st. A A quick jab, good for stopping incoming hops, chain-able into itself, whiffs on crouching opponents
st. B A quick left kick, good for close range poking, not cancel-able
st. C Far right punch, slower than st.A, good to stop incoming hops in advance, and to use as a close range poke, not cancel-able
st. D Far right heavy kick, good damage (90dmg), not cancel-able
Close
cl. A: A cancel-able jab, can't chain into anything though
cl. B: Same kick as st. B
cl. C: Elbow thrust, cancel-able into f+B or df+B
cl. D: Knee thrust, safer on block than cl.C, cancel-able into f+B, or df+B
Crouching
cr. A: A crouching Jab that is cancel-able into df+B and chain-able into itself, st.B, st.A, and cr. B
cr. B: Quick low kick with nice range, chain-able into itself, cr.A, and st.A
cr. C: A crouched elbow thrust, cancel-able
cr. D: A good ranged sweep that is whiff cancel-able, and cancel-able on hit and if blocked
Jumping
j. A: Horizontal elbow thrust, good for air-to-air attacks or air-to ground may whiff on crouching opponents
neutral j. B: Horizontal kick, good for stopping mid to far range jumps and super jumps, may be whiff on crouching opponents
j.B is good for jumping in air-to-ground
j. C: A downward angled punch that is good for jumping to start combos
j. D: Kick with a slight downward angle, good for starting combos, and can be used as a instant overhead
Blowback
st. CD: A whiff-cancel-able high aiming round kick aimed at the face. Whiffs on some crouching opponents (except Daimon, Chang, Maxima for example).
j.CD: A jumping forward thrust kick that is good for air-to-air approaches, whiffs on some crouching opponents, and can be low profiled anti-aired
Command Moves
Low kick - (f + B)
A standing sweep leg kick that doesn't hit low. Special cancel-able, and is used canceled from as a combo from either cl.C or cl.D. You can cancel this kick from his cancel-able light normals but they wont combo.
It is unsafe on block, but Joe is pushed back away from the opponent a fair distance, but some attacks may be able to punish him if they are fast enough and and reach him while in recovery.
Combo Advice: (optional cl.C/cl.D), f+B into which ever special or DM move
is an easy confirm
Sliding - (df+B)
Joe knee slides into opponent's legs, not special cancel-able, but an easy way to go into Max Mode (BC)
Neutral on block
Hits low
Does not knock down
Combo Advice: Very easy combo or confirm you can try is cr.B, st.A, df+B
Throws
Knees of Hell - (b/f + C) close
Joe knees the opponent 4 times. 4th knee is a jumping knee and knocks down
Can be mashed out of
Soft knockdown
Leg throw - (b/f + D) close
A head Scissors take-down, the opponent lands near the corner of the screen
Soft knockdown
Special Moves==
Hurricane Upper - hcf + A/C
A version creates single hurricane. Comes out faster; hurricane moves slower.
dmg 85
C version creates 2 hurricanes. Comes out slower but moves faster.
dmg 150
Slash kick - hcf + B/D
Flying horizontal kick
B version faster but travels half screen
dmg 110
D version travels full screen
dmg 150
Tiger kick - dp + B/D
2 hit rising knee attack
Cancellable on first hit
dmg B 150; D 110
Golden heel - qcb + B/D
Hopping circular kick. B version travels half screen. D version travels three quarters. Good anti-air.
dmg 80
Bakuretsu Ken - Mash A/C
>qcf + A
>qcf + C
Joe performs a flurry of punches. Can be finished with qcf + A/C. qcf + A delivers a downward elbow thrust. qcf + C delivers a low thrust kick that knocks down.
DM
Screw Upper - qcf x 2 + A/C
Giant hurricane attack
dmg 290
Ougon no Tiger Kick - qcf, uf + B/D
Tiger kick DM. Can be charged
dmg 260
Bakuretsu Hurricane Tiger Kakato - qcf, hcb + A/C
Flurry of punches, 2 hurricanes, tiger kick, aerial golden heel
dmg 220
qcb x 2 + B/D
DM version of Joe's low kick
dmg 250
SDM
Screw Upper - qcf x 2 + AC
dmg ~400
HSDM
qcf x 2 + BD
2 flaming hurricanes fly to either side of the screen
Combos
cl.C/D or cr.C, f+B, hcf+K /qcf hcb+P
cr.B, cr.A×1~2, [A] (2/4 or 5 hits)~qcf+A, (SC) DM
Far A, df+B, [A] (5 hits)~qcf+C/ [A] (4 hits)~qcf+A, (SC) DM