Revision as of 23:38, 2 May 2021 by GoldyDorado01(talk | contribs)(Added the format, hitboxes, and all of the frame data, as well as placing the info in the new boxes)
Joe is one of those characters that could best be described as "solid". He has a nice set of normals, some combos, very all-round special moves, and a decent P-Pwer. Joe's strengths lie in his distance and poking game. His standing C and dashing C are great pokes that come out very fast and recover fast enough that you may keep up the pressure even when blocked. His projectile does ok damage and cannot be hopped over, and the double projectile does very good damage for a non-super projectile, slightly higher than Geese's double Reppuken. In addition, this version will ensure he wins any fireball fight against normal projectiles. His Tiger Knee is probably one of the highest priority uppercut moves in the game. You almost never see this beat by anything, as he has invincibility frames on start-up. In addition, his Crescent Moon Kick special can work as a long range air counter against predicted jumps. Since Joe's projectiles have to be high-jumped, this can be useful at times. Also, his Slash Kick is an excellent combo-finisher, punisher, and surprise move. Blazingly fast, and the B version is somewhat safe on block. The C version can punish a mistake across the screen, and does good damage. Joe is also a king of anti air. Here are the different ones at his disposal:
4B - High Roundhouse
214B - Crescent Kick
623B - Tiger Kick
641236BC - Screw Upper (S-Power)
When it comes to Joe's weaknesses, Joe's sweep (2C) has horribly short range, and what's worse, he is one of the few characters in the game that cannot use a strong low move in his combos. In fact, the only low-hitting move he can do in his combos is the 2B, and the follow-ups that this move allows are not really that damaging. Even though Joe can finish his combos with u + C, which is an overhead, he does not have any low equivalents, and this makes his mix-up game rather weak. On the plus side, his ;dn ;c recovers quickly, and can be cancelled on block or hit.
Joe's combos are very bad when it comes to mix-up potential, and he has several redundant chains that does nothing but get in your way. On the other hand, the most damaging ones can all start with an A or B, allowing him some threatening power in trading situations.
Play style-wise, Joe should try to utilize his great pokes and long-range moves to intercept the opponent's movements. Joe is fast enough to get out of pressure, so he can fight up close as well if needed, just don't expect to be doing any fancy mix-up with him. Joe has two grabs, the first one is unique in that the opponent can fast-recover from it, and his second grab can be mashed out of, but even if you press nothing and your opponent mashes you will usually get in most hits. Hits a maximum of 10 times for above average damage.
Pros
Cons
Nice normals, combos, and special moves
Decent P-Power
Good distance and poking game
Typcially can win any fireball fight against normal projectiles
Tiger knee has very high priority
Is a king of anti-air
His sweep has very short range
Cannot use a strong low move in combos
Has a weak mix-up game
Very bad mix-up potential with combos
Has several redundant chains
Most normals are terrible
Normals
Standing
5A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
7
-
5
5
7
4
0
HL
Y
-
-
Joe's punch is a quick, short ranged straight jab.
Misses most crouching opponents
n.5A (within 48 px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
7
-
5
7
5
4
0
HL
Y
-
-
Joe does a quick elbow to the opponent's face.
Same as st.A, but a bit faster
Can lead into most of Joe's combos
5B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11
-
6
5
10
1
-3
HL
Y
-
-
A quick kick to the shin
Comes out fast
Can lead into Joe's special combo
n.5B (within 57 px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11
-
6
7
8
1
-3
HL
Y
-
-
Joe does a quick straight kick to the body.
This can only lead into one short combo
Does high stun damage
The high stun damage allows for a Hard Special Move follow-up
5C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
23
-
8
3
22(17)
8
2
HL
N
-
-
Joe kicks at the opponent's mid-section with his leg.
An excellent poke and staple move in Joe's arsenal
Comes out quickly and has decent range
Range is upgraded from decent to great if you perform it during a dash
This move is unique in that it's animation stops early if it actually hits or is blocked, so the recovery is much faster than on most strong normals
n.5C (within 58 px of opponent)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
23
-
8
6
20
0
-6
HL
Y
-
-
Crouching
2A
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
7
-
5
4
8
4
0
HL
Y
-
-
Joe squats down and punches, similar to his st.A.
Can lead into the same combos as n.5A
2B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
11
-
6
6
9
1
-3
L
Y
-
-
A short ranged kick.
Mediocre speed
Not very good range
Cannot start many combos
Very few situations where this could be useful
2C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
23
-
8
3
20
KD
-6
L
Y
-
-
Joe sweeps the opponent with his leg.
Fast start-up and recovery
Safe as long as its not whiffed
Poor range
Cannot be used in any combos
Command
High Kick 4B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
19
-
9
5
17
4
-2
HL
Y
-
-
A kick to the head with decent range.
This move can be used as a cancellable poke
Can also work as anti-air somewhat
Range is a bit better than his standing C, but will miss crouching opponents
Damage is slightly lower than a standing C
Can chain it into most special moves and the P-Power
Sliding Kick 3B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
19
-
10
14
18
KD
-12
L
N
-
-
A short and rather slow slide on the ground.
Poor range
Special Taunt 2C when the opponent is knocked down
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
-
-
-
-
52 total
-
-
-
N
-
-
Joe taunts the opponent when they are on the ground.
Hit Detection: Any range, downed opponent only
Does no damage what so ever
Does help increase his gauge a bit
If used close on knock down, Joe is wide open to an attack unless the opponent is stunned
Only use this if you get knock down and are at range (like his P-Power)
Side Kick 5AB
High Avoid Attack
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
14
-
10
6
23
-3
-9
HL
Y
-
-
Jumping
j.A
Neutral Hop/JumpDiagonal HopDiagonal Jump
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
7
-
5
till landing
6
+8
+4
H
N
-
-
Diagonal Hop
7
-
5
till landing
6
+8
+4
H
N
-
-
Neutral Jump
7
-
5
till landing
6
+8
+4
H
N
-
-
A quick punch with virtually no horisontal range.
Used to beat opponents below himself in air
Diagonal Jump
7
-
5
10
6
+8
+4
H
N
-
-
A quick downwards punch.
Decent horizontal range
Comes out fast
Can be used as anti-air, but damage is minimal
j.B
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
11
-
6
till landing
6
+8
+4
H
N
-
-
Diagonal Hop
11
-
6
till landing
6
+8
+4
H
N
-
-
Neutral Jump
11
-
6
6
6
+8
+4
H
N
-
-
Diagonal Jump
11
-
6
8
6
+8
+4
H
N
-
-
A very short-ranged jumping knee
Has the shortest (about zero) range of any attack in the game
Is pretty much completely useless
Better off using a punch if you need a fast air move
j.C
Neutral HopNeutral JumpDiagonal Hop/Jump
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Neutral Hop
19
-
8
8
8
+15
+9
H
N
-
-
Joe does a flying kick without jumping quite as high.
Excellent horizontal range
Allows you to attack without getting too close to the opponent
Diagonal Hop
19
-
8
8
8
+15
+9
H
N
-
-
Neutral Jump
19
-
8
6
8
+15
+9
H
N
-
-
A kick that goes straight up.
This move has bad horizontal range
Good range diagonally upwards
Mostly suited for countering high jumpers
Bad for air to ground combat
Diagonal Jump
19
-
8
8
8
+15
+9
H
N
-
-
Joe leaps into the air and delivers an arcing kick to the opponent.
A good j.C
Decent range, and a good angle for air to ground combat
Easy to use it as a crossover after turning in air with D, but less useful for air to air
Oversway Actions
5D (opponent in oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
19
-
8
3,3
18
-1
-7
H
Y
-
-
2D (opponent in oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
19
-
8
3,3
18
2
0
L
N
-
-
A (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10
-
22
3
12
3
1
H
-
-
-
B (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
10
-
24
4
12
1
-1
L
-
-
-
C (from oversway)
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
19
-
26
4
11
13
-2
HL
-
-
-
Throw
Lifting Pressure 4/6C
Down Heel
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
4/6C
15
-
-
-
-
-
-
-
-
-
-
Unless the opponent uses the follow-up, this throw cannot be recovered from with Safe Fall
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
2C after throw
13
-
-
-
-
-
-
-
-
-
-
Must be used when the second hit of Lifting Pressure goes through
Since this follow-up is not considered a throw, the opponent can Safe Fall this
Rapid Knees 3C
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
7*5
-
-
-
-
-
-
-
-
-
-
Can be mashed to do up to ten hits doing above average damage
Still gets in most hits even if mashed out of
Feints
Feint Hurricane Upper 2AC
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
-
-
-
-
18
-
-
-
-
-
-
Good for faking out the opponent in a projectile war
Feint Slash Kick 6AC
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
-
-
-
-
18
-
-
-
-
-
-
Is invincible to low attacks for a brief moment
Special Moves
TNT Punch Mash A
236A Follow-Up236C Follow-Up
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Mash A
7*7(84)
-
8
3(3)3(3)3(3)(3)3
17
-
-
HL
-
Y
-
Joe punches several times over and over in quick succession.
Mashing A will keep it going a bit longer
Good in combos because they are safe on block if you don't do the follow-up
Allows you to juggle with light slash kick after the uppercut finisher
Very useful as a breakshot against stuff that is easy to breakshot, like a blocked Shooting Star. Lots of damage
Can do rather good damage if you manage to connect the second follow-up
If you mistime your follow-up you might just as well be the one taking the damage
Has two possible follow-ups, 236A and 236C
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Mash A-236A
6,6(11)
-
14
2
28
-1
-7
H
-
-
-
Joe follows-up his Exploding Punch with a downward punch.
Hits twice for miniscule damage
This move is an overhead, but since Joe has no low-hitting follow-up to the Hurricane Fists, this is completely useless against someone who knows what they are doing
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
Mash A-236C
6
-
18
1
28
+10
-4
HL
-
-
-
Joe does a fancy uppercut that launches the opponent into the air.
The launch allows a free juggle with a Slash Kick or a Tiger Kick
This is the follow-up to Exploding punch you always want to use
If this move is blocked, expect to be at least thrown
Tiger Kick 623B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
12,26(34)
-
5
2,19
40
KD
-34
HL
-
Y
-
Joe quickly knees upward into the opponent, covered in a red aura.
Great Breakshot
Good invincibility at startup
Good range and damage
Will counter "everything" if performed at the right time
Will get you killed if performed at the wrong time
Combined with his Hurricanes, this move gives you the ability to play the classic fireball trap game
Golden Heel 214B
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
33
-
22
2(2)6
24
-2
-7
HL
-
Y
-
Joe performs a high jumping kick that covers a large area.
Too slow to combo into
Can juggle with it after connecting a launcher combo
Can be used to counter predict jumpers from long range
Works very well against predicted projectiles
If this move is blocked, Joe is safer than you'd think, but he is still in a unfavourable position
Hurricane Upper 41236A/C
A VersionC Version
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
A
16
-
14
-
59 total
-10
-12
HL
-
Y
-
Joe fires a large whirlwind projectile at the enemy.
Cannot be hopped over or crouched under
A useful move for distance combat and zone control
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
C
14,16(28)
-
19(11)31
-
80 total
-15
-17
HL
-
Y
-
Joe fires two whirlwind projectiles in rapid succession.
Most damaging normal projectile move in the game if you can hit with both
Will beat other normal projectiles considering it fires two projectiles
The recovery and startup on this move is a bit slower than the A Hurricane Upper, so be careful with it
Slash Kick 16B/C
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
B
28
-
9
11
22
1
-10
HL
-
N
-
Joe does a very fast forwards flying kick.
Can be done with either 16B or 41236B
This move is easy to combo into
Usually safe on block if you perform it from some range away, ff you do it too close you will be at point blank range at your opponent's mercy
Follow up your connected pokes with this one
The move in itself travels through air, so if he is hit by any ground-based move he will be hit out of it instead of suffering a ground stun-hit that would allow him to be comboed
If the move is not blocked, both Joe and the opponent will reset, with Joe gaining a small frame advantage
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
C
32
-
20
15
30
KD
-22
HL
-
N
-
Joe does Slash Kick, but he follows it up with a second kick afterwards.
Cannot be done using 41236C, you will get C Hurricane Upper
More damaging, yet more risky version of the Slash Kick
If it connects, Joe will follow up with a second kick that knocks the opponent to the ground
This move is best used in combos
Due to the slow start-up you can only do it after a combo that gives the opponent a heavy stun animation
Damage and range are both very good
Can use this move to punish your opponent's mistakes at ANY range
Desperation Move
Screw Upper 641236BC
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
14*6
-
26
64
24
KD
-29
HL
-
-
-
Joe does an uppercut motion and a red funnel of wind appears in front of him.
Super Projectile
This move works much in the same manner as Geese's Raging Storm, but has less coverage and doesn't hit the back plane
Can be comboed into from his launcher combo
Use this against predicted jumps or from the launcher combo
Beware that Joe is vulnerable for quite some time after the wind disappears, so be careful with this move
In addition, this move will absorb projectiles, but is destroyed by P-Power projectiles
Super Desperation Move
Thunder Fire 641236C/D
C VersionD Version
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
C
13,)
-
1+2
108
40
KD
-13
HL
-
-
-
Joe does a flurry of combos before ending with a flaming Tiger Kick.
Autocombo
The hits are performed regardless whether they hit or not
The startup on this move is very fast, and thus very easy to combo into
Only the burning Tiger Kick move at the end of the move count as a special/super though, so don't expect this move to win any trades against similarly fast moves
Only the last few hits where he does a burning tiger kick actually counts as a super move when determining tick damage and invincibility, so despite what it seems, the move does very little tick damage
Version
Damage
Stun
Startup
Active
Recovery
Hit Advantage
Block Advantage
Guard
Cancel
BS
Juggle
D
13,8*5,10*5(79)
-
1+16
102
40
KD
-13
HL
-
-
-
This time Joe will do a quick line sway, then come back into the main plane with a burning knee before doing the rest of the combo as usual.
Autocombo
This is handy for countering pokes and missiles, as Joe will line sway past the missile/poke and get there just in time to punish
Combos
Chain Combos
Punch Starters
``````````````
5A (*) --------> B -----> C (2, E)
S (E)
n.5a (*)----> A (*, 1) -----> P (E)
: B (*, 1) B (*, E)
: 2B (*, 1, _) C (E)
: C (*, 1, E) 3C (*, A, E)
: 8C (O, E)
:
:
----> 2A (*) -----> B (*, 1)----> B (*, E)
C (*, 1, E) C (E)
3C (*, A, E)
2A (*)------> A (*, 1) -----> A (E)
B (*, 1) B (*, E)
2B (*, 1, _) C (E)
C (*, 1, E) 3C (*, A, E)
8C (O, E)
A in air (O)---> C (1, H, O, E)
Kick Starters
`````````````
B (*) --------> C (*) -----> 236C (E)
n.5B (*)----> C (*, E)
j.B (O)---> C (1, H, O, E)
Strong Starters
```````````````
None
Chain Analysis
Combos. For many characters, this is where they get most of their power from. Joe on the other hand has to rely a bit more on his normals and special moves. His combos allow for little mix-up, they include many redundant chains, and most have bad range.
I will list the combos that are of importance. If a combo is missing here it is either because I consider it to have no use, or I have simply forgotten. Feel free to comment if you feel I have missed something.
5A, 5B, 5C
This very basic combo can only be done from a far version standing A, which can be crouched and has short range. What you can do is kara the rest of the combo from the punch so you get a long range double kick combo that can be useful for poking. Can be useful at times, but do not use this combo for punishing purposes, as there are more damaging ones.
2A, 5C xx Slash Kick / Tiger Kick / Hurricane Upper / Exploding Punch / Thunder Fire (P-power)
This basic combo may seem very small and weak at first, but it has some use because the C is one of only two combo enders that give enough frame advantage to follow up with a strong Slash Kick. The bad thing about this combo is that the very same C can be ducked.
This combo also leads into Joe's most damaging combo setup without meter. More on this in the advanced combos section further down the page.
Close 2B, 5C, -> Slash Kick / Tiger Kick / Hurricane Upper / Exploding Fists / Thunder Fire (P-power)
Very similar to the previous combo mentioned, except this one cannot be crouched. The bad thing about this is that it requires you to be at point blank range in order for the second hit of the combo to hit. Otherwise the first hit will push them out of range, which can and will be fatal. This is the second of the two ground combos Joe has that can lead into a strong Slash Kick.
This is the potentially most damaging combo that Joe can dish out unless he has P power. As with most of his other combos, it has horrible range, but the last hit of this one is a launcher, and Joe has many moves that can juggle after it, the most notable being his S Power. If the S-Power is unavailable, you can pretty much choose the follow up you want. The C version Slash Kick does the most, but requires precise timing to hit properly. The Golden Heel Blast comes in second in damage.
This is the most useful punishing combo Joe has, but you should avoid using the launcher on block, since it can be punished unless you cancel it into a special move, which is a risky situation either way.
2A, 2B, 5B xx Tiger Kick / Slash Kick / Thunder Fire (P-power)
A safer version of the previous combo. This one does not launch the opponent, nor does it provide sufficient frame advantage to use the strong followups.
5B, 5C xx 236C
This is Joe's command combo. Joe performs a shin kick, then a high hook, then performs three roundhouse kicks in increasing height at his opponent. The last hit launches them. You can then juggle with a Tiger Kick in corners. Damage is more or less the same as the A, B, C combo unless you get off the juggle.
Be aware that if the second hit of the combo misses the opponent, then only the first kick of the qcf + C combo will hit, and the last two kicks will pass through the opponent without hitting. Against an opponent who knows, this will be a fatal mistake, so be careful and make sure to hit confirm the second hit before you input the qcf + C
You can cancel the second hit of the combo into any special or super or feint move.
Other Chains
5A, 5B, 8C - Joe will follow up his normals with a sort of flipping downward arcing kick.
-This chain can be done standing, crounching, or a mixture of both.
-Must begin with an A and then follow with a B or else the u + C will not come out
-The 8C part is an overhead, and will still come out and count as an overhead even if the A and B are blocked
-The 8C can be blocked even if the A, B connects.
5B, 5C xx Tiger Kick - Short combo than can be ended with Tiger Kick.
-Four hit combo
-Can replace Tiger Kick with Slash Kick, Exploding Punch, and Hurricane Upper, but these are not as safe
5A, 5B, 8C, 641236C - Joe hits the opponent with his overhead chain, and then goes into Thunder Fire.
-Since the 8C overhead can be blocked even if A, B connects, its best to use this combo on crouch blocking opponents
-Provides a bit of deception/mix-up for Joe
-Do not attempt if the opponent is standing before the 8C connects