The King of Fighters 2002/Joe

From SuperCombo Wiki

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