Capcom vs SNK 2/Joe

From SuperCombo Wiki

Introduction

CVS2 Joe Data.png

Story

Joe Higashi is a champion Muay Thai fighter who's legend is just beginning. Born in Japan, Joe traveled to Thailand frequently to learn and improve at Muay Thai. Once he got skilled enough that he felt he was ready to start fighting others for real, he told his family he was leaving Japan for good. His grandmother gave him the headband he wears to always remember his homeland by. Immediately, Joe started making a name for himself. He became known as one of the most skilled Muay Thai fighters in the world. To further cement his reputation, he entered the first King of Fighters tournament in South Town, USA, ran by Geese Howard. There, he met the brothers Terry and Andy. Terry and Andy shared of their past involving Geese Howard, and Joe informed them about the tournament. The three together became fast friends after that, and Joe joined the brothers to help them make their revenge plot happen.

Joe stays in South Town, and travels with the Bogard brothers to compete in the various KOF tournaments with them. He still hasn't mellowed out, and swears one day to be the greatest fighter the world has ever seen. However, he seems more keen to just goof around with his buds and visit the bar sometimes.

Gameplay

When you hear "CvS2 Muay Thai based character with solid neutral, a good anti-air game, a good fireball, and damaging combos", Joe isn't the first character that comes to mind. However, don't let his overlapping fighting style with Sagat confuse you. Joe has a bunch of unique and fun tools to fight around with, using his solid pokes like 5HK, 5MK, 2MK, 2HP, and his useful 41236P Hurricane Upper's. Joe likes to play aggressive, tossing out his fast Hurricane Upper's, pressuring with his Bakuretsuken and the unique ability to cancel it for tons of plus frames, called Baku Cancelling. His 623K Tiger Kick DP is great, making consistent anti-airs, and his 41236K Slash Kick allows him to end combos with lots of corner carry.

What Joe has in great offense, he makes up for in zoning. Only the HP version of Hurricane Upper goes fullscreen, and despite how big they look, they can be jumped over quite easily. While he does have solid ways to anti-air and control the skies, he can't effectively make the opponent jump without being close enough to threaten a Baku Cancel or Hurricane Upper. Joe also lacks a bit in the mixup department, with no standing overheads and underwhelming grabs. Joe more or less punishes blocking by repeated Baku Cancels and Hurricane Upper pressure, which only really works in the corner, limiting him midscreen a ton.

Groove Selection

Best - A/K: A-Joe has basically everything a good A-Groove character needs. He has plenty of useful roll cancels, like RC Bakuretsuken, RC Hurricane Upper, and even RC Slash Kick. His Custom Combo is easy and does decent damage, and he has plenty of ways to use it, with a unique one being linking a CC activation after a Baku Cancel. His Alpha Counter is pretty solid as well. K-Joe is the exact opposite. K-Joe gets much better mixup potential with run and hop, and a solid offensive and defensive tool in Just Defend. Rage buffs his damage by a notable margin, and lets him access his great level 3 supers. The damage buff from Rage overall is just very useful, however he pays for all this by losing roll, which can be a pretty major sacrifice depending on how you look at Joe.

Useful - N/C/P: N-Joe is a bit of a more versatile K-Joe. He keeps the run and hop, but also gets roll for RC Baku and RC Uppers. He also gets another guard cancel to use if he needs it with Guard Cancel Roll. N-Joe sacrifices any high damage ceiling he could get though. C-Joe gets access to a lot of the things A-Joe does, plus airblock. Joe does get some flashy level 2 combos, especially in the corner with his triple Tiger Kick combo. However, the damage just doesn't match up, and Joe would rather just have a Custom Combo or a flat-out level 3 super. P-Joe is surprisingly useful, as Joe's meterless punishes can be surprisingly good using Slash Kick. One good parry gets P-Joe close to the corner, where Baku Cancel and Hurricane Upper pressure becomes much more useful. Hop makes his mix a bit scarier as well. P-Joe, like the other 3 Grooves here, sacrifices high damage potential. Without consistent access to supers, P-Joe just can't match up.

Worst - S: S-Joe has the benefit of not being entirely reliant on meter, which is always good for an S-Groove character. However, that's about where the positives end. S-Joe lacks a roll for RC Baku or RC Upper, lacks any realistic access to supers since he has to charge, and will almost never have a level 3. Desperation doesn't help a character with lackluster level 1 supers either, as none of Joe's level 1 supers do much damage or give any sort of vortex potential like the best S-Groove characters do. He gets run and hop, but so does K-Joe and N-Joe.


Joe is a solid basic character with surprisingly good corner pressure using Hurricane Upper and his unique Baku Cancel ability. He can control neutral with great anti-airs and a decent close-range fireball, but struggles to zone opponents out or get high damage without meter. Joe is best in A-Groove or K-Groove.

Difficulty: Hard
Tier: B
Pros Cons
  • Footsies: Joe has plenty of great footsies tools to poke around in neutral with, and plenty of his specials when done in close range can either make the opponent jump or punish them for jumping
  • Pressure: Between Baku Cancels, a powerful way to cancel his Bakuretsuken sooner than normal for massive amounts of plus frames, and his Hurricane Upper, Joe has ways to pressure the opponent that other characters don't match up to
  • Anti-Air: His Tiger Kick DP is quite the solid anti-air, but his 214K Golden Heel special is equally powerful and gives an amazing knockdown as well
  • Big Meter Spend: His level 3 super Double Cyclone is a massive damage anti-air and punish tool, and his Custom Combo does great damage for how easy it is to perform
  • Cheeks: Joe's taunt is very funny. If taunts didn't build the opponent so much meter it would be a top tier mind game move.
  • Mixups: While Joe can guard crush with the best of them, he lacks any overhead mixup ability, and neither of his throws do great damage
  • Zoning: Joe lacks a traditional fireball, and while Hurricane Upper is solid, it doesn't threaten an opponent who is across the screen at all
  • Corner Reliant: His best pressure is only really present against a cornered opponent, leaving him without much midscreen
  • Demanding Execution: Baku Cancels aren't easy, and are almost entirely necessary to Joe at a high level, who lacks any other real gimmicks



Players to Watch

Name Country Groove Accounts Notes
Minami Japan C-Groove Twitter: @minamijoe Puts a lot of footsies into his game until the space is closed, where Minami can apply a ton of pressure.
Sample Match
Tsuji Japan N-Groove N/A Tsuji's Joe is an infamous one. Has insane offense with his barrage special and always lead to guard break. Very aggressive playstyle.
Sample Match



!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH EDIT HISTORY TO FIND THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!

Normal Moves

Far Normals

5LP

Far Jab
Far Light Punch
5LP / Far LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png - - - - - - - - - - - -

Placeholder

5MP

Far Strong
Far Medium Punch
5MP / Far MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png - - - - - - - - - - - -

Placeholder

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png - - - - - - - - - - - -

Placeholder

5LK

Far Short
Far Light Kick
5LK / Far LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png - - - - - - - - - - - -

Placeholder

5MK

Far Forward
Far Medium Kick
5MK / Far MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png - - - - - - - - - - - -

Placeholder

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png - - - - - - - - - - - -

Placeholder

Close Standing Normals

clLP

Close Jab
Close Light Punch
cl.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png - - - - - - - - - - - -

Placeholder

clMP

Close Strong
cl.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png - - - - - - - - - - - -

Placeholder

clHP

Close Fierce
Close Heavy Punch
cl.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png - - - - - - - - - - - -

Placeholder

clLK

Close Short
Close Light Kick
cl.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png - - - - - - - - - - - -

Placeholder

clMK

Close Forward
Close Medium Kick
cl.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png - - - - - - - - - - - -

Placeholder

clHK

Close Roundhouse
Close Heavy Kick
cl.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png - - - - - - - - - - - -

Placeholder

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png - - - - - - - - - - - -

Placeholder

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png - - - - - - - - - - - -

Placeholder

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png - - - - - - - - - - - -

Placeholder

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png - - - - - - - - - - - -

Placeholder

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png - - - - - - - - - - - -

Placeholder

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png - - - - - - - - - - - -

Jumping Normals

j.LP

Jump Jab
Jumping Light Punch
j.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lp.png - - - - - - - - - - - -

Placeholder

j.MP

Jump Strong
Jumping Medium Punch
j.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mp.png - - - - - - - - - - - -

Placeholder

j.HP

Jump Fierce
Jumping Heavy Punch
j.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hp.png - - - - - - - - - - - -

Placeholder

j.LK

Jump Short
Jumping Light Kick
j.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lk.png - - - - - - - - - - - -

Placeholder

j.MK

Jump Forward
Jumping Medium Kick
j.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mk.png - - - - - - - - - - - -

Placeholder

j.HK

Jump Roundhouse
Jumping Heavy Kick
j.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hk.png - - - - - - - - - - - -

Placeholder

Command Normals

X

Generic Command
Generic Name
Generic Input
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - - -

Placeholder

Throws

X

Generic Throw Name
Punch Throw
Near Opponent, 4/6HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png - - - - - - - - - - - -

Placeholder

X

Generic Throw Name
Kick Throw
Near Opponent, 4/6HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png - - - - - - - - - - - -

Placeholder

Colors

Joe CvS2 colors.png


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