KD/-6 | ||
| | | | ||
|align="center"| HL | |align="center"| HL | ||
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|- | |- | ||
! hcf+[[image:snkb.gif]] | ! hcf+[[image:snkb.gif]] | ||
| | |align="center"| 14/4/4+22 | ||
| | |align="center"| KD/-12 | ||
| | |align="center"| Fi | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="2" | [[image:Joe02_hcfB.png|center]] | |colspan="2" | [[image:Joe02_hcfB.png|center]] | ||
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* 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. | |||
* 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"| KD/-22 | ||
| | |align="center"| Fi | ||
|align="center"| HL | |align="center"| HL | ||
|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"| KD/-30 | ||
| | |align="center"| Su,Fi,Fo | ||
|align="center"| HL | |align="center"| HL | ||
|valign="bottom" style="border-right:0px;"| [[image:Joe02_dpB1.png|center]] | |valign="bottom" style="border-right:0px;"| [[image:Joe02_dpB1.png|center]] | ||
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* 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. | |||
* supercancellable on the first hit | * supercancellable on the first hit | ||
* free cancellable into | * free cancellable into | ||
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|- | |- | ||
! dp+[[image:snkd.gif]] | ! dp+[[image:snkd.gif]] | ||
| | | 5/3*22/21+13 | ||
| | |align="center"| KD/-38 | ||
| | |align="center"| Su,Fi,Fo | ||
|align="center"| HL | |align="center"| HL | ||
|valign="bottom" style="border-right:0px;"| [[image:Joe02_dpD1.png|center]] | |valign="bottom" style="border-right:0px;"| [[image:Joe02_dpD1.png|center]] | ||
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|- | |- | ||
!rowspan="2"| qcb+[[image:snkb.gif]] | !rowspan="2"| qcb+[[image:snkb.gif]] | ||
|rowspan="2"| | |rowspan="2"|9+3/3*3*2*2/5+14 | ||
|rowspan="2"| | |rowspan="2"| -1/-3 | ||
|rowspan="2"| | |rowspan="2"| Fi | ||
|rowspan="2" align="center"| HL | |rowspan="2" align="center"| HL | ||
|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]] | ||
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* 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 | ||
* it's possible to juggle the opponent if this move hits them | * it's possible to juggle the opponent if this move hits them airborne | ||
* free cancellable into | * free cancellable into | ||
|- | |- | ||
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|- | |- | ||
!rowspan="2"| qcb+[[image:snkd.gif]] | !rowspan="2"| qcb+[[image:snkd.gif]] | ||
|rowspan="2"| | |rowspan="2"| 11+5/3*2*2*2/5+16 | ||
|rowspan="2"| | |rowspan="2"| -3/-5 | ||
|rowspan="2"| | |rowspan="2"| Fi | ||
|rowspan="2" align="center"| HL | |rowspan="2" align="center"| HL | ||
|valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Joe02_qcbD1.png|center]] | |valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Joe02_qcbD1.png|center]] | ||
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|- | |- | ||
! mash [[image:snka.gif]] | ! mash [[image:snka.gif]] | ||
| | |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"| >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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* he'll do about 10 punches, though after about 5 hits, Joe will be out of range and the next hits will not combo | * 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 | * 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 | * 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 | ||
|- | |- | ||
! mash [[image:snkc.gif]] | ! mash [[image:snkc.gif]] | ||
| | |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"| >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"| -11/-13 | ||
| | |align="center"| Su,Fo | ||
|align="center"| H | |align="center"| H | ||
|colspan="2" | [[image:Joe02_mashPqcfA.png|center]] | |colspan="2" | [[image:Joe02_mashPqcfA.png|center]] | ||
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|- | |- | ||
! > qcf+[[image:snkc.gif]] | ! > qcf+[[image:snkc.gif]] | ||
| | |align="center"| 14/12/24 | ||
| | |align="center"| KD/-18 | ||
| | | | ||
|align="center"| L | |align="center"| L |
Revision as of 10:11, 15 September 2013
General Info
Crouch height: Low
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