Dream Cancel Forum

News:

Join us in the Dream Cancel Discord Server! CLICK HERE!

KOF 2002UM - Joe

Started by Beelzemon, November 09, 2010, 07:41:04 PM

Previous topic - Next topic

Beelzemon

Throws:
Hiza Jigoku - close ;fd +  ;c
Leg throw - close ;fd +  ;d

Command Moves:
Low Kick - ;fd + ;b
Sliding - ;df +  ;b

Special Moves:
Hurricane Upper - ;bk ;db ;dn ;df ;fd +  ;a/ ;c
Slash Kick - ;bk ;db ;dn ;df ;fd +  ;b/ ;d
Tiger Kick - ;fd ;dn ;df +  ;b/ ;d
Golden Heel - ;dn ;db ;bk +  ;b/ ;d
Bakuretsu Ken - Mash ;a/ ;c
;dn ;df ;fd +  ;a/ ;c

Desperation Moves:
Screw Upper - ;dn ;df ;fd ;dn ;df ;fd +  ;a/ ;c
Ougon no Tiger Kick - ;dn ;df ;fd ;uf +  ;b/ ;d
Bakuretsu Hurricane Tiger Kakato - ;dn ;df ;fd ;df ;dn ;db ;bk +  ;a/ ;c
Shijou Saikyou no Low Kick - ;dn ;db ;bk ;dn ;db ;bk +  ;b/ ;d

Super Desperation Moves:
Screw Upper - ;dn ;df ;fd ;dn ;df ;fd +  ;a + ;c

HSDM:
Cross Gigantes - ;dn ;df ;fd ;dn ;df ;fd +  ;b+ ;d

krazykone123

Combos

*cl.C/D or cr.C, f+B, hcf+K /qcf hcb+P
*cr.B, cr.A×1~2, [A] (2/4 or 5 hits)~qcf+A, (SC) DM
*Far A, df+B, [A] (5 hits)~qcf+C/ [A] (4 hits)~qcf+A, (SC) DM
*qcb+B (air hit), Far D/j.B/j.CD
*qcb+B (air hit, corner), dp+B/tk+K
*st./cr. strong X/cr.B, cr.A, df+B, (BC), cr.A×2, [A] (1), qcf+A, [(DC) dp+D (1), (DC) [A] (1), qcf+A]×2, (SC) qcfx2+AC/qcf hcb+P
*st./cr. strong X/cr.B, cr.A, df+B, (BC), cr.A, df+B, [A] (4), qcf+A, (SC) qcfx2+AC/qcf hcb+P
*GCCD (CH), [P] (air hit), qcf+C


Dr.Faust

what do the letters K,P,and X mean
KOF Teams
Beni,Leona,???

nilcam

K is kick, P is punch and X is a variable (strong X = C or D).

jinxhand

#4
Good block strings I use with Joe:

;dn ;c ,  ;fd ;b ,  ;bk ;db ;dn ;df ;fd ;a - This is a general block string that allows for a few setups... I can throw out a standing ;c or ;d to get a counter hit if the opponent was attempting to advance.  ;bk ;db ;dn ;df ;fd ;b is alittle risky at times, but you can get a counter wire hit and combo accordingly.

;dn ;a , ;dn ;b , ;b

close standing  ;d , far standing  ;d (you can do  ;fd ;b ,  ;bk ;db ;dn ;df ;fd ;a after that if desired)

;dn ;b , close ;d

;a , ;dn ;b , ;b

;dn ;a , ;a , ;c

I can't remember any other ones that I use off the bat, but I'll update the post if I come across some more... You can basically land a strong hit to ;fd ;b and cancel to ;bk ;db ;dn ;df ;fd ;a . If you're tick throwing, strings without  ;bk ;db ;dn ;df ;fd ;a will keep you close enough to throw attempt...

Combo in the corner:
standing  ;d , ;fd ;b ,  ;a ;a ;a (only one hit),  ;dn ;df ;fd ;a ,  ;dn ;df ;fd ;dn ;df ;fd ;a

Joe's got some great pokes that give him an advantage in many matches... I know I find success doing a strong hit to  ;fd ;b , then  ;bk ;db ;dn ;df ;fd ;a . If I'm quick on the draw, I can react to my opponent's high or low attacks...  ;df ;b helps out alot (but I don't seem to use it much online), especially if you can buffer it so that it connects in Max Mode, because then it becomes comboable... It's very important to know how far certain moves push back, because that can help you know what moves will work if the opponent tries to attack either at a disadvantage, or in a certain range that can be beat...

Oh yeah, if Joe's HSDM connects and the person flies toward you (you might have to have only 1 tornado hit, or have it connect close to the corner) you can  ;fd ;dn ;df ;d , but it has to be done almost immediately...

Is it possible to combo after throwing someone with ;fd ;d ???
I'm on FightCade!!!
www.soundcloud.com/jinxhand
www.youtube.com/jinxhand

Amedø310

Max mode corner combos off of counter-hit st. blowback or/ j. blowback:

1. 2 Stocks
counter-hit st. blowback, BC (max mode), dp+B (1 hit), qcb+B, dp+B (1 hit), qcb+B, dp+B (1 hit), qcb+B, dp+B (1 hit), (SC) tk+K

2. 4 Stocks
counter-hit st. blowback, BC (max mode), dp+B (1 hit), qcb+B, dp+B (1 hit), qcb+B, dp+B (1 hit), qcb+B, dp+B (1 hit), qcb+B (max mode end), dp+B (1 hit), (SC) tk+K

3. While in Max mode plus 2 stocks
counter-hit [st. blowback/ j. blowback], dp+B (1 hit), qcb+B, dp+B (1 hit), qcb+B, dp+B (1 hit), qcb+B, dp+B (1 hit), qcb+B (max mode end), dp+B (1 hit), (SC) tk+K