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|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
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|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.
}}
}}
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|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.
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|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.
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* 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.
}}
}}
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*Same animation and range as his CD.
*Same animation and range as his CD.
* The throw counter is on the ground under Shunei.
* The throw counter is at the feet.
}}
}}
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|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
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|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
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|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
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|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
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|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=
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|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.
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|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.
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|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
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|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.
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.
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.
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
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)
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
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)
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
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.
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
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.
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.
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
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
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
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.
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.
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.
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.
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
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.
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
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
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
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
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
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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