-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

The King of Fighters XV/Joe Higashi: Difference between revisions

From Dream Cancel Wiki
Jump to navigation Jump to search
Franck Frost (talk | contribs)
No edit summary
AmedoS310 (talk | contribs)
 
(17 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{CharNavbox_XV}}
{{CharNavbox_XV}}
<section begin="image"/>[[File:KOFXV Joe Profile.png|thumb|Traveling alone to Thailand, Joe rose up the ranks to become a champion in Muay Thai Boxing. Though he has a playful and dynamic personality, Joe becomes far more serious when it comes down to training. He met Terry and Andy in South Town, and has remained good friends ever since.]]<section end="image"/>
<section begin="image"/>[[File:KOFXV Joe Profile.png|thumb|Traveling alone to Thailand, Joe rose up the ranks to become a champion in Muay Thai Boxing. Though he has a playful and dynamic personality, Joe becomes far more serious when it comes down to training. He met Terry and Andy in South Town, and has remained good friends ever since.
{{TOClimit|3}}
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">
<big>'''Jump:''' 41f
<br>'''Hop:''' 33f
<br>'''Backdash:''' 21f
<br>'''Run Speed Ranking:''' 5
</big></div>]]<section end="image"/>
{{TOClimit|3}}  
==Movelist==
==Movelist==
(*) = EX OK
(*) = EX OK
Line 190: Line 196:
*Hits mid  
*Hits mid  
*Automatically stands crouched opponent which will allow you to use Step high kick in combos  
*Automatically stands crouched opponent which will allow you to use Step high kick in combos  
*Your go-to close heavy for combo-confirms.  
*Your go-to close heavy for combo-confirms and punishes.
*Even slower than close C so jump-ins need to hit very deep to comfortably confirm off it
*1 frame slower than close C so jump-ins need to hit a bit deeper to comfortably confirm into it
}}
}}


Line 200: Line 206:
|description=
|description=
* Crouching elbow strike. Joe's fastest normal at 4 frames
* Crouching elbow strike. Joe's fastest normal at 4 frames
* Good for keeping pressure on opponent  
* Good for keeping pressure on opponent up close
* Have to keep very close to an opponent to land
* Cancels into his command normals
* Cancels into step high kick and high kick
Your go-to normal for jump-in pressure, but has very short range.
* Also is special, super, rapid, and max cancellable
* Your go-to normal for jump-in confirms, but has very short range
}}
}}


Line 211: Line 215:
|moveId=joe_2b
|moveId=joe_2b
|description=
|description=
* Crouching light kick with decent range. Hits low
* Crouching light kick with decent range. Hits low.
* 0 on block so not bad for ending blockstrings in pressure
* 0 on block, good for ending blockstrings in pressure
* Rapid, super, and max cancellable - Not command normal or special cancellable
* Rapid, super, and max cancellable - Not command normal or special cancellable
* Use this normal to open up standing opponents and apply pressure. Can match far A in speed and distance as a poke.
Use this normal to open up standing opponents and apply pressure. Can match far A in speed and distance as a poke.
}}
}}


Line 246: Line 250:
|name=jump A
|name=jump A
|input=j.A
|input=j.A
|captions= Hop Version (Hitbox), Jump Version
|description2=* Very fast aerial strike. Short range air-to-air move
|description2=* Very fast aerial strike. Short range air-to-air move
* Can be useful for whiffing in the air and to catch people off guard for a empty jump low or empty jump grab as recovery is fast
* Can be useful for whiffing in the air and to catch people off guard for a empty jump low or empty jump grab as recovery is fast
Line 257: Line 262:
|name=jump B
|name=jump B
|input=j.B
|input=j.B
|description2=* Has two versions - Neutral jump B and jump B
|captions= Hop Version (Hitbox), Jump Version
* Normal jump is a 4F aerial knee strike (not shown). Neutral jump B is shown and is a 6F upward kick.
|description2=
* Normal jump is a 4F aerial knee strike.
* Normal jump B is versatile normal as it can be an air-to-ground or air-to-air normal. Limited range.
* Normal jump B is versatile normal as it can be an air-to-ground or air-to-air normal. Limited range.
* Neutral jump B has decent range and hits upward which can make it good air-to-air normal.
* Use regular jump B for approaches and quickly countering airborne opponents.
* Use regular jump B for approaches and quickly countering airborne opponents.
* Use neutral jump B as a hop or jump reaction to aerial opponents, especially above Joe's head.
}}
}}


Line 270: Line 274:
|name=jump C
|name=jump C
|input=j.C
|input=j.C
|captions= Hop Version (Hitbox), Jump Version
|description2=* Aerial downward punch. Decent horizontal range which makes it useful as an air-to-ground normal
|description2=* Aerial downward punch. Decent horizontal range which makes it useful as an air-to-ground normal
* Does not hit downward very much and has ok speed with average active frames.  
* Does not hit downward very much and has ok speed with average active frames.  
Line 281: Line 286:
|name=jump D
|name=jump D
|input=j.D
|input=j.D
|captions= Hop Version (Hitbox), Jump Version
|description2=* Aerial jumping kick. Joe's best air-to-ground normal
|description2=* Aerial jumping kick. Joe's best air-to-ground normal
* Slower startup than jump C but has more active frames so it's easier to use when approaching opponents.
* Slower startup than jump C but has more active frames so it's easier to use when approaching opponents.
Line 286: Line 292:
* Has poor vertical range and will easily whiff crouchers if pressed at apex of hop (even more so for jumps). Plan to press at slightly above head level.
* Has poor vertical range and will easily whiff crouchers if pressed at apex of hop (even more so for jumps). Plan to press at slightly above head level.
* Has more pushback than jump C so may push Joe into far normal range on hit or block if not up close.
* Has more pushback than jump C so may push Joe into far normal range on hit or block if not up close.
}}
====Neutral Jump B====
{{FrameDataCargo-KOFXV
|moveId=joe_nhb,joe_njb
|name=neutral jump B
|input=8j.B
|description2=*
* Neutral jump B is shown and is a 6F upward kick.
* Neutral jump B has decent range and hits upward which can make it good air-to-air normal.
* Use neutral jump B as a hop or jump reaction to aerial opponents, especially above Joe's head.
}}
}}


Line 316: Line 333:
* Works well as an anti-air with its large hitbox
* Works well as an anti-air with its large hitbox


}}
====AdvanceStrike====
{{FrameDataCargo-KOFXV
|moveId=joe_214cd
|description=
*Same animation and range as his CD.
* The throw counter is at the feet.
}}
}}


Line 323: Line 349:
|name=jump CD
|name=jump CD
|input=j.CD
|input=j.CD
|captions= Hop Version (Hitbox), Jump Version
|description2=* A corner stone of Joe's gameplan
|description2=* A corner stone of Joe's gameplan
* Has a great horizontal hitbox and a great keep out tool to lame out opponents
* Has a great horizontal hitbox and a great keep out tool to lame out opponents
Line 383: Line 410:
|name=Hurricane Upper
|name=Hurricane Upper
|input=41236A/C/AC
|input=41236A/C/AC
|captions= A Version (Hitbox), C Version (Hitbox), EX Version
|description3=* Joe throws moving tornado at opponent  
|description3=* Joe throws moving tornado at opponent  
* Version A tornado moves slow allows joe to run behind it to keep pressure on opponent  
* Version A tornado moves slow allows joe to run behind it to keep pressure on opponent  
Line 396: Line 424:
|name=Tiger Kick
|name=Tiger Kick
|input=623B/D/BD
|input=623B/D/BD
|captions= B Version (Hitbox), ,D Version, ,EX Version
|description3=* Joe does a super fast jumping knee  
|description3=* Joe does a super fast jumping knee  
* Causes knock down on hit  
* Causes knock down on hit  
* Good for anti-air and reversals after getting knocked down  
* Good for anti-air and reversals after getting knocked down  
* Version B's height is close to a hop while distance is a hair from opponent at the start of a round  
* Version B's height is close to a hop, while the distance is a hair from opponent at the start of a round  
** Has air attack invincibility
** Has air attack invincibility
* Version D's height is close to a jump while distance can connect with an opponent at the start of a round  
** Ideal ender into a super cancel
* Version D's height is close to a jump, while the distance can connect with an opponent at the start of a round  
** Has full invincibility
** Has full invincibility
** Highest meterless damage combo ender
* Version BD's height is like version D's but distance is much further.  
* Version BD's height is like version D's but distance is much further.  
The speed and range of this move make getting anti-aired a certain, overbearing reality if the player has good reactions.
A great reversal that pairs well with Joe's kit, allowing him to reaction punish poor air approaches due to the horizontal distance.
}}
}}


Line 412: Line 443:
|name=Slash Kick
|name=Slash Kick
|input=41236B/D/BD
|input=41236B/D/BD
|captions= B Version (Hitbox), D Version, EX Version
|description3=* A flying kick that causes knock down on hit
|description3=* A flying kick that causes knock down on hit
* Version B reaches slightly further than the distance between you and your opponent at the start of a round  
* Version B reaches slightly further than the distance between you and your opponent at the start of a round  
Line 423: Line 455:
|moveId=joe_623a,joe_623c,joe_623ac
|moveId=joe_623a,joe_623c,joe_623ac
|name=Bakuretsuken
|name=Bakuretsuken
|captions="Exploding Fist"
|captions="Exploding Fist"/Normal Version (Hitbox),,, EX Version
|input=623A/C/AC
|input=623A/C/AC
|description3=
|description3=
Line 437: Line 469:
|name=Bakuretsuken Finish
|name=Bakuretsuken Finish
|input=623A/C~PPP or 214A or 214C
|input=623A/C~PPP or 214A or 214C
|captions= ,They (sort of) gave him an overhead!
|description=* Repeatedly pressing A or C will add additional hits.
|description=* Repeatedly pressing A or C will add additional hits.
* 623A/C on its own will perform 6 hits. It can be extended up to two times of 3 hits each/12 hits total by inputting PPP near the end of the previous extension.
* 623A/C on its own will perform 6 hits. It can be extended up to two times of 3 hits each/12 hits total by inputting PPP near the end of the previous extension.
Line 457: Line 488:
|moveId=joe_214b,joe_214d,joe_214bd
|moveId=joe_214b,joe_214d,joe_214bd
|name=Ougon no Kakato
|name=Ougon no Kakato
|captions="Golden Heel"
|captions="Golden Heel" / Normal Version (Hitbox),,, EX Version
|input=214B/D/BD
|input=214B/D/BD
|description3=
|description3=
A leaping heel kick. Too slow to combo from anything on the ground, restricting its use to airborne opponents.
A leaping heel kick. Too slow to combo from anything on the ground, restricting its use to airborne opponents.
Line 471: Line 503:
|name=Screw Upper
|name=Screw Upper
|input=236236A/C/AC
|input=236236A/C/AC
|captions= Normal Version (Hitbox), Max Version (Hitbox)
|description3=*Joes creates a giant tornado that hits the opponent multiple times  
|description3=*Joes creates a giant tornado that hits the opponent multiple times  
*Version A/C stays in place  
*Version A/C stays in place  
Line 482: Line 515:
|name=Baku-Sla Golden Tiger
|name=Baku-Sla Golden Tiger
|input=2363214B/D/BD
|input=2363214B/D/BD
|captions= All Versions (Hitbox)
|description3=* Joe rushes forward to do a combination of Bakuretsuken, Slash Kick, Golden Heel, ending with Tiger Kick.
|description3=* Joe rushes forward to do a combination of Bakuretsuken, Slash Kick, Golden Heel, ending with Tiger Kick.
Great super to confirm into midscreen due to the reach and more consistent than Screw Upper due to the fact that Joe moves forward during the move.
Great super to confirm into midscreen due to the reach and more consistent than Screw Upper due to the fact that Joe moves forward during the move.

Latest revision as of 19:18, 21 July 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Traveling alone to Thailand, Joe rose up the ranks to become a champion in Muay Thai Boxing. Though he has a playful and dynamic personality, Joe becomes far more serious when it comes down to training. He met Terry and Andy in South Town, and has remained good friends ever since.
Jump: 41f
Hop: 33f
Backdash: 21f
Run Speed Ranking: 5

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Hiza-Jigoku (close) or +

Joe Special 2 (close) or +

Command Normals

Step High Kick +

Sliding +

High Kick +

Special Moves

Hurricane Upper + or (*)

Tiger Kick + or (*)

Slash Kick + or (*)

Bakuretsuken + or (*)

-- Bakuretsuken (Repeatedly mash) or

-- Bakuretsuken Finish 1 +

-- Bakuretsuken Finish 2 +

Ougon no Kakato + or (*)

Super Special Moves

Screw Upper + or (!)

Baku-Sla Golden Tiger + or (!)

Climax Super Special Move

Bakuretsu Screw Premium +

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Anywhere
Corner

2B > 2A > 4B > 623D = 177 dmg
2B > 2A > 4B > 623A/C~PPPx2(12)~214C > 623A/C~PPP(5)~214A = 196 dmg

0.5 Meter

Anywhere
Near Corner/Corner

2B > 2A > 4B > 623AC > 6B > 214D(3) > 5D = 344 dmg
2B > 2A > 4B > 623AC, 6B > 214D(3), 623A/C(3), 623A/C~214C, 623B, 623B = 430 dmg

1 Meter

Anywhere
Anywhere

2B > 2A > 4B > 623AC > 6B > 214BD > 426D = 365 dmg
2B > 2A > 4B > 426D > 2363214B/D = 314 dmg

2 Meters

Placeholder
Placeholder

( = dmg
( = dmg

Gameplay Overview

Joe Higashi is a great all-around character. Joe has tools for zoning and for keeping pressure on an opponent which allows you to choose different styles of play based on the match up.
Pros Cons
  • Extreme Damage: Joe has incredible damage potential. His EX moves give him solid 300-400 damage midscreen, and devastating stun combos in the corner.
  • Terrifying Pressure: While Joe doesn't have much in the way of mix, his safety, the speed of his buttons, and the sheer risk he puts on the opponent more than make up for it. When Joe gets an opponent to the corner, they have a very hard time getting out.
  • Fantastic Zoning: Hurricane Upper is a massive, fast recovering projectile that has the perks of both ground and mid fireballs. Coupled with his very large DP and amazing EX fireball which shoots THREE uppers, Joe can keep out an opponent better than the best.
  • Strong Confirms: Joe's buttons chain into eachother quickly, and 4B and 6B make for fantastic, easy confirms from most hits. Even if they're not standing and able to be hit by 6B, the length of 4B's hitstun and hitstop makes his confirms realistic in any situation.
  • Great Defense: Joe's great abare and massive DP make his defense hard to work around, especially when utilized by a keen player.
  • Versatility: With Joe's fantastic kit, he works well on any spot. Be it point, mid, or anchor, Joe excels as a flex pick.
  • Extremely Linear: Joe is a painfully straightforward character with a simple gameplan with very little variation, requiring strong fundamentals to make him shine
  • Lacking in mix-ups: While Joe packs a punch, he lacks cross-ups and standing overheads, relying on very basic mix-ups and a very hard to execute instant overhead.
  • Fireball Reliant: Joe's entire gameplan from zoning, to footsies, and to pressure, is defined by Hurricane Upper. In matchups where he cannot use it to his heart's content, he suffers greatly and misses out on many of his listed upsides.


Normals

Far Standing Normals

Far A

far A
f.A
f.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 6 3 9 +3 +1 - 30 60
  • Hits mid
  • Can be cancelled and connects with high kick if used one character length away from a standing opponent
  • Can be cancelled and connects with high kick if used toe to toe length away from crouching opponent
  • Can be low profiled

Joe's most threatening button as a poke and hit confirm due to its ability to be canceled into his command normals.

Far B

far B
f.B
f.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid super 6 3 12 0 -2 - 30 60
  • Farthest reaching light normal in Joe's arsenal, but minus on block.
  • Super-cancellable and max cancellable only
  • Decent speed kick that hits crouching opponents. Use this normal by delaying it in a block string (IE: After a fireball trap) to catch people throwing slower heavier buttons

Far C

far C
f.C
f.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid super 7 5 15 +1 -1 - 70 120
  • Fast horizontal punch that hits a little high (doesn't hit most crouchers)
  • Super-cancellable and max cancellable only.
  • Can be used as pseudo anti-air and a midrange poke. Avoid using against characters with strong low-profile options and on characters with shrinking air hurtboxes (IE: Kula, Mai, Whip, Chris, etc)
  • Use sparingly or switch between this & crouch C

Far D

far D
f.D
f.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid super 8 3 29 0 -2 - 70 120
  • Has long range which is good for whiff punishing and punishing unsafe moves
  • Has very long recovery on whiff (can be hop-punished)
  • Super-Cancellable and Max Cancellable - Special note: At max range, only lvl 2 ranbu super will connect if super cancelled
  • One of Joe's best far normals (0 on hit and -2 on block), has decent vertical range to catch hops but too slow for reactionary anti-airs
  • Use in frame traps or punishing attempts at ground advances

Close Standing Normals

Close A

close A
cl.A
cl.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 5 3 9 +3 +1 - 30 60
  • Hits mid, but can be low-profiled by some characters (IE: Kula)
  • Easier to cancel into high kick off crouch A hit confirm
  • Special, command normal, rapid, super, and max cancellable
  • Decent as a close anti-air and adequate frame advantage on block (+1) for frame traps
  • Very limited pushback so good for stagger pressure (In Example: 2B, close 5A, delay 2B - Natural frame trap)

Close B

close B
cl.B
cl.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid command 6 3 9 +3 +1 - 30 60
  • Close step kick. Slower than close A, but similar parameters to close A.
  • Hits mid and will hit characters that can usually low-profile close A
  • Special, command normal, rapid, super, and max cancellable
  • Has similar pushback to close A so can be used as an alternative for frame traps & stagger pressure

Close C

close C
cl.C
cl.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 6 4 20 -3 -5 - 70 120
  • Can connect with high kick on crouching opponents
  • Pushes opponent back on block but recommend following up with high kick if blocked as it's unsafe
  • Has decent speed and can OS as throw, but an awkward normal to confirm with. Use to contest/counter punch up close.
  • Close C has ok speed, but Joe has limited hitstun on jump-ins. Plan to hit deep with your jump-ins to confirm with this normal.

Close D

close D
cl.D
cl.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid command 7 3 19 -1 -3 - 70 120
  • Incredible range for a cl.D
  • Hits mid
  • Automatically stands crouched opponent which will allow you to use Step high kick in combos
  • Your go-to close heavy for combo-confirms and punishes.
  • 1 frame slower than close C so jump-ins need to hit a bit deeper to comfortably confirm into it

Crouch Normals

Crouch A

crouch A
2A
2A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 3 8 +4 +2 - 30 60
  • Crouching elbow strike. Joe's fastest normal at 4 frames
  • Good for keeping pressure on opponent up close
  • Cancels into his command normals

Your go-to normal for jump-in pressure, but has very short range.

Crouch B

crouch B
2B
2B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
15 Low super 5 4 9 +2 0 - 15 30
  • Crouching light kick with decent range. Hits low.
  • 0 on block, good for ending blockstrings in pressure
  • Rapid, super, and max cancellable - Not command normal or special cancellable

Use this normal to open up standing opponents and apply pressure. Can match far A in speed and distance as a poke.

Crouch C

crouch C
2C
2C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 6 5 18 -2 -4 - 70 120
  • Crouching punch with good speed and range
  • Special, super, max, command normal cancellable - Special note: Command normals will whiff if not point blank or very close
  • Use this as a poke, ending blockstrings/frame traps, and an unreliable anti-air
  • Frame trap example: 2A to 2C is a 4F frame trap

Crouch D

crouch D
2D
2D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low command 8 4 24 SKD (21: Tech / 48: Non-tech) -9 - 70 120
  • Sweep. Standard speed and decent range for a sweep.
  • Has good range and can knock down opponent on hit
  • Will low profile better than 2B
  • Special, super, and max cancellable but causes soft-knockdown so moot
  • Use to catch standing opponents and gain advantage on knockdown, counter poking higher hitting normals (most opponents' far C normals), and blockstrings into fireball.
  • Note: Sweep into fireball at max range is hop-punishable due to a very large gap and is ill-advised

Jump Normals

Jump A

jump A
j.A
j.A

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 6 5 1 on ground - - - 30 50

jump jump

45 High - 6 6 1 on ground - - - 30 60
  • Very fast aerial strike. Short range air-to-air move
  • Can be useful for whiffing in the air and to catch people off guard for a empty jump low or empty jump grab as recovery is fast
  • Very little hitstun and not advised as a jump-in

Jump B

jump B
j.B
j.B

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 4 5 1 on ground - - - 30 50

jump jump

45 High - 4 7 1 on ground - - - 30 60
  • Normal jump is a 4F aerial knee strike.
  • Normal jump B is versatile normal as it can be an air-to-ground or air-to-air normal. Limited range.
  • Use regular jump B for approaches and quickly countering airborne opponents.

Jump C

jump C
j.C
j.C

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High - 7 6 1 on ground - - - 70 100

jump jump

70 High - 7 6 1 on ground - - - 70 120
  • Aerial downward punch. Decent horizontal range which makes it useful as an air-to-ground normal
  • Does not hit downward very much and has ok speed with average active frames.
  • Easily can whiff on crouching opponents if pressed at the apex of a hop (even more so for a jump). Ideal timing is when joe descends to about head level.

Jump D

jump D
j.D
j.D

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High - 8 6 1 on ground - - - 70 100

jump jump

70 High - 8 7 1 on ground - - - 70 120
  • Aerial jumping kick. Joe's best air-to-ground normal
  • Slower startup than jump C but has more active frames so it's easier to use when approaching opponents.
  • Has decent range, hitting an opponent from a full character length away.
  • Has poor vertical range and will easily whiff crouchers if pressed at apex of hop (even more so for jumps). Plan to press at slightly above head level.
  • Has more pushback than jump C so may push Joe into far normal range on hit or block if not up close.

Neutral Jump B

neutral jump B
8j.B
8j.B

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 6 5 1 on ground - - - 30 50

jump jump

45 High - 6 5 1 - - - 30 60
  • Neutral jump B is shown and is a 6F upward kick.
  • Neutral jump B has decent range and hits upward which can make it good air-to-air normal.
  • Use neutral jump B as a hop or jump reaction to aerial opponents, especially above Joe's head.

Rush

rush 1
cl.AA/cl.AAX
cl.AA/cl.AAX
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

cl.AA cl.AA

48 (25+25) Mid Rush 6 - - -10 -12 - 30 120 (60+60)

cl.AAX cl.AAX

70 (25+25+25) Mid Rush 10 - - -5 -7 - 30 180 (60+60+60)
  • cl. AAAA will end in super or climax depending on the meter available
  • cl. AAAB Joe will end with slash kick
  • cl. AAAC Joe will end with super if 1 meter is available
  • cl. AAAD Joe will end with max super if 2 meters are available

Blowback

Blowback

Blowback
CD
CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 14 4 22 Wall Splat - HKD (gnd) (74 to 90) -3 - 100 160
  • Has good range
  • Does not move Joe forward
  • Can be canceled into special moves

One of the best stand CDs in the entire game. Leads to MUCH more damage than most CDs if it hits anywhere, and can lead to death in the corner.

ShatterStrike

Shatterstrike
236CD
236CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 Crumple - HKD (93) -10 - 0 200
  • A strong shatter strike with the great potential that Joe has with his high stun combos in the corner
  • Works well as an anti-air with its large hitbox

AdvanceStrike

AdvanceStrike
214CD
214CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 Mid - 28 6 37 (on whiff) / Recovers faster on hit and block. HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) 3 Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) 0 150
  • Same animation and range as his CD.
  • The throw counter is at the feet.

jump CD

jump CD
j.CD
j.CD

Hop Version (Hitbox)

Hop Version (Hitbox)
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

80 Mid - 10 6 1 on ground SKD - - 80 120

jump jump

90 Mid - 10 7 1 on ground SKD - - 80 140
  • A corner stone of Joe's gameplan
  • Has a great horizontal hitbox and a great keep out tool to lame out opponents
  • Pairs well with Hurricane Upper and Tiger Kick

Throws

Hiza-Jigoku

Hiza-Jigoku
(close) 4/6C
(close) 4/6C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 (30+30+40) N/A - 1 1 0 HKD (61) Unblockable - 0 0
  • Placeholder

Joe Special 2 (close)

Joe Special 2 (close)
(close) 4/6D
(close) 4/6D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 (50+50) N/A - 1 1 0 HKD (44) Unblockable - 0 0
  • Placeholder

Command Moves

Step High Kick

Step High Kick
6B
6B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
45 Mid special 15 2 21 -2 -4 - 60 80
  • Pushes Joe forwards.
  • Whiffs on crouching opponents.

Essentially the second part of Joe's combo extending command normals. 4B and 6B are designed to chain into one another, with 6B pushing Joe forwards, allowing him to stay in distance for combos. In juggles, inputting this move after 623AC will allow Joe to follow up with 214K, a key part of his juggle combos.

Sliding

Sliding
3D
3D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
55 Low - 9 10 19 SKD (20: Tech / 47: Non-tech - Close) (29: Tech / 56: Non-tech - Max Range) -10 (Close) to -1 (Max Range) - 40 60
  • Knocks opponent down on hit
  • Slide distance is the length of the characters at the beginning of a round
  • Has a low profile, making it possible to go under some jump-ins and projectiles

High Kick

High Kick
4B
4B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
45 Mid special 13 2 19 0 -2 - 60 80

This is Joe's fastest command normal that he can combo out of and can combo from lights, so in combos it is best you input this move before 6B.

Special Moves

Hurricane Upper

Hurricane Upper
41236A/C/AC
41236A/C/AC

A Version (Hitbox)
C Version (Hitbox)

A Version (Hitbox)
C Version (Hitbox)
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

60 Mid super 16 Full Screen Projectile 29 -1 (Close Range) to 28 (Max Range) -3 (Close Range) to 26 (Max Range) - 50 50

C C

60 Mid super 15 Full Screen Projectile 32 -6 (Close Range) to 26 (Max Range) -6 (Close Range) to 26 (Max Range) - 50 50

AC AC

114 (40*3) Mid - 15 Full Screen Projectile 34 -5 (Close Range) to 26 (Max Range) -5 (Close Range) to 26 (Max Range) - 0 120 (40*3)
  • Joe throws moving tornado at opponent
  • Version A tornado moves slow allows joe to run behind it to keep pressure on opponent
  • Version C tornado moves fast
  • Version AC throws three tornados that can null EX projectiles
  • Has insane juggle potential, allowing for multiple Hurricane Uppers to be done in a combo in the corner or potentially a juggle into Tiger Kick/Slash Kick midscreen

VERY quickly recovering and massive projectile. This move and its EX version make a mess of many characters neutral and is the most important special in your kit.

Tiger Kick

Tiger Kick
623B/D/BD
623B/D/BD

B Version (Hitbox)

B Version (Hitbox)
D Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

80 Mid super 6 7 35 (15 on ground) SKD (25: Tech / 52: Non-tech) -23 Full body against non-projectile air moves: 1 to 7 (7 Frames) 60 80

D D

117 (70+50) Mid super (1) 8 7 45 (20 on ground) SKD (16: Tech / 43: Non-tech) -32 Full Body: 1 to 10 (10 Frames) 100 (60+40) 120 (80+40)

BD BD

173 (90+50+40) Mid - 6 7 53 (30 on ground) SKD (12: Tech / 39: Non-tech*) -37 Full Body: 1 to 11 (11 Frames) 0 160 (80+40+40)
  • Joe does a super fast jumping knee
  • Causes knock down on hit
  • Good for anti-air and reversals after getting knocked down
  • Version B's height is close to a hop, while the distance is a hair from opponent at the start of a round
    • Has air attack invincibility
    • Ideal ender into a super cancel
  • Version D's height is close to a jump, while the distance can connect with an opponent at the start of a round
    • Has full invincibility
    • Highest meterless damage combo ender
  • Version BD's height is like version D's but distance is much further.

A great reversal that pairs well with Joe's kit, allowing him to reaction punish poor air approaches due to the horizontal distance.

Slash Kick

Slash Kick
41236B/D/BD
41236B/D/BD

B Version (Hitbox)

B Version (Hitbox)
D Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

70 Mid super 13 9 24 SKD (25: Tech / 65: Non-tech - Close) -14 (Close) to -6 (Max Range) - 60 80

D D

90 Mid super 15 10 25 SKD (23: Tech / 63: Non-tech - Close) -16 (Close) to -7 (Max Range) - 80 120

BD BD

142 (50*3) Mid - 13 10 25 SKD (31: Tech / 71: Non-tech - Close) -10 (Close) to -7 (Max Range) - 0 0 (50*3)
  • A flying kick that causes knock down on hit
  • Version B reaches slightly further than the distance between you and your opponent at the start of a round
  • Version D reaches much further than version B and can connect if used after landing a CD attack

VERY slow recovery. Make sure you space this well, don't just use it nonchalantly or else you will get punished. The high profile of the kick isn't just for show, Joe will actually skate right over certain low to the ground projectiles such as Power Wave or Isla's Fill-In.

Bakuretsuken

Bakuretsuken
623A/C/AC
623A/C/AC

"Exploding Fist"/Normal Version (Hitbox)

"Exploding Fist"/Normal Version (Hitbox)
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

51 (10*6) Mid super 7 2 (6) 2 (6) 2 (6) 2 (6) 2 (6) 2 18 -1 -5 - 30 (50*6) 120 (20*6)

C C

51 (10*6) Mid - 7 2 (6) 2 (6) 2 (6) 2 (6) 2 (6) 2 18 -3 -5 - 30 (5*6) 120 (20*6)

AC AC

126 (10*3+30+70) Mid - 6 2 (2) 2 (2) 2 (4) 2 (6) 2 17 SKD (48: Tech / 75: Non-tech) 0 - 0 80 (10*3+20+30)
  • Cancels almsot immediately into 214A Bakuretsuken Finish , although it is quite difficult to do.

Joe's most iconic and annoying special. The party starter. The day ruiner. The stun combo extraordinaire.

A series of rapid punches that can be extended meterless by mashing any of the punch buttons. 623AC is the quintessential move in Joe's arsenal, launching opponents for a juggle where Joe has plenty of damaging combo extensions afterwards.

Bakuretsuken Finish

Bakuretsuken Finish
623A/C~PPP or 214A or 214C
623A/C~PPP or 214A or 214C

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

mash mash

77 (15*1~6) Mid - 4 2 (6) 2 (6) 2 19 -2 -6 - 10~60 (10*1~6) 10~60 (10*1~6)
  • Repeatedly pressing A or C will add additional hits.
  • 623A/C on its own will perform 6 hits. It can be extended up to two times of 3 hits each/12 hits total by inputting PPP near the end of the previous extension.

The additional hits are often used to tack on more damage and make confirming into 214A/214C easier. However, the extension truly shines in corner juggles if timed correctly, resulting in a stun combo that Joe is notorious for.




214A 214A

80 High super 11 4 22 HKD (39) -7 - 10 10
  • 214A will have Joe throw an elbow which causes a hard knock down.
  • neutral jumping after connecting with this on a grounded opponent gives a 4 frame safe jump.

As of Patch 1.62, Joe can now cancel this ender almost immediately after any Bakuretsuken hit begins, effectively granting him a sub-20-frame overhead.
valid instant overhead inputs:

  • 623, delay, 5P, 214 A. uses the input leniency to do DP input, then return to neutral for the P press to give you time for the 214.
  • 632146P, 4A. Similar longcut to DP>Orochinagi combos, half circle back, forward Punch is a valid DP input, and also gives you the 214 needed for the finisher. Just be quick on going from 6 to 4.



214C 214C

68 (30+40) Mid super 5 2 (6) 2 23 SKD (42: Tech / 69: Non-tech) -6 - 20 (10+10) 20 (10+10)
  • 214C will have Joe finish with an upper-cut which will put opponent into a juggle state.
  • 214C with a single mash extension is a common filler in Joe's extended corner juggles.
  • Delaying this followup during juggles allows for additional extensions identical to those granted by 623AC.

Ougon no Kakato

Ougon no Kakato
214B/D/BD
214B/D/BD

"Golden Heel" / Normal Version (Hitbox)

"Golden Heel" / Normal Version (Hitbox)
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

114 (40*3) Mid - 14 (Air) / 20 (In Front) 2 (1) 2 (1) 3 19 (15 on ground) +1 -3 - 40*3 (120) 40

D D

123 (40+40+50) Mid - 19 (Air) / 26 (In Front) 3 (1) 2 (1) 4 20 (13 on ground) +1 -1 - 120 (40*3) 40

BD BD

77 (30+50) Mid - 16 (Air) / 22 (In Front) 12 15 (12 on ground) +2 0 - 0 120 (40+80)

A leaping heel kick. Too slow to combo from anything on the ground, restricting its use to airborne opponents.

As aerial combo filler, this move is extremely important. 214D and 214BD allow Joe to extend his juggles from 623AC (if 6B is used to chain them), giving him guaranteed followups with 41236B, 623D, and st.D.

Super Special Moves

Screw Upper

Screw Upper
236236A/C/AC
236236A/C/AC

Normal Version (Hitbox)
Max Version (Hitbox)

Normal Version (Hitbox)
Max Version (Hitbox)

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

200 (20*10) Mid advanced, climax 19 53 24 HKD (72) -19 Full Body: 1 to 3 (3 Frames) 0 0

C C

200 (20*10) Mid advanced, climax 19 53 24 HKD (72) -19 Full Body: 1 to 3 (3 Frames) 0 0

AC AC

338 (30+28*11) Mid climax 14 93 92 HKD (70) -28 Full Body: 1 to 14 (14 Frames) - -
  • Joes creates a giant tornado that hits the opponent multiple times
  • Version A/C stays in place
  • Version AC moves forward

A reliable super in the corner, less so midscreen outside of specific routes.

Baku-Sla Golden Tiger

Baku-Sla Golden Tiger
2363214B/D/BD
2363214B/D/BD

All Versions (Hitbox)

All Versions (Hitbox)

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

200 (20*3+40+40+60) Mid advanced, climax 9 2 (4) 2 (4) 2 (11) 11 (18) 2 (12) 5 50 HKD (77) -36 Full Body: 1 to 7 (7 Frames) 0 0

D D

200 (20*3+40+40+60) Mid advanced, climax 9 2 (4) 2 (4) 2 (11) 11 (18) 2 (12) 5 50 HKD (77) -36 Full Body: 1 to 7 (7 Frames) 0 0

BD BD

345 (20*3+50+55+60*3) Mid climax 9 2 (4) 2 (4) 2 (11) 11 (18) 2 (12) 7 51 HKD (74) -39 Full Body: 1 to 10 (10 Frames) 0 0
  • Joe rushes forward to do a combination of Bakuretsuken, Slash Kick, Golden Heel, ending with Tiger Kick.

Great super to confirm into midscreen due to the reach and more consistent than Screw Upper due to the fact that Joe moves forward during the move. Can be canceled into Screw Upper (MAX) or Climax midscreen and in the corner after the last hit.

Climax Super Special Moves

Bakuretsu Screw Premium

Bakuretsu Screw Premium
2141236CD
2141236CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
442 (18*25+20) Min: 235 Mid - 12 109 32 HKD (84) -10 Full Body: 1 to 12 (12 Frames) 0 0
  • Joe throws a giant horizontal tornado at opponent
  • Tornado goes the entire length of the screen

Misc

Alternate Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8


Videos

Joe Higashi Reveal Trailer
The King of Fighters XV

OverviewStrategyDataCombosReplays

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters